Small Ship Weapons

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Laser

Cheap! Only 5mc per weapon. Does not get any exotic tech bonus for shield or armor drain. Shorts out pulsed lasers on target ship if this weapon hits the target's armor. When a target ship's armor is hit all pulsed lasers drop to an energy level of negative 20 and must be depolorized before they can be fired again.

 

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Pulsed Laser

Fastest charge rate of all small ship weapons. Recharges in just 3 seconds. Does not get any exotic tech bonus for shield or armor drain.

 

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Disrupter

400% more damaging to life support systems than any other small ship weapons. It kills the crew and has a short range. The weapon has an extra kill bonus against races other than Solar Federation, Crystals, Robots, and Stormers. The the target has no armor there is a 25% chance of 10 crew, 100 colonists, and 30 troops getting killed. If the target has full armor the odds drop to 0% of this kill bonus happening. The Stormers, Solar Federation, Crystals, and Robots are immune from this effect. This weapon can hit the target's soft spot and cause the target ship to explode.

 

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Streak Missiles

Point defense systems have an easy time of intercepting streak missiles.The 35mm Vulcan has a 70% of doing so. It is the most accurate of all small ship weapons and is the only small ship weapon to use ordnance. It has a high blast level, very long range, a very slow recharge rate ( takes 30 seconds to recharge) and drains 5 shield units per hit. The have the advantage of overcoming any enemy evasive factors. A target ship's evasive rating will always be zero when fired on by a streak missile.

 

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Phasor

Heavy damage to ships subspace engines. Solar Federation ships have a +40 change of hitting an enemy target with phasors.This weapon can hit the target's soft spot and cause the target ship to explode.

 

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Positron

It has good accuracy, does heavy damage to the hyper drive jump engines, heavy damage to ships subspace engines, and destroys 3 armor units per hit. Any impact on an target ship's armor will result in a 40% chance of shorting out the power banks of the target ship's small weapons. When the banks are shorted out all power levels drop to negative 20 and the weapons must depolorized and recharge before they can fire again.

 

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Meson Gun

Does a good amount of damage to ship control systems and arcs through 95 units of armor. An impact on the armor may drain the enemy's large weapon power banks slightly. If the target has full armor no large weapon power is drained. If the target has no armor there is a 25% chance that 5 points of large weapon energy will get drained from all large weapons. It is possible to force all the targets energy banks to go into a very negative state of charge keeping the large weapons from firing at all. The Stormers and Solar Federation are immune from this effect.

 

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Xenon Beam

It does a good amount of damage to ship control systems, does a high amount of damage to ship parts and ship hull, kills the crew, has a very slow recharge rate ( takes 30 seconds to recharge ) , destroys 4 armor units per hit and shots arc through 50 shield units. Any impact one the target ship's armor will result in a 80% chance of the target ship's point defense weapon systems losing energy, for a few seconds as the target's point denfense power banks drop to negative 10 energy points. This weapon can hit the target's soft spot and cause the target ship to explode.

 

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Tachyon Gun

It is hard to intercept with point defense systems, has a high blast level, has a very long range, draws 5 gw a second of power while recharging, shot arcs though 120 units of armor and does no damage at all to armor. In other words this weapon can not hurt a ship with 120 units or more of armor. Unless exotic tech is used to give the weapon a armor drain bonus. The have the advantage of overcoming any enemy evasive factors. A target ship's evasive rating will always be zero when fired on by a tachyon gun.

 

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Plasma Gun

It does very heavy damage to ship control systems, heavy damage to the hyper drive jump engines, heavy damage to ships subspace engines, kills the crew. It has the highest blast level of all small weapons, has a very short range, draws 10 gw per second ( the heaviest power draw of all small weapons ), arcs through 100 units of ship armor, and drains the target`s shield of an impressive 10 units of shields with every hit. Every hit on a target ship's armor results in a 80% chance of draining 200 energy points out of the target ship's super weapon and a 2% chance of causing an energy loss in the target ship's large weapon systems. The plasma gun is twice as likely all all other small weapons to cause shields to loose power when hit than all other small weapons. The plasma gun does not suffer from the 50% chance of a glancing hit on the target's shields that all other small weapons suffer from. This weapon can hit the target's soft spot and cause the target ship to explode.

All small weapons can be countered with 35mm Vulcan, Flake Cannon, Auto Blaster point defense systems. Aczanny ECM systems can cause all small weapons systems to loose 30% accuracy.

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Weapon Attributes Explained

Laser
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Shorts out the Pulsed Laser. Exotic Tech bonus does not help
this weapon.
Shield Drain
1
Shield Arc
1
Armor Drain
1
Armor Arc
0
Charge Draw
1
Full Charge
4
Charge Time
4
Max Range
376
Blast
1
Kill
1
Damage Parts
1
Damage Eng
1
Damage Hyp
1
Damage Sys
1
Damage Life
1
Ord Usage
0
Accuracy
40
PointD Odds
40
Hardness
10
Cost
5
Mass
1
Duranium
0
Tritanium
0
Molybdenum
0
Tech Level
1
Cost of Tech
100

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Pulsed Laser
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Exotic tech does not help this weapon.

Shield Drain
2
Shield Arc
0
Armor Drain
2
Armor Arc
0
Charge Draw
1
Full Charge
3
Charge Time
3
Max Range
355
Blast
1
Kill
1
Damage Parts
2
Damage Eng
1
Damage Hyp
1
Damage Sys
1
Damage Life
1
Ord Usage
0
Accuracy
40
PointD Odds
40
Hardness
20
Cost
10
Mass
1
Duranium
0
Tritanium
0
Molybdenum
0
Tech Level
2
Cost of Tech
120

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Disrupter
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Every impact on target ship's armor kills 2 crew, 3 troops and
10 colonists. Feds, Crystals and Robots immune.
Shield Drain
1
Shield Arc
0
Armor Drain
1
Armor Arc
0
Charge Draw
1
Full Charge
8
Charge Time
8
Max Range
290
Blast
1
Kill
3
Damage Parts
3
Damage Eng
1
Damage Hyp
1
Damage Sys
1
Damage Life
4
Ord Usage
0
Accuracy
45
PointD Odds
35
Hardness
76
Cost
20
Mass
1
Duranium
0
Tritanium
0
Molybdenum
0
Tech Level
3
Cost of Tech
200

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Streak Missiles
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Ignores target ship's evasive rating
Shield Drain
5
Shield Arc
0
Armor Drain
1
Armor Arc
0
Charge Draw
1
Full Charge
30
Charge Time
30
Max Range
950
Blast
5
Kill
2
Damage Parts
2
Damage Eng
2
Damage Hyp
1
Damage Sys
1
Damage Life
1
Ord Usage
1
Accuracy
70
PointD Odds
80
Hardness
55
Cost
50
Mass
1
Duranium
0
Tritanium
0
Molybdenum
0
Tech Level
4
Cost of Tech
300

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Phasor
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Feds get a 40% increased chance to hit target when using
phasors
Shield Drain
2
Shield Arc
0
Armor Drain
1
Armor Arc
0
Charge Draw
1
Full Charge
10
Charge Time
10
Max Range
495
Blast
2
Kill
1
Damage Parts
3
Damage Eng
4
Damage Hyp
1
Damage Sys
1
Damage Life
1
Ord Usage
0
Accuracy
45
PointD Odds
30
Hardness
40
Cost
52
Mass
1
Duranium
0
Tritanium
0
Molybdenum
0
Tech Level
5
Cost of Tech
300

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Positron
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Any impact on a target ship's armor results in a 40% chance
shorting out the ship's small weapon systems. (Negative 20)
Shield Drain
1
Shield Arc
0
Armor Drain
3
Armor Arc
0
Charge Draw
1
Full Charge
10
Charge Time
10
Max Range
550
Blast
1
Kill
1
Damage Parts
1
Damage Eng
5
Damage Hyp
4
Damage Sys
1
Damage Life
1
Ord Usage
0
Accuracy
67
PointD Odds
35
Hardness
40
Cost
55
Mass
1
Duranium
0
Tritanium
0
Molybdenum
0
Tech Level
6
Cost of Tech
300

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Meson Gun
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Any impact on a target ship's armor results in a chance of
draining the ship's large weapon systems slightly. If the ship has full
armor there is no chance of a power drain. If the target has no armor
there is a 25% chance that 5 points of large weapon power will be
drained. It can cause the weapon to go negative.
Shield Drain
2
Shield Arc
0
Armor Drain
2
Armor Arc
95
Charge Draw
1
Full Charge
10
Charge Time
10
Max Range
365
Blast
2
Kill
2
Damage Parts
1
Damage Eng
1
Damage Hyp
1
Damage Sys
5
Damage Life
1
Ord Usage
0
Accuracy
40
PointD Odds
35
Hardness
40
Cost
30
Mass
1
Duranium
0
Tritanium
0
Molybdenum
0
Tech Level
7
Cost of Tech
550

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Xenon Beam
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Any impact on a target ship's armor results in a 80% chance
shorting out the ship's point defense systems (Negative 10 energy)
Shield Drain
2
Shield Arc
50
Armor Drain
4
Armor Arc
20
Charge Draw
1
Full Charge
30
Charge Time
30
Max Range
370
Blast
4
Kill
5
Damage Parts
8
Damage Eng
2
Damage Hyp
1
Damage Sys
5
Damage Life
1
Ord Usage
0
Accuracy
50
PointD Odds
10
Hardness
70
Cost
150
Mass
1
Duranium
0
Tritanium
0
Molybdenum
0
Tech Level
8
Cost of Tech
1020

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Tachyon Gun
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This weapon effectively ignores the target's evasive
rating. Needs exotic tech to do any damage to the target's armor.
Shield Drain
1
Shield Arc
10
Armor Drain
0
Armor Arc
120
Charge Draw
5
Full Charge
40
Charge Time
8
Max Range
950
Blast
5
Kill
1
Damage Parts
2
Damage Eng
2
Damage Hyp
1
Damage Sys
4
Damage Life
1
Ord Usage
0
Accuracy
60
PointD Odds
0
Hardness
90
Cost
160
Mass
1
Duranium
0
Tritanium
0
Molybdenum
0
Tech Level
9
Cost of Tech
1765

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Plasma Gun
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Any impact on a target ship's armor results in a 80% chance
shorting out the ship's super weapon system as well as a 2%
chance of draining 5 energy points from the target's
large weapon's systems. Always drains shields, unlike all other
small weapons, which have a 50% chance of a glancing blow.
Shield Drain
10
Shield Arc
0
Armor Drain
2
Armor Arc
100
Charge Draw
10
Full Charge
100
Charge Time
10
Max Range
200
Blast
9
Kill
5
Damage Parts
5
Damage Eng
5
Damage Hyp
5
Damage Sys
8
Damage Life
1
Ord Usage
0
Accuracy
50
PointD Odds
40
Hardness
100
Cost
165
Mass
1
Duranium
0
Tritanium
0
Molybdenum
0
Tech Level
10
Cost of Tech
1900


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Shield Drain

Laser
1
Pulsed Laser
2
Disrupter
1
Streak Missiles
5
Phasor
2
Positron
1
Meson Gun
2
Xenon Beam
2
Tachyon Gun
1
Plasma Gun
10

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Shield Arc

Laser
1
Pulsed Laser
0
Disrupter
0
Streak Missiles
0
Phasor
0
Positron
0
Meson Gun
0
Xenon Beam
50
Tachyon Gun
10
Plasma Gun
0

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Armor Drain

Laser
1
Pulsed Laser
2
Disrupter
1
Streak Missiles
1
Phasor
1
Positron
3
Meson Gun
2
Xenon Beam
4
Tachyon Gun
0
Plasma Gun
2

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Armor Arc

Laser
0
Pulsed Laser
0
Disrupter
0
Streak Missiles
0
Phasor
0
Positron
0
Meson Gun
95
Xenon Beam
20
Tachyon Gun
120
Plasma Gun
100

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Charge Draw

Laser
1
Pulsed Laser
1
Disrupter
1
Streak Missiles
1
Phasor
1
Positron
1
Meson Gun
1
Xenon Beam
1
Tachyon Gun
5
Plasma Gun
10

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Full Charge

Laser
4
Pulsed Laser
3
Disrupter
8
Streak Missiles
30
Phasor
10
Positron
10
Meson Gun
10
Xenon Beam
30
Tachyon Gun
40
Plasma Gun
100

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Charge Time

Laser
4
Pulsed Laser
3
Disrupter
8
Streak Missiles
30
Phasor
10
Positron
10
Meson Gun
10
Xenon Beam
30
Tachyon Gun
8
Plasma Gun
10

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Max Range

Laser
376
Pulsed Laser
355
Disrupter
290
Streak Missiles
950
Phasor
495
Positron
550
Meson Gun
365
Xenon Beam
370
Tachyon Gun
950
Plasma Gun
200

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Blast

Laser
1
Pulsed Laser
1
Disrupter
1
Streak Missiles
5
Phasor
2
Positron
1
Meson Gun
2
Xenon Beam
4
Tachyon Gun
5
Plasma Gun
9

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Kill

Laser
1
Pulsed Laser
1
Disrupter
3
Streak Missiles
2
Phasor
1
Positron
1
Meson Gun
2
Xenon Beam
5
Tachyon Gun
1
Plasma Gun
5

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Damage Parts

Laser
1
Pulsed Laser
2
Disrupter
3
Streak Missiles
2
Phasor
3
Positron
1
Meson Gun
1
Xenon Beam
8
Tachyon Gun
2
Plasma Gun
5

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Damage Eng

Laser
1
Pulsed Laser
1
Disrupter
1
Streak Missiles
2
Phasor
4
Positron
5
Meson Gun
1
Xenon Beam
2
Tachyon Gun
2
Plasma Gun
5

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Damage Hyp

Laser
1
Pulsed Laser
1
Disrupter
1
Streak Missiles
1
Phasor
1
Positron
4
Meson Gun
1
Xenon Beam
1
Tachyon Gun
1
Plasma Gun
5

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Damage Sys

Laser
1
Pulsed Laser
1
Disrupter
1
Streak Missiles
1
Phasor
1
Positron
1
Meson Gun
5
Xenon Beam
5
Tachyon Gun
4
Plasma Gun
8

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Damage Life

Laser
1
Pulsed Laser
1
Disrupter
4
Streak Missiles
1
Phasor
1
Positron
1
Meson Gun
1
Xenon Beam
1
Tachyon Gun
1
Plasma Gun
1

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Ord Usage
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Laser
0
Pulsed Laser
0
Disrupter
0
Streak Missiles
1
Phasor
0
Positron
0
Meson Gun
0
Xenon Beam
0
Tachyon Gun
0
Plasma Gun
0

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Accuracy

Laser
40
Pulsed Laser
40
Disrupter
45
Streak Missiles
70
Phasor
45
Positron
67
Meson Gun
40
Xenon Beam
50
Tachyon Gun
60
Plasma Gun
50

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PointD Odds

Laser
40
Pulsed Laser
40
Disrupter
35
Streak Missiles
80
Phasor
30
Positron
35
Meson Gun
35
Xenon Beam
10
Tachyon Gun
0
Plasma Gun
40

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Hardness

Laser
10
Pulsed Laser
20
Disrupter
76
Streak Missiles
55
Phasor
40
Positron
40
Meson Gun
40
Xenon Beam
70
Tachyon Gun
90
Plasma Gun
100

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Cost
PLAN0078.gif
Laser
5
Pulsed Laser
10
Disrupter
20
Streak Missiles
50
Phasor
52
Positron
55
Meson Gun
30
Xenon Beam
150
Tachyon Gun
160
Plasma Gun
165

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Mass

Laser
1
Pulsed Laser
1
Disrupter
1
Streak Missiles
1
Phasor
1
Positron
1
Meson Gun
1
Xenon Beam
1
Tachyon Gun
1
Plasma Gun
1

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Duranium
PLAN0051.gif
Laser
0
Pulsed Laser
0
Disrupter
0
Streak Missiles
0
Phasor
0
Positron
0
Meson Gun
0
Xenon Beam
0
Tachyon Gun
0
Plasma Gun
0

PLAN0056.gif

Tritanium
PLAN0052.gif
Laser
0
Pulsed Laser
0
Disrupter
0
Streak Missiles
0
Phasor
0
Positron
0
Meson Gun
0
Xenon Beam
0
Tachyon Gun
0
Plasma Gun
0


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Molybdenum
PLAN0053.gif
Laser
0
Pulsed Laser
0
Disrupter
0
Streak Missiles
0
Phasor
0
Positron
0
Meson Gun
0
Xenon Beam
0
Tachyon Gun
0
Plasma Gun
0

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Tech Level

Laser
1
Pulsed Laser
2
Disrupter
3
Streak Missiles
4
Phasor
5
Positron
6
Meson Gun
7
Xenon Beam
8
Tachyon Gun
9
Plasma Gun
10

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Cost Of Tech

Laser
100
Pulsed Laser
120
Disrupter
200
Streak Missiles
300
Phasor
300
Positron
300
Meson Gun
550
Xenon Beam
1020
Tachyon Gun
1765
Plasma Gun
1900


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Dec 24, 2003