Main
 Games
   CounterStrike
   Deus Ex
   Diablo
   Diablo II
   Doom III
   Neverwinter Nights
   Starcraft / Broodwar
   VGA Planets 4
   Quake II
   Quake III Arena
   Ultima Online
   Warcraft II

 Message Boards   
   General
   Linux
 Sandbox
 Guilds
 Contact
 Search
   Planets 4
   Download
   Things to know
   Races
   Ships
     Engines
     Small Weapons
     Large Weapons
     Shields
     Generators
     Super Weapons
     Point Defense
     Device List

     Hyperdrives
   Bases
   Knowledge Map
   Hulls at a Glance 
   How to Play 
   How to Host 

  Super Weapons!

Only a few Races have access to build ships that are able to mount super weapons. Super weapons are massive weapons that can do more than just blow up ships. They can blow up planets or even build new ones from the debris.

Super Weapons:

Super Laser

The weapon will destroy planets with a single shot, leaving nothing but an asteroid field. To destroy a planet end movement over the target planet and set the ship's kill target to the target planet and turn on the super weapon. Any base that existed on the planet before the planet was destroyed will also be destroyed with the planet. The super laser is a very powerful weapon, able to destroy most ships with a single shot.

Nemesis Torpedos

The nemesis torpedo can destroy all fighters and ships with a hull mass of under 100kt in the area in a single shot. INCLUDING YOUR OWN . Ships with a hull mass of over 100kt having shields of power greater than 50 points at the time of the blast will not take any damage, but will loose 50 points of shield power. If the ships shields are down the ship will take damage to its hull. A ship with a hull mass of 300 and no shields can take up to 50% hull damage if it happens to be near the center of the explosion. The Exotic tech NEM SHIELDS can party protect fighters from the blast. NEM SHIELD tech allows 50% of the fighters to survive the attack. The Evil Empire's fighters survive at a rate of 80% went NEM SHIELDS are used. NEM SHIELDS do not protect ships from the blast damage.

World Crusher Missile

The world crusher missile can do heavy damage to unshielded bases at a range of 100 ly. Also a nasty weapon when used in normal close range combat. To use the weapon set any base or planet within 100 ly of your ship as the ship's kill target.

The missile has a 33% chance of hitting each base on the target planet. When a base is hit it is completely destroyed. The surface of the planet will be covered with the remains of the base. A shield will protect the base from being harmed. The world crusher firing takes place after movement and combat. The world crusher missile targeting system produces 120 units of sensor image noise when used. If the exotic tech Transphased World Crusher is used the weapon can be fired through enemy base shields.

Anti-Matter Maul

Any ship that an anti matter maul hits is turned into metals and stored in the ship`s cargo bay. The Anti Matter Maul also has the power to destroy jump gates. To use it park the ship next to the gate and target the jump gate as your ship's kill target.

Proto-Matter Cannon

The proto-matter cannon is a powerful combat weapon and it will turn asteroid belts into planets. To turn an asteroid belt into a planet again simple park the ship over the destroyed planet and turn on the super weapon. If you have over 1000 ord units the proto-matter cannon will load and fire into the asteroid field and form a new planet. The new planet will have very rich soil and a very high level of HD Stress

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
Super Laser 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000
Nemesis Torpedo 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000
World Crusher Missile 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000
Anti-Matter Maul 2000 2000 2000 2000 2000 10000 1000 1000 1000 1000 1000
Proto-Matter Cannon 500 2000 2000 100 2000 2000 1000 1000 1000 1000 1000

Combat Data:


Max Range Charge Time Accuracy Point Defense Intercept Odds Ord Usage Charge Draw Mass Hardness
Super Laser 1000 500 120 -- 0 10 2500 200
Nemesis Torpedo 1000 1000 100 -- 500 1 2500 500
World Crusher Missile 1000 1000 100 -- 300 1 2500 70
Anti-Matter Maul 1000 1000 90 -- 0 1 2500 7200
Proto-Matter Cannon 1000 1000 90 -- 1000 1 2500 130

Costs:


Tech Level Cost Duranium Tritanium Molybdenum Cost of Tech
Super Laser 1 5000 2450 20 30 14000
Nemesis Torpedo 2 6000 1500 500 500 5000
World Crusher Missile 3 5400 100 1400 1000 7000
Anti-Matter Maul 4 7200 50 350 2100 5000
Proto-Matter Cannon 5 4000 500 1000 1000 10900