Point Defense Weapons ( Ships )

The Holo Decoy can nether shot down enemy fire or enemy fighters. But, for every 10 that are launched into a battle area the accuracy of all enemy weapons shot at your race will decrease by 1%.

The Intercept can only be fired at incoming enemy weapons fire and not at fighters.

All other point defense systems can be fired at both incoming enemy weapons fire and at fighters.

Holo Decoy
PLAN0104.gif
Charge Rate
1
Full Charge
1
Anti-Fighter Range
-
Anti-Fighter Accuracy
-
Blast Power
-
Ordnance Usage
1
Hardness
50
Intercept Fire Accuracy
0
Cost
20
Tech
1
Cost Of Tech
400

The maximum amount that holo decoys can decrease an enemy`s accuracy is 25%. The decoy launchers stop firing when there are 250 decoys in space. Decoys decay in about 100 seconds. A fully charged holo decoy has a 20% chance of launching a decoy every second.

35mm Vulcan
PLAN0105.gif
Charge Rate
1
Full Charge
1
Anti-Fighter Range
10
Anti-Fighter Accuracy
20
Blast Power
1
Ordnance Usage
4
Hardness
10
Intercept Fire Accuracy
10
Cost
2
Tech
2
Cost Of Tech
200


Flake Cannon
PLAN0106.gif
Charge Rate
1
Full Charge
1
Anti-Fighter Range
70
Anti-Fighter Accuracy
35
Blast Power
2
Ordnance Usage
1
Hardness
35
Intercept Fire Accuracy
-10
Cost
15
Tech
3
Cost Of Tech
100


Concussion Rockets
PLAN0107.gif
Charge Rate
1
Full Charge
3
Anti-Fighter Range
25
Anti-Fighter Accuracy
10
Blast Power
15
Ordnance Usage
1
Hardness
20
Intercept Fire Accuracy
-40
Cost
10
Tech
4
Cost Of Tech
300


Micro Sand Caster
PLAN0108.gif
Charge Rate
1
Full Charge
3
Anti-Fighter Range
10
Anti-Fighter Accuracy
10
Blast Power
1
Ordnance Usage
1
Hardness
30
Intercept Fire Accuracy
40
Cost
40
Tech
5
Cost Of Tech
1300


Auto Blaster
PLAN0109.gif
Charge Rate
1
Full Charge
3
Anti-Fighter Range
30
Anti-Fighter Accuracy
45
Blast Power
3
Ordnance Usage
0
Hardness
65
Intercept Fire Accuracy
0
Cost
110
Tech
6
Cost Of Tech
1400


Turbo Laser
PLAN0073.gif
Charge Rate
3
Full Charge
3
Anti-Fighter Range
90
Anti-Fighter Accuracy
35
Blast Power
2
Ordnance Usage
0
Hardness
60
Intercept Fire Accuracy
0
Cost
120
Tech
7
Cost Of Tech
4200



Quad Laser
PLAN0110.gif
Charge Rate
1
Full Charge
3
Anti-Fighter Range
110
Anti-Fighter Accuracy
60
Blast Power
4
Ordnance Usage
0
Hardness
90
Intercept Fire Accuracy
0
Cost
350
Tech
8
Cost Of Tech
1400

Micro Missile Launcher
PLAN0111.gif
Charge Rate
1
Full Charge
3
Anti-Fighter Range
230
Anti-Fighter Accuracy
70
Blast Power
5
Ordnance Usage
1
Hardness
40
Intercept Fire Accuracy
10
Cost
830
Tech
9
Cost Of Tech
3200


Intercept
PLAN0112.gif
Charge Rate
1
Full Charge
3
Anti-Fighter Range
0
Anti-Fighter Accuracy
0
Blast Power
10
Ordnance Usage
1
Hardness
75
Intercept Fire Accuracy
90
Cost
970
Tech
10
Cost Of Tech
6000

Charge Rate: The amount of power the weapon draws from the ship when it is charging.

Full Charge: Its fully changed, ready to fire, level.

Anti-Fighter Range: Range that the weapon can begin firing at enemy fighters.

Anti-Fighter Accuracy: The odds that the weapon will hit an enemy fighter.

Blast Power: The amount of damage it will do to the fighter or other target.

Ordnance Usage: Number of ord units used per shot.

Hardness: The level of damage to the weapon systems that causes this weapon to stop working.

Intercept Fire Accuracy: Odds of hitting incoming enemy weapon`s fire.

Cost Of Tech: The cost to reach this new tech level. In addition to paying this you must already be at the tech level just below this tech level. For example: If you are currently at tech level 8 in large ship weapons and you wish to go up a tech level the cost is 100mc. You can only buy the next tech level and you can not increase your tech level in any one area faster than one level a turn.