Airmen Game Guide for Ship Weapons

Airmen  game guide focuses on a list of all ship weapons in-game and what they do. This is a basic guide for all ship weapons and work in progress. Other ship weapons will be added soon. Please keep on following. We hope that this guide will help you.

Prior Notes

The Single Autoturrets have unrestricted horizontal rotation but restricted vertical rotation.

Their non single Auto turret variants have restricted rotation.

The pressure draw when indicated like this: a/b

a=pressure ussage when not active:

-(For manned turrets this means when no one is in them)

-(For auto turrets this means when they are on, there’s a switch to turn them off on them specifically)

b=pressure usage when active

Because of this the max draw of turrets is the active and not active added together

Auto turrets only target weapons and deployables, Manned turrets cna be given orders at the wheel with Q

  • Ranges:

There are only 4 max ranges in the game.

Most weapons fall into the 275m range:

  • Twin
  • Breach
  • Needle
  • Longneck(it gets a damage hump at about 75% range(maybe))
  • Blast

Seeker and Barrage as well although Bronze say you will hardly hit anything at this range, you wanna get closer, also the explosion arms at 50m.

The only weapon with a max range of 600m is the Fort Cannon.

Heavy Weapons are mostly in 400m:

  • Lance
  • Flak
  • Flesh Gun
  • MagBeam
  • Torpedo
  • Heavy Cannon
  • Pigeon Missiles

Volley’s range depend son arch but about 100m arc becomes unmanageble.

Ship Weapons

Twin Turret

Fire rapidly from a large magazine of 40 shots. For the Manned Turret the one with barrels on either side it can shoot both independantely, the L turret only has one set of barrels.

Manned Turret

  • Hitpoints: 2500
  • Damage reduction:15
  • Mass: 180
  • Pressure Draw: 20/100/100
  • Firepower: 1800

Cost:

  • Aetherium: 20
  • Nitranite: 20

Manned Turret L

  • Hitpoints: 2000
  • Damage reduction:15
  • Mass: 110
  • Pressure Draw: 10/100
  • Firepower: 750

Cost:

  • Aetherium: 10
  • Nitranite: 8

Twin Single Auto Turret

  • Hitpoints: 1500
  • Mass: 150
  • Pressure Draw: 110/100
  • Firepower: 2250

Cost:

  • Aetherium: 10
  • Magnesite: 3
  • Cyprium: 2
  • Nitranite: 10

Twin Auto Turret

  • Hitpoints: 2000
  • Mass: 300
  • Pressure Draw: 120/100/100
  • Firepower: 3000

Cost:

  • Aetherium: 16
  • Magnesite: 5
  • Cyprium: 2
  • Nitranite: 16

Breach

Fire penetrating shots at a low fire rate. Parts behind the impact point are damaged. Small magazine of 5 so accuracy is important.

Manned Turret

  • Hitpoints: 2500
  • Damage reduction:15
  • Mass: 180
  • Pressure Draw: 20/100/100
  • Firepower: 1800

Cost:

  • Aetherium: 20
  • Nitranite: 20

Manned Turret L

  • Hitpoints: 2000
  • Damage reduction:15
  • Mass: 110
  • Pressure Draw: 10/100
  • Firepower: 750

Cost:

  • Aetherium: 10
  • Nitranite: 8

Breach Single Auto Turret

  • Hitpoints: 1500
  • Mass: 150
  • Pressure Draw: 110/100
  • Firepower: 2250

Cost:

  • Aetherium: 10
  • Magnesite: 3
  • Cyprium: 2
  • Nitranite: 10

Breach Auto Turret

  • Hitpoints: 2000
  • Mass: 300
  • Pressure Draw: 120/100/100
  • Firepower: 3000

Cost:

  • Aetherium: 16
  • Magnesite: 5
  • Cyprium: 2
  • Nitranite: 16

Needle

Fires low damage projectiles in a three shot burst. Magazine of 21, gain innacurracy if repeatedly fired.

Manned Turret

  • Hitpoints: 2500
  • Damage reduction:15
  • Mass: 180
  • Pressure Draw: 20/100/100
  • Firepower: 1800

Cost:

  • Aetherium: 20
  • Nitranite: 20

Manned Turret L

  • Hitpoints: 2000
  • Damage reduction:15
  • Mass: 110
  • Pressure Draw: 10/100
  • Firepower: 750

Cost:

  • Aetherium: 10
  • Nitranite: 8

Needle Single Auto Turret

  • Hitpoints: 1500
  • Mass: 150
  • Pressure Draw: 110/100
  • Firepower: 2250

Cost:

  • Aetherium: 10
  • Magnesite: 3
  • Cyprium: 2
  • Nitranite: 10

Needle Auto Turret

  • Hitpoints: 2000
  • Mass: 300
  • Pressure Draw: 120/100/100
  • Firepower: 3000

Cost:

  • Aetherium: 16
  • Magnesite: 5
  • Cyprium: 2
  • Nitranite: 16

Gatling

Rapidly fires short range projectiles. Shots from the Gatling cannon deal little damage and lack much armour penetration making them ineffective against armour plates. Basicly very good at soft targets like balloons(excluding armour ones) and engines. Stuff without damage reduction,

Manned Turret

Hitpoints: 2500

Damage reduction:15

Mass: 180

Pressure Draw: 20/100/100

Firepower: 1800

Cost:

  • Aetherium: 20
  • Nitranite: 20

Manned Turret L

  • Hitpoints: 2000
  • Damage reduction:15
  • Mass: 110
  • Pressure Draw: 10/100
  • Firepower: 750

Cost:

  • Aetherium: 10
  • Nitranite: 8

Gatling Single Auto Turret

  • Hitpoints: 1500
  • Mass: 150
  • Pressure Draw: 110/100
  • Firepower: 2250

Cost:

  • Aetherium: 10
  • Magnesite: 3
  • Cyprium: 2
  • Nitranite: 10

Gatling Auto Turret

  • Hitpoints: 2000
  • Mass: 300
  • Pressure Draw: 120/100/100
  • Firepower: 3000

Cost:

  • Aetherium: 16
  • Magnesite: 5
  • Cyprium: 2
  • Nitranite: 16

Barrage

Barrage cannons fire slow-moving projectiles that move chaotically as they travel. The missiles will not explode until they’ve traveled a short distance(50m). Magazine of 8 in each barrel set.

Manned Turret

  • Hitpoints: 2500
  • Damage reduction:15
  • Mass: 180
  • Pressure Draw: 20/100/100
  • Firepower: 1800

Cost:

  • Aetherium: 20
  • Nitranite: 20

Manned Turret L

  • Hitpoints: 2000
  • Damage reduction:15
  • Mass: 110
  • Pressure Draw: 10/100
  • Firepower: 750

Cost:

  • Aetherium: 10
  • Nitranite: 8

Barrage Single Auto Turret

  • Hitpoints: 1500
  • Mass: 150
  • Pressure Draw: 110/100
  • Firepower: 2250

Cost:

  • Aetherium: 10
  • Magnesite: 3
  • Cyprium: 2
  • Nitranite: 10

Barrage Auto Turret

  • Hitpoints: 2000
  • Mass: 300
  • Pressure Draw: 120/100/100
  • Firepower: 3000

Cost:

  • Aetherium: 16
  • Magnesite: 5
  • Cyprium: 2
  • Nitranite: 16

Guided Barrage

These are guided barrages, the player can guide them by aiming at where they want them to go.

They may or might not do less damage than Barrages due to their seeking ability but I am not sure.

Manned Turret

  • Hitpoints: 2500
  • Damage reduction:15
  • Mass: 180
  • Pressure Draw: 20/100/100
  • Firepower: 1800

Cost:

  • Aetherium: 20
  • Nitranite: 20

Manned Turret L

  • Hitpoints: 2000
  • Damage reduction:15
  • Mass: 110
  • Pressure Draw: 10/100
  • Firepower: 750

Cost:

  • Aetherium: 10
  • Nitranite: 8

Guided Barrage Single Auto Turret

  • Hitpoints: 1500
  • Mass: 150
  • Pressure Draw: 110/100
  • Firepower: 2250

Cost:

  • Aetherium: 10
  • Magnesite: 13
  • Cyprium: 2
  • Nitranite: 10

Guided Barrage Auto Turret

  • Hitpoints: 2000
  • Mass: 300
  • Pressure Draw: 120/100/100
  • Firepower: 3000

Cost:

  • Aetherium: 16
  • Magnesite: 25
  • Cyprium: 2
  • Nitranite: 16

Volley

Fire an explosive projectile at moderate speeds. Shots move slowly with a high arc, but their armour penetration allows them to shred armour off ships.

Manned Turret

  • Hitpoints: 2500
  • Damage reduction:15
  • Mass: 180
  • Pressure Draw: 20/100/100
  • Firepower: 1800

Cost:

  • Aetherium: 20
  • Nitranite: 20

Manned Turret L

  • Hitpoints: 2000
  • Damage reduction:15
  • Mass: 110
  • Pressure Draw: 10/100
  • Firepower: 750

Cost:

  • Aetherium: 10
  • Nitranite: 8

Barrage Single Auto Turret

  • Hitpoints: 1500
  • Mass: 150
  • Pressure Draw: 110/100
  • Firepower: 2250

Cost:

  • Aetherium: 10
  • Magnesite: 3
  • Cyprium: 2
  • Nitranite: 10

Barrage Auto Turret

  • Hitpoints: 2000
  • Mass: 300
  • Pressure Draw: 120/100/100
  • Firepower: 3000
  • Cost:
  • Aetherium: 16
  • Magnesite: 5
  • Cyprium: 2
  • Nitranite: 16

WIP…

This is the ending of Airmen Game Guide for Ship Weapons guide. Hope it will help you. If there is wrong or you have suggestions, please let’s know and comment us. Have fun.


Written by Doomvortex

Leave a Reply

Your email address will not be published. Required fields are marked *