02/07/04

 

Super Weapons

  Super Laser Nemesis Torpedo World Crusher Missile Anti-Matter Maul Proto-Matter Cannon
Shield Drain / Hit 10000 1000 1000 2000 500
Shield Arc 10000 1000 1000 2000 2000
Armor Drain / Hit 10000 1000 1000 2000 2000
Armor Arc 10000 1000 1000 2000 100
Charge Drain 10 1 1 1 1
Full Charge 5000 1000 1000 1000 1000
Charge Time 500 1000 1000 1000 1000
Max Range 1000 1000 1000 100 100
Blast 10000 1000 1000 2000 2000
Kill 10000 1000 1000 10000 2000
Damage Weapons 10000 1000 1000 1000 1000
Damage Engine 10000 1000 1000 1000 1000
Damage Hyper Drive 10000 1000 1000 1000 1000
Damage Control System 10000 1000 1000 1000 1000
Damage Life Support 10000 1000 1000 1000 1000
Ordnance Usage 0 500 300 0 1000
Accuracy 120 100 100 90 100
Point Defense Odds 0 0 0 0 0
Hardness 200 500 70 490 130
Cost in MC 5000 6000 5400 7200 4000
Mass 2500 2500 2500 2500 2500
Duranium 2450 1500 100 50 500
Tritanium 20 500 1400 350 1000
Molybdenium 30 500 1000 2100 1000
Tech Level 1 2 3 4 5

General Notes

All super weapons can destroy enemy base shields in a single shot during combat.
Aczanny:
Hulls take no more than 5% hull damage from any super weapon hit.
Scavengers:
Can not buy super weapon tech.

Super Laser:

The weapon will destroy planets with a single shot, leaving nothing but an asteroid field. The weapon fires after movement at a planet if that planet is the ship's kill target. They ship must have attack orders active to fire the weapon at a planet. Cannot fire on a planet in combat until tick 4000. In ship to ship combat this weapon cannot be bettered.
Reunited Coalition of Systems:
Super laser does not have enough power to destroy planets. A Coalition super laser only drains a max of 2000 points of enemy shields and has half normal armor drain.
United Enforcement Authority:
Super laser does no damage to target enemy ship hulls and will do normal damage to all other enemy ship systems.

Nemesis Torpedo:

All ships under 100kt are destroyed. All wings destroyed. All pods destroyed. All ships larger than 100kt with more than 50 shield points will lose 50 shield points. A 500kt ship with no shields at point blank range of the center of the explosion would take 43% hull damage. A 500kt ship with no shields at 1300 combat vcr units range of the center of the explosion would take no hull damage. (The combat map has a radius of 1000 units, it is 2000 units across the combat screen). This weapon does not discriminate between your ships and the enemy i.e it will destroy your wings as well as the enemy wings etc.
The exotic tech Nemesis Shields, will protect 50% of the fighters (80% for the Evil Empire).

Aczanny:
Fighters naturally protected against nemesis torpedoes at a rate of around 50% to 70%.

World Crusher Missile:

The only very long range weapon. Has a range of 100 light years and has a 30% change of destroying any unshielded base on the kill target planet. To use the weapon make the target planet your kill target and move the ship within 100 light years of the planet. All bases on the target planet are in danger of getting hit by the weapon. The exotic tech Transphased World Crusher allows these missiles to pass through base shields at range (all Super Weapons can destroy base shields in combat). World Crushers do make some scanner noise meaning that your cloaked Darkwings can be seen sometimes. Will not fire if the ship has any weapon or system damage.

Anti Matter Maul:

Can be used to destroy Jump Gates. The weapon fires after movement at a Jump Gate if that Jump Gate is the ship's kill target. The Jump Gate is converted back into metals which are stored in the ships cargo hold. When fired at an enemy ship the metals in the enemy ship are melted and stored in the cargo hold.

Proto-Matter Cannon:

Has the power to turn asteroid fields back into planets. If the ship ends its movement over a destroyed planet and the weapon is on it will fire a blast that will form a new planet.

This site was last updated 10/25/03