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FragmentCannon Ingame

Multi-shot projectile weapon.

— In-Game Description

The Fragment Cannon is a weapon module that fires bursts containing 12 projectiles, similar to a shotgun. While each individual projectile has low damage, it can fire three bursts of 12 quickly in a row. Fragment Cannons are capable of devastating close range targets, but very quickly drop in effectiveness with range as many of these projectiles will simply miss.

Fragment Cannons have very high theoretical damage per second (DPS), which in practice will rarely be reached. The unpredictable jitter and wide spread of the weapon make it inconsistent, and this together with the relatively slow projectile speed mean that outside of 200 meters the majority of this damage will not hit an intended target. The closer the target, the greater chance of more projectiles landing. It is therefore recommended to use Fragment Cannons on a fast and maneuverable ship that can maintain close combat range.

Like other kinetic weapons, Fragment Cannons have a penalty against shields and a bonus against hull. Unlike other kinetic weapons they have poor armour piercing ratings, meaning that larger vessels with higher Armour Hardness will resist much of their damage. Still, given their raw damage output, concentrated fire from multiple fragment cannons at extreme close range may still prove overwhelming against shields and armour hardness all the same. 

The Pacifier Frag-Cannon is a variant of this weapon.

MunitionsEdit

Spent ammunition must be replenished once used. Any station equipped with a "Rearm" service will be able to replenish ammunition. Once docked at the station, ammunition can be purchased from the Munitions menu in the Starport Services. Ammunition costs 17 CR per unit. A full reload of all 93 rounds in the fragment cannon costs 1,581 CR.

The fragment cannon uses 'Large Calibre Munitions' for synthesis, requiring 4 nickel, 3 carbon and 2 sulfur to rearm half of the total ammunition carried by the fragment cannon.

Specifications Edit

Projectile speed is 667 m/s, jitter is 5°, maximum range is 2000m (Damage Falloff 1800m), regardless of class or mounting.

Class Rating Mass
(T)
Integrity Power
Draw(MW)
Weapon
Mode
Damage
Type
Damage Armour
Piercing
ROF/s DPS Thermal
Load/s
Ammo
Clip Size
Ammo
Maximum
Value
(CR)
1 E 2.00 40 0.450 Fixed Kinetic 1.40 20 5.60 95.30 0.40 3 180 36,000
1 E 2.00 40 0.590 Gimbal Kinetic 1.00 20 5.90 71.30 0.40 3 180 54,720
1 E 2.00 40 0.420 Turret Kinetic 0.70 20 4.80 39.40 0.20 3 180 182,400
2 A 4.00 51 0.740 Fixed Kinetic 3.00 30 5.00 179.10 0.70 3 180 291,840
2 D 4.00 51 1.030 Gimbal Kinetic 2.30 30 5.30 143.60 0.80 3 180 437,760
2 D 4.00 51 0.790 Turret Kinetic 1.70 30 4.30 87.10 0.40 3 180 1,459,200
3 C 8.00 64 1.020 Fixed Kinetic 4.60 45 4.50 249.30 1.10 3 180 1,167,360
3 C 8.00 64 1.550 Gimbal Kinetic 3.80 45 4.80 215.40 1.40 3 180 1,751,040
3 C 8.00 64 1.290 Turret Kinetic 3.00 45 4.00 143.30 0.70 3 180 5,836,800

Engineers Edit

This weapon can be modified by Engineers to enhance its abilities.

Modifications Edit

The following modifications can be applied to this module:

Experimental Effects Edit

The following Experimental Effects can be applied to this module:

Gallery Edit