|  |  | Large Weapons! 
 Most ships can be equipped 
          to carry large weapons, but not all large weapons. There are different 
          sizes of large weapons, and each ship has a max weapon size. Besides weapon size, there is the amount of power they draw, and the 
          ship will need to be able to provide the power with engines and generators. Each successful Hit has a 10% chance of increasing Ship's Skill by 
          +1, to a maximum of 30,000. Target may be pushed, dependant on mass and power of the weapon. Each race may have special bonuses on some weapons not listed here. Large Weapons: 
             
              | Heavy Laser 
   |  High powered beams of amplified light energy.  The lowest tech of all large ship weapons, but still very 
                  useful due to their low cost of only 10mc each. The heavy laser 
                  does a fair amount of damage to hyper drive engines and subspace 
                  engines. They have a very slow recharge rate. They take 40 seconds 
                  to recharge, but draw only 1gw of power per second. These weapons 
                  will pass through the shields of ships belonging to the Evil 
                  Empire, but can not hit the empire ship's soft spot.  |   
              | Merculite Rockets 
  | Fire and forget rockets with a gamma ray bomb warhead. Widely 
                  used as an anti personnel weapon to soften up enemy ships before 
                  boarding parties attempt to capture the vessel. Very vulnerable to point defense fire. The weapon has good 
                  accuracy, uses 3 ordnance units per shot, does a fair amount 
                  of damage to control systems, does a fair amount of damage to 
                  engines, is very deadly to target crew members and takes very 
                  little energy to fire, only 12gw, but does only 2 units of damage 
                  to target armor.  |   
              | 500mm Gun 
  | Fires a projectile with no internal power, propulsion or 
                  guidance system. It is useful against big slow targets, but 
                  useless against small fast ships that can out maneuver the aim 
                  of this weapon. This weapon has a 1000 point blast bonus when 
                  fired at a ground base. The shells fired are vulnerable to point 
                  defense fire, very inaccurate. The weapon uses 5 ordnance units 
                  per shot and takes very little energy to fire, only 0gw. The Evil Empire's Super Star Cruiser has a special ballistic 
                  computer that adds a +100% to this weapons accuracy. |   
              | 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 favorite weapon of the Privateers to take 
                  down shields so that Ion Cannons can be used to knock out the 
                  ship systems. A Sand Caster will automatically stop firing at 
                  ships that have no shields to conserve ordnance, unless the 
                  Energized Sand exotic tech is in use. Armor drain exotics do 
                  not cause the Sand Caster to continue to fire at shieldless 
                  ships. The weapon is fragile, it fails with only 10 points of damage. Only the Concussion Rocket point defense system can shoot down 
                  a sand caster round with point defense, Concussion Rockets have 
                  60% odds of knocking out a Sand Caster round and a 30% chance 
                  of knocking out an energized Sand Caster round. The Sand Caster is the most accurate of all weapons, it uses 
                  25 ordnance units per shot, is a very short ranged weapon, and 
                  recharges in just 5 seconds. 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 armor plate are easily destroyed by sand casters. Fighters 
                  with armor are very resistant to being damaged by a Sand Caster. 
                  The Exotic tech sand shield can help to protect fighters from 
                  Sand Casters and the exotic tech Energized Sand can counter 
                  the sand shield tech as well as make the weapon even more deadly 
                  when fired on ships, by improving the odds of hitting the target 
                  by 25% and by draining an extra 50 points of the target's shields. 
                  Energized sand will also arc through 2000 units of ship armor 
                  and do light damage to the inside of the target ship. This light 
                  damage has the chance of hitting the target's soft spot, causing 
                  the ship to explode making the Sand Caster with Energized Sand 
                  exotic tech a very dangerous weapon when used on enemy ships 
                  with large soft spots. Every time a sand caster fires at an enemy ship it will knock 
                  out up to 15 enemy holodecoys regardless if it actually hits 
                  the target enemy ship. This tends to improve the accuracy of 
                  all other weapons that are having to deal with the problem of 
                  holodecoys.  |   
              | Fusion Cannon 
  | Fires a blast of hydrogen gas undergoing a fusion reaction. Can quickly take out lightly shielded ships by arcing through 
                  both light shields and light armor as if they where not even 
                  there, it arcs through 60 units of ship armor and can arc through 
                  up to 75 units of shield power, hits drain very little power 
                  from the target`s shields.  |   
              | Force Beam 
  | Fires a tight blast of hydrogen gas undergoing a strong 
                  force atomic transformation. The weapon is similar to the Fusion 
                  Beam, but its shots have a longer range, are more accurate, 
                  and can arc through much more shields and armor. On the down 
                  side the Force Beam drains less power from the shields and destroys 
                  less armor. The energy from a Force Beam jumps through 150 units 
                  of armor and can arc through up to 150 units of shield power. Force Beams are expensive, but tough. They can take up to 160 
                  points of damage and continue to fire. They do a fair amount 
                  of damage to control systems, but very little to the target`s 
                  shield energy. Force Beams impacting on armor will cause ord units inside 
                  the ship to explode. 200 + Rnd*200 Ordnance on the Target are 
                  destroyed. |   
              | Disrupter Cannon  | Fires a shock wave of weak force / magnetic energy that 
                  disrupts the binding energies of all matter it impacts. The 
                  disruption of matter releases a burst of gamma radiation which 
                  is deadly to target crew members. This cannon high damage to life support systems, does a good 
                  amount of damage to engines, recharges in just 5 seconds and 
                  draws a healthy 8 gw of power a second when recharging.  |   
              | Mass Driver  | Fires very high speed matter packets that drill holes through 
                  target ships. These holes cause venting and secondary explosions 
                  that are deadly to the target ship`s crew members. This weapon 
                  is very vulnerable to point defense fire. The mass driver is 
                  very inaccurate, uses 5 ordnance units per shot and takes very 
                  little energy to fire, only 10gw. The Aczanny have a 42% accuarcy bonus when using this weapon. The Aczanny hull designs have a Mass Driver bonus that causes 
                  the weapon to remove 10 extra points of armor. This will work 
                  for any race that owns a ship of Aczanny hull design.  |   
              | Anti-Matter Gun  | The anti-matter gun fires a round of anti-matter designed 
                  to destroy armor plating. The shots from this gun are very vulnerable 
                  to point defense fire and very inaccurate. The gun uses 2 ordnance 
                  units per shot. It is very deadly to target crew members., takes 
                  very little energy to fire, only 10gw, drains very little from 
                  the target`s shields, but blows away a whopping 70 units of 
                  armor per hit. This weapon has a 700 point blast bonus when fired at a ground 
                  base. The Evil Empire's Super Star Cruiser has a special ballistic 
                  computer that adds a +100% to this weapons accuracy  |   
              | Blaster Cannon  | Fires a massive brute force blast of dirty energy. The energy 
                  is a mix of plasma, photons, quarks and mesons. Designed and 
                  widely used by the Lizards as their number one weapon of choice. 
                  The blaster cannon has good accuracy, uses 1 ordnance unit per 
                  shot, does very heavy damage to engines, does very high amounts 
                  of damage to target ship`s parts, is extremely deadly to target`s 
                  crew members, has extremely high explosive blast power. It has 
                  the slowest rate of fire of all weapons, taking a whole 100 
                  seconds to recharge. The weapon blows away 80 units of target 
                  armor with every hit, doing the most amount of damage to target 
                  armor of all weapons, can arc through up to 140 units of shield, 
                  and every hit drains the target of 180 units of shield power. This weapon has a 3000 point blast bonus when fired at a ground 
                  base.  |   
              | Ion Cannon  | The ion cannon fires a bolt of highly ionized hydrogen. It 
                does very little damage to the hull of the target, but has the 
                nasty side effect of sending a electrical overload to the ship`s 
                control systems, burning out control systems and computers. Ships 
                which lose their control systems are unable to maneuver or fire 
                back, making them an easy target of boarding parties. The static 
                charge from an ion cannon is able to travel through up to 3000 
                units of armor and do damage to internal systems. It is very hard 
                to shoot down an ion cannon bolt with point defense. The ion cannon`s 
                bolts do no damage to armor . The ion bolts can not get past shields 
                and drains a mere 4 shield power units with every hit. |   
              | Energy Mines  | Energy mines are very vulnerable to point defense fire, 
                  use 3 ordnance units per shot and are very short ranged weapon. 
                  These weapons pass through the shields of ships belonging to 
                  the Reunited Coalition of Systems and their point defense system 
                  are unable to shoot them down.  Energy mines impacting on ship armor will cause repair units 
                  inside the ship to burst. 100 + Rnd*100 Repair Units on the 
                  Target are destroyed. |   
              | Photon Torpedo Tube  | The Photon Torpedo are the longest range of all large weapons. 
                  It uses 10 ordnance units per shot, point defense systems have 
                  an easy time of shooting down photon torpedoes. Holo Decoys 
                  reduce accuracy by 1/4 their numbers (by max 60 if there is 
                  240+ of them). It is a highly accurate weapon, does a fair amount 
                  of damage to engines, deadly to target crew members, has a high 
                  explosive blast power, takes very little energy to fire, only 
                  8gw and draws only 1gw of power when charging. The Solar Federation has a +50 accuracy bonus when using Photon 
                  Torpedoes. Stormer ship shields are highly resistant to Photon 
                  Torpedoes, their ships shields loose only 5 points of energy 
                  instead of the normal 90 points that Photon Torpedoes drain 
                  from other ships.  |   
              | Plasma Bolt Cannon  | The weapon requires 150kt weapons mounts, has poor accuracy, 
                  uses 2 ordnance units per shot, does high damage to life support 
                  systems, does high amounts of damage to target ship`s parts, 
                  extremely deadly to target crew members, extremely high explosive 
                  blast power, has the largest energy storage cell of all weapons 
                  (700 gw of power when fully charged), for use on ships that 
                  have a high energy output, because of the high power draw while 
                  charging (35 gw of power a second), arcs through up to 70 units 
                  of armor, blows away 70 units of armor per shot, shots can arc 
                  through 260 units of shield and drains the target of 120 units 
                  of shield power.  The Reunited Coalition of Systems have two ships ( Lotus and 
                  Aurora) that have a Plasma stream enhancement device that boost 
                  weapon range to 3750 combat units on the Lotus and 4750 combat 
                  units on the Aurora and increases the weapons accuracy for both 
                  ships by 60. Yes, 3750 and 4750 are the actual combat ranges 
                  of the weapon, those are not typos. They also use three times 
                  the normal amount of ord and charge at twice the normal rate. 
                 Target armor reduced by 4 on non-Lizard hulls and Targets not 
                  owned by Lizards. |   
              | Particle Cannon  | The Particle Cannon uses 1 ordnance unit per shot, does high 
                damage to life support systems, does a heavy amount of damage 
                to control systems, does fair damage to hyper drive engines and 
                does some damage to engines. |   
              | Pulsed Phasor Cannon  | The weapon does heavy damage to engines, has high explosive 
                  blast power and drains the target of 100 units of shield power. 
                 The Solar Federation has a +30% accuracy bonus when they use 
                  this weapon.  |   
              | Ionic Gun Array  | This is a massive array of Ion Guns that share a central 
                  power supply. The system tracks and fires on a single target. 
                  The ion guns fire bolts of highly ionized hydrogen which do 
                  very little damage to the hull and engines of the target, but 
                  has the nasty side effect of sending a electrical overload to 
                  the ships control systems, burning out control systems and computers. 
                  Ships which lose their control systems are unable to maneuver 
                  or fire back, making them an easy target of boarding parties. 
                  The static charge is able to travel through up to 3000 units 
                  of armor and do damage to internal systems.  This weapon requires a 700kt weapons mount. It is almost impossible 
                  to stop an ionic bolt with point defense. The ionic bolts do 
                  a very high amount of damage to control systems, recharges in 
                  just 2 seconds, draws a whopping 40gw a second of power and 
                  drains a mere 2 shield power units with every hit and does no 
                  damage to armor. These weapons like all large weapons can be 
                  enhanced with exotic tech to do more damage to the target's 
                  shields and armor  |   
              | Turbo Laser Array  | This is a massive array of small laser turrets that share a 
                large central power source and control system. The array tracks 
                and fires on a single target. The weapon requires a 800kt weapons 
                mount. Does heavy damage to hyper drive engines and recharges 
                in just 2 seconds. |   
              | Large Turbo Laser Array  | This weapon requires a massive 2000 kt weapons mount. It is 
                the most durable of all weapons, it can take up to 450 points 
                of damage and continue to fire. It does a fair amount of damage 
                to control systems, does heavy damage to hyper drive engines, 
                does a fair amount of damage to engines, does high amounts of 
                damage to target ship`s parts, has a high explosive blast power. 
                It is the fastest charging of all weapons, recharging in just 
                1 second. Draws power at an extreme rate of 100gw of power a second. 
                This system is commonly used on massive hyper drive battle stations. |   
              | Gatling Phasor  | More firepower per kt than any other weapon system. This 
                  nightmarish weapon can pump out a shot every 2 seconds. The 
                  gatling phasor requires a 150kt weapons mount.  The Solar Federation has a +40% accuracy bonus when they use 
                  this weapon.  |  Damage: 
            
               
                | 
 | Shield 
                  Drain | Shield 
                  Arc | Armor 
                  Drain | Armor 
                  Arc | Blast | Kill | Dmg 
                  To Target Parts | Dmg 
                  To Target Engines | Dmg 
                  To Target Hyper Drive | Dmg 
                  To Target Control Systems | Dmg 
                  To Target Life Support |   
                | Heavy 
                  Laser | 30 | 0 | 18 | 20 | 40 | 20 | 40 | 20 | 7 | 1 | 6 |   
                | Merculite 
                  Rockets | 70 | 10 | 2 | 0 | 50 | 212 | 5 | 10 | 1 | 8 | 4 |   
                | 500mm 
                  Gun | 60 | 20 | 10 | 0 | 35 | 40 | 10 | 1 | 0 | 1 | 1 |   
                | Sand 
                  Caster | 70 | 0 | 1 | 0 | 1 | 1 | 1 | 0 | 0 | 1 | 0 |   
                | Fusion 
                  Cannon | 5 | 75 | 22 | 60 | 15 | 2 | 7 | 6 | 1 | 1 | 1 |   
                | Force 
                  Beam | 3 | 150 | 6 | 150 | 10 | 2 | 10 | 5 | 1 | 6 | 1 |   
                | Disrupter 
                  Cannon | 15 | 0 | 5 | 25 | 10 | 80 | 10 | 30 | 1 | 1 | 60 |   
                | Mass 
                  Driver | 30 | 0 | 20 | 0 | 10 | 220 | 10 | 5 | 1 | 1 | 1 |   
                | Anti-Matter 
                  Gun | 2 | 20 | 70 | 25 | 90 | 340 | 20 | 1 | 1 | 2 | 15 |   
                | Blaster 
                  Cannon | 180 | 140 | 80 | 0 | 220 | 530 | 150 | 100 | 1 | 4 | 20 |   
                | Ion 
                  Cannon | 4 | 0 | 0 | 3000 | 16 | 1 | 0 | 0 | 0 | 10 | 0 |   
                | Energy 
                  Mines | 20 | 0 | 5 | 30 | 40 | 6 | 40 | 1 | 1 | 6 | 1 |   
                | Photon 
                  Torpedo Tube | 90 | 0 | 20 | 20 | 170 | 150 | 35 | 30 | 1 | 2 | 10 |   
                | Plasma 
                  Bolt Cannon | 120 | 260 | 70 | 70 | 250 | 450 | 60 | 1 | 1 | 4 | 45 |   
                | Particle 
                  Cannon | 60 | 0 | 13 | 0 | 30 | 10 | 5 | 16 | 5 | 16 | 30 |   
                | Pulsed 
                  Phasor Cannon | 100 | 0 | 60 | 0 | 100 | 30 | 40 | 60 | 1 | 1 | 10 |   
                | Ionic 
                  Gun Array | 2 | 0 | 0 | 3000 | 10 | 1 | 0 | 0 | 0 | 25 | 0 |   
                | Turbo 
                  Laser Array | 41 | 0 | 20 | 20 | 50 | 20 | 25 | 20 | 15 | 3 | 4 |   
                | Large 
                  Turbo Laser Array | 80 | 0 | 45 | 20 | 100 | 45 | 70 | 50 | 35 | 12 | 10 |   
                | Gatling 
                  Phasor | 600 | 25 | 0 | 10 | 25 | 15 | 20 | 20 | 1 | 1 | 5 |  Combat Data: 
             
              | 
 | Max 
                Range | Charge 
                Time | Accuracy | Point 
                Defense Intercept Odds | Ord 
                Usage | Charge 
                Draw | Mass | Hardness |   
              | Heavy 
                Laser | 570 | 40 | 40 | 40 | 0 | 1 | 40 | 40 |   
              | Merculite 
                Rockets | 400 | 12 | 65 | 75 | 3 | 1 | 30 | 70 |   
              | 500mm 
                Gun | 400 | 10 | 20 | 60 | 5 | 1 | 60 | 110 |   
              | Sand 
                Caster | 280 | 5 | 99 | 0 | 25 | 4 | 30 | 30 |   
              | Fusion 
                Cannon | 410 | 10 | 59 | 12 | 0 | 4 | 60 | 40 |   
              | Force 
                Beam | 620 | 8 | 68 | 10 | 0 | 5 | 40 | 160 |   
              | Disrupter 
                Cannon | 490 | 5 | 53 | 35 | 0 | 8 | 40 | 90 |   
              | Mass 
                Driver | 350 | 10 | 21 | 85 | 5 | 1 | 30 | 10 |   
              | Anti-Matter 
                Gun | 440 | 10 | 25 | 70 | 2 | 1 | 60 | 110 |   
              | Blaster 
                Cannon | 335 | 100 | 75 | 20 | 1 | 3 | 60 | 120 |   
              | Ion 
                Cannon | 640 | 26 | 40 | 20 | 0 | 3 | 40 | 95 |   
              | Energy 
                Mines | 260 | 12 | 70 | 70 | 3 | 10 | 40 | 50 |   
              | Photon 
                Torpedo Tube | 954 | 8 | 90 | 95 | 10 | 1 | 50 | 70 |   
              | Plasma 
                Bolt Cannon | 250 | 20 | 30 | 40 | 2 | 35 | 150 | 165 |   
              | Particle 
                Cannon | 305 | 16 | 45 | 50 | 1 | 20 | 40 | 60 |   
              | Pulsed 
                Phasor Cannon | 490 | 8 | 67 | 35 | 0 | 25 | 50 | 70 |   
              | Ionic 
                Gun Array | 670 | 2 | 40 | 0 | 0 | 40 | 700 | 140 |   
              | Turbo 
                Laser Array | 510 | 2 | 50 | 10 | 0 | 25 | 800 | 170 |   
              | Large 
                Turbo Laser Array | 510 | 1 | 60 | 0 | 0 | 100 | 2000 | 450 |   
              | Gatling 
                Phasor | 2 | 30 | 50 | 30 | 0 | 0 | 150 | 230 |    Costs: 
             
              | 
 | Tech 
                Level | Cost | Duranium | Tritanium | Molybdenum | Cost of 
                Tech 
 |   
              | Heavy 
                Laser | 1 | 10 | 30 | 1 | 9 | 1500 |   
              | Merculite 
                Rockets | 1 | 40 | 1 | 28 | 1 | - |   
              | 500mm 
                Gun | 1 | 70 | 58 | 1 | 1 | - |   
              | Sand 
                Caster | 2 | 120 | 28 | 1 | 1 | 2000 |   
              | Fusion 
                Cannon | 2 | 210 | 5 | 50 | 5 | - |   
              | Force 
                Beam | 2 | 450 | 1 | 1 | 38 | - |   
              | Disrupter 
                Cannon | 3 | 270 | 5 | 25 | 10 | 900 |   
              | Mass 
                Driver | 3 | 110 | 25 | 1 | 4 | - |   
              | Anti-Matter 
                Gun | 4 | 80 | 58 | 1 | 1 | 100 |   
              | Blaster 
                Cannon | 4 | 210 | 2 | 2 | 56 | - |   
              | Ion 
                Cannon | 5 | 190 | 4 | 35 | 1 | 3700 |   
              | Energy 
                Mines | 6 | 90 | 1 | 1 | 38 | 2400 |   
              | Photon 
                Torpedo Tube | 7 | 300 | 40 | 9 | 1 | 4900 |   
              | Plasma 
                Bolt Cannon | 8 | 800 | 140 | 5 | 5 | 5700 |   
              | Particle 
                Cannon | 9 | 290 | 38 | 1 | 1 | 2400 |   
              | Pulsed 
                Phasor Cannon | 10 | 650 | 2 | 8 | 40 | 4900 |   
              | Ionic 
                Gun Array | 11 | 1200 | 10 | 610 | 80 | 13500 |   
              | Turbo 
                Laser Array | 12 | 3700 | 750 | 20 | 30 | 27000 |   
              | Large 
                Turbo Laser Array | 13 | 7200 | 1900 | 45 | 55 | 45000 |   
              | Gatling 
                Phasor | 14 | 2900 | 25 | 5 | 120 | 10900 |  Other Racial Abilities With 
          Large Weapons: Aczanny  * Active Aczanny ECM 
          reduces accuracy of non-Aczanny hulls by 30* Mass Driver on Aczanny hulls get a 42 point accuracy bonus
 * Mass Driver on Aczanny hulls drain an additional 10 points of armor
 * Large Weapon Kill rating on Aczanny hull is 50% normal
 * Large Weapon Kill rating for Mass Driver on Aczanny hull is 5% normal
 Aczanny large weapons kill only 10% of the normal number of crew. ECM 
          jammer causes large weapons to be 30% less accurate  Birdman 
          All Large Weapons on Darkwing G pass through all Cyborg shields, 
            and all shields on captured Cyborg hulls. All Large Weapons on Darkwing G drain an additional ArmorDrain 
            / 2 of Coalition Organic Armor. All Large Weapons on Darkwing G drain double normal ArmorDrain 
            on other ships.  Coalition  * Range of Plasma Bolt Cannon on Lotus Class Pursuit Ship is 3750* Range of Plasma Bolt Cannon on Aurora Class Flagship is 4750
 Note: This ranges have nothing to do with the distance at which the 
          PBC starts to fire. It is used to calculate the distance dependent hit 
          probability. GFM GToeroe
 * Both receive a 60 point accuracy bonus
 * Target Enhancer gives a 25 point accuracy bonus
 * Energy Mines pass through all Coalition Shields and are not targetted 
          by Coalition Point Defense
 * The Willow Class Survey Ship, Evergreen Science Vessel, Lotus Class 
          Pursuit Ship and Aurora Class Flagship take ArmorDrain of ((Weapon ArmorDrain 
          / 5) + (Weapon Kill / 8)) from all Large Weapons that penetrate their 
          shields.
 * The Willow Class Survey Ship, Evergreen Science Vessel, Lotus Class 
          Pursuit Ship and Aurora Class Flagship lose 1/5 the normal amount of 
          crew and guests to Large Weapons hits from all but Privateer.
 Colonies of Man 
           The Virgo Class drains an additional 5 armor when firing ord-using 
            Large Weapons. The Virgo Class drains an additional 5 armor when firing ord-using 
            Large Weapons against Robot-owned ships. (stacks with above) The Virgo Class drains an additional 10 armor from Lizard-owned 
            ships with ord-using Large Weapons. (does not stack with above) The Virgo Class drains an additional 10 armor from captured Lizard 
            hulls with ord-using Large Weapons. (does not stack with above) The Virgo Class deals 2x normal blast damage to Target's hull with 
            Large Weapons.  Crystals 
           Crystal ship shields take 300% drain from weapons that fire ord 
            (Except for the Diamond Flame). Shields take 50% drain from non-ord 
            weapons.A Crystal-owned ship hit by a non-Ord using Large Weapon absorbs 
            half the energy needed to fire the weapon. Diamond Flame Class Battleship, Dealt 1/2 normal Shield Drain by 
            all Large Weapons, Absorbs half the energy needed to fire Large Weapon 
            hitting it. Ord using Large Weapons increase Shield by 3 (max 14,000) 
            and Armor by 2 (Max 850). Extra Shield Drain by Stormers, Coalition, 
            Overchargers and Energized Sand is dealt after the above reductions 
            take place.  Enforcers  Enforcer large weapons do 200% normal system damage to target and 
          kill 50% of the normal number of crew Evil Empire  * 500mm Gun and Anti-Matter Gun on a Super Star Cruiser get a 100 
          point accuracy bonus (before range and evasion modifiers)* Heavy Lasers pass through all EE Shields and captured EE hulls
 * Heavy Lasers pass through all EE Armor 10% of the timebut pass through 
          all Armor on captured EE hulls
 * Heavy Lasers cannot hit the soft spot on EE Hulls and ships owned 
          by the EE.
 Lizards  * Lizard-owned ships or captured Lizard hulls take only 1/3 normal 
          ArmorDrain.* Lizard-owned ships or captured Lizard hulls take only 1/2 normal ArmorDrain 
          from Exotic Tech Large Weapon Magnum.
 * Saurian Class Cruiser takes 0 losses to crew and guests from Large 
          Weapons.
 * Lizard-owned ships that are Lizard hulls have their Large Weapon Blast 
          increased to Rnd * Weapon Blast * 50 + 100 vs ground base.
 Mivorari  * Mivorari Point Defense accuracy has a reduction of 50%  Privateers Solar Federation  * All Large Weapons get a 10 point accuracy bonus (combine with below)* Photon Torpedo Tube gets a 50 point accuracy bonus (before range and 
          evasion modifiers)
 * Pulsed Phasor Cannon gets 30 point accuracy bonus
 * Gatling Phasor gets 40 point accuracy bonus
 * Photon Torpedoes that would have been shot down by Point Defense have 
          a 60% chance of not being shot down. (Fed owner only)
   Solorian  Solorian ship shields take 200% damage from non-ord weapons and only 
          50% damage from ord based weapons Stormers
 
           Stormer shields only take 5 damage 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 to the targets 
            hull. Ill Wind Class Battlecruiser takes 0 losses to crew and guests from 
            Large Weapons and Evasion modifier is set to 1.9 when targeting ships 
            with an Evasion > 70. (Stormer owner only)         |  |