Base Shield

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Base Shield
Tech 11
Megacredits 10,000
Supplies 100
Limit 1
Orbital Bombardment
Hit Points 50

[edit] Overview

  • Uses 10 Neutronium per turn when turned on.
  • Protects the base from orbital Small Weapon fire
  • Protects the base from orbital Large Weapon fire
  • Protects the base from long range World Crusher Missile fire, unless the owner of the World Crusher Missile also has Transphased World Crusher Exotic Tech.
  • Fighters have a chance to disable the Base Shield (odds?) (a wing of 1000 fighters or more usually more work fine) (For more details look at Fighter Strategy)
  • A Super Weapon that gets fired at a base with active Base Shield destroys the Base Shield.
  • Starts "turned on" the same turn you build it.
  • As of Host 213, base Ion Cannons can fire through their own active Base Shield under certain conditions.

[edit] Special

  • Solorian Homeworld begins game with a Base Shield, but Solorians can not use the standard base shields since host 93.(But it still protect them from WCM).
  • Solorian Bases with 10 million+ Colonists create a Base Shield during combat. This one only work during VCR (will not stop long range WCM).
  • Omega Pulse Exotic Tech causes all Base Shields (including your own) to fail for 5 turns.
  • Large weapons mounted on Lizard hulls owned by a Lizard player will be able to damage a base even with an active Base Shield (tested with Host 199, undocumented feature).

[edit] Race Notes

Most races start with a base shield on their homeworld (the Privateer Bands don't). Although the Base Shield is a common structure, some races cannot build any more than the one they start with. All races (except the Solorian, see above) can make use of a Base Shield if they successfully capture an enemy base with a Base Shield during ground combat.

[edit] Races without Base Shields

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