The shield drain is the amount of shield power a direct hit drains from the total shield level. When the shield level reaches 0 the only thing left protecting the ship is the ship armor.
The shield arc is how much shield a shot from a weapon can jump through. For example: A force beam can jump through 150 shield points. A ship must have a shield level of at least 150 points to be protected by the shields from force beam attacks. Lets say the target ship`s shield level is at 151. The impact of the force beam will first drain away 3 shield points leaving the ship with 148 shield points. The force beam is able to arc through up to 150 shield units, so the force beam jumps through the 148 shield points and hits the ships armor with its full force. The 148 point shield does nothing to stop or weaken the force beam shot.
The amount of ship armor that is destroyed with every hit on the ship`s armor. The armor will only take a hit when a ship is out of shield energy or the weapon shot has arced through the shields.
The amount of armor that a shot from a weapon can jump through. The armor is only hit if the shot has breached the ships shields, either by draining them to zero or arcing through them. For example: A force beam can arc through 150 units of armor. A ship must have a least 150 points of ship armor to be protected from internal damage from a force beam. Lets say the target ship has 120 armor points and no shields. The impact of the force beam on the armor destroys 6 points of armor leaving the ship with only 114 armor points. The force beam is able to arc through up to 150 points of armor, so the force beam reaches the interior of the ship doing full damage.
The amount of power in gigawatts per second that a weapon can draw from the ships power sources while the weapon is charging. The power that a ship can supply for weapons charging comes from the ships sub space engines and generators. If not enough energy is available to charge the weapon at its charge draw rate, the weapon will still charge but at a slower rate.
How many gigawatts (gw) of power the weapon has in its main power storage when it is fully charged and ready to fire.
The time in seconds that it takes for the weapon to reach its fully changed and ready to fire state. The lower the charge time the greater the weapon`s rate of fire.
The maximum range that a weapon has any real chance of hitting its target. The accuracy at the maximum range is 40% less than what it would be at point blank range.
The explosive power that damages the ships hull. A ship resists this damage with its massiveness and its resistance to having its parts damaged.
The anti personnel factor. The damage that a weapon can inflect on an enemy crew.
Damage a weapon tends to do to the shield generator and other important parts when it does internal damage to a ship.. The actual amount of damage depends on how the ship was designed. Some ships have extra internal shielding that makes them much harder to damage. Ships that have damaged shield generators can not raise their shields to full power and sometimes can not raise the shields at all if the damage is too great.
Damage a weapon tends to do to the sub space engines when it does internal damage to a ship.. The actual amount of damage depends on how the ship was designed. Some ships have extra engine shielding, making them much harder to damage. Ships that have damaged engines travel more slowly until the engines can be repaired.
Damage a weapon tends to do to the hyper jump engine when it does internal damage to a ship.. The actual amount of damage depends on how the ship was designed. Some ships have extra shielding of their hyper drive, making it much harder to damage. Ships that have a damaged hyper drive can not jump until the system is repaired.
Damage a weapon tends to do to the command and control computer systems and electronics when it does internal damage to a ship.. The actual amount of damage depends on how the ship was designed. Some ships have extra shielding around their control systems, making it much harder to damage. When a ship loses its control systems it can not move or fight, but is otherwise undamaged.
Damage a weapon tends to do to the life support systems when it does internal damage to a ship. The actual amount of damage depends on how the ship was designed. Some ships have extra shielding added to their life support systems, making life support much harder to damage. If the life support is not quickly repaired the crew will die.
The amount of ordnance used to fire a single shot from the weapon. The ordnance is taken from the ship`s ordnance magazine and loaded into the weapon after every shot. The maximum amount of ordnance that can be carried on a ship depends completely on the ship`s design.
The basic odds that the weapon will hit its target. There are several factors that determine if the weapon will hit its target; range, the evasive bonus of the target vessel, the attack modifier of the attacking ship, and decoys. The accuracy listed is the accuracy at a range of 0. The accuracy decreases lineally out to the weapons maximum range. At the maximum range the weapon is 40% less accurate than at what it would be at point blank. The firing ship`s attack modifier adds to the weapons accuracy and the target vessel`s evasive bonus decreases the weapons chances to score a hit. Decoys belonging to the target`s race decrease the accuracy of all weapons fired at that race. Every 10 decoys decrease the accuracy of all weapons fired at that race by 1%, up to a maximum decrease of 25%.
Point Defense odds. These are the
odds that the target vessel`s point defense system can intercept
the incoming weapons fire from this weapon. Point defense weapons
will only fire at missiles or energy beams that would otherwise
hit the ship if the point defense weapons did not fire. The
percentage odds that the point defense system will take out the
incoming fire is equal to the sum of the incoming weapon`s PointD
Odds and the point defense system`s
For example: A Photon Torpedo with a PointD Odds of 95 versus an intercept point defense system with an Intercept Bonus of 90. There is a 185% chance that the photon torpedo will be shot down before hitting its target.
The amount of weapons damage to the ship that causes this weapon to stop working. For example: If a ship takes 40 or more points of damage to its weapons all heavy lasers on the ship will stop working, because they have a hardness rating of 40.
The cost in megacredits to build this weapon. The megacredits are taken from the base that is building this weapon and not from the galactic bank. In addition to megacredits most weapons need special metals, such as duranium, tritanium or molybdenum.
The mass of the weapon system. Not only does the mass of the weapon add to the total mass of the ship its also determines which ships can have what types of weapons mounted on it. Weapon systems fit into weapons mounts on the ship hull. The size of the hull weapon mounts for large ship weapons range from as small as 30kt to obscenely large 2000kt mounts. A weapon mount can be fitted with any weapon that is of the size the mount was designed to hold or any weapon of a lesser mass. For example: A 150kt weapons mount was designed to hold a Gatling Phasor or Plasma Bolt Cannon, but can also hold any of the less massive weapons available, like the Blaster Cannon or Sand Caster.
Duranium Tritanium Molybdenum
The amounts of these metals needed to build this weapon.
The tech level that your race must be at before you can build this item. Tech is universal. Once a tech level is bought all your bases can build the higher tech items. New tech levels can only be bought using money from the galactic bank.
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.
Ship Small Weapons
Ship Large Weapons
Ship Super Weapons
Ship PD Weapons
April 1, 2004