### Topic: SFC3 Primary Weapons Data  (Read 22857 times) var addthis_config = {"data_track_clickback":true};

0 Members and 1 Guest are viewing this topic.

#### NannerSlug

• Guest
##### Re: SFC3 Primary Weapons Data
« Reply #20 on: February 28, 2003, 07:14:59 pm »
your fine DM.. i think your fine.. like i said.. until i read somthing from taldren, i think you are thinking right.

#### Cmdr. Krotz

• Guest
##### Re: SFC3 Primary Weapons Data
« Reply #21 on: March 01, 2003, 03:16:42 am »
Quote:

The hit percentages are all the same. The only modifiers I'm aware of are AV, EM, target size, computer, and officer rating. I was under the impression that going to warp simply increased speed, therefore angular velocity.

Are some weapons specifically coded NOT to work against warping ships (like the tractor beam)??

The thing isn't that hit percentages are different, but rather the different "physics" between weapons...weapons in SFC3 fall into two distinct categories (throwing out mines of any kind): instantaneous weapons (beams), and direct-fire (torps)...beams travel instantaneously to the target, including those at warp, and get their normal chance at hitting in such situations; direct-fire weapons, which cover torpedoes and bolt-firing primaries, are basically really fast seeking weapons, with a limited ability to adjust course to intercept the target in question...at the point of intercept, the process of determining whether the target is hit is done by the normal to-hit calculations. The thing about direct-fire weapons and warping targets is that warping targets move quickly enough that direct-fire weapons cannot adjust their course enough to ever intercept them went fired at an angle oblique to the targets course, so with the target never intercepted, their is no to-hit calculation...this is fine and good with torps, from some previous posts, it was always intended, but because klink dizzies and pulse phasers use the same "physics" as torps, they kinda get screwed, IMHO anyway.

I can understand your skepticism, but I've flown both sides of the fence, and tested this quite a bit...because seeing is believing, I would suggest looking at the replay I mentioned in my previous post, it's less than 1 MB, and is quite illuminating, I think...
« Last Edit: December 31, 1969, 06:00:00 pm by Cmdr. Krotz »

#### Aldaron

• Guest
##### Re: SFC3 Primary Weapons Data
« Reply #22 on: March 01, 2003, 09:49:19 am »
Quote:

Quote:

The hit percentages are all the same. The only modifiers I'm aware of are AV, EM, target size, computer, and officer rating. I was under the impression that going to warp simply increased speed, therefore angular velocity.

Are some weapons specifically coded NOT to work against warping ships (like the tractor beam)??

The thing isn't that hit percentages are different, but rather the different "physics" between weapons...weapons in SFC3 fall into two distinct categories (throwing out mines of any kind): instantaneous weapons (beams), and direct-fire (torps)...beams travel instantaneously to the target, including those at warp, and get their normal chance at hitting in such situations; direct-fire weapons, which cover torpedoes and bolt-firing primaries, are basically really fast seeking weapons, with a limited ability to adjust course to intercept the target in question...at the point of intercept, the process of determining whether the target is hit is done by the normal to-hit calculations. The thing about direct-fire weapons and warping targets is that warping targets move quickly enough that direct-fire weapons cannot adjust their course enough to ever intercept them went fired at an angle oblique to the targets course, so with the target never intercepted, their is no to-hit calculation...this is fine and good with torps, from some previous posts, it was always intended, but because klink dizzies and pulse phasers use the same "physics" as torps, they kinda get screwed, IMHO anyway.

I can understand your skepticism, but I've flown both sides of the fence, and tested this quite a bit...because seeing is believing, I would suggest looking at the replay I mentioned in my previous post, it's less than 1 MB, and is quite illuminating, I think...

Totally incorrect. To hit determination is made at the time of firing( ie when the z key is pressed). The "seeking" torps are just graphics so it looks half-way decent. If this weren't the case the weapon would have to constantly calculate it's chance to hit as the conditions changed on it's way to the target.
« Last Edit: March 01, 2003, 09:51:23 am by Aldaron »

#### Robb Stark

• Guest
##### Re: SFC3 Primary Weapons Data
« Reply #23 on: March 01, 2003, 10:38:52 am »
Quote:

Quote:

Quote:

The hit percentages are all the same. The only modifiers I'm aware of are AV, EM, target size, computer, and officer rating. I was under the impression that going to warp simply increased speed, therefore angular velocity.

Are some weapons specifically coded NOT to work against warping ships (like the tractor beam)??

The thing isn't that hit percentages are different, but rather the different "physics" between weapons...weapons in SFC3 fall into two distinct categories (throwing out mines of any kind): instantaneous weapons (beams), and direct-fire (torps)...beams travel instantaneously to the target, including those at warp, and get their normal chance at hitting in such situations; direct-fire weapons, which cover torpedoes and bolt-firing primaries, are basically really fast seeking weapons, with a limited ability to adjust course to intercept the target in question...at the point of intercept, the process of determining whether the target is hit is done by the normal to-hit calculations. The thing about direct-fire weapons and warping targets is that warping targets move quickly enough that direct-fire weapons cannot adjust their course enough to ever intercept them went fired at an angle oblique to the targets course, so with the target never intercepted, their is no to-hit calculation...this is fine and good with torps, from some previous posts, it was always intended, but because klink dizzies and pulse phasers use the same "physics" as torps, they kinda get screwed, IMHO anyway.

I can understand your skepticism, but I've flown both sides of the fence, and tested this quite a bit...because seeing is believing, I would suggest looking at the replay I mentioned in my previous post, it's less than 1 MB, and is quite illuminating, I think...

Totally incorrect. To hit determination is made at the time of firing( ie when the z key is pressed). The "seeking" torps are just graphics so it looks half-way decent. If this weren't the case the weapon would have to constantly calculate it's chance to hit as the conditions changed on it's way to the target.

I don't see how this could be true.  I have been able to warp away from an incoming torpedo when the timing is right.  The torp has been fired, it's "in the air" while my warp drive is warming up, and then my ship warps before it hits me.  The torpedo sails harmlessly behind me.  This seems to indicate that the hit result is calculated when the torpedo reaches me (or the spot where I was) rather than when it was fired.

#### Cmdr. Krotz

• Guest
##### Re: SFC3 Primary Weapons Data
« Reply #24 on: March 01, 2003, 11:45:23 am »
Quote:

Quote:

Quote:

The hit percentages are all the same. The only modifiers I'm aware of are AV, EM, target size, computer, and officer rating. I was under the impression that going to warp simply increased speed, therefore angular velocity.

Are some weapons specifically coded NOT to work against warping ships (like the tractor beam)??

The thing isn't that hit percentages are different, but rather the different "physics" between weapons...weapons in SFC3 fall into two distinct categories (throwing out mines of any kind): instantaneous weapons (beams), and direct-fire (torps)...beams travel instantaneously to the target, including those at warp, and get their normal chance at hitting in such situations; direct-fire weapons, which cover torpedoes and bolt-firing primaries, are basically really fast seeking weapons, with a limited ability to adjust course to intercept the target in question...at the point of intercept, the process of determining whether the target is hit is done by the normal to-hit calculations. The thing about direct-fire weapons and warping targets is that warping targets move quickly enough that direct-fire weapons cannot adjust their course enough to ever intercept them went fired at an angle oblique to the targets course, so with the target never intercepted, their is no to-hit calculation...this is fine and good with torps, from some previous posts, it was always intended, but because klink dizzies and pulse phasers use the same "physics" as torps, they kinda get screwed, IMHO anyway.

I can understand your skepticism, but I've flown both sides of the fence, and tested this quite a bit...because seeing is believing, I would suggest looking at the replay I mentioned in my previous post, it's less than 1 MB, and is quite illuminating, I think...

Totally incorrect. To hit determination is made at the time of firing( ie when the z key is pressed). The "seeking" torps are just graphics so it looks half-way decent. If this weren't the case the weapon would have to constantly calculate it's chance to hit as the conditions changed on it's way to the target.

You are right, I am incorrect, to the extent I got the mechanism backwards...the to-hit calculations are done at point of firing, but torp/bolt damage effects won't happen until the torp/bolt object physically connects, which does not happen in the previously stated case, as they have only a very limited "tracking" angle. But, in the end, the effect is the same.

#### TarMinyatur

• Guest
##### Re: SFC3 Primary Weapons Data
« Reply #25 on: March 02, 2003, 11:24:16 pm »
Dave, have the ranges at which damage attenuation begins been altered in the patch?

Marcus and I experimentally determined that all attenuated weapons began to degrade at range 6.0 except for the Ph9 and DisI (range 11.0) and Medium Cutting Beam (range 7.0) for the unpatched version.

#### Tuvok_of_Vulcan

• Guest
##### Re: SFC3 Primary Weapons Data
« Reply #26 on: May 24, 2003, 01:28:52 pm »
nice info m8, helps a lot, thanx

#### Interloper

• Guest
##### Re: SFC3 Primary Weapons Data
« Reply #27 on: March 09, 2004, 08:09:31 pm »
Is this also adjusted as to the experience level of your tactical officer?

yea i'm a newbie

• Lt. Junior Grade
• Posts: 492
• Gender:
• Veni vidi vici
##### Re: SFC3 Primary Weapons Data
« Reply #28 on: July 04, 2004, 01:36:06 pm »
Thanks, Cue.

<S>

WaterTiger
http://www.spartanvanguard.com/
http://www.stcd.sgnonline.com/users/trimodyards/

KoraH: "Remember my advice to you Wade, that you should drop SFC ...  you will find that all you have to put up with to do so is going to sour the sweetness of your hard work."

#### TarMinyatur

• Lt.
• Posts: 921
• Gender:
##### Re: SFC3 Primary Weapons Data
« Reply #29 on: December 27, 2018, 04:04:29 am »
Dave's formatting doesn't work too well 14 years later, so I added code tags.

Phaser IXS
Power Draw 2.  Arming time 1
Code: [Select]
  Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 4 4 4 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1
Phaser IXF
Power Draw 2.  Arming time 0.5
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 3 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 1 1 1 1 1
Phaser XS
Power Draw 4.  Arming time 1
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 6 6 6 6 6 6 6 6 5 5 5 5 4 4 4 4 4 3 3 3 3 2 2 2 2 2
Phaser XF
Power Draw 4.  Arming time 0.5
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 5 5 5 5 5 5 5 5 4 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1
Phaser XIS
Power Draw 8.  Arming time 1
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 8 8 8 8 8 8 8 8 7 7 7 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2
Phaser XIF
Power Draw 8.  Arming time 0.5
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 6 6 6 6 6 6 6 6 5 5 5 5 5 4 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1
Phaser XIIS
Power Draw 10.  Arming time 1
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 10 10 10 10 10 10 10 9 9 9 9 8 8 8 7 7 7 7 6 6 6 5 5 5 4 4 4 4 3 3 3 2 2 2 2 1
Phaser XIIF
Power Draw 10.  Arming time 0.5
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 7 7 7 7 7 7 7 7 6 6 6 6 6 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1
Phaser XIIIS
Power Draw 12.  Arming time 1
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 12 12 12 12 12 12 12 12 11 11 11 11 11 10 10 10 10 10 9 9 9 9 9 8 8 8 8 8 7 7 7 7 7 7 6 6 6 6 6 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1
Phaser XIIIF
Power Draw 12.  Arming time 0.5
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 11 11 11 11 11 11 11 11 10 10 10 10 10 10 9 9 9 9 9 8 8 8 8 8 8 7 7 7 7 7 6 6 6 6 6 6 5 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 3 2 2 2 2 2 1 1 1
Klingon Disruptor 1S
Power Draw 2.  Arming time 1
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 4 4 4 4 4 4 4 4 4 4 4 4 4 3 3 3 3 3 2 2 2
Klingon Disruptor 1F
Power Draw 2.  Arming time 0.5
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 3 3 3 3 3 3 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2

Klingon Disruptor 2S
Power Draw 4.  Arming time 1
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 6 6 6 6 6 6 6 6 5 5 5 5 5 4 4 4 4 3 3 3 3 3 2 2 2 2
Klingon Disruptor 2F
Power Draw 4.  Arming time 0.5
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 5 5 5 5 5 5 5 5 4 4 4 4 4 4 3 3 3 3 3 3 2 2 2 2 2 2
Klingon Disruptor 3S
Power Draw 8.  Arming time 1
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 8 8 8 8 8 8 8 7 7 7 7 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2
Klingon Disruptor 3F
Power Draw 8.  Arming time 0.5
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 6 6 6 6 6 6 6 6 5 5 5 5 5 4 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1
Klingon Disruptor 4S
Power Draw 10.  Arming time 1
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 10 10 10 10 10 10 10 9 9 9 9 8 8 8 7 7 7 7 6 6 6 5 5 5 5 4 4 4 3 3 3 3 2 2 2 2

Klingon Disruptor 4F
Power Draw 10.  Arming time 0.5
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 7 7 7 7 7 7 7 7 6 6 6 6 6 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1
Klingon Disruptor 5S
Power Draw 12.  Arming time 1
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 12 12 12 12 12 12 12 12 11 11 11 11 11 10 10 10 10 10 9 9 9 9 9 8 8 8 8 8 7 7 7 7 7 7 6 6 6 6 6 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1

Klingon Disruptor 5F
Power Draw 12.  Arming time 0.5
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 11 11 11 11 11 11 11 11 10 10 10 10 10 10 9 9 9 9 9 8 8 8 8 8 8 7 7 7 7 7 6 6 6 6 6 6 5 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 3 2 2 2 2 2 1 1 1
Romulan Disruptor 1S
Power Draw 3.  Arming time 1.3
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 5 5 5 5 5 5 5 5 5 5 5 5 5 4 4 4 4 3 3 3 3
Romulan Disruptor 1F
Power Draw 3.  Arming time 0.7
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 4 4 4 4 4 4 4 4 4 4 4 4 4 3 3 3 3 3 2 2 2
Romulan Disruptor 2S
Power Draw 6.  Arming time 1.3
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 8 8 8 8 8 8 8 7 7 7 7 6 6 6 5 5 5 5 4 4 4 4 3 3 3 2
Romulan Disruptor 2F
Power Draw 6.  Arming time 0.7
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 6 6 6 6 6 6 6 6 5 5 5 5 5 4 4 4 4 3 3 3 3 3 2 2 2 2
Romulan Disruptor 3S
Power Draw 9.  Arming time 1.3
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 10 10 10 10 10 10 10 9 9 9 8 8 8 7 7 7 6 6 6 6 5 5 5 4 4 4 3 3 3 2 2
Romulan Disruptor 3F
Power Draw 9.  Arming time 0.7
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 7 7 7 7 7 7 7 7 6 6 6 6 5 5 5 5 5 4 4 4 4 3 3 3 3 3 2 2 2 2 1
Romulan Disruptor 4S
Power Draw 12.  Arming time 1.3
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 12 12 12 12 12 12 12 11 11 11 10 10 10 9 9 9 8 8 8 7 7 7 6 6 6 5 5 5 4 4 4 3 3 2 2 2

Romulan Disruptor 4F
Power Draw 12.  Arming time 0.7
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 9 9 9 9 9 9 9 8 8 8 8 7 7 7 7 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1

Romulan Disruptor 5S
Power Draw 15.  Arming time 1.3
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 14 14 14 14 14 14 14 14 13 13 13 13 12 12 12 12 11 11 11 11 11 10 10 10 10 9 9 9 9 9 8 8 8 8 7 7 7 7 6 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 3 2 2 2 2 1

Romulan Disruptor 5F
Power Draw 15.  Arming time 0.7
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 14 14 14 14 14 14 14 14 13 13 13 13 12 12 12 12 11 11 11 11 11 10 10 10 10 9 9 9 9 9 8 8 8 8 7 7 7 7 6 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 3 2 2 2 2 1
Cutting Beam Light S
Power Draw 3.  Arming time 1.2
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 6 6 6 6 6 6 6 5 5 5 5 4 4 4 3 3 3 2 2 2 2
Cutting Beam Light F
Power Draw 3.  Arming time 0.6
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 5 5 5 5 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1
Cutting Beam Medium S
Power Draw 6.  Arming time 1.2
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 8 8 8 8 8 8 8 8 7 7 7 6 6 6 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1 1 1
Cutting Beam Medium F
Power Draw 6.  Arming time 0.6
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 6 6 6 6 6 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1 1 1

Cutting Beam Heavy S
Power Draw 6.  Arming time 1.2
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 12 12 12 12 12 12 12 11 11 10 10 9 9 9 8 8 7 7 6 6 6 5 5 4 4 3 3 2 2 2 1 1 1 1 1 1 1 1 1 1 1

Cutting Beam Heavy F
Power Draw 6.  Arming time 0.6
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 10 10 10 10 10 10 10 9 9 9 8 8 7 7 7 6 6 6 5 5 5 4 4 4 3 3 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1

Cutting Beam Base S
Power Draw 16.  Arming time 1.2
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 14 14 14 14 14 14 14 14 13 13 13 13 12 12 12 12 11 11 11 11 11 10 10 10 10 9 9 9 9 9 8 8 8 8 7 7 7 7 6 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 3 2 2 2 2 1
Cutting Beam Base F
Power Draw 16.  Arming time 0.6
Code: [Select]
Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60To Hit 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90Damage 12 12 12 12 12 12 12 12 11 11 11 11 11 10 10 10 10 10 9 9 9 9 9 8 8 8 8 8 7 7 7 7 7 7 6 6 6 6 6 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1