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Interplanetary Wiki
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==Weapons== ===[[Railgun]]=== <div style="float: right;">[[File:Railgun.jpg]]</div> '''''Basic Interplanetary Weapon.''''' The Railgun is the primary weapon of Interplanetary. Utilizing many of the same technologies used in the Kinetic Defense unit, the Interplanetary Railgun is a seriously beefed up variant of normal railgun technologies, allowing for the hyper-acceleration and increased range to lay waste to planets many millions of miles away. Cost: -200 <span style="color: #d48c01;">Energy</span>, -200 <span style="color: #00bcee;">Material</span> (250 Health) Firing: -100 <span style="color: #d48c01;">Energy</span>, 125 Building Damage, 125 <span style="color: #91d41d;">Population</span> Damage, 6 AoE Radius ==== Notable Upgrades ==== * Dual Barrels +1 Projectiles, +80% Firing <span style="color: #d48c01;">Energy</span> Cost (Cost: 50 <span style="color: #d48c01;">Energy</span>, 250 <span style="color: #00bcee;">Material</span>) * Triple Barrel Assembly +2 Projectiles, +180% Firing <span style="color: #d48c01;">Energy</span> Cost (Cost: 50 <span style="color: #d48c01;">Energy</span>, 350 <span style="color: #00bcee;">Material</span>) === [[Coilcannon]] === When approaching a planet, Coilcannon shots split into multiple fragments, each causing good damage. They are not very accurate, but can overwhelm enemies when massed. Cost: -250 <span style="color: #d48c01;">Energy</span>, -400 <span style="color: #00bcee;">Material</span> (250 Health) Firing: -200 <span style="color: #d48c01;">Energy</span>, 200 Building Damage, 200 <span style="color: #91d41d;">Population</span> Damage, 3.6 AoE Radius, 3 Fragments ==== Notable Upgrades ==== * Heavyweight Projectiles +2 Fragments, +40% Firing <span style="color: #d48c01;">Energy</span> Cost (Cost: 50 <span style="color: #d48c01;">Energy</span>, 225 <span style="color: #00bcee;">Material</span>) * Superhardened Penetrators +1 Fragments, +100% Building Damage, -50% AoE Radius, -30% <span style="color: #91d41d;">Population</span> Damage (Cost: 50 <span style="color: #d48c01;">Energy</span>, 250 <span style="color: #00bcee;">Material</span>) * Dual Shot Support +1 Projectiles, +80% Firing <span style="color: #d48c01;">Energy</span> Cost (Cost: 50 <span style="color: #d48c01;">Energy</span>, 300 <span style="color: #00bcee;">Material</span>) ===[[Laser]]=== <div style="float: right;">[[File:laser.jpg]]</div> '''''A highly concentrated beam of light, lethal and destructive.''''' The Laser is a long-range, highly destructive weapon which utilizes a highly focused chemical laser to cause high heat and penetrative damage. It is incredibly expensive to fire. Cost: -250 <span style="color: #d48c01;">Energy</span>, -500 <span style="color: #00bcee;">Material</span> (300 Health) Firing: -300 <span style="color: #d48c01;">Energy</span>, 175 Building Damage, 175 <span style="color: #91d41d;">Population</span> Damage, 0.5 AoE Radius ==== Notable Upgrades ==== * Magnetic Beam Concentrators +75% Building Damage, +25% Firing <span style="color: #d48c01;">Energy</span> Cost, -40% <span style="color: #91d41d;">Population</span> Damage (Cost: 50 <span style="color: #d48c01;">Energy</span>, 250 <span style="color: #00bcee;">Material</span>) * Bioeffective Frequency Alternator +75% <span style="color: #91d41d;">Population</span> Damage, +25% Firing <span style="color: #d48c01;">Energy</span> Cost, -40% Building Damage (Cost: 50 <span style="color: #d48c01;">Energy</span>, 250 <span style="color: #00bcee;">Material</span>) [[File:Missile.jpg|right|frameless]] ===[[Missile]]=== Missiles can be targeted to hit a specific point on the enemy planet. They also allow some room for error when targeting, as they lock on to the target planet when close enough. Cost: -250 <span style="color: #d48c01;">Energy</span>, -450 <span style="color: #00bcee;">Material</span> (350 Health) Firing: -300 <span style="color: #d48c01;">Energy</span>, 200 Building Damage, 150 <span style="color: #91d41d;">Population</span> Damage, 2.2 AoE Radius, 30 Lock on range ==== Notable Upgrades ==== * Nuclear Penetrator +75% Building Damage, +30% Firing <span style="color: #d48c01;">Energy</span> Cost, -50% <span style="color: #91d41d;">Population</span> Damage, -50% AoE Radius (Cost: 50 <span style="color: #d48c01;">Energy</span>, 250 <span style="color: #00bcee;">Material</span>) * Biohazardous Warheads +40% <span style="color: #91d41d;">Population</span> Damage, +50% AoE Radius, +30% Firing <span style="color: #d48c01;">Energy</span> Cost, -60% Building Damage (Cost: 50 <span style="color: #d48c01;">Energy</span>, 250 <span style="color: #00bcee;">Material</span>) === [[MIRV]] === MIRV projectiles contain multiple warheads that split, lock-on and attempt to strike enemy buildings when approaching a planet. Without upgrades, they are not 100% accurate and need <span style="color: #660c79;"><span style="color: #660c79;">Intel</span></span> to find enemy buildings. The favored targets can be selected with upgrades. Cost: -250 <span style="color: #d48c01;">Energy</span>, -600 <span style="color: #00bcee;">Material</span> (300 Health) Firing: -300 <span style="color: #d48c01;">Energy</span>, 125 Building Damage, 100 <span style="color: #91d41d;">Population</span> Damage, 1.9 AoE Radius, 3 Fragments, 30 Lock-On Range, 3.2 Random Spread Radius
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