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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)
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