Empires Of Planets 4
The Stormers

Race Attributes
- Large ship weapons have +300 shield arc and +3 blast
power
- Stormer ship shields are highly resistant to photon
torpedoes (Only do 5 points of shield drain)
- Glory Device turns amorphous natives into contraband that
can be sold for large amounts of megacredits
- Very happy race
- Very good at training troops
- Great ground combat skills
- Very powerful ground attack units
- Fighter craft have very powerful weapons, are costly, and
lightly armored
- Very open to attack from cloaked ships

Missing Base Buildings
- Raid Shelters
- Terraformer
- Base shield
- Undercity
Special Base Buildings
- Labor Camp (prisoners produce supplies and 10 megacredits
per camp)
- Labor Mine (prisoners dig for metals and produce 10
megacredits per mine)
Ship Attributes
- Most ship designs have very weak shields
- Most ship designs have very weak armor
- Cloaking capable ships get to fire before non-cloaking
ships during combat
- The Thorn Class Destroyer, Deth Specula Class Frigate,
and Sabor Class have an attack bonus so high that they
overwhelm enemy point defense systems. Their weapons
simply do not miss and are not shot down.
- Cold Pain Cruiser can cloak.
- Thorn Class Destroyer can cloak, sweep mines and drop
barbitic mines.
- The Nefarious Class Destroyer is mine sweeper and can
drop barbitic mines.
- The Nefarious Class Destroyer and Saber Class Frigate
have glory devices. This cause the ships to explode and
do damage to ships, pods, and wings in the area.
- Alaska Class Refinery Ship processes ore and can make
fuel from metals.
- Victorious Class Battleship has a very high attack bonus
for a ship of its size
- Merlin Class Alchemy Ship produces metals from supplies
Ship Special Devices
- Cloaking Device: Burns fuel and reduces
the ship's sensor image by 50 points. Ships that have a
sensor image of 0 can not be seen. The ship overview
screen will show you your ship's current sensor image. Be
aware that moving at high speeds, using your
transporters, traveling through web minefields, or enemy
tachyon scanners can uncloak your ship. You can never be
completely sure that you have not been seen. If you have
the attack order for the ship turned on your ship will
attack from cloak, you need to turn off the attack switch
to avoid combat while cloaked. The cloaking device on
ships with a stealth rating of more than 50 do not fully
cloak the ship, the cloaking device will only make the
ship harder to see.
- Barbitic Mine Dropper: Converts
ordnance units into Barbitic mines and drops them.
Barbitic mines are powerful anti-ship mines that also can
be used to destroy enemy minefields. When a barbitic
minefield is detonated it does damage to all ships in the
field and destroys most minefield in the radius of the
field. When a minefield is set to detonate it will do so
before all movement starts. Blowing a Barbitic minefield
will completely clear the area of mines and allow safe
travel through the area. All minefields have a limited
life time of around 20 turns before they run out of power
and disappear. Any ship belonging to another race moving
through your barbitic minefield risks hitting a mine and
taking massive damage. Minefields can be stacked on top
of one another. Ships traveling speed 12 or less are safe
from hitting barbitic mines.
- Mine Sweeper Array: Destroys one enemy
minefield or recovers one minefield belonging to your
race converting it into ordnance units and stores the
ordnance on your ship. You do not collect ordnance from
enemy minefield that you sweep. The device will not sweep
cloaked minefields.
- Boarding Laser: Only used when you are
transporting your colonists, troops, crew, or high guard
to an enemy ship as a hostile boarding action. The
boarding laser helps your troops take over the enemy
ship. It cuts holes in the enemy ship doing between 5%
and 300% hull damage to the target depending on the size
of the target ship. It kills up to 10% of the enemy crew,
40% of the enemy colonists, and 10% of the enemy troops.
You need to beam over 1 of your guys for every 5 enemies
you want to take out. There are 200 movement phases and
combat will not start until phase 50 so during the first
one quarter of movement you have time to fly past an
enemy ship, transport over a boarding party, rip the
enemy ship up with the boarding laser and get away back
out to deep space. The Deth Specula can do this
perfectly, it can travel 47 LY before the first ship to
ship battle takes place. Starting at 23 LY you can fly to
the transfer target enemy ship, transfer over your
attackers and be back out into deep space at around 24 LY
before the first combat begins. The Crystals are immune
to Boarding lasers.
- Glory Device: Explodes the ship doing
damage to all ships in the area. Flip the switch on and
the ship will explode after movement is over. The ship
can not be attacked before it explodes. All ships with a
hull mass of under 100 at point blank range will be
destroyed in the glory device blast. The explosion does
damage out to a range of 10 LY. Ships take half damage at
range 1 LY and one third damage at range 2 LY from the
center of the blast. All wings and pods in a 10 LY radius
are destroyed in the blast, unless they are docked with a
ship. Planets in the area of the blast gain 150 HD Stress
units, when the stress gets above 1000 units the planet
is in danger of exploding. Your own ships take only 25%
of the normal damage levels from the explosion. If the
explosion takes place over a planet or base with
amorphous natives the amorphous natives will all be
turned into the spice contraband, supplies and food. One
amorphous native yields one of contraband.
- Ore Processing: When on the ship grabs
ore from any pod in the area ( including ones that do not
belong to you), any planet you are over and any of your
own bases. The ore is converted into metals and stored in
the ship's cargo hold. You can have the metals
automatically transported down to a base you own if you
are over one with the ship command code BDM (Beam
Down Metals). Two ore units yield one metal unit. The
only limit as to how much can be processed in a turn is
the size of the ship's cargo hold. Ore processing costs
nothing.
- DTMS-N fuel Converter: The device when
on will convert 10 supply units into 1 kt of fuel. It can
also convert 1 duranium, 1 tritanium, or 1 molybdenum
into 1 fuel unit. The converter only uses metals and
supplies that are in the ship's cargo hold. It will stop
processing when the ship's fuel tank.
- Alchemy Forge:When on, it grabs supply
units from junk pods and resupply pods belonging to
anyone, plus supplies from planets and bases that you own
and converts the supplies to metals. Twelve supply units
yield 1 duranium, 1 tritanium, and 1 molybdenum. Control
switches on the ship can limit the process to just one
metal type if you wish.
Ship Super Weapons
- Nemesis Torpedo: A powerful anti-fighter
weapon. All fighters and pods in a battle are vaporized
when the weapon is fired. All ships with a hull mass of
under 100 KT are destroyed instantly in the blast. Ships
with a hull mass of more than 100 KT and more than 50
shield points will be drained of 50 shield points and
take no damage. Ships with a hull mass of over 100 KT and
no shields remaining will take damage ranging from 1% to
130%, depending on how far they are from the center of
the blast and their hull mass. This weapon will destory
your own ships and fighters just as well as enemy units.
Excotic tech can be bought that will make fighter craft
highly resistant to nemesis torpedo blasts.
- World Crusher Missile:World Crusher Missile:
Has a range of 200LY. Uses 300 ord when fired. Can be
fired as long as you have ordnance to arm it. To use it
turn it on and target an enemy base or planet within 200
LY of your ship. The missile has a 33% chance of hitting
each base on the target planet. When a base is hit it is
completely destroyed. The surface of the planet will be
covered with the remains of the base. A shield will
protect the base from being harmed. The world crusher
firing takes place after movement and combat. The world
crusher missile targeting system produces 120 units of
sensor image noise when used. If the exotic tech Transphased
World Crusher is used the weapon can be fired
through enemy base shields.
Playing As
Place photon torpedoes on your high attack bonus ships. Use
the very fast Deth Specula to disrupt enemy freighter runs. Take
advantage of your strong ground combat power to capture lightly
guarded enemy bases. When attacking enemy fleets attack in large
numbers. Build cheap ships to absorb enemy fire to help your more
expensive ships survive longer. Consider using cheap weapons to
save money. Use the Glory Device over planet populated by
amorphous worm natives to produce a large amount of spice
contraband that can be sold to give you much needed megacredits.
Keep your fighters away from enemy ships with sand casters. Be
careful not to destroy your own fighter craft with the Nemesis
Torpedo super weapon. Try capturing enemy bases that have base
shields, then use the base shield to protect yourself from attack
from space. Be sure to use world crusher missiles to destroy your
enemy's more important worlds from a distance of just under 200
LY. You can avoid larger more powerful fleets and still destroy
enemy bases.
Playing Against
Avoid using photon torpedoes against stormers. Kill or disable
them as quickly as possible with sand caster / ion cannon weapon
combos on medium size ships that have an attack bonus. You could
also fight them with large ships with heavy armor, large shields,
cheap engines, and cheap weapons. Their ships are lightly
shielded and lightly armored so it does not take much to kill
them, the hard part is standing up to their extra powerful, never
missing weapons. Get the Stormer to waste their expensive ships
attacking fleets of cheepily made but strongly shielded ships.
Blast their bases with ships from space, they can not build base
shields. If they are using fighters attack them with sand caster
equiped ships.
Natural Enemies
- The Lizards: Their very strong ships are
hard to kill quickly. Their designs will chew up stormer
ships before they can be heavily damaged. Their Loki
class can uncloak stormer ships with its tachyon scanner.
You might consider attacking them with a few fighters in
your fleet. Often lizards will make the mistake of not
defending against fighters when taking on the stormers
and stormer fighters are some of the very best fighters
around.
- The Birdmen: Their ships are hard to
detect and stormer bases are open to attack due to the
stormer inablity to build base shields.
- The Cyborg: They can park ships in orbit
and simply suck up colonists from stormer bases.
Stormer Race Stats