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Point Defense!
Defensive weapons that are used to destroy attacking fighters and intercept
incoming weapons fire. If the weapon scored a hitting blow, it then
checks to see if it is intercepted.
For general purpose (anti-fighter and intercepting) you will be looking
at the Flack Cannon, Auto Blaster, Turbo Laser, and Quad laser. Otherwise
you can put a mix of Intercept incoming weapon pointd in the first slots,
then anti-fighter ones in the last slots.
During combat, the pointd in the first slot that is ready to fire will
be the one fired at incoming fire. So it is best to use your best intercepting's
ones in the first slots.
Descriptions:
|
Charge
Rate |
Full
Charge |
Anti-Fighter
Range |
Anti-Fighter
Accuracy |
Blast
Power |
Ord
Usage |
Hardness
|
Intercept
Fire Accuracy |
Holo
Decoy |
1 |
1 |
- |
- |
- |
1 |
50 |
0 |
35mm
Vulcan |
1 |
1 |
10 |
20 |
1 |
4 |
10 |
10 |
Flake
Cannon |
1 |
1 |
70 |
35 |
2 |
1 |
35 |
-10 |
Concussion
Rockets |
3 |
3 |
25 |
10 |
15 |
1 |
20 |
-40 |
Micro
Sand Caster |
3 |
3 |
10 |
10 |
1 |
1 |
30 |
40 |
Auto
Blaster |
3 |
3 |
30 |
45 |
3 |
0 |
65 |
0 |
Turbo
Laser |
3 |
3 |
90 |
35 |
2 |
0 |
60 |
0 |
Quad
Laser |
3 |
3 |
110 |
60 |
4 |
0 |
90 |
0 |
Micro
Missile Launcher |
3 |
3 |
230 |
70 |
5 |
1 |
40 |
10 |
Intercept
|
3 |
3 |
0 |
0 |
10 |
1 |
75 |
90 |
Costs:
|
Tech
Level |
Cost
|
Cost
Of Tech |
Holo
Decoy |
1 |
20 |
400 |
35mm
Vulcan |
2 |
2 |
200 |
Flake
Cannon |
3 |
15 |
100 |
Concussion
Rockets |
4 |
10 |
300 |
Micro
Sand Caster |
5 |
40 |
1300 |
Auto
Blaster |
6 |
110 |
1400 |
Turbo
Laser |
7 |
120 |
4200 |
Quad
Laser |
8 |
350 |
1400 |
Micro
Missile Launcher |
9 |
830 |
3200 |
Intercept
|
10 |
970 |
6000 |
-
Charge Rate: The amount of power the weapon draws
from the ship when it is charging.
-
Full Charge: Its fully changed, ready to fire,
level. Anti-Fighter Range: Range that the weapon can begin firing
at enemy fighters.
-
Anti-Fighter Accuracy: The odds that the weapon
will hit an enemy fighter.
-
Blast Power: The amount of damage it will do to
the fighter or other target.
-
Ordnance Usage: Number of ord units used per shot.
-
Hardness: The level of damage to the weapon systems
that causes this weapon to stop working.
-
Intercept Fire Accuracy: Odds of hitting incoming
enemy weapons fire.
-
Cost Of Tech: The cost to reach this new tech level.
In addition to paying this you must already be at the tech level
just below this tech level. For example: If you are currently at
tech level 8 in large ship weapons and you wish to go up a tech
level the cost is 100mc. You can only buy the next tech level and
you can not increase your tech level in any one area faster than
one level a turn.
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