Projectile/beam mount. Salvo.
Three weapons forming a battery with common fire control. Takes up weapon space
*2.25 due to shared fire control systems. All weapons fire sequentially.
Projectile/beam mount. Volley.
As above but six weapons taking up weapon space *4.5.
Projectile/beam mount. Barrage.
As above but ten weapons taking up weapon space *7.5.
Beam modifier. Frequency synchronizer.
By analyzing the enemy shield we can synchronize our beams wave length with
regular oscillations in the defensive energy field. This reduces its ability to
stop our beam from striking the ship by 50%.
Projectile modifier. Achilles targeting system.
By scanning the target vessel's armoured hull for weakpoints we can bypass the
stronger areas of the enemy hull. Enemy armour protects at 75% against
projectiles with the Achilles targeting system, on a critical hit it protects
at 25%.
System engine modification. Afterburner.
turbocharges the ship's engines for a single turn allowing them to produce
three times the thrust. Once the turn has expired however the afterburner
cannot be activated again safetly for the rest of the battle without risking
significant engine damage.
Armour type. Collapsed laminate.
Multiple layers of material are gravitationally compressed into incredibly
dense yet thin sheets before being bonded together generating a defensive
surface with incredible thermal absorption abilities. Beam weapons inflict much
reduced damage against the layers however the compression process leaves the
armour with no flexibility meaning it takes higher than usual damage from
projectiles due to fractures and cracking.
Original issue reported on code.google.com by chrisjon...@googlemail.com on 25 Nov 2011 at 2:16
Original issue reported on code.google.com by
chrisjon...@googlemail.com
on 25 Nov 2011 at 2:16