Point Defense Weapons ( Ships )
The Holo Decoy can nether shot down enemy fire or enemy fighters. But, for
every 10 that are launched into a battle area the accuracy of all enemy weapons
shot at your race will decrease by 1%.
The Intercept can only be fired at incoming enemy weapons fire and not at
fighters.
All other point defense systems can be fired at both incoming enemy weapons
fire and at fighters.
Holo Decoy
|
|
Charge Rate
| 1
|
Full Charge
| 1
|
Anti-Fighter Range
| -
|
Anti-Fighter Accuracy
| -
|
Blast Power
| -
|
Ordnance Usage
| 1
|
Hardness
| 50
|
Intercept Fire Accuracy
| 0
|
Cost
| 20
|
Tech
| 1
|
Cost Of Tech
| 400
|
The maximum amount that holo decoys can decrease an enemy ' s accuracy is 25%. The decoy launchers stop firing when there are 250 decoys
in space. Decoys decay in about 100 seconds. A fully charged holo decoy has a
20% chance of launching a decoy every second.
35mm Vulcan
|
|
Charge Rate
| 1
|
Full Charge
| 1
|
Anti-Fighter Range
| 10
|
Anti-Fighter Accuracy
| 20
|
Blast Power
| 1
|
Ordnance Usage
| 4
|
Hardness
| 10
|
Intercept Fire Accuracy
| 10
|
Cost
| 2
|
Tech
| 2
|
Cost Of Tech
| 200
|
Flake Cannon
|
|
Charge Rate
| 1
|
Full Charge
| 1
|
Anti-Fighter Range
| 70
|
Anti-Fighter Accuracy
| 35
|
Blast Power
| 2
|
Ordnance Usage
| 1
|
Hardness
| 35
|
Intercept Fire Accuracy
| -10
|
Cost
| 15
|
Tech
| 3
|
Cost Of Tech
| 100
|
Concussion Rockets
|
|
Charge Rate
| 1
|
Full Charge
| 3
|
Anti-Fighter Range
| 25
|
Anti-Fighter Accuracy
| 10
|
Blast Power
| 15
|
Ordnance Usage
| 1
|
Hardness
| 20
|
Intercept Fire Accuracy
| -40
|
Cost
| 10
|
Tech
| 4
|
Cost Of Tech
| 300
|
Micro Sand Caster
|
|
Charge Rate
| 1
|
Full Charge
| 3
|
Anti-Fighter Range
| 10
|
Anti-Fighter Accuracy
| 10
|
Blast Power
| 1
|
Ordnance Usage
| 1
|
Hardness
| 30
|
Intercept Fire Accuracy
| 40
|
Cost
| 40
|
Tech
| 5
|
Cost Of Tech
| 1300
|
Auto Blaster
|
|
Charge Rate
| 1
|
Full Charge
| 3
|
Anti-Fighter Range
| 30
|
Anti-Fighter Accuracy
| 45
|
Blast Power
| 3
|
Ordnance Usage
| 0
|
Hardness
| 65
|
Intercept Fire Accuracy
| 0
|
Cost
| 110
|
Tech
| 6
|
Cost Of Tech
| 1400
|
Turbo Laser
|
|
Charge Rate
| 3
|
Full Charge
| 3
|
Anti-Fighter Range
| 90
|
Anti-Fighter Accuracy
| 35
|
Blast Power
| 2
|
Ordnance Usage
| 0
|
Hardness
| 60
|
Intercept Fire Accuracy
| 0
|
Cost
| 120
|
Tech
| 7
|
Cost Of Tech
| 4200
|
Quad Laser
|
|
Charge Rate
| 1
|
Full Charge
| 3
|
Anti-Fighter Range
| 110
|
Anti-Fighter Accuracy
| 60
|
Blast Power
| 4
|
Ordnance Usage
| 0
|
Hardness
| 90
|
Intercept Fire Accuracy
| 0
|
Cost
| 350
|
Tech
| 8
|
Cost Of Tech
| 1400
|
Micro Missile Launcher
|
|
Charge Rate
| 1
|
Full Charge
| 3
|
Anti-Fighter Range
| 230
|
Anti-Fighter Accuracy
| 70
|
Blast Power
| 5
|
Ordnance Usage
| 1
|
Hardness
| 40
|
Intercept Fire Accuracy
| 10
|
Cost
| 830
|
Tech
| 9
|
Cost Of Tech
| 3200
|
Intercept
|
|
Charge Rate
| 1
|
Full Charge
| 3
|
Anti-Fighter Range
| 0
|
Anti-Fighter Accuracy
| 0
|
Blast Power
| 10
|
Ordnance Usage
| 1
|
Hardness
| 75
|
Intercept Fire Accuracy
| 90
|
Cost
| 970
|
Tech
| 10
|
Cost Of Tech
| 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 weapon ' s 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.