Large Ship Weapons

Decoys can cause all large weapons to miss their targets. They can cause up to a 60% loss in weapon accuracy. The Sand Caster weapon is able to knock out groups of decoys.

The target enhancer special ship device will increase the accuracy of all large ship weapons by 25% and increase the accuracy of point defense systems being fired at large weapons by 30%.

Ship experience can cause a ship to become up to 70% harder to be hit by a large weapon and can cause a ship to have up to 70% extra accuracy when firing on enemy ships. If a ship has over 100 experience points every 10 points gives the ship a 1% bonus. A ship with 110 experence points gets a 11% bonus and a ship with 700 experience points gets the full 70% bonus.

The Auto Blaster point defense system has a +20% bonus firing on ord using large weapons

The Quad Laser point defense system has a +40% bonus firing on ord using large weapons.

Impacts on enemy targets has the effect of pushing the target backwards.

Crystal ship shields take triple damage from ord firing large weapons and half from non-ord firing weapons and absorb half the energy into their own weapon power banks. The Crystal Diamond Flame is a special case in that it can absorb ord rounds and use it to grow armor and shields as well as using the energy to charge its own weapons.

The Solorian take half shield damage from ord firing weapons and double shield damage from non-ord weapons.

Stormer weapons do and extra 3 points of shield damage to the target ship, they have an extra 3 points of blast damage once they get inside the target's armor and all stormer large weapons have a 300 armor arc bonus. The ship must be of Stormer design and must be owned by a Stormer player. If a Stormer is using alien ship hulls they will not get this bonus.

Stormer ship shields are highly resistant to Photon Torpedoes, their ships shields loose only 5 points of energy instead of the normal 90 points that Photon Torpedoes drain from other ships. All other large weapons do normal shield drain.

Lizard armor is 3 times stronger than normal armor when hit by large weapons fire. Exotic techs that boost the rate that armor is destroyed by large ship weapons is only half as effective as normal when used against a Lizard hull, owned by a Lizard.

Lizard weapons that fire ord have a 10 point damage bonus when firing on a Virgo hull.

All Lizard large weapons do 10 times the normal damage to ground bases. The ship must both be Lizard owned and of Lizard design.

Energy mines go through the shields of Coalition ships and point defense system are unable to shoot the energy mines down.

The Virgo Class Carrier has a +5 armor drain bonus when it uses any large weapon that uses ord units and another +5 armor drain bonus when it uses ord using large weapons against a Cyborg or Robot owned ship, for a total of +10 armor drain points.

Exotic tech can increase the damage that these weapons do to the target's shields and armor.

All large weapons have a chance of hitting the target's soft spot, causing the target to take massive damage and be destroyed from one lucky shot that makes it inside the shields and armor.

The Aczanny hull designs have a mass driver bonus that causes the weapon to remove 10 extra points of armor. This will work for any race that owns a ship of Aczanny hull design.

The Aczanny have a ECM device that can cause all large weapons to loose 30% accuracy.

All large weapon mounts on ships have mass dampers that will reduce the mass of any weapon over 200kt to 200kt for fuel comsuption purposes.

Heavy Lasers fire through Evil Empire ship shields.

The Evil Empire's Super Star Cruiser has a ballistic computer that adds 100% more accuracy to the 500mm and Antimatter Guns.

The 500mm Gun, Anti-Matter Gun, and Blaster Cannon all get a major bonus when firing against ground bases.

The Sand Caster can hit fighter wings, it is the only large weapon that has this power.

Force Beams impacting on armor will cause ord units inside the ship to explode.

Energy mines impacting on ship armor will cause repair units inside the ship to burst.

The Solar Federation has an accuracy bonus for Photon Torpedoes (50%) , Pulsed Phasor Cannons (30%), and Gatling Phasors (40%).

The Amphibians make large weapons for free if you have more than 50000 of them on a base with a happiness greater than 75%.

The Reunited Coalition of Systems have two ships ( Lotus and Aurora) that have a Plasma stream enhancement device that boost weapon range of the Plasma Bolt Cannon to 3750 combat units on the Lotus and 4750 combat units on the Aurora and increases the weapons accuracy for both ships by 60. They also use three times the normal amount of ord and charge at twice the normal rate.

 

 

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Heavy Laser

High powered beams of amplified light energy.

The lowest tech of all large ship weapons, but still very useful due to their low cost of only 10mc each. The heavy laser does a fair amount of damage to hyper drive engines and subspace engines. They have a very slow recharge rate. They take 40 seconds to recharge, but draw only 1gw of power per second. These weapons will pass through the shields of ships belonging to the Evil Empire, but can not hit the empire ship's soft spot.

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Merculite Rockets

Fire and forget rockets with a gamma ray bomb warhead. Widely used as an anti personnel weapon to soften up enemy ships before boarding parties attempt to capture the vessel.

Very vulnerable to point defense fire. The weapon has good accuracy, uses 3 ordnance units per shot, does a fair amount of damage to control systems, does a fair amount of damage to engines, is very deadly to target crew members and takes very little energy to fire, only 12gw, but does only 2 units of damage to target armor.

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500mm Gun

Fires a projectile with no internal power, propulsion or guidance system. It is useful against big slow targets, but useless against small fast ships that can out maneuver the aim of this weapon.

This weapon has a 1000 point blast bonus when fired at a ground base.

The shells fired are vulnerable to point defense fire, very inaccurate. The weapon uses 5 ordnance units per shot and takes very little energy to fire, only 10gw.

The Evil Empire's Super Star Cruiser has a special ballistic computer that adds a +100% to this weapons accuracy.

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Sand Caster

The Sand Caster fires a large cloud of sand grain sized particles that are magnetically attracted to the target vessel.

The particles do only 1 unit of damage to target armor, but will drain the target of 70 shield power units. The Sand Caster is a very useful weapon in quickly draining a target`s shields so that other weapons that are more effective at punching through armor or disabling the ships systems can take their toll. A favorite weapon of the Privateers to take down shields so that Ion Cannons can be used to knock out the ship systems. A Sand Caster will automatically stop firing at ships that have no shields to conserve ordnance, unless the Energized Sand exotic tech is in use. Armor drain exotics do not cause the Sand Caster to continue to fire at shieldless ships.

The weapon is fragile, it fails with only 10 points of damage.

Only the Concussion Rocket point defense system can shoot down a sand caster round with point defense, Concussion Rockets have 60% odds of knocking out a Sand Caster round and a 30% chance of knocking out an energized Sand Caster round.

The Sand Caster is the most accurate of all weapons, it uses 25 ordnance units per shot, is a very short ranged weapon, and recharges in just 5 seconds.

The weapon is the only large ship weapon that can be fired at fighters and have any chance of hitting them. Cheaper fighters with no armor plate are easily destroyed by sand casters. Fighters with armor are very resistant to being damaged by a Sand Caster. The Exotic tech sand shield can help to protect fighters from Sand Casters and the exotic tech Energized Sand can counter the sand shield tech as well as make the weapon even more deadly when fired on ships, by improving the odds of hitting the target by 25% and by draining an extra 50 points of the target's shields. Energized sand will also arc through 2000 units of ship armor and do light damage to the inside of the target ship. This light damage has the chance of hitting the target's soft spot, causing the ship to explode making the Sand Caster with Energized Sand exotic tech a very dangerous weapon when used on enemy ships with large soft spots.

Every time a sand caster fires at an enemy ship it will knock out up to 15 enemy holodecoys regardless if it actually hits the target enemy ship. This tends to improve the accuracy of all other weapons that are having to deal with the problem of holodecoys.

 

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Fusion Cannon

Fires a blast of hydrogen gas undergoing a fusion reaction.

Can quickly take out lightly shielded ships by arcing through both light shields and light armor as if they where not even there, it arcs through 60 units of ship armor and can arc through up to 75 units of shield power, hits drain very little power from the target`s shields.

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Force Beam

Fires a tight blast of hydrogen gas undergoing a strong force atomic transformation. The weapon is similar to the Fusion Beam, but its shots have a longer range, are more accurate, and can arc through much more shields and armor. On the down side the Force Beam drains less power from the shields and destroys less armor. The energy from a Force Beam jumps through 150 units of armor and can arc through up to 150 units of shield power.

Force Beams are expensive, but tough. They can take up to 160 points of damage and continue to fire. They do a fair amount of damage to control systems, but very little to the target`s shield energy.

Force Beams impacting on armor will cause ord units inside the ship to explode.

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Disrupter Cannon

Fires a shock wave of weak force / magnetic energy that disrupts the binding energies of all matter it impacts. The disruption of matter releases a burst of gamma radiation which is deadly to target crew members.

This cannon high damage to life support systems, does a good amount of damage to engines, recharges in just 5 seconds and draws a healthy 8 gw of power a second when recharging.

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Mass Driver

Fires very high speed matter packets that drill holes through target ships. These holes cause venting and secondary explosions that are deadly to the target ship`s crew members. This weapon is very vulnerable to point defense fire. The mass driver is very inaccurate, uses 5 ordnance units per shot and takes very little energy to fire, only 10gw.

The Aczanny have a 42% accuarcy bonus when using this weapon.

The Aczanny hull designs have a Mass Driver bonus that causes the weapon to remove 10 extra points of armor. This will work for any race that owns a ship of Aczanny hull design.

 

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Anti-Matter Gun

The anti-matter gun fires a round of anti-matter designed to destroy armor plating. The shots from this gun are very vulnerable to point defense fire and very inaccurate. The gun uses 2 ordnance units per shot. It is very deadly to target crew members., takes very little energy to fire, only 10gw, drains very little from the target`s shields, but blows away a whopping 70 units of armor per hit.

This weapon has a 700 point blast bonus when fired at a ground base.

The Evil Empire's Super Star Cruiser has a special ballistic computer that adds a +100% to this weapons accuracy

 

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Blaster Cannon

Fires a massive brute force blast of dirty energy. The energy is a mix of plasma, photons, quarks and mesons. Designed and widely used by the Lizards as their number one weapon of choice. The blaster cannon has good accuracy, uses 1 ordnance unit per shot, does very heavy damage to engines, does very high amounts of damage to target ship`s parts, is extremely deadly to target`s crew members, has extremely high explosive blast power. It has the slowest rate of fire of all weapons, taking a whole 100 seconds to recharge. The weapon blows away 80 units of target armor with every hit, doing the most amount of damage to target armor of all weapons, can arc through up to 140 units of shield, and every hit drains the target of 180 units of shield power.

This weapon has a 3000 point blast bonus when fired at a ground base.

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Ion Cannon

The ion cannon fires a bolt of highly ionized hydrogen. It does very little damage to the hull of the target, but has the nasty side effect of sending a electrical overload to the ship`s control systems, burning out control systems and computers. Ships which lose their control systems are unable to maneuver or fire back, making them an easy target of boarding parties. The static charge from an ion cannon is able to travel through up to 3000 units of armor and do damage to internal systems. It is very hard to shoot down an ion cannon bolt with point defense. The ion cannon`s bolts do no damage to armor . The ion bolts can not get past shields and drains a mere 4 shield power units with every hit.

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Energy Mines

Energy mines are very vulnerable to point defense fire, use 3 ordnance units per shot and are very short ranged weapon. These weapons pass through the shields of ships belonging to the Reunited Coalition of Systems and their point defense system are unable to shoot them down.

Energy mines impacting on ship armor will cause repair units inside the ship to burst.

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Photon Torpedo Tube

The Photon Torpedo are the longest range of all large weapons. It uses 10 ordnance units per shot, point defense systems have an easy time of shooting down photon torpedoes. It is a highly accurate weapon, does a fair amount of damage to engines, deadly to target crew members, has a high explosive blast power, takes very little energy to fire, only 8gw and draws only 1gw of power when charging. The Solar Federation has a +50 accuracy bonus when using Photon Torpedoes.Stormer ship shields are highly resistant to Photon Torpedoes, their ships shields loose only 5 points of energy instead of the normal 90 points that Photon Torpedoes drain from other ships.

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Plasma Bolt Cannon

The weapon requires 150kt weapons mounts, has poor accuracy, uses 2 ordnance units per shot, does high damage to life support systems, does high amounts of damage to target ship`s parts, extremely deadly to target crew members, extremely high explosive blast power, has the largest energy storage cell of all weapons (700 gw of power when fully charged), for use on ships that have a high energy output, because of the high power draw while charging (35 gw of power a second), arcs through up to 70 units of armor, blows away 70 units of armor per shot, shots can arc through 260 units of shield and drains the target of 120 units of shield power.

The Reunited Coalition of Systems have two ships ( Lotus and Aurora) that have a Plasma stream enhancement device that boost weapon range to 3750 combat units on the Lotus and 4750 combat units on the Aurora and increases the weapons accuracy for both ships by 60. Yes, 3750 and 4750 are the actual combat ranges of the weapon, those are not typos. They also use three times the normal amount of ord and charge at twice the normal rate.

 

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Particle Cannon

The Particle Cannon uses 1 ordnance unit per shot, does high damage to life support systems, does a heavy amount of damage to control systems, does fair damage to hyper drive engines and does some damage to engines.

 

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Pulsed Phasor Cannon

The weapon does heavy damage to engines, has high explosive blast power and drains the target of 100 units of shield power.
The Solar Federation has a +30% accuracy bonus when they use this weapon.

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Ionic Gun Array

This is a massive array of Ion Guns that share a central power supply. The system tracks and fires on a single target. The ion guns fire bolts of highly ionized hydrogen which do very little damage to the hull and engines of the target, but has the nasty side effect of sending a electrical overload to the ships control systems, burning out control systems and computers. Ships which lose their control systems are unable to maneuver or fire back, making them an easy target of boarding parties. The static charge is able to travel through up to 3000 units of armor and do damage to internal systems.

This weapon requires a 700kt weapons mount. It is almost impossible to stop an ionic bolt with point defense. The ionic bolts do a very high amount of damage to control systems, recharges in just 2 seconds, draws a whopping 40gw a second of power and drains a mere 2 shield power units with every hit and does no damage to armor. These weapons like all large weapons can be enhanced with exotic tech to do more damage to the target's shields and armor

 

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Turbo Laser Array

This is a massive array of small laser turrets that share a large central power source and control system. The array tracks and fires on a single target. The weapon requires a 800kt weapons mount. Does heavy damage to hyper drive engines and recharges in just 2 seconds.

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Large Turbo Laser Array

This weapon requires a massive 2000 kt weapons mount. It is the most durable of all weapons, it can take up to 450 points of damage and continue to fire. It does a fair amount of damage to control systems, does heavy damage to hyper drive engines, does a fair amount of damage to engines, does high amounts of damage to target ship`s parts, has a high explosive blast power. It is the fastest charging of all weapons, recharging in just 1 second. Draws power at an extreme rate of 100gw of power a second. This system is commonly used on massive hyper drive battle stations.

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Gatling Phasor

More firepower per kt than any other weapon system. This nightmarish weapon can pump out a shot every 2 seconds. The gatling phasor requires a 150kt weapons mount.

The Solar Federation has a +40% accuracy bonus when they use this weapon.

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Heavy Laser
PLAN0055.gif
Shield Drain
30
Shield Arc
0
Armor Drain
18
Armor Arc
20
Charge Draw
1
Full Charge
40
Charge Time
40
Max Range
570
Blast
40
Kill
20
Damage Parts
40
Damage Eng
20
Damage Hyp
7
Damage Sys
1
Damage Life
6
Ord Usage
0
Accuracy
40
PointD Odds
40
Hardness
40
Cost
10
Mass
40
Duranium
30
Tritanium
1
Molybdenum
9
Tech Level
1
Cost of Tech
20

PLAN0056.gif

Merculite Rockets
PLAN0057.gif

Shield Drain
70
Shield Arc
10
Armor Drain
2
Armor Arc
0
Charge Draw
1
Full Charge
12
Charge Time
12
Max Range
400
Blast
50
Kill
212
Damage Parts
5
Damage Eng
10
Damage Hyp
1
Damage Sys
8
Damage Life
4
Ord Usage
3
Accuracy
65
PointD Odds
75
Hardness
70
Cost
40
Mass
30
Duranium
1
Tritanium
28
Molybdenum
1
Tech Level
2
Cost of Tech
150

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500mm Gun
PLAN0058.gif

Shield Drain
60
Shield Arc
20
Armor Drain
10
Armor Arc
0
Charge Draw
1
Full Charge
10
Charge Time
10
Max Range
400
Blast
35
Kill
40
Damage Parts
10
Damage Eng
1
Damage Hyp
0
Damage Sys
1
Damage Life
1
Ord Usage
5
Accuracy
20
PointD Odds
60
Hardness
110
Cost
70
Mass
60
Duranium
58
Tritanium
1
Molybdenum
1
Tech Level
3
Cost of Tech
150

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Sand Caster
PLAN0059.gif

Shield Drain
70
Shield Arc
0
Armor Drain
1
Armor Arc
0
Charge Draw
4
Full Charge
20
Charge Time
5
Max Range
280
Blast
1
Kill
1
Damage Parts
1
Damage Eng
0
Damage Hyp
0
Damage Sys
1
Damage Life
0
Ord Usage
25
Accuracy
99
PointD Odds
0
Hardness
30
Cost
120
Mass
30
Duranium
28
Tritanium
1
Molybdenum
1
Tech Level
4
Cost of Tech
2000

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Fusion Cannon
PLAN0060.gif

Shield Drain
5
Shield Arc
75
Armor Drain
22
Armor Arc
60
Charge Draw
4
Full Charge
40
Charge Time
10
Max Range
410
Blast
15
Kill
2
Damage Parts
7
Damage Eng
6
Damage Hyp
1
Damage Sys
1
Damage Life
1
Ord Usage
0
Accuracy
59
PointD Odds
12
Hardness
40
Cost
210
Mass
60
Duranium
5
Tritanium
50
Molybdenum
5
Tech Level
5
Cost of Tech
1200

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Force Beam
PLAN0061.gif

Shield Drain
3
Shield Arc
150
Armor Drain
6
Armor Arc
150
Charge Draw
5
Full Charge
40
Charge Time
8
Max Range
620
Blast
10
Kill
2
Damage Parts
10
Damage Eng
5
Damage Hyp
1
Damage Sys
6
Damage Life
1
Ord Usage
0
Accuracy
68
PointD Odds
10
Hardness
160
Cost
450
Mass
40
Duranium
1
Tritanium
1
Molybdenum
38
Tech Level
6
Cost of Tech
1000

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Disrupter Cannon
PLAN0062.gif

Shield Drain
15
Shield Arc
0
Armor Drain
5
Armor Arc
25
Charge Draw
8
Full Charge
40
Charge Time
5
Max Range
490
Blast
10
Kill
80
Damage Parts
10
Damage Eng
30
Damage Hyp
1
Damage Sys
1
Damage Life
60
Ord Usage
0
Accuracy
53
PointD Odds
35
Hardness
90
Cost
270
Mass
40
Duranium
5
Tritanium
25
Molybdenum
10
Tech Level
7
Cost of Tech
900

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Mass Driver
PLAN0063.gif

Shield Drain
30
Shield Arc
0
Armor Drain
20
Armor Arc
0
Charge Draw
1
Full Charge
10
Charge Time
10
Max Range
350
Blast
10
Kill
220
Damage Parts
10
Damage Eng
5
Damage Hyp
1
Damage Sys
1
Damage Life
1
Ord Usage
5
Accuracy
21
PointD Odds
85
Hardness
10
Cost
110
Mass
30
Duranium
25
Tritanium
1
Molybdenum
4
Tech Level
8
Cost of Tech
300

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Anti-Matter Gun
PLAN0064.gif

Shield Drain
2
Shield Arc
20
Armor Drain
70
Armor Arc
25
Charge Draw
1
Full Charge
10
Charge Time
10
Max Range
440
Blast
90
Kill
340
Damage Parts
20
Damage Eng
1
Damage Hyp
1
Damage Sys
2
Damage Life
15
Ord Usage
2
Accuracy
25
PointD Odds
70
Hardness
110
Cost
80
Mass
60
Duranium
58
Tritanium
1
Molybdenum
1
Tech Level
9
Cost of Tech
100

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Blaster Cannon
PLAN0065.gif

Shield Drain
180
Shield Arc
140
Armor Drain
80
Armor Arc
0
Charge Draw
3
Full Charge
300
Charge Time
100
Max Range
335
Blast
220
Kill
530
Damage Parts
150
Damage Eng
100
Damage Hyp
1
Damage Sys
4
Damage Life
20
Ord Usage
1
Accuracy
75
PointD Odds
20
Hardness
120
Cost
210
Mass
60
Duranium
2
Tritanium
2
Molybdenum
56
Tech Level
10
Cost of Tech
2000

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Ion Cannon
PLAN0066.gif

Shield Drain
4
Shield Arc
0
Armor Drain
0
Armor Arc
3000
Charge Draw
3
Full Charge
80
Charge Time
26
Max Range
640
Blast
16
Kill
1
Damage Parts
0
Damage Eng
0
Damage Hyp
0
Damage Sys
10
Damage Life
0
Ord Usage
0
Accuracy
40
PointD Odds
20
Hardness
95
Cost
190
Mass
40
Duranium
4
Tritanium
35
Molybdenum
1
Tech Level
11
Cost of Tech
3700

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Energy Mines
PLAN0067.gif

Shield Drain
20
Shield Arc
0
Armor Drain
5
Armor Arc
30
Charge Draw
10
Full Charge
120
Charge Time
12
Max Range
260
Blast
40
Kill
6
Damage Parts
40
Damage Eng
1
Damage Hyp
1
Damage Sys
6
Damage Life
1
Ord Usage
3
Accuracy
70
PointD Odds
70
Hardness
50
Cost
90
Mass
40
Duranium
1
Tritanium
1
Molybdenum
38
Tech Level
12
Cost of Tech
900

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Photon Torpedo Tube
PLAN0068.gif

Shield Drain
90
Shield Arc
0
Armor Drain
20
Armor Arc
20
Charge Draw
1
Full Charge
8
Charge Time
8
Max Range
954
Blast
170
Kill
150
Damage Parts
35
Damage Eng
30
Damage Hyp
1
Damage Sys
2
Damage Life
10
Ord Usage
10
Accuracy
90
PointD Odds
95
Hardness
70
Cost
300
Mass
50
Duranium
40
Tritanium
9
Molybdenum
1
Tech Level
13
Cost of Tech
4900

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Plasma Bolt Cannon
PLAN0069.gif

Shield Drain
120
Shield Arc
260
Armor Drain
70
Armor Arc
70
Charge Draw
35
Full Charge
700
Charge Time
20
Max Range
250
Blast
250
Kill
450
Damage Parts
60
Damage Eng
1
Damage Hyp
1
Damage Sys
4
Damage Life
45
Ord Usage
2
Accuracy
30
PointD Odds
40
Hardness
165
Cost
800
Mass
150
Duranium
140
Tritanium
5
Molybdenum
5
Tech Level
14
Cost of Tech
5700

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Particle Cannon
PLAN0070.gif

Shield Drain
60
Shield Arc
0
Armor Drain
13
Armor Arc
0
Charge Draw
20
Full Charge
320
Charge Time
16
Max Range
305
Blast
30
Kill
10
Damage Parts
5
Damage Eng
16
Damage Hyp
5
Damage Sys
16
Damage Life
30
Ord Usage
1
Accuracy
45
PointD Odds
50
Hardness
60
Cost
290
Mass
40
Duranium
38
Tritanium
1
Molybdenum
1
Tech Level
15
Cost of Tech
2400

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Pulsed Phasor Cannon
PLAN0071.gif

Shield Drain
100
Shield Arc
0
Armor Drain
60
Armor Arc
0
Charge Draw
25
Full Charge
200
Charge Time
8
Max Range
490
Blast
100
Kill
30
Damage Parts
40
Damage Eng
60
Damage Hyp
1
Damage Sys
1
Damage Life
10
Ord Usage
0
Accuracy
67
PointD Odds
35
Hardness
70
Cost
650
Mass
50
Duranium
2
Tritanium
8
Molybdenum
40
Tech Level
16
Cost of Tech
4900

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Ionic Gun Array
PLAN0072.gif

Shield Drain
2
Shield Arc
0
Armor Drain
0
Armor Arc
3000
Charge Draw
40
Full Charge
80
Charge Time
2
Max Range
670
Blast
10
Kill
1
Damage Parts
0
Damage Eng
0
Damage Hyp
0
Damage Sys
25
Damage Life
0
Ord Usage
0
Accuracy
40
PointD Odds
0
Hardness
140
Cost
1200
Mass
700
Duranium
10
Tritanium
610
Molybdenum
80
Tech Level
17
Cost of Tech
13500

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Turbo Laser Array
PLAN0073.gif

Shield Drain
41
Shield Arc
0
Armor Drain
20
Armor Arc
20
Charge Draw
25
Full Charge
50
Charge Time
2
Max Range
510
Blast
50
Kill
20
Damage Parts
25
Damage Eng
20
Damage Hyp
15
Damage Sys
3
Damage Life
4
Ord Usage
0
Accuracy
50
PointD Odds
10
Hardness
170
Cost
3700
Mass
800
Duranium
750
Tritanium
20
Molybdenum
30
Tech Level
18
Cost of Tech
27000

PLAN0056.gif

Large Turbo Laser Array
PLAN0074.gif

Shield Drain
80
Shield Arc
0
Armor Drain
45
Armor Arc
20
Charge Draw
100
Full Charge
100
Charge Time
1
Max Range
510
Blast
100
Kill
45
Damage Parts
70
Damage Eng
50
Damage Hyp
35
Damage Sys
12
Damage Life
10