Damage Types
Contents
Piercing
Description
Based on level, adds extra damage to armor and or hull.
Level 1
Affects: Armor
Amount of Extra Damage: 25%
Type Name: piercing1
Level 2
Affects: Hull
Amount of Extra Damage: 40%
Level 3
Affects: Armor/Hull
Amount of Extra Damage: 58%/45%
Napalm
Description
Does continuous extra damage for a set amount of turns based upon level.
Level 1
Amount of Extra Damage: 15%
Number of Turns Damage is Applied: 2
Level 2
Amount of Extra Damage: 28%
Number of Turns Damage is Applied: 4
Level 3
Amount of Extra Damage: 46%
Number of Turns Damage is Applied: 6
Destructor
Description
Destructor damage does extra damage to all targets or only to planetary defenses based on level.
Level 1
Affects: Any Target
Amount of Extra Damage: 10%
Level 2
Affects: Defenses
Amount of Extra Damage: 30%
Nanite
Description
Small micro-machines are loaded into these weapons. For a set number of turns these machines will do direct damage to shields, armor, and hull based on the level. To planets these machines break down matter and so do direct damage based on integrity points of defenses and kill a set percentage of population each turn.
Level 1
To Ship
Extra Damage Based on Remaining SP/AP/HP: 5%
Number of Turns Damage is Applied: 2
To Planet
TODO
Level 2
To Ship
Extra Damage Based on Remaining SP/AP/HP: 8%
Number of Turns Damage is Applied: 4
To Planet
TODO
Level 3
To Ship
Extra Damage Based on Remaining SP/AP/HP: 15%
Number of Turns Damage is Applied: 6
To Planet
TODO
Doomsday
Description
Doomsday damage does wide spread damage to planets instantly before damage is applied based upon level.
Level 1
Extra Damage to Defenses: 65%
Amount of Population Killed Off: 25%
Amount of Infrastructure Destroyed: 15%
Amount of Biomass Destroyed: 10%
Level 2
Extra Damage to Defenses: 85%
Amount of Population Killed Off: 40%
Amount of Infrastructure Destroyed: 25%
Amount of Biomass Destroyed: 18%
Stealth
Description
Missile weapons with Stealth attribute will be invisible to point defenses, however PDs will still have a 2% chance to destroy a missile volley per PD up to 10%; this value can be modified by certain modules.
Frigate Only
Description
Weapons tagged with this special can only do damage to frigate class ships
Null
Description
A special of null means no special affects are applied to the damage from this weapon.
EMP
Description
EMP damage does extra damage to shields. If shields are down, this damage has a chance to disable a ship for a set number of turns based upon level.
Level 1
Extra Damage: 10%
Chance to Disable Ship: 15%
Number of Turns Ship is Disabled: 1
Level 2
Extra Damage: 19%
Chance to Disable Ship: 25%
Number of Turns Ship is Disabled: 3
Level 3
Extra Damage: 24%
Chance to Disable Ship: 46%
Number of Turns Ship is Disabled: 7
Virus (technological)
Description
Weapons with this special have a chance to disable a ship if the shields are down based upon level.
Level 1
Chance to Infect Ship: 15%
Turns that Ship Cannot Attack and Loses Shield Regeneration: 2
Level 2
Chance to Infect Ship: 26%
Turns that Ship Cannot Attack, Cannot Move, and Loses Shield Regeneration: 5
Level 3
Chance to Infect Ship: 34%
Turns that Ship Cannot Attack, Cannot Move, and Loses Shield Regeneration and Life Support: 4 (If RTS and ship is smaller than cruiser, crew is completely wiped out in two turns and their ship can be salvaged)
Level 4
Chance to Infect Ship: 20%
Turns that All Systems Are Crashed:' 8
Chance that Core Breach Code will Destroy Ship: 35% over 4 turns. On turn 5 some systems are returned to functioning state and possiblity of core breach ended. In RTS 10% chance per 10 tech crewmen or 5 tech modules on board to avert core breach from happening.
Massaccel
Description
This special indicates that the weapon is a mass accelerator and therefor shields and armor are bypassed and damage is applied directly to the hull.
Area of Effect
Description
Weapons with this special are weapons which can deal damage to any ships within its range.