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Charts and Specifications: Weapon type Beams Type 9 ECM Homing Torpedo Nuclear Torpedo Mine Torpedo Damage

12 Shields 20 160 160 Speed N/A 3 3 3 3 Fire Arc 144 Deg Forward 360 Deg Forward Aft Range 1000 5400 5400 5400 634+ Area Target ? Target 1000 1000 Damage decreases from center Damage decreases from center Trigger distance at 500 Notes Frequencies reduced

Star Base Production and Storage Torpedo Homing Nuclear Mines ECM Rate 3 min 10 min 4 min 5 min Capacity 36+ 6+ 33+ 15+

Energy Consumption All systems drain energy when their engineering power slider is set to more than 0%. This is true even if the system is not currently in use. (eg. beams drain power even when they aren't firing, engines drain power even when you're not moving, etc). The current power drain of each system is shown in brackets above the power slider. Energy allocation affects how effectively the various systems perform, at the cost of increasing heat and total energy consumption. Energy allocation is controlled by sliders. Putting more power toward a particular system means that it performs better in one of several ways. Here is a breakdown of the effect of power allocation on the various systems: System Powered No Power Drain Factor Primary Beam cool down rate will not fire x3 Torpedo reload speed cannot be loaded, fired, or unloaded x1 Sensors scanning speed no LRS screens x1 Maneuver turning rate cannot turn x2 Impulse impulse speed no impulse x4 Warp warp speed no warp x6 Jump Drive warm-up and recovery time 30 seconds to warm up x6 Front or Rear Shield effectiveness and recharge rate no shield x5

The rate of power drain depends on the following factors: The higher the engineering power slider, the faster the energy drain The following activities also drain energy: o Firing beams o Having the shields up o Travelling at warp. The higher the speed, the faster the energy drain. o Using the jump drive. Energy used = 0.9 * distance

Faction Player Player Player Player Player Ally Ally Ally Kralien Kralien Kralien

Ship Light Cruiser Scout Battleship Missile Cruiser Dreadnought Base Transport Destroyer Cruiser Battleship Dreadnought

Front shield 80 60 250 110 200 400 40 80 40 80 120 15 120 200 350 400 600 250 300 350

Rear Top Turn rate shield speed 80 60 150 80 200 0 40 80 40 80 120 15 120 200 350 400 600 100 150 300 0.002 0.002 0.002 0.002 0.002 0.01 0.003 0.003 0.002 0.002 0.002 0.004 0.004 0.004 0.3 0.7 0.3 0.3 0.3 1.2 0.3 0.3 0.3 0.3 0.3 0.8 0.8 0.8 0.004 0.006 0.004 0.004 0.003 0.6 0.8 0.6 0.6 0.5

Primary beams 2 forward 1 forward 4 forward

Damage 12 12 12

Cycle time 6 6 6

Range 1000 1000 1000

Secondary beams

Damage

Cycle time

Range

Other abilities 2 tubes 1 tube 2 tubes 4 tubes

2 forward, 1 rear

12

1000

1 forward

20

2000

3 tubes

2 forward 2 forward 2 forward 2 forward 2 forward 2 forward, 2 rear 4 forward, 2 rear 4 forward, 2 rear 2 forward, 2 rear 6 forward, 4 rear 2 forward 2 forward, 2 rear 2 forward

7 1 1 1 0.5 1 1 1 1 1 1 1 3

6 6 6 6 5 6 6 6 6 4 6 6 6

1000 1000 1000 1000 800 1200 1400 1200 1100 1000 1200 1000 2000 1 rear 3 4 1400 1 forward 2 6 2000 1 tube 1 tube 1 tube Jump drive, cloaking Jump drive, cloaking Jump drive, cloaking 1 rear 1 6 1400

Arvonian Fighter Arvonian Light Carrier Arvonian Carrier Torgoth Torgoth Torgoth Skaraan Skaraan Skaraan Goliath Leviathan Behemoth Defiler Enforcer Executor

Torgoth torpedo launchers have a damage of 30, cycle time of 30 and range of 5000 All weapons fired from player torpedo tubes have a range of 5400 Player homing torpedoes have a damage of 20, nukes and mines 160 and ECMs reduce by half the enemy shield strength The damage of enemy beams is equal to the value shown in the table multiplied by the difficulty level (maximum multiplier of 5)

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