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Small Weapons!
Small weapons pale in comparison to the large weapons, however they
do have some advantages.
- Some have a chance at hitting a soft spot
- Few point defense can stop it
- Cheap and cost no minerals
- Useful in swarming
- Fast recharge rate
- Lower power requirements
Weapon Descriptions:
Laser
|
Cheap! Only 5mc per weapon. 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. |
Pulsed
Laser
|
Fastest charge rate of all small ship weapons. Recharges
in just 3 seconds. Does not get any exotic tech bonus for shield
or armor drain. |
Disrupter
|
400% more damaging to life support systems than any
other small ship weapons. It kills the crew and has a short range.
The weapon has an extra kill bonus against races other than Solar
Federation, Crystals, Robots, and Stormers. The the target has
no armor there is a 25% chance of 10 crew, 100 colonists, and
30 troops getting killed. If the target has full armor the odds
drop to 0% of this kill bonus happening. 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. |
Streak
Missiles
|
Point defense systems have an easy time of intercepting
streak missiles.The 35mm Vulcan has a 70% of doing so. It 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. 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 streak missile. |
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.
Is much better at shooting down enemy assault pods then other
small weapons |
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 an 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
depolarized and recharge before they can fire again. |
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. |
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 defense
power banks drop to negative 10 energy points. This weapon can
hit the target's soft spot and cause the target ship to explode. |
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. |
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 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 50% 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. |
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 |
Laser
|
1 |
1 |
1 |
0 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
Pulsed
Laser |
2 |
0 |
2 |
0 |
1 |
1 |
2 |
1 |
1 |
1 |
1 |
Disrupter
|
1 |
0 |
1 |
0 |
1 |
3 |
3 |
1 |
1 |
1 |
4 |
Streak
Missiles |
5 |
0 |
1 |
0 |
5 |
2 |
2 |
2 |
1 |
1 |
1 |
Phasor
|
2 |
0 |
1 |
0 |
2 |
1 |
3 |
4 |
1 |
1 |
1 |
Positron
|
1 |
0 |
3 |
0 |
1 |
1 |
1 |
5 |
4 |
1 |
1 |
Meson
Gun |
2 |
0 |
2 |
95 |
2 |
2 |
1 |
1 |
1 |
5 |
1 |
Xenon
Beam |
2 |
50 |
4 |
20 |
4 |
5 |
8 |
2 |
1 |
5 |
1 |
Tachyon
Gun |
1 |
10 |
0 |
120 |
5 |
1 |
2 |
2 |
1 |
4 |
1 |
Plasma
Gun |
10 |
0 |
2 |
100 |
9 |
5 |
5 |
5 |
5 |
8 |
1 |
Combat Data:
|
Max
Range |
Charge
Time |
Accuracy
|
Point
Defense Intercept Odds |
Ord
Usage |
Charge
Draw |
Hardness
|
Laser
|
376 |
4 |
40 |
40 |
0 |
1 |
10 |
Pulsed
Laser |
355 |
3 |
40 |
40 |
0 |
1 |
20 |
Disrupter
|
290 |
8 |
45 |
35 |
0 |
1 |
76 |
Streak
Missiles |
950 |
30 |
70 |
80 |
1 |
1 |
55 |
Phasor
|
495 |
10 |
45 |
30 |
0 |
1 |
40 |
Positron
|
550 |
10 |
67 |
35 |
0 |
1 |
40 |
Meson
Gun |
365 |
10 |
40 |
35 |
0 |
1 |
40 |
Xenon
Beam |
370 |
30 |
50 |
10 |
0 |
1 |
70 |
Tachyon
Gun |
950 |
8 |
60 |
0 |
0 |
5 |
90 |
Plasma
Gun |
200 |
10 |
50 |
40 |
0 |
10 |
100 |
Costs:
|
Tech
Level |
Cost
|
Duranium
|
Tritanium
|
Molybdenum
|
Cost of
Tech
|
Laser
|
1 |
5 |
0 |
0 |
0 |
100 |
Pulsed
Laser |
2 |
10 |
0 |
0 |
0 |
120 |
Disrupter
|
3 |
20 |
0 |
0 |
0 |
200 |
Streak
Missiles |
4 |
50 |
0 |
0 |
0 |
300 |
Phasor
|
5 |
52 |
0 |
0 |
0 |
300 |
Positron
|
6 |
55 |
0 |
0 |
0 |
300 |
Meson
Gun |
7 |
30 |
0 |
0 |
0 |
550 |
Xenon
Beam |
8 |
150 |
0 |
0 |
0 |
1020 |
Tachyon
Gun |
9 |
160 |
0 |
0 |
0 |
1765 |
Plasma
Gun |
10 |
165 |
0 |
0 |
0 |
1900 |
Other Racial Abilities
With Small Weapons:
-
The ECM Jammer Ship Device used by the The Aczanny
Pyramids reduces the accuracy of Small Weapons by 30%
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Weapons of The Privateer Bands have 4x the normal
killing rate and if one of the Privateers ships in a battle has
an enemy hull plan stored in its memory banks, all ships of the
Privateer will do 3x the shield drain and armor drain to an enemy
ship of that hull type.
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The Solorian Unity take 200% shield drain from
non-ord weapons and only 50% drain from ord based weapons.
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The Crystal Assembly take 300% shield drain from
ord based weapons (except for the Diamond Flame Class Battleship)
and only 50% drain from non-ord based weapons.
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Small Weapons of The Scavenger Tribes do 200% of
the normal damage to Shields, Armor, Hull, Weapons and Systems.
-
Small Weapons of The United Enforcement Authority
do 400% normal system damage and kill only 50% the normal number
of crew.
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