|  |  | 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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