Small Ship Weapons

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Laser

This is the cheapest of all small weapons at a cost of 5mc per weapon. The Laser 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 depolarized before they can be fired again.

 

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Pulsed Laser

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

 

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Disrupter

This weapon does 400% more damaging to life support systems than any other small ship weapon. It has special crew killing powers, but has a short range. If the weapon hits a target that has no armor there is a 25% chance of 10 crew, 100 colonists, and 30 troops being killed. 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

The streak missile 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. They have the advantage of overcoming any enemy evasive factors. A target ship's evasive rating has no effect on causing this weapon to miss. Point defense systems have a very easy time of intercepting streak missiles. The 35mm Vulcan is the best of all point defense systems with a special 70% chance of stopping an incoming 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 a 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 other small weapons to cause shields to loose power when hit than all other small weapons. The plasma gun does not suffer from the 25% 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 power points lost per hit on ALL small weapons)

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

PLAN0077.gif

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

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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