Category:Super Weapon
From PlanetsWiki
Contents |
[edit] Overview
Super Weapons are weapons of enormous power, that only few ships are able to mount. Besides each has special abilites.
Even if a ship-hull has the option for several super weapons, only one super weapon can be mounted on a ship at a time.
Super Weapons can destroy Base Shields, but aren't very good in destroying unshielded bases (better use Large Weapons for that task).
Only EE and Rebel players will know if a ship has mounted a super weapon when scanning it.
[edit] Stats
- All super weapons have a mass of 2,500 kt
- The "Accuracy" stat has no effect, the chances to hit a target are fixed and depend only on the target type:
- Ship: 98%
- Base: 100%
- Planet: 100% (valid only for Super Laser)
- Wing: 100% (valid only for Nemesis Torpedo)
- Pod: ?
- Super weapon shots can't be intercepted by Point Defense, so the "PD Odds" attribute is meaningless, too.
| Tech | Name | Cost | Dur. | Trit. | Moly. | Range | Charge Time | Power Drain | Ord Usage | Hardness |
|---|---|---|---|---|---|---|---|---|---|---|
| 5 | Protomatter Cannon | 4,000 | 500 | 1,000 | 1,000 | 3,000 | 1,000 | 1 | 1,000 | 130 |
| 4 | Anti-Matter Maul | 7,200 | 50 | 350 | 2,100 | 3,000 | 1,000 | 1 | - | 490 |
| 3 | World Crusher Missile | 5,400 | 100 | 1,400 | 1,000 | 1,000 | 1,000 | 1 | 300 | 70 |
| 2 | Nemesis Torpedo | 6,000 | 1,500 | 500 | 500 | 1,000 | 1,000 | 1 | 1,000 | 500 |
| 1 | Super Laser | 5,000 | 2,450 | 20 | 30 | 1,000 | 500 | 10 | - | 10,000 |
[edit] Damage
- The following table contains information on the inflicting damage if a super weapon has successfully landed a hit on a target ship.
| Tech | Name | Shield | Armor | Blast Power | Kill Power | Damage to Systems | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Drain | Arc | Drain | Arc | Weapons | Engines | Hyperdrive | Control | Life | ||||
| 5 | Protomatter Cannon | 2,000 | - | 2,000 | 100 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 |
| 4 | Anti-Matter Maul | 2,000 | 2,000 | 2,000 | 2,000 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 |
| 3 | World Crusher Missile | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 |
| 2 | Nemesis Torpedo | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 | 1,000 |
| 1 | Super Laser | 10,000 | 10,000 | 10,000 | 10,000 | 10,000 | 10,000 | 10,000 | 10,000 | 10,000 | 10,000 | 10,000 |
[edit] Space Combat
- Check to see if the attacker and defender are at war and if not, make it so in this combat.
- Give the weapon a 98% chance to hit a ship.
[edit] Ship
When a ship is hit:
- A hit success for a Nemesis means that it will be launched.
- An Enforcer-owned super weapon will cause maximum system damage to its target.
- A Coalition-owned super weapon will cause 2000 damage to shields; otherwise, shields are gone.
- When the shields are gone or the shield arc of the weapon will exceed the remaining shields then armor is hit.
- A Coalition-owned super weapon will cause half armor drain on its target; otherwise, full armor drain of the weapon is applied.
- If the weapon is a Nemesis Torpedo then an additional 1000 armor is destroyed.
- If the armor is depleted or the armor arc of the weapon will exceed the remaining armor then internal systems are hit.
- Hull Damage is scheduled to be applied 5 combat phases in the future.
- Engine Damage is scheduled to be applied 5 combat phases in the future.
- Engine Damage = ((weapon's damage vs engines * 10 * (target's engine vulnerability / 100)) * Rnd) * (100 / (target's hull mass + 50)) + 0.5
- Damage cannot exceed 10,000.
- Hyperdrive Damage is scheduled to be applied 5 combat phases in the future.
- Hyperdrive Damage = ((weapon's damage vs hyperdrives * 10 * (target's hyperdrive vulnerability / 100)) * Rnd) * (100 / (target's hull mass + 50)) + 0.5
- Damage cannot exceed 10,000.
- System Damage is scheduled to be applied 5 combat phases in the future.
- System Damage = ((weapon's damage vs systems * 10 * (target's systems vulnerability / 100)) * Rnd) * (100 / (target's hull mass + 50)) + 0.5
- Damage cannot exceed 10,000.
- An Enforcer-owned super weapon will disable the target, effectively removing the target from combat entirely.
- Life Support Damage is scheduled to be applied 5 combat phases in the future.
- Life Support Damage = ((weapon's damage vs life support * 10 * (target's life support vulnerability / 100)) * Rnd) * (100 / (target's hull mass + 50)) + 0.5
- Damage cannot exceed 10,000.
- Shield Generator Damage is scheduled to be applied 5 combat phases in the future.
- Shield Generator Damage = ((weapon's damage vs parts * 10 * (target's parts vulnerability / 100)) * Rnd) * (100 / (target's hull mass + 50)) + 0.5
- Damage cannot exceed 10,000.
- Weapon Damage is scheduled to be applied 5 combat phases in the future.
- Weapon Damage = ((weapon's damage vs parts * 10 * (target's parts vulnerability / 100)) * Rnd) * (100 / (target's hull mass + 50)) + 0.5
- Damage cannot exceed 10,000.
- If the Hull Damage has exceeded 1,000 then the target is scheduled to explode in a blaze of glory in 10 combat pulses.
- An Anti-Matter Maul will put all of the fuel and minerals in the cargo of the target ship plus the minerals used to make the target ship into the attacker's cargo.
Bugs: This weapon can get fuel from Solorians. This affect happens regardless of whether or not the target is destroyed, so more minerals can be retrieved than the target actually has. There are no checks to see if there is enough cargo capacity and fuel tank on the attacker's ship. It is questionable whether or not Solorians should be able to0 get fuel this way. If the target ship survives, then it will still have the cargo.
[edit] Base
If "Fire At Ground Targets" is enabled and the target is a base, then it is automatically hit.
- A Nemesis Torpedo is launched if the weapon is a torpedo.
- Any existing Base Shield is destroyed.
- Damage to the base = Rnd * blast rating of the weapon. If there was a base shield, then the damage is reduced by 90%.
- If the damage exceeds the baseMaxIncoming or "hit points" of the base, then it is destroyed. The damage done to the base is a value that constantly increases until it exceeds the hit points of the base. So the damage done from this one weapon doesn't need to individually exceed the hit points of the base to destroy it. Bugs: World Crusher Missile won't destroy a base automatically when the base shield is down. Anti-Aircraft Guns aren't affected by this impact.
- If there are any Ion Cannons at the base then there is a chance that one will be destroyed.
- Rnd * 3000 needs to be less than the damage done to the base and a 20% chance condition must be met
[edit] Wing
If a Nemesis Torpedo is fired at a wing, then a torpedo is launched.
[edit] Pod
If the target is a pod then there is a 98% chance that it will be hit and destroyed.
[edit] Planet
If a Super Laser is fired at a planet by any race besides the Coalition then it will destroy the planet and any bases on it.
Articles in category "Super Weapon"
There are 5 articles in this category.
