|  |  | 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 spotFew point defense can stop itCheap and cost no mineralsUseful in swarmingFast recharge rateLower 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%  
             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.  
             The Solorian Unity take 200% shield drain from 
              non-ord weapons and only 50% drain from ord based weapons.  
             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.  
             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.  |  |