Projectile railgun.
Projectile considers enemy armour to be 50% of what it is when calculating
penetration.
Bomb/missile warhead. Blinkout.
Enemy ship vanishes into another dimension for three turns when hit with this
missile or bomb. This means both that it is incapable of being harmed but also
cannot take any actions.
Shockwave type. Kinetic wave.
Enemy ships in an arc in front of the ship are knocked backwards.
Beam type. Graviton wave.
Gravitons are unaffected by solid matter. Gravity waves thusly ignore all
armour on the target. However a disadvantage of that is that due to focusing
issues they reduce in power due to range at a much faster rate than
conventional beams.
Projectile type. Limpet.
Limpets inflict a status ailment on the enemy ship in addition to inflicting
damage. Each limpet reduces the amount of engine power the ship has available
by slowing it down. Damage control systems can remove limpets steadily from the
ship.
Shockwave type. FRIED.
The Fiery Ring of InEvitable Destruction is a ring of infernal burning gases
around the ship that inflict damage of a magnitude only eclipsed by the amount
of energy required to set off the shockwave in the first place.
Projectile type. Jamjar (raspberry)
Reduces the effectiveness of enemy sensor systems upon impact. This decreases
the accuracy of their weapons.
armour type. Explosive plates.
This armour type has increased effectiveness, however all damage that reduces
the amount of armour points the ship has is rounded up to the nearest 10(or 20
or 50) points.
Special equipment. Emergency FTL jump. (not possible on system ships)
The starship activates it's FTL drives for an instant, this removes it from the
battlefield for a turn and returns it to the battlefield at a random point at
the price of a large amount of energy.
Original issue reported on code.google.com by chrisjon...@googlemail.com on 23 Nov 2011 at 8:35
Original issue reported on code.google.com by
chrisjon...@googlemail.com
on 23 Nov 2011 at 8:35