Also See: Weapon Attributes
| Super
Laser |
|
| Shield Drain
|
10000 |
| Shield Arc |
10000 |
| Armor Drain |
10000 |
| Armor Arc |
10000 |
| Charge Draw |
10 |
| Full Charge |
5000 |
| Charge Time |
500 |
| Max Range |
1000 |
| Blast |
10000 |
| Kill |
10000 |
| Damage Parts
|
10000 |
| Damage Eng |
10000 |
| Damage Hyp |
10000 |
| Damage Sys |
10000 |
| Damage Life |
10000 |
| Ord Usage |
0 |
| Accuracy |
120 |
| PointD Odds |
- |
| Hardness |
200 |
| Cost |
5000 |
| Mass |
2500 |
| Duranium |
2450 |
| Tritanium |
20 |
| Molybdenum |
30 |
| Tech Level |
1 |
| Cost of Tech
|
14000 |
| The weapon will destroy planets with a single shot, leaving nothing but an asteroid field. To destroy a planet end movement over the target planet and set the ship's kill target to the target planet and turn on the super weapon. Any base that existed on the planet before the planet was destroyed will also be destroyed with the planet. The super laser is a very powerful weapon, able to destroy most ships with a single shot. |
| Nemesis
Torpedo |
|
| Shield Drain
|
1000 |
| Shield Arc |
1000 |
| Armor Drain |
1000 |
| Armor Arc |
1000 |
| Charge Draw |
1 |
| Full Charge |
1000 |
| Charge Time |
1000 |
| Max Range |
1000 |
| Blast |
1000 |
| Kill |
1000 |
| Damage Parts
|
1000 |
| Damage Eng |
1000 |
| Damage Hyp |
1000 |
| Damage Sys |
1000 |
| Damage Life |
1000 |
| Ord Usage |
500 |
| Accuracy |
100 |
| PointD Odds |
- |
| Hardness |
500 |
| Cost |
6000 |
| Mass |
2500 |
| Duranium |
1500 |
| Tritanium |
500 |
| Molybdenum |
500 |
| Tech Level |
2 |
| Cost of Tech
|
5000 |
| The nemesis torpedo can destroy all fighters and ships with a hull mass of under 100kt in the area in a single shot. INCLUDING YOUR OWN . Ships with a hull mass of over 100kt having shields of power greater than 50 points at the time of the blast will not take any damage, but will loose 50 points of shield power. If the ships shields are down the ship will take damage to its hull. A ship with a hull mass of 300 and no shields can take up to 50% hull damage if it happens to be near the center of the explosion. The Exotic tech NEM SHIELDS can party protect fighters from the blast. NEM SHIELD tech allows 50% of the fighters to survive the attack. The Evil Empire's fighters survive at a rate of 80% went NEM SHIELDS are used. NEM SHIELDS do not protect ships from the blast damage. |
| World
Crusher Missile |
|
| Shield Drain
|
1000 |
| Shield Arc |
1000 |
| Armor Drain |
1000 |
| Armor Arc |
1000 |
| Charge Draw |
1 |
| Full Charge |
1000 |
| Charge Time |
1000 |
| Max Range |
1000 |
| Blast |
1000 |
| Kill |
1000 |
| Damage Parts
|
1000 |
| Damage Eng |
1000 |
| Damage Hyp |
1000 |
| Damage Sys |
1000 |
| Damage Life |
1000 |
| Ord Usage |
300 |
| Accuracy |
100 |
| PointD Odds |
- |
| Hardness |
70 |
| Cost |
5400 |
| Mass |
2500 |
| Duranium |
100 |
| Tritanium |
1400 |
| Molybdenum |
1000 |
| Tech Level |
3 |
| Cost of Tech
|
7000 |
| The world crusher missile can do heavy damage to unshielded bases at a range of 100 ly. Also a nasty weapon when used in normal close range combat. To use the weapon set any base or planet within 100 ly of your ship as the ship's kill target. |
| Anti-Matter
Maul |
|
| Shield Drain
|
2000 |
| Shield Arc |
2000 |
| Armor Drain |
2000 |
| Armor Arc |
2000 |
| Charge Draw |
1 |
| Full Charge |
1000 |
| Charge Time |
1000 |
| Max Range |
1000 |
| Blast |
2000 |
| Kill |
10000 |
| Damage Parts
|
1000 |
| Damage Eng |
1000 |
| Damage Hyp |
1000 |
| Damage Sys |
1000 |
| Damage Life |
1000 |
| Ord Usage |
0 |
| Accuracy |
90 |
| PointD Odds |
- |
| Hardness |
490 |
| Cost |
7200 |
| Mass |
2500 |
| Duranium |
50 |
| Tritanium |
350 |
| Molybdenum |
2100 |
| Tech Level |
4 |
| Cost of Tech
|
5000 |
| Any ship that an anti matter maul hits is turned into metals and stored in the ship`s cargo bay. The Anti Matter Maul also has the power to destroy jump gates. To use it park the ship next to the gate and target the jump gate as your ship's kill target. |
| Proto-Matter
Cannon |
|
| Shield Drain
|
500 |
| Shield Arc |
2000 |
| Armor Drain |
2000 |
| Armor Arc |
100 |
| Charge Draw |
1 |
| Full Charge |
1000 |
| Charge Time |
1000 |
| Max Range |
1000 |
| Blast |
2000 |
| Kill |
2000 |
| Damage Parts
|
1000 |
| Damage Eng |
1000 |
| Damage Hyp |
1000 |
| Damage Sys |
1000 |
| Damage Life |
1000 |
| Ord Usage |
1000 |
| Accuracy |
90 |
| PointD Odds |
- |
| Hardness |
130 |
| Cost |
4000 |
| Mass |
2500 |
| Duranium |
500 |
| Tritanium |
1000 |
| Molybdenum |
1000 |
| Tech Level |
5 |
| Cost of Tech
|
10900 |
| The proto-matter cannon is a powerful combat weapon and it will turn asteroid belts into planets. To turn an asteroid belt into a planet again simple park the ship over the destroyed planet and turn on the super weapon. If you have over 1000 ord units the proto-matter cannon will load and fire into the asteroid field and form a new planet. The new planet will have very rich soil and a very high level of HD Stress |