Date Accessed: 2023-11-23
Obtained from the game via screenshots. Text copied with Windows' Snipping Tool OCR feature.
Images of the guns extracted from the game.
Description
A GUIDE TO AIRSHIP ARTILLERY
This book contains information on Heavy guns. It is a haphazard conglomeration of paper
scraps glued and sewn together to more or less form pages. The writing is coarse and
sprawling, wild at times, amongst meticulously sketched Heavy gun diagrams, measurements,
and firing angles. Many of the pages are singed and smeared with oil stains or black dust
that smells of gunpowder. Hastily written notes can be read on the back margins of the
cover page. Most are illegible. However, two stand out, the second being written much
larger than the first.
By Gabe's back hairs! Twenty bloomin rockets? Twenty! I ain't seen that much firepower
since Mum's third wedding. Or was it the fifth? Reminds me. She's been hassling me again
about grands. I suppose I could teach the little tykes how to help clean the big guns
where I can't reach so easy. How do you go about attracting a mate? Ma'am, your eyes are
lovely in the light of the muzzle flash. Done deal! That would do it for me.
That didn't bloody work.
-Wilson
Typhon Heavy Flak Cannon [Mk. I]
Very Long Range. A medium/long-range cannon that fires explosive projectiles dealing
substantial damage with a wide area of effect. Arming time of 2/3s, no
secondary AoE under 200m.
Main Properties
Effective vs:
Hull
Explosive:
115
Explosive:
50
Rate of Fire:
2 shots/s
Reload Time:
4 s
Magazine Size:
4
Projectile Speed:
300 m/s
Range:
2400 m
Additional Properties
Additional Shell Drop:
6 m/s2
AoE Radius:
7 m
Fire Ignition:
12.5% chance of 1-3 fire stacks
Movement and Arcs
Left/Right:
40°
40°
Up/Down:
30°
40°
Manticore Heavy Hwacha
Medium Range. Fires a blinding barrage of 20 rockets for a powerful area-of-denial
effect in close to mid range engagements. While devastating up close, this gun
quickly loses effectiveness due to a high missile spread and jaw rattling gun recoil.
Missiles will start detonating at 750 meters due to crude and inaccurate
timer fuses. Detonations will continue for approximately 1 more second with
a few missiles reaching targets 1060 meters away. Don't let this range fool
you, as this beast can't barely hit the broad side of a Galleon at those ranges.
Best to hold your shots and wait for the buggers to get closer. -Wilson
Main Properties
Effective vs:
Hull, Guns, Engines
Explosive:
15
Shatter:
50
Rate of Fire:
8.33 shots/s
Reload Time:
14 s
Magazine Size:
20
Projectile Speed:
300 m/s
Range:
750 m
Additional Properties
AoE Radius:
5 m
Fire Ignition:
6.3% chance of 1 fire stacks
Movement and Arcs
Left/Right:
30°
30°
Up/Down:
20°
20°
Hellhound Heavy Twin Carronade
Short Range. A larger, slower, more powerful Carronade that fires a piercing
short-range shotgun burst. Effective against balloons and components.
Main Properties
Effective vs:
Balloon, Guns, Engines
Flechette:
350
Shatter:
200
Rate of Fire:
0.83 shots/s
Reload Time:
7.5 s
Magazine Size:
2
Projectile Speed:
800 m/s
Range:
400 m
Additional Properties
Buckshots:
20
Movement and Arcs
Left/Right:
35°
35°
Up/Down:
30°
10°
Lumberjack Heavy Mortar
Very Long Range. High arcing weapon with balloon damaging Flechette AoE. Arming time of
0.727s, Guns with arming time do not inflict the second listed damage before
arming. No AoE damage under 200m.
High parabolic arc, narrow range of motion, and slow projectile velocity
make this a difficult gun to master, requiring high skill and experience.
Main Properties
Effective vs:
Balloon
Flechette:
50
Flechette:
250
Rate of Fire:
0.8 shots/s
Reload Time:
8 s
Magazine Size:
6
Projectile Speed:
275 m/s
Range:
1650 m
Additional Properties
Additional Shell Drop:
20 m/s2
AoE Radius:
8 m
Movement and Arcs
Left/Right:
15°
15°
Up/Down:
65°
25°
Minotaur Heavy Cannon
Very Long Range. A specialized support weapon that knocks back enemy ships. The
farther you shoot from a ship's center of mass, the more spin it will add to push a
ship off its gun arcs.
Main Properties
Effective vs:
Guns, Engines, Armor
Piercing:
72
Shatter:
180
Rate of Fire:
0.67 shots/s
Reload Time:
10 s
Magazine Size:
5
Projectile Speed:
700 m/s
Range:
1800 m
Additional Properties
Buckshots:
4
Knockback:
120 kN*s
Movement and Arcs
Left/Right:
40°
40°
Up/Down:
30°
20°
Roaring Tiger Heavy Detonator
Long Range. Launches a volley of slow-moving projectiles that will detonate 4 times
when Secondary Fire is pressed. Otherwise, projectile will hit enemy and detonate once.
Main Properties
Effective vs:
Balloon, Hull
Flechette:
30
Explosive:
30
Rate of Fire:
2.5 shots/s
Reload Time:
10 s
Magazine Size:
4
Projectile Speed:
80 m/s
Range:
800 m
Additional Properties
Additional Shell Drop:
2 m/s2
AoE Radius:
70 m
Movement and Arcs
Left/Right:
40°
40°
Up/Down:
40°
30°
Immortal Gaze Heavy Accelerator
Very Long Range. Fires magnetically charged, ultra-high-velocity shells capable of
piercing through ships. Damages and pulls in its wake any enemy unit it passes near.
Charge to increase damage and radius.
Main Properties
Effective vs:
Armor
Piercing:
250
Piercing:
125
Rate of Fire:
2 shots/s
Reload Time:
10 s
Magazine Size:
4
Projectile Speed:
800 m/s
Range:
2400 m
Additional Properties
AoE Radius:
6 m
Knockback:
400 kN*s
Movement and Arcs
Left/Right:
60°
60°
Up/Down:
40°
40°
Roaring Tiger Heavy Detonator [Mk. II]
Medium Range. Multiple mines per shot that detonate once, Secondary Fire to detonate.
Arming distance 100m.
Main Properties
Effective vs:
Balloon, Hull
Flechette:
15
Explosive:
30
Rate of Fire:
0.5 shots/s
Reload Time:
8 s
Magazine Size:
4
Projectile Speed:
200 m/s
Range:
600 m
Additional Properties
Additional Shell Drop:
16 m/s2
AoE Radius:
50 m
Movement and Arcs
Left/Right:
40°
40°
Up/Down:
40°
30°
Immortal Gaze Heavy Accelerator [Mk. II]
Very Long Range. Short charging high velocity rounds that pierces through and pulls
enemy ships trapped in the weapon's wake towards your ship. Modified rounds to
deal more killing damage.
Main Properties
Effective vs:
Balloon, Hull, Guns, Engines
Shatter:
130
Fire:
70
Rate of Fire:
0.5 shots/s
Reload Time:
10 s
Magazine Size:
8
Projectile Speed:
800 m/s
Range:
1600 m
Additional Properties
AoE Radius:
10 m
Movement and Arcs
Left/Right:
40°
40°
Up/Down:
60°
30°
Typhon Heavy Flak Cannon [Mk. II]
Very Long Range. Same DPS but packed into 2 shots instead of 4. A medium/long-range
cannon that fires explosive projectiles dealing substantial damage with a
wide area of effect. Arming time of 2/3s, no secondary AoE under 200m.
Main Properties
Effective vs:
Hull
Explosive:
150
Explosive:
180
Rate of Fire:
0.8 shots/s
Reload Time:
4 s
Magazine Size:
2
Projectile Speed:
300 m/s
Range:
2400 m
Additional Properties
Additional Shell Drop:
6 m/s2
AoE Radius:
7 m
Fire Ignition:
12.5% chance of 1-5 fire stacks
Movement and Arcs
Left/Right:
40°
40°
Up/Down:
30°
40°
Nemesis Heavy Carronade
Very Long Range. Harkening to the olden days of naval warfare, this powerful
carronade fires iron cannonballs instead of buckshot. High damage to guns and engines.
Moderate damage to Armor and Hull integrity.
Main Properties
Effective vs:
Balloon, Hull, Guns, Engines
Shatter:
125
Impact:
100
Rate of Fire:
0.6 shots/s
Reload Time:
6 s
Magazine Size:
4
Projectile Speed:
400 m/s
Range:
1500 m
Additional Properties
Additional Shell Drop:
11 m/s2
AoE Radius:
2 m
Knockback:
200 kN*s
Movement and Arcs
Left/Right:
40°
40°
Up/Down:
25°
15°
Roaring Tiger Heavy Detonator [Mk. S]
Short Range. Launches a volley of 5 slow-moving projectiles that will detonate twice
when Secondary Fire is pressed. Direct hits will only do flechette damage and then
explode once. Practice detonating just after the projectiles start lighting up the target.