|
Holo Decoy |
The Holo Decoy can
neither 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 (any
target not just the ship with the Holo Decoy) will
decrease by 1%. They have an extra bonus against Photon
Torpedoes. The maximum amount that Holo Decoys can
decrease an enemy's accuracy is:
-20% for Base Ion Cannons -25% for Base AA guns -10% enemy fighter missiles -25% enemy small ship weapons
-60% enemy photon torpedoes
The Holo Decoy launchers stop firing when there are 250
decoys in space (maximum effect). Holo Decoys decay in
about 100 seconds. A fully charged Holo Decoy has a 20%
chance of launching a decoy combat tic. |
|
35mm Vulcan |
Can also fire at small
weapons. Has a 70% chance of stopping a Streak Missile
independent of the ship attack bonus. |
|
Flake Cannon |
Can also fire at small
weapons. |
|
Concussion Rockets |
The only point defense
that can stop a Sand Caster shot. Odds of intercepting
the Sand Caster shot are 60% independent of the ship
attack bonus. |
|
Auto Blaster |
Fires at small weapons
with 3x the fire rate. Gets +20% odds vs Ord Weapons. |
|
Turbo Laser |
Kills up to 3 fighters
per shot. |
|
Quad Laser |
Gets +40% odds vs Ord
Weapons. |
| Intercept |
Only be fires at
incoming enemy weapons fire and not at fighters. |