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  • ...r has not been penetrated. This is more likely to occur with larger energy weapons and missile warheads hit. When a large amount of damage is taken from a single missile or energy weapon impact, extra "shock damage" may be applied directly to ship interna
    3 KB (543 words) - 21:20, 16 October 2022
  • ==Energy Weapons== ...ction in gear size. A quad turret has a 40% reduction in crew vs four solo weapons and has a 20% reduction in gear size.
    8 KB (1,332 words) - 21:22, 16 October 2022
  • ...' is the power source for all powered ship component systems, such as beam weapons. Power plant offer variable power output based on the technology in use. ...should have at least enough power generation capacity to fire all its beam weapons.
    2 KB (240 words) - 01:38, 23 February 2016
  • This page provides a brief overview and comparison of Beam Weapons and CIWS. Beam weapon in Aurora refers to every weapon that isn't a Missile Beam weapons are very short-ranged compared to missile weapons but they can do a lot of damage in a short space of time and they don't nee
    16 KB (2,644 words) - 03:13, 2 March 2016
  • * Do you have enough [[power plants]] to power your [[energy weapons]]? Note the box on the lower left.
    2 KB (351 words) - 02:17, 24 December 2019
  • ...'' Very dense material used for [[shipyards]], advanced armors and kinetic weapons such as [[railguns]] or orbital bombardment systems. * '''Corundium.''' The primary material used in almost all energy weapons. Frequently a scarcity of this develops early on leading to the aptly named
    5 KB (821 words) - 01:22, 7 April 2016
  • The pattern in which damage is applied favors the design of weapons which deliver a damage found in the central column of the template, due to ...ue to their high single-strike damage capability. All other player-usable weapons are incapable of delivering single-strike damage in excess of their templat
    6 KB (834 words) - 02:54, 7 January 2020
  • Like all electronic systems, the sensor is vulnerable to high energy microwave attack. ...ctronic Hardening''' Protects an electronic system against anti-electronic weapons or effects, such as a [[High-Powered Microwave]].
    3 KB (343 words) - 18:21, 2 April 2016
  • ==Energy Weapons== ==Missiles / Kinetic Weapons==
    18 KB (1,865 words) - 14:50, 19 October 2017
  • ...ear-Echelon. Units in a Support position can only attack using bombardment weapons, or defend themselves against air attack. This formation is intended to ser ...rectly attack hostile forces but if they possess elements with bombardment weapons they may be assigned to support a front line formation.
    52 KB (8,151 words) - 21:05, 12 August 2022
  • This is just an introduction to ship combat in Aurora. The details of weapons and systems are covered on their own pages: ...ips and missiles themselves: if you cannot close within range of your beam weapons, or your missiles cannot catch their targets, then you cannot defeat the en
    13 KB (2,234 words) - 23:52, 5 April 2016
  • C# has a more intelligent auto-assignment for weapons and fire controls. You can set up a ship with a single click and then adjus *Other beam fire controls are for offensive weapons
    11 KB (1,706 words) - 15:24, 15 January 2019
  • * EW Energy Weapons * MK Missiles / Kinetic Weapons
    8 KB (1,245 words) - 04:14, 4 May 2019
  • *6) '''STO''': 'Y' indicates this component is a Surface-To-Orbit energy weapon, capable of engaging ships in space within weapon range of the plane ====Bombardment Weapons====
    11 KB (1,768 words) - 10:01, 28 January 2019
  • ==Energy Weapons== ==Missiles/Kinetic Weapons==
    16 KB (2,410 words) - 17:40, 2 March 2019
  • '''Energy Weapon Mount''' allow to design a larger weapons than could normally be constructed using available technology. A ship can o
    4 KB (519 words) - 16:05, 7 April 2024
  • ...suffer [[Shock Damage]] as a result of hostile weapon fire (either energy weapons or missile warheads). A percentile roll is made after any non-shield damage ...esting combat situations. Secondly, it gives an advantage to larger energy weapons and missile warheads. You may inflict significant damage with a lucky hit f
    12 KB (1,922 words) - 09:33, 25 February 2016
  • ...this tutorial I'll use Lasers as an example and then cover the other beam weapons in the next tutorial. ...s. Lasers and other beam weapons are very short-ranged compared to missile weapons but they can do a lot of damage in a short space of time and they don't nee
    38 KB (6,258 words) - 08:59, 8 February 2016
  • ...because it is straightforward way to assign value based on very different weapons. ...-mobile, such as a towed anti-tank gun, towed artillery, et cetera. Static weapons remain in place when firing so they are easier to hit than infantry or vehi
    31 KB (4,963 words) - 09:57, 18 January 2019
  • .... For each level of ECM, the missile will be 10% harder to hit with energy weapons and will reduce the lock of missile fire controls by 10%. This can be negat ...about a millisecond so there is no performance issue. This means that new weapons with higher gradients can be added very easily.
    20 KB (3,204 words) - 15:14, 15 January 2019
  • ==Energy Weapons== ==Missiles / Kinetic Weapons==
    33 KB (3,959 words) - 15:45, 15 December 2019
  • ==Energy Weapon Impacts== ...ts. These are very similar to explosion contacts except they occur when an energy weapon scores damage on something (ship, missile, shipyard, population or g
    16 KB (2,613 words) - 11:53, 16 February 2016
  • '''Shield Strength''' indicates the maximum value of any energy [[shields]] the ship has. '''Shield Recharge''' indicates how many units of ...ystems on the ship. If the ship's reactors don't provide enough power, the weapons will take longer to recharge.
    21 KB (3,402 words) - 16:58, 3 April 2016
  • ...improved by the "Ordnance Production" technologies in the "Missile/Kinetic Weapons" section of the Research screen (not the Production section). ...iles and energy weapons. However, because missile warheads are area-effect weapons, they are much more effective at destroying the civilian population and any
    38 KB (5,656 words) - 03:00, 14 March 2024
  • ...re zero speed for purposes of incoming missile or weapon fire, cannot fire weapons or launch missiles and have zero shield strength. ...eir target system body cannot be targeted in normal naval combat or by STO weapons.
    39 KB (6,282 words) - 16:19, 18 January 2019
  • ...on to create larger power plants and will result in a small improvement in energy weapon capabilities. The table below shows power per HS and total power for In VB6, if a power plant is damaged, it slows down the recharge rate of all weapons by a proportionate amount.
    42 KB (6,662 words) - 12:34, 15 April 2019
  • *EW Energy Weapons *MK Missiles & Kinetic Weapons
    22 KB (3,468 words) - 16:32, 16 February 2016
  • ...us. This is a modifier to weapon accuracy for fighters firing energy-based weapons (gauss cannon, railguns, lasers, mesons, etc.). The starting amount for a c ...can maneuver small craft to increase the chance of a hit with energy-based weapons.
    62 KB (10,409 words) - 06:31, 15 August 2014
  • This is applied as a straightforward modifier to weapons fire. For maintenance failures the chance of failure is multiplied by (2 - # Class Design now shows an error for insufficient power for energy weapons
    64 KB (10,767 words) - 03:21, 6 February 2016