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  Large Weapons!

Most ships can be equipped to carry large weapons, but not all large weapons. There are different sizes of large weapons, and each ship has a max weapon size.

Besides weapon size, there is the amount of power they draw, and the ship will need to be able to provide the power with engines and generators.

Each successful Hit has a 10% chance of increasing Ship's Skill by +1, to a maximum of 30,000.

Target may be pushed, dependant on mass and power of the weapon.

Each race may have special bonuses on some weapons not listed here.

Large Weapons:

Heavy Laser

High powered beams of amplified light energy.

The lowest tech of all large ship weapons, but still very useful due to their low cost of only 10mc each. The heavy laser does a fair amount of damage to hyper drive engines and subspace engines. They have a very slow recharge rate. They take 40 seconds to recharge, but draw only 1gw of power per second. These weapons will pass through the shields of ships belonging to the Evil Empire, but can not hit the empire ship's soft spot.

Merculite Rockets

Fire and forget rockets with a gamma ray bomb warhead. Widely used as an anti personnel weapon to soften up enemy ships before boarding parties attempt to capture the vessel.

Very vulnerable to point defense fire. The weapon has good accuracy, uses 3 ordnance units per shot, does a fair amount of damage to control systems, does a fair amount of damage to engines, is very deadly to target crew members and takes very little energy to fire, only 12gw, but does only 2 units of damage to target armor.

500mm Gun

Fires a projectile with no internal power, propulsion or guidance system. It is useful against big slow targets, but useless against small fast ships that can out maneuver the aim of this weapon. This weapon has a 1000 point blast bonus when fired at a ground base. The shells fired are vulnerable to point defense fire, very inaccurate. The weapon uses 5 ordnance units per shot and takes very little energy to fire, only 0gw.

The Evil Empire's Super Star Cruiser has a special ballistic computer that adds a +100% to this weapons accuracy.

Sand Caster

The Sand Caster fires a large cloud of sand grain sized particles that are magnetically attracted to the target vessel. The particles do only 1 unit of damage to target armor, but will drain the target of 70 shield power units.

The Sand Caster is a very useful weapon in quickly draining a target`s shields so that other weapons that are more effective at punching through armor or disabling the ships systems can take their toll. A favorite weapon of the Privateers to take down shields so that Ion Cannons can be used to knock out the ship systems. A Sand Caster will automatically stop firing at ships that have no shields to conserve ordnance, unless the Energized Sand exotic tech is in use. Armor drain exotics do not cause the Sand Caster to continue to fire at shieldless ships.

The weapon is fragile, it fails with only 10 points of damage.

Only the Concussion Rocket point defense system can shoot down a sand caster round with point defense, Concussion Rockets have 60% odds of knocking out a Sand Caster round and a 30% chance of knocking out an energized Sand Caster round.

The Sand Caster is the most accurate of all weapons, it uses 25 ordnance units per shot, is a very short ranged weapon, and recharges in just 5 seconds.

The weapon is the only large ship weapon that can be fired at fighters and have any chance of hitting them. Cheaper fighters with no armor plate are easily destroyed by sand casters. Fighters with armor are very resistant to being damaged by a Sand Caster. The Exotic tech sand shield can help to protect fighters from Sand Casters and the exotic tech Energized Sand can counter the sand shield tech as well as make the weapon even more deadly when fired on ships, by improving the odds of hitting the target by 25% and by draining an extra 50 points of the target's shields. Energized sand will also arc through 2000 units of ship armor and do light damage to the inside of the target ship. This light damage has the chance of hitting the target's soft spot, causing the ship to explode making the Sand Caster with Energized Sand exotic tech a very dangerous weapon when used on enemy ships with large soft spots.

Every time a sand caster fires at an enemy ship it will knock out up to 15 enemy holodecoys regardless if it actually hits the target enemy ship. This tends to improve the accuracy of all other weapons that are having to deal with the problem of holodecoys.

Fusion Cannon

Fires a blast of hydrogen gas undergoing a fusion reaction.

Can quickly take out lightly shielded ships by arcing through both light shields and light armor as if they where not even there, it arcs through 60 units of ship armor and can arc through up to 75 units of shield power, hits drain very little power from the target`s shields.

Force Beam

Fires a tight blast of hydrogen gas undergoing a strong force atomic transformation. The weapon is similar to the Fusion Beam, but its shots have a longer range, are more accurate, and can arc through much more shields and armor. On the down side the Force Beam drains less power from the shields and destroys less armor. The energy from a Force Beam jumps through 150 units of armor and can arc through up to 150 units of shield power.

Force Beams are expensive, but tough. They can take up to 160 points of damage and continue to fire. They do a fair amount of damage to control systems, but very little to the target`s shield energy.

Force Beams impacting on armor will cause ord units inside the ship to explode. 200 + Rnd*200 Ordnance on the Target are destroyed.

Disrupter Cannon

Fires a shock wave of weak force / magnetic energy that disrupts the binding energies of all matter it impacts. The disruption of matter releases a burst of gamma radiation which is deadly to target crew members.

This cannon high damage to life support systems, does a good amount of damage to engines, recharges in just 5 seconds and draws a healthy 8 gw of power a second when recharging.

Mass Driver

Fires very high speed matter packets that drill holes through target ships. These holes cause venting and secondary explosions that are deadly to the target ship`s crew members. This weapon is very vulnerable to point defense fire. The mass driver is very inaccurate, uses 5 ordnance units per shot and takes very little energy to fire, only 10gw.

The Aczanny have a 42% accuarcy bonus when using this weapon.

The Aczanny hull designs have a Mass Driver bonus that causes the weapon to remove 10 extra points of armor. This will work for any race that owns a ship of Aczanny hull design.

Anti-Matter Gun

The anti-matter gun fires a round of anti-matter designed to destroy armor plating. The shots from this gun are very vulnerable to point defense fire and very inaccurate. The gun uses 2 ordnance units per shot. It is very deadly to target crew members., takes very little energy to fire, only 10gw, drains very little from the target`s shields, but blows away a whopping 70 units of armor per hit.

This weapon has a 700 point blast bonus when fired at a ground base.

The Evil Empire's Super Star Cruiser has a special ballistic computer that adds a +100% to this weapons accuracy

Blaster Cannon

Fires a massive brute force blast of dirty energy. The energy is a mix of plasma, photons, quarks and mesons. Designed and widely used by the Lizards as their number one weapon of choice. The blaster cannon has good accuracy, uses 1 ordnance unit per shot, does very heavy damage to engines, does very high amounts of damage to target ship`s parts, is extremely deadly to target`s crew members, has extremely high explosive blast power. It has the slowest rate of fire of all weapons, taking a whole 100 seconds to recharge. The weapon blows away 80 units of target armor with every hit, doing the most amount of damage to target armor of all weapons, can arc through up to 140 units of shield, and every hit drains the target of 180 units of shield power.

This weapon has a 3000 point blast bonus when fired at a ground base.

Ion Cannon The ion cannon fires a bolt of highly ionized hydrogen. It does very little damage to the hull of the target, but has the nasty side effect of sending a electrical overload to the ship`s control systems, burning out control systems and computers. Ships which lose their control systems are unable to maneuver or fire back, making them an easy target of boarding parties. The static charge from an ion cannon is able to travel through up to 3000 units of armor and do damage to internal systems. It is very hard to shoot down an ion cannon bolt with point defense. The ion cannon`s bolts do no damage to armor . The ion bolts can not get past shields and drains a mere 4 shield power units with every hit.
Energy Mines

Energy mines are very vulnerable to point defense fire, use 3 ordnance units per shot and are very short ranged weapon. These weapons pass through the shields of ships belonging to the Reunited Coalition of Systems and their point defense system are unable to shoot them down.

Energy mines impacting on ship armor will cause repair units inside the ship to burst. 100 + Rnd*100 Repair Units on the Target are destroyed.

Photon Torpedo Tube

The Photon Torpedo are the longest range of all large weapons. It uses 10 ordnance units per shot, point defense systems have an easy time of shooting down photon torpedoes. Holo Decoys reduce accuracy by 1/4 their numbers (by max 60 if there is 240+ of them). It is a highly accurate weapon, does a fair amount of damage to engines, deadly to target crew members, has a high explosive blast power, takes very little energy to fire, only 8gw and draws only 1gw of power when charging.

The Solar Federation has a +50 accuracy bonus when using Photon Torpedoes. Stormer ship shields are highly resistant to Photon Torpedoes, their ships shields loose only 5 points of energy instead of the normal 90 points that Photon Torpedoes drain from other ships.

Plasma Bolt Cannon

The weapon requires 150kt weapons mounts, has poor accuracy, uses 2 ordnance units per shot, does high damage to life support systems, does high amounts of damage to target ship`s parts, extremely deadly to target crew members, extremely high explosive blast power, has the largest energy storage cell of all weapons (700 gw of power when fully charged), for use on ships that have a high energy output, because of the high power draw while charging (35 gw of power a second), arcs through up to 70 units of armor, blows away 70 units of armor per shot, shots can arc through 260 units of shield and drains the target of 120 units of shield power.

The Reunited Coalition of Systems have two ships ( Lotus and Aurora) that have a Plasma stream enhancement device that boost weapon range to 3750 combat units on the Lotus and 4750 combat units on the Aurora and increases the weapons accuracy for both ships by 60. Yes, 3750 and 4750 are the actual combat ranges of the weapon, those are not typos. They also use three times the normal amount of ord and charge at twice the normal rate.

Target armor reduced by 4 on non-Lizard hulls and Targets not owned by Lizards.

Particle Cannon The Particle Cannon uses 1 ordnance unit per shot, does high damage to life support systems, does a heavy amount of damage to control systems, does fair damage to hyper drive engines and does some damage to engines.
Pulsed Phasor Cannon

The weapon does heavy damage to engines, has high explosive blast power and drains the target of 100 units of shield power.

The Solar Federation has a +30% accuracy bonus when they use this weapon.

Ionic Gun Array

This is a massive array of Ion Guns that share a central power supply. The system tracks and fires on a single target. The ion guns fire bolts of highly ionized hydrogen which do very little damage to the hull and engines of the target, but has the nasty side effect of sending a electrical overload to the ships control systems, burning out control systems and computers. Ships which lose their control systems are unable to maneuver or fire back, making them an easy target of boarding parties. The static charge is able to travel through up to 3000 units of armor and do damage to internal systems.

This weapon requires a 700kt weapons mount. It is almost impossible to stop an ionic bolt with point defense. The ionic bolts do a very high amount of damage to control systems, recharges in just 2 seconds, draws a whopping 40gw a second of power and drains a mere 2 shield power units with every hit and does no damage to armor. These weapons like all large weapons can be enhanced with exotic tech to do more damage to the target's shields and armor

Turbo Laser Array This is a massive array of small laser turrets that share a large central power source and control system. The array tracks and fires on a single target. The weapon requires a 800kt weapons mount. Does heavy damage to hyper drive engines and recharges in just 2 seconds.
Large Turbo Laser Array This weapon requires a massive 2000 kt weapons mount. It is the most durable of all weapons, it can take up to 450 points of damage and continue to fire. It does a fair amount of damage to control systems, does heavy damage to hyper drive engines, does a fair amount of damage to engines, does high amounts of damage to target ship`s parts, has a high explosive blast power. It is the fastest charging of all weapons, recharging in just 1 second. Draws power at an extreme rate of 100gw of power a second. This system is commonly used on massive hyper drive battle stations.
Gatling Phasor

More firepower per kt than any other weapon system. This nightmarish weapon can pump out a shot every 2 seconds. The gatling phasor requires a 150kt weapons mount.

The Solar Federation has a +40% accuracy bonus when they use this weapon.

Damage:


Shield Drain Shield Arc Armor Drain Armor Arc Blast Kill Dmg To Target Parts Dmg To Target Engines Dmg To Target Hyper Drive Dmg To Target Control Systems Dmg To Target Life Support
Heavy Laser 30 0 18 20 40 20 40 20 7 1 6
Merculite Rockets 70 10 2 0 50 212 5 10 1 8 4
500mm Gun 60 20 10 0 35 40 10 1 0 1 1
Sand Caster 70 0 1 0 1 1 1 0 0 1 0
Fusion Cannon 5 75 22 60 15 2 7 6 1 1 1
Force Beam 3 150 6 150 10 2 10 5 1 6 1
Disrupter Cannon 15 0 5 25 10 80 10 30 1 1 60
Mass Driver 30 0 20 0 10 220 10 5 1 1 1
Anti-Matter Gun 2 20 70 25 90 340 20 1 1 2 15
Blaster Cannon 180 140 80 0 220 530 150 100 1 4 20
Ion Cannon 4 0 0 3000 16 1 0 0 0 10 0
Energy Mines 20 0 5 30 40 6 40 1 1 6 1
Photon Torpedo Tube 90 0 20 20 170 150 35 30 1 2 10
Plasma Bolt Cannon 120 260 70 70 250 450 60 1 1 4 45
Particle Cannon 60 0 13 0 30 10 5 16 5 16 30
Pulsed Phasor Cannon 100 0 60 0 100 30 40 60 1 1 10
Ionic Gun Array 2 0 0 3000 10 1 0 0 0 25 0
Turbo Laser Array 41 0 20 20 50 20 25 20 15 3 4
Large Turbo Laser Array 80 0 45 20 100 45 70 50 35 12 10
Gatling Phasor 600 25 0 10 25 15 20 20 1 1 5

Combat Data:


Max Range Charge Time Accuracy Point Defense Intercept Odds Ord Usage Charge Draw Mass Hardness
Heavy Laser 570 40 40 40 0 1 40 40
Merculite Rockets 400 12 65 75 3 1 30 70
500mm Gun 400 10 20 60 5 1 60 110
Sand Caster 280 5 99 0 25 4 30 30
Fusion Cannon 410 10 59 12 0 4 60 40
Force Beam 620 8 68 10 0 5 40 160
Disrupter Cannon 490 5 53 35 0 8 40 90
Mass Driver 350 10 21 85 5 1 30 10
Anti-Matter Gun 440 10 25 70 2 1 60 110
Blaster Cannon 335 100 75 20 1 3 60 120
Ion Cannon 640 26 40 20 0 3 40 95
Energy Mines 260 12 70 70 3 10 40 50
Photon Torpedo Tube 954 8 90 95 10 1 50 70
Plasma Bolt Cannon 250 20 30 40 2 35 150 165
Particle Cannon 305 16 45 50 1 20 40 60
Pulsed Phasor Cannon 490 8 67 35 0 25 50 70
Ionic Gun Array 670 2 40 0 0 40 700 140
Turbo Laser Array 510 2 50 10 0 25 800 170
Large Turbo Laser Array 510 1 60 0 0 100 2000 450
Gatling Phasor 2 30 50 30 0 0 150 230

 

Costs:


Tech Level Cost Duranium Tritanium Molybdenum Cost of Tech
Heavy Laser 1 10 30 1 9 1500
Merculite Rockets 1 40 1 28 1 -
500mm Gun 1 70 58 1 1 -
Sand Caster 2 120 28 1 1 2000
Fusion Cannon 2 210 5 50 5 -
Force Beam 2 450 1 1 38 -
Disrupter Cannon 3 270 5 25 10 900
Mass Driver 3 110 25 1 4 -
Anti-Matter Gun 4 80 58 1 1 100
Blaster Cannon 4 210 2 2 56 -
Ion Cannon 5 190 4 35 1 3700
Energy Mines 6 90 1 1 38 2400
Photon Torpedo Tube 7 300 40 9 1 4900
Plasma Bolt Cannon 8 800 140 5 5 5700
Particle Cannon 9 290 38 1 1 2400
Pulsed Phasor Cannon 10 650 2 8 40 4900
Ionic Gun Array 11 1200 10 610 80 13500
Turbo Laser Array 12 3700 750 20 30 27000
Large Turbo Laser Array 13 7200 1900 45 55 45000
Gatling Phasor 14 2900 25 5 120 10900

Other Racial Abilities With Large Weapons:

Aczanny

* Active Aczanny ECM reduces accuracy of non-Aczanny hulls by 30
* Mass Driver on Aczanny hulls get a 42 point accuracy bonus
* Mass Driver on Aczanny hulls drain an additional 10 points of armor
* Large Weapon Kill rating on Aczanny hull is 50% normal
* Large Weapon Kill rating for Mass Driver on Aczanny hull is 5% normal

Aczanny large weapons kill only 10% of the normal number of crew. ECM jammer causes large weapons to be 30% less accurate

Birdman

  • All Large Weapons on Darkwing G pass through all Cyborg shields, and all shields on captured Cyborg hulls.
  • All Large Weapons on Darkwing G drain an additional ArmorDrain / 2 of Coalition Organic Armor.
  • All Large Weapons on Darkwing G drain double normal ArmorDrain on other ships.

Coalition

* Range of Plasma Bolt Cannon on Lotus Class Pursuit Ship is 3750
* Range of Plasma Bolt Cannon on Aurora Class Flagship is 4750
Note: This ranges have nothing to do with the distance at which the PBC starts to fire. It is used to calculate the distance dependent hit probability. GFM GToeroe
* Both receive a 60 point accuracy bonus
* Target Enhancer gives a 25 point accuracy bonus
* Energy Mines pass through all Coalition Shields and are not targetted by Coalition Point Defense
* The Willow Class Survey Ship, Evergreen Science Vessel, Lotus Class Pursuit Ship and Aurora Class Flagship take ArmorDrain of ((Weapon ArmorDrain / 5) + (Weapon Kill / 8)) from all Large Weapons that penetrate their shields.
* The Willow Class Survey Ship, Evergreen Science Vessel, Lotus Class Pursuit Ship and Aurora Class Flagship lose 1/5 the normal amount of crew and guests to Large Weapons hits from all but Privateer.

Colonies of Man

  • The Virgo Class drains an additional 5 armor when firing ord-using Large Weapons.
  • The Virgo Class drains an additional 5 armor when firing ord-using Large Weapons against Robot-owned ships. (stacks with above)
  • The Virgo Class drains an additional 10 armor from Lizard-owned ships with ord-using Large Weapons. (does not stack with above)
  • The Virgo Class drains an additional 10 armor from captured Lizard hulls with ord-using Large Weapons. (does not stack with above)
  • The Virgo Class deals 2x normal blast damage to Target's hull with Large Weapons.

Crystals

  • Crystal ship shields take 300% drain from weapons that fire ord (Except for the Diamond Flame). Shields take 50% drain from non-ord weapons.
  • A Crystal-owned ship hit by a non-Ord using Large Weapon absorbs half the energy needed to fire the weapon.
  • Diamond Flame Class Battleship, Dealt 1/2 normal Shield Drain by all Large Weapons, Absorbs half the energy needed to fire Large Weapon hitting it. Ord using Large Weapons increase Shield by 3 (max 14,000) and Armor by 2 (Max 850). Extra Shield Drain by Stormers, Coalition, Overchargers and Energized Sand is dealt after the above reductions take place.

Enforcers

Enforcer large weapons do 200% normal system damage to target and kill 50% of the normal number of crew

Evil Empire

* 500mm Gun and Anti-Matter Gun on a Super Star Cruiser get a 100 point accuracy bonus (before range and evasion modifiers)
* Heavy Lasers pass through all EE Shields and captured EE hulls
* Heavy Lasers pass through all EE Armor 10% of the timebut pass through all Armor on captured EE hulls
* Heavy Lasers cannot hit the soft spot on EE Hulls and ships owned by the EE.

Lizards

* Lizard-owned ships or captured Lizard hulls take only 1/3 normal ArmorDrain.
* Lizard-owned ships or captured Lizard hulls take only 1/2 normal ArmorDrain from Exotic Tech Large Weapon Magnum.
* Saurian Class Cruiser takes 0 losses to crew and guests from Large Weapons.
* Lizard-owned ships that are Lizard hulls have their Large Weapon Blast increased to Rnd * Weapon Blast * 50 + 100 vs ground base.

Mivorari

* Mivorari Point Defense accuracy has a reduction of 50%

Privateers

  • Privateer weapons kill 400% more crew than normal. If any Privateer ship has the plans to a ship in a battle all Privateer ship weapons will drain shields and armor at 300% normal rates.

Solar Federation

* All Large Weapons get a 10 point accuracy bonus (combine with below)
* Photon Torpedo Tube gets a 50 point accuracy bonus (before range and evasion modifiers)
* Pulsed Phasor Cannon gets 30 point accuracy bonus
* Gatling Phasor gets 40 point accuracy bonus
* Photon Torpedoes that would have been shot down by Point Defense have a 60% chance of not being shot down. (Fed owner only)

 

Solorian

Solorian ship shields take 200% damage from non-ord weapons and only 50% damage from ord based weapons


Stormers

  • Stormer shields only take 5 damage to photon torpedoes. Stormer large weapons have a +3 shield drain bonus. Stormer large weapons get a +300 shield arc bonus and have a +3 blast bonus to the targets hull.
  • Ill Wind Class Battlecruiser takes 0 losses to crew and guests from Large Weapons and Evasion modifier is set to 1.9 when targeting ships with an Evasion > 70. (Stormer owner only)