Special Weapons and Hull Characteristics


Large Weapons

Heavy Laser: Heavy Lasers will pass through the shields and armor of Evil Empire ships.

Merculite Rockets: No special properties

500mm Gun: No special properties

Sand Caster: The sand caster fires a large cloud of sand grain sized particles that are magnetically attracted to the target vessel. The particles do only 1 unit of damage to target armor, but will drain the target of 70 shield power units. The sand caster is a very useful weapon in quickly draining a target`s shields so that other weapons that are more effective at punching through armor or disabling the ships systems can take their toll. A sand caster will automatically stop firing at ships that have no shields to conserve ordnance. The weapon is fragile, it fails with only 10 points of damage. It is almost impossible to shoot down a sand caster round with point defense, except for concussion rockets which are specially designed to disperse sand grains with a shock wave. It is the most accurate of all weapons, it uses 25 ordnance units per shot, it is a very short ranged weapon, and recharges in just 5 ticks. The weapon is the only large ship weapon that can be fired at fighters and have any chance of hitting them. Cheaper fighters with no shielding systems are easily destroyed by sand casters. Fighters with shielding are very resistant to being damaged by a sand caster. Evil Empire sand casters are much weaker than normal when fired at enemy fighters. The sand caster is able to destroy holo decoys, allowing your other weapons to fire without being rendered in accurate by them.

Fusion Cannon: No special properties

Force Beam: The force beam will destroy enemy ord units on impact on the enemy's armor or hull.

Disrupter Cannon: No special properties

Mass Driver: No special properties

Anti-Matter Gun: No special properties

Blaster Cannon: No special properties

Ion Cannon: This weapon does very little damage to enemy ship shields the weapon is normally set up to only fire at enemy ships after the enemy's shields have been taken down, that option can be turned off and on. This weapon is very good at taking out enemy ship control systems with minimum damage to the enemy hull.

Energy Mines: Energy mines will pass through the shields of Coalition ships. Energy mines destroy repair units on enemy ships with no shields. Even if the enemy ship has armor it can still loose repair units to energy mines impacts.

Photon Torpedo: Torpedoes are extra venerable to holo decoys. A great number of holo decoys can reduce the accuracy of torpedoes by up to 60%. Holo decoys can be counter acted by sand casters.

Plasma Bolt Cannon: No special properties

Particle Cannon: No special properties

Pulsed Phasor Cannon: No special properties

Ionic Gun Array: This weapon does very little damage to enemy ship shields the weapon is normally set up to only fire at enemy ships after the enemy's shields have been taken down, that option can be turned off and on. This weapon is very good at taking out enemy ship control systems with minimum damage to the enemy hull.

Turbo Laser Array: No special properties

Large Turbo Laser Array: No special properties

Gatling Phasor: No special properties


Large Weapon Race Specials

Stormer ship shields are resistant to photon torpedoes. Stormer large weapons have a +3 shield drain bonus. Stormer large weapons get a +300 shield arc bonus and have a +3 blast bonus.

Crystal ship shields take 300% drain from weapons that fire ord (Except for the Diamond Flame). Shields take 50% drain from non-ord weapons.

Evil Empire shields and armor allow heavy lasers to through and hit the ship's hull

Solorian ship shields take 200% damage from non-ord weapons and only 50% damage from ord based weapons

Enforcer large weapons do 200% normal system damage to target and kill 50% of the normal number of crew

Aczanny large weapons kill only 10% of the normal number of crew. ECM jammer causes large weapons to be 30% less accurate

Privateer weapons kill 400% more crew than normal. If any Privateer ship has the plans to a ship in a battle all Privateer ship weapons will drain shields and armor at 300% normal rates.


Small Weapons

Laser: No special properties

Pulsed Laser: No special properties

Disrupter: No special properties

Streak Missiles: No special properties

Phasor: Is much better at shooting down enemy assault pods then other small weapons

Positron: No special properties

Meson Gun: No special properties

Xenon Beam: No special properties

Tachyon Gun: No special properties

Plasma Gun: No special properties


Small Weapon Race Specials

Small weapons can not damage organic armor

Aczanny ECM jammer causes small weapons to be 30% less accurate

Privateer weapons kill 400% more crew than normal. If any Privateer ship has the plans to a ship in a battle all Privateer ship weapons will drain shields and armor at 300% normal rates.

Solorian ship shields take 200% damage from non-ord weapons and only 50% damage from ord based weapons

Crystal ship shields take 300% drain from weapons that fire ord (Except for the Diamond Flame) Shields take 50% damage from non-ord weapons.

Scavenger small weapons do 200% normal damage to shields, armor, hull, weapons, and systems.

Enforcer small weapons do 400% normal system damage to target and kill only 50% the normal number of crew.


Point Defense Weapons

Holo Decoy: Decreases the accuracy of all enemy large weapons. It will decrease the accuracy of photon torpedoes by up to 60% and other weapons by up to 25%. Holo Decoys last a long time after they are dispersed, decaying at a very slow rate. Sand casters can destroy holo decoys at a very rapid rate. This system can not destroy enemy fighters.

35mm Vulcan: Is able to fire at incoming small weapons fire. The 30mm Vulcan is specially tuned to shoot down incoming streak missiles with a shoot down rate of 70%.

Flake Cannon: Is able to fire at incoming small weapons fire

Concussion Rockets: Can disperse incoming sand caster grains 60% of the time.

Micro Sand Caster: No special properties

Auto Blaster: Is able to fire at incoming small weapons fire. When firing at small weapons fire the auto blaster fires at 30% normal power, allowing the system to quickly recharge. Auto blasters have a +20% chance of shooting down incoming large weapons fire that is ord based.

Turbo Laser: Is able to shoot down up to 3 enemy fighters in a single shot

Quad Laser: Has a +40% of shooting down incoming large weapons fire that is ord based.

Micro Missile Launcher: No special properties

Intercept: This system can not destroy enemy fighters.


Point Defense Race Specials

Coalition: target enhancers make point defense weapons 30% more accurate against incoming fire and fighters

Mivorari: point defense weapons have 1/2 normal odds against incoming large weapons fire


Super Weapons

Super Laser: The weapon will destroy planets with a single shot, leaving nothing but an asteroid field. The weapon fires after movement at a planet if that planet is the ship's kill target. They ship must have attack orders active to fire the weapon at a planet.

Nemesis Torpedo: Destroys all fighter craft and small ships in taking part in a combat action, including your own ships and fighters. The only thing that will protect fighters from the weapon is the exotic tech nem shields, and that will only protect about half the fighters. All pods in the area will be destroyed by the blast. This is a combat weapon only with a range of less than 1 light year.

World Crusher Missile: The only very long range weapon. Has a range of 200 light years and has a 30% change of destroying any unshielded base on the kill target planet. To use the weapon make the target planet your kill target and move the ship within 200 light years of the planet. All bases on the target planet are in danger of getting hit by the weapon. The exotic tech transphased world crusher allows these missiles to pass through base shields. This weapon is also a very powerful combat weapon during ship against ship combat events.

Anti-Matter Maul: When fired at an enemy ship the metals in the enemy ship are melted and stored in the cargo hold

Proto-Matter Cannon: Has the power to turn asteroid fields back into planets. If the ship ends its movement over a destroyed planet and the weapon is on it will fire a blast that will form a new planet. This weapon is also a very good combat weapon.

All super weapons can destroy enemy base shields in a single shot.


Super Weapon Race Specials

 

Aczanny: Fighters naturally protected against nemesis torpedoes at a rate of around 50% to 70%. Aczanny ships take no more than 5% damage from being in the area of a nemesis torpedo blast. Aczanny halls take no more than 5% hull damage from any super weapon hit.

Coalition: Super laser does not have enough power to destroy planets. A Coalition super laser only drains a max of 2000 points of enemy shields and has half normal armor drain.

Enforcer: Super laser does no damage to target enemy ship hulls and will do normal damage to all other enemy ship systems.

Evil Empire: Nem shield exotic tech will protect 80% of the fighters from being destroyed by a Nemesis Torpedo

Scavengers: Can not buy super weapon tech.


Special Ship Hull Characteristics

Hull 11: Loki: Able to tachyon scan Darkwing, Darkwing G, and Resolute class ships, if the ship has a high guard on board it has a much better chance of detecting them..

Hull 41: Deth Specula: Has an attack bonus so great that its weapons can completely overwhelm enemy point defense systems causing them to always fail to intercept fire from the Specula.

Hull 038: Ill Wind: Large weapons charge up faster at the beginning of battles. Large weapon continue to fire after the ship has been badly damaged. Large weapons charge faster than normal. Able to target very high evasive ships with great accuracy, except if the target is a Deth Specula.

Hull 058: Diamond Flame: Plasma armor. Takes half shield drain from all enemy weapons. Ord hits on shields are converted to armor.

Hull 69: Darkwing: Immune to all tachyon scanner ships, except for the Loki tachyon scanners.

Hull 66: Resolute: Immune to all tachyon scanner ships, except for the Loki tachyon scanners.

Hull 070: Darkwing G: Is able to fire through the shields of Cyborg owned ships and Cyborg designed ships. Has a 1000 armor arc bonus against any enemy Dark Wing G and any enemy Bird Man owned ship. Immune to all tachyon scanner ships, except for the Loki.

Hull 073: H Ross Destroyer: Resistant to mine hits

Hull 074: RU25 Gunship: Resistant to mine hits

Hull 077: Super Star Cruiser: 500mm guns and anti-matter guns have a +100 accuracy bonus when placed on this ship

Hull 080: Gorbi Class: Has double power shields

Hull 432: Sergeant-At-Arms: Has an always on 100 ly range contraband lockdown device

Hull 453: Masquerade Class Q Ship: Dampening field, Appears to be a freighter and not a war ship. Command code NID cause the ship to change its ID number.

Hull 458 Pretender Class Q Ship: Dampening field, Appears to be a freighter and not a war ship. Command code NID cause the ship to change its ID number.

Hull 516: A. Interstellar: Gravity sensor, detects gravitonic mine droppers, warp chunnels, gravitonic accelerators, and gravity well generators within 400 light years of the ship after movement.

Hull 517: Odin Class: Gravity sensor, detects gravitonic mine droppers, warp chunnels, gravitonic accelerators, and gravity well generators within 400 light years of the ship after movement.

Hull 518: X 240 Comb: Hive mine gives a +3 attack bonus and a +2 evasive bonus to all empires in a fight that have a PSI rating above 35. The limit to this bonus is +30 attack and +20 evasive.

Hull 519: X 1260 Royal: Hive mine gives a +3 attack bonus and a +2 evasive bonus to all empires in a fight that have a PSI rating above 35. The limit to this bonus is +30 attack and +20 evasive.

Hull 520: N. Willow: Organic armor makes the ship immune to small weapons fire and also highly resistant to large weapons that do not have a high kill rating. SDI system on the ship shoots down probes sent out from a probe launcher, all bases within 25 light years of the ship are safe from being detected by probe launchers.

Hull 521: N. Everygreen: Organic armor makes the ship immune to small weapons fire and also highly resistant to large weapons that do not have a high kill rating.

Hull 522: Binary: Can not use jump gates. Can not be towed, chunneled or use a jump point.

Hull 523: Maelstorm: Exotic hull, costs 25 galactic credits per turn to maintain this ship

Hull 524: Lotus: Plasma Stream Enhancer causes the plasma bolt weapon to charge twice as fast, have a range of 750 units and do double damage with a accuracy of plus 60. Organic armor makes the ship immune to small weapons fire and also highly resistant to large weapons that do not have a high kill rating. Exotic hull, costs 50 galactic credits per turn to maintain this ship. Bio computer uses med units to work, can not be turned off and will damage the ship if it runs out of med units. Gravity sensor, detects gravitonic mine droppers, warp chunnels, gravitonic accelerators, and gravity well generators within 400 light years of the ship after movement.

Hull 525: Aurora: Plasma Stream Enhancer causes the plasma bolt weapon to charge twice as fast, have a range of 750 units and do double damage with a accuracy of plus 60. The ship stops all enemy ships from firing their super weapons in combat, but is able to fire its own super weapon. Organic armor makes the ship immune to small weapons fire and also highly resistant to large weapons that do not have a high kill rating. Exotic hull, costs 500 galactic credits per turn to maintain this ship

Hull 534: Solar Ragnarock: Can not use jump gates. Can not be towed, chunneled or use a jump point.

Hull 535: Solar Collection Array: Can not use jump gates. Can not be towed, chunneled or use a jump point. Gathers fuel from stars at a much more rapid rate than other Solorian ships.

Hull 549: : Can jump through grav wells and grav mines

Hull 045 to 050: (All Lizard Hulls) Hulls are much softer than normal if owned by a non-Lizard empire.

Hull 051 to 060: (All Crystal Hulls) Immune to all web minefields

Hull 071 to 081: (All Empire Hulls): If owned by an empire other than the Evil Empire the ship will start combat with 25% normal shields

Hull 071 to 079 and 081 (All Empire Ships, except the Gorbi): have a 50% shield bonus

Hull 082, 083, 084, 087, 088: BR4, BR5, Dwarfstar, Meteor, Bloodfang: If one of these hulls is owned by a non-privateer empire any privateer can set the ship as a capture target and instantly capture the ship

Hull 442 to 460: (All Scavenger Hulls): If owned by a Scavenger they are immune to hitting barbitic and gravitonic minefields in normal space. The ships can hit laser mines and are twice as likely to hit web mines.

Hull 526 to 535 (All Solorian Hulls) Do not use normal fuel. Absorb fuel from stars they are parked next to. Take 20 point of hull damage every turn they are not owned by a Solorian.

Hull 542, 545, 546, 547, 548, 549, 550, and 551: (Mivorari) Hyperspace Tap ships use only 10% normal fuel when hyperjumping.

Hulls 600 to 620 (All Aczanny Hulls) Are immune to Aczanny ECM device. All ships have hyper scanners that can see hyper jumping and warp chunneling ships within 500 light years.


Special Race Ship Characteristics

Federation: If the ship has a high guard on board the ship can repair damage and restore shield power during combat. Can always board enemy ships, even undamaged ones.

Lizards: Ship with hisser devices that are of Lizard design only work if owned by a Lizard

Birdmen: Mine sweeping produces no extra sensor noise. Engines produce half normal sensor noise and scanners produce twice normal noise.

Stormer: Large weapons will continue to fire no matter how much damage the weapon systems take. Can always board enemy ships, even undamaged ones.

Crystals: All crystal owned ships take 50% damage from non-ord weapons and 300% damage from ord firing weapons and can absorb half the energy from incoming fire and charge weapons with it. Crystal ships can not hold plans to alien hull designs. Other empires can not hold plans to crystal hull designs. Ships are immune to damage from exploding web fields. Ships are immune to hull damage from boarding lasers.

Cyborg: Ships turn duranium metal into armor plating for free and restore the ship's armor as needed. Ships turn colonists into crew.

Privateer Hulls: All weapons have a 400% crew kill bonus. All weapons get a 300% shield drain bonus and armor drain bonus if one of the ships in the fight has the plans to an enemy ship in the fight. The bonus is only good against ships of that one type. All ships have 1/8 the normal chance of detecting enemy minefields. If a privateer hull is captured there is a 95% chance any set of plans on the ship will be deleted. Ships can steal cargo from any enemy ship using transporters. Ships with high experience can train colonists to be troops and high guard.

Empire: All Empire shields and armor can be fired through by heavy laser weapons and enemy fighter fire

Coalition: The Coalition can only lay laser mines and can never lay any other type, even if it has a captured ship that normally can.

Aczanny: All ships get a combat evasive bonus of (engine_type * 5) / ((1 + hull_mass / 200)^ 2). A 50kt ship hull with transwarp engines gets a 64 point evasive bonus. Aczanny can only lay laser mines and can never lay any other type, even if it has a captured ship that normally can. All Aczanny weapons have half normal kill power.

Centaurs: Ships can leave a combat event after combat tick 500 all other races must wait until tick 1500 to run.

Solorian: Scalar wave damper devices only can reduce the stress of a planet to 0 if owned by a Solorian.