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Dynaverse.net  |  Taldrenites  |  General Starfleet Command Forum  |  Starfleet Command Enhancements and Materials  |  Topic: SFC-Orion Pirates Weapons Data 0 Members and 0 Guests are viewing this topic. « previous next »
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"What The Hell Is An Aluminium Falcon?!"


SFC-Orion Pirates Weapons Data
« on: January 04, 2005, 10:58:57 pm »

NOTE: Tractor/Repulsor Beams and Dro-D are not listed because they are unfinished and/or broken. Arming Rates represent how long it takes to cycle the hardpoint for firing and assume available power. Please see the in game Energy MFD for the charging/holding costs of each weapon (I have to give you something to do!). Except where otherwise noted, ranges include the distance to the next bracket, i.e. range 0 equals 0 - 0.99, 1 equals 1 - 1.99 etc....





Electronic Warfare:



Electrontic Counter Measures/Electrontic Counter-Counter Measures (ECM/ECCM):


NOTE: ECM in SFC has a limit of 19 points (9 for a Nebula, 4 for Erratic Maneuvers and 6 Self Generated) for a total allowable shift of 4. The Seeking Weapons chart has been abridged to reflect this. Wild Weasels produce 6 points of ECM for the launching unit. ECCM negates ECM point for point which may adjust the total shift.


Range of Effect Weapons
(Phasers, Heavy Phasers and Fusion Beams):
The ECM shift adds to the damage roll in the appropriate range bracket. If the damage scored is the last entry in the column (Min), ECM will cause a move to the last entry in the next higher bracket (one bracket per shift).

Example: You fire a Phaser 1 at a ship at range 5 through a 2 shift. The hit scores on the second to last entry in the column, scoring 3 points of damage, but since there is a 2 shift the damage is moved down to the last entry (2 pts), then over to the last entry in the 6-8 range bracket (0 pts), which means your half drunk Andorian weapons officer missed again!



Hit or Miss Weapons
(Photons, Disruptors, Hellbores etc...):
The ECM shift moves the chance to hit to the next higher range bracket (one bracket per shift). If the weapon hits, damage is based on actual range to the target, not the adjusted range. 




Seeking Weapons:

__ECM Shift____Chance of Reduced Damage____Effect on Seeking Weapon__
          0                       0%       Warhead 100% Strength
          1                      17%       Warhead 50% Strength
          2                      33%       Warhead 50% Strength
                      50%       Warhead 50% Strength
          3
                      17%       Warhead 25% Strength
                      67%       Warhead 50% Strength
          4
                      33%       Warhead 25% Strength




Erratic Maneuvers (EM): Performing EM has many effects on weaponry and combat in general. It produces the equivalent of 4 points of ECM that causes a 2 shift for both the performing vessel and units targeting it. This ECM can be negated with ECCM by any unit. This ECM is treated normally for Direct Fire weapons (see above). Seeking Weapons may not be fired while performing EM (including Plasma D) and Shuttle launches of any kind (including Fighters and PF's) are not allowed. AMD suffers a firing penalty while performing EM due to the chaotic nature of the rapid course changes, but is handled under separate rules (see chart below).





Cloaking Device:


NOTE: The Cloak is a gross effect of ECM and is supposed to supercede ECM's effects with the ones listed here and below. Range is doubled and five is added to that. During Fade In/Fade Out, Range Doubling is negated and the extra five is counted down/up (4, 3, 2...etc) as the ship appears/disappears. If a ship being tractored cloaks, the ship holding the cloaker will maintain Sensor Lock On. Tractoring a cloaked ship negates all range penalties for the tractoring unit. Seeking Weapons may not be fired at a cloaked ship without a Lock On. Seeking Weapons tracking a cloaking ship will have a chance to retain their Lock On based on target speed, range from target and whether or not the target is tractored (this is only valid for the tractoring ship).


_Cloaked Ship Status__Chance of Normal Damage__Chance of 1/2 Damage__Chance of 1/4 Damage_
       Non-Tractored                  33.3%                33.3%                33.3%
         Tractored                  66.7%                33.3%                  0%







Direct Fire Weapons:



Phasers:


Arming Rate: 1 Turn


Phaser 4:

NOTE: Except for mods, the Phaser 4 will only be found on Bases, Planets and certain Monsters.


Range:____0-3__4-5___6____7____8____9___10__11-13__14-17__18-25__26-40__41-70__71-100_
Max:   20   20   20   15   12   10   8      6      5      4      3      2      1
   20   20   15   12   11    9   8      6      4      3      2      1      0
   20   15   12   11   10    8   7      5      4      2      1      0      0
   20   15   11   10    9    8   6      4      3      1      0      0      0
   15   12   10    9    8    7   5      3      2      0      0      0      0
Min:   15   10    9    8    7    6   5      3      1      0      0      0      0




Phaser 1:


Range:_____0____1____2____3____4____5____6-8____9-15____16-25____26-50____51-75__
Max:    9    8    7    6    5    5      4      3        2        1        1
    8    7    6    5    5    4      3      2        1        1        0
    7    5    5    4    4    4      3      1        0        0        0
    6    4    4    4    4    3      2      0        0        0        0
    5    4    4    4    3    3      1      0        0        0        0
Min:    4    4    3    3    2    2      0      0        0        0        0




Phaser 2:


Range:_____0____1____2____3____4-8____9-15____16-30____31-50__
Max:    6    5    5    4      3      2        1        1
    6    5    4    4      2      1        1        0
    6    4    4    4      1      1        0        0
    5    4    4    3      1      0        0        0
    5    4    3    3      0      0        0        0
Min:    5    3    3    3      0      0        0        0




Phaser 3/Phaser G:

NOTE: Phaser G is per pulse.


Range:_____0____1____2____3____4-8____9-15__
Max:    4    4    4    3      1      1
    4    4    4    2      1      0
    4    4    4    1      0      0
    4    4    3    0      0      0
    4    3    2    0      0      0
Min:    3    3    1    0      0      0




Photon Torpedo:


Arming Rate: 2 Turns


NOTE: Photon Torpedoes fired at range 0-1 will do feedback damage equal to 1/4 the warhead strength to the shield facing your target.


Range:_________0-1________2________3-4________5-8________9-12________13-30________31-55____
Normal
To Hit:       100%       83%        67%        50%         33%          17%           NA
Damage:         8         8          8          8           8           8           NA
Overload
To Hit:       100%       83%        67%        50%         NA          NA           NA
Damage:         16        16         16         16         NA          NA           NA
Proximity
To Hit:         NA        NA         NA         NA        83%         67%          33%
Damage:         NA        NA         NA         NA          4           4            4




Disruptor:


Arming Rate: 1 Turn


NOTE: A Type 1 Disruptor has a maximum range of 15, Type 2 a range of 22, Type 3 a range of 30 and Type 4 a range of 40. Damage is consistant out to each maximum range. Disruptors fired at a range of 0 will do feedback damage equal to 1/5 the warhead strength to the shield facing your target.


Range:________0______1______2_______3-4______5-15______16-22______23-30______31-40___
Normal
To Hit:    100%    83%     83%      67%       67%        67%        50%        33%
Damage:       5      5       4        4         3          2          2          1
Range:________0______1_____2-4______5-8___
Overload
To Hit:    100%     83%    83%      83%
Damage:     10      10      8        6




Hellbore:


Arming Rate: 2 Turns


NOTE: Most of the damage (50% or so) goes to the weakest shield(s). The rest gets divided amongst the remaining shields. It's a bit more complicated than that, but I'm not going to explain it here. Overloaded Hellbores fired at range 0-1 do feedback damage equal to 1 point per shield if they hit their target.


Range:_________0-1________2________3-4________5-8________9-15________16-22________23-40____
To Hit:        97%       92%        83%        72%         58%          42%          28%
Normal
Damage:        20        17        15         13          10            8            4
Overload
Damage:        30        25        22         19          NA           NA           NA




Fusion Beam:


Arming Rate: 2 Turns (1 turn cool down, 1 turn charging)


NOTE: Suicide Overload destroys the Fusion Beam when fired and does random damage to your ship.


Normal
Range:______0______1______2______3-10______11-15______16-24___
Max:     13      8      6        4          3          2
     11      8      5        3          2          1
     10      7      4        2          1          0
      9      6      3        1          1          0
      8      5      3        1          0          0
Min:      8      4      2        0          0          0


Overload
Range:______0______1______2______3-8___
Max:     19     12      9        6
     16     12      7        4
     15     10      6        3
     13      9      4        1
     12      7      4        1
Min:     12      6      3        0


Suicide
Overload
Range:______0______1______2______3-8___
Max:     39     24     18       12
     33     24     15        9
     30     21     12        6
     27     18      9        3
     24     15      9        3
Min:     24     12      6        0




Plasmatic Pulsar Device (PPD):


Arming Rate: 2 Turns


NOTE: Damage is given with Splash. The PPD hits the facing shield hardest and then "leaks" onto the two adjacent shields to apply the Splash Damage. Damage is per pulse. Overload adds two pulses to the shot. Overload maximum range is 8. Underload subtracts two pulses from the shot.


Range:_______0-3______4-10______11-15______16-20______21-25______26-30______31-40___
To Hit:       NA       83%        72%        58%        42%        28%        17%
Damage:       NA     1+4+1      1+3+1      1+2+1      1+1+1      1+1+0      0+1+0




Expanding Sphere Generator (ESG):


Arming Rate: 1.5 Turns


NOTE: The ESG is unaffected by Electronic Warfare and always hits if the field contacts the target. Damage is dependent on the amount of energy stored in the ESG Capacitor and the radius of the field.


      Radius
                    ____0________1________2________3____
Damage:
1 Point
Energy:        4        4        3        3
2 Points
Energy:        8        7        7        6
3 Points
Energy:       12       11       10        9
4 Points
Energy:       16       15       13       12
5 Points
Energy:       20       18       17       15




Mauler:


Arming Rate: 0.5 Turn. The Batteries must be in a charging state for the Hardpoint to cycle.

NOTE: Range breaks for the Mauler are really at .99 of a distance. Example: 0-6 really means 0-5.99. Mauler damage is dependent on stored Battery power and range to the target. It is wise to check the Battery level before firing. Electronic Warfare has little effect on the Mauler and it rarely misses.


Range:___________0-6_________________7-11______________12-20______

Damage:_____Twice Battery Power_________Battery Power________Half Battery Power_








Seeking Weapons:



Plasma Torpedo:


Arming Rate: 3 Turns (2 Turns Fast Loading)


NOTE: Range breaks for all Plasma (except Plasma X) are really at .99 of a distance, i.e. 0-10 really means 0-9.99. All Plasma Torpedoes (except Plasma X) travel at speed 36. All Plasma has 3 points of built in ECCM. Phasers will decrease the warhead strength by 1/4 the damage scored on the torpedo. Fast Loading Plasma results in one F -Torp in two turns (per launcher) regardless of launcher size. Downgrading to anything other than an F -Torp still takes three turns to charge. Plasma Torpedoes fired at range 0 (except Plasma D) do feedback damage equal to 1/4 the warhead strength to the shield facing your target. For Enveloping Damage: Multiply the appropriate damage by two, then divide by six and apply to each shield facing.



Plasma R:

NOTE: A Plasma R makes five F -Torps in Defensive Mode (Plasma Shotgun).


Range:___0-10____11-15____16-20____21-25____26-28____29____30_

Damage:___50________35________25________20________10_______5______1_





Plasma S:

NOTE: A Plasma S makes three F -Torps in Defensive Mode.


Range:___0-10____11-15____16-20____21-23____24____25_ 

Damage:___30________22________15________10_______5______1_





Plasma G:

NOTE: A Plasma G makes two F -Torps in Defensive Mode.


Range:___0-10____11-15____16-18____19____20_

Damage:___20________15________10_______5______1_





Plasma F/Plasma I:

NOTE: Plasma F/I's may not be Enveloped, Shotgunned or Fast Loaded. Plasma I's do not have a Pseudo Torpedo. Plasma I's in a Defensive/Full Defensive state of readiness on a Hardpoint will only work against Fighters, Administrative Shuttles and PF's. While Defensive/Full Defensive Plasma I's go to range 15, the maximum firing range is 10. 


Range:____0-5____6-10____11-12____13-14____15_

Damage:____20______15________10____ ____5____ ___1_





Missiles (Drones):


Arming Rate: See chart


NOTE: Missile Racks will not fire at a range of 0.5 or less. Endurance for all ship-borne missiles is three turns. G Racks come with a built in AMD Rack. See MIRV section for M Rack specifications.


Missile:_______SLOW_____MEDIUM_____FAST_

Speed:__________16__________24__________32__

Range:__________48__________72__________96__




Missile:_______TYPE I______TYPE IV_

Damage:_________12___________24____


Damage Pts
to Destroy:________4____________6____



__Missile Rack Type____Base Number Of Missiles____Arming Rate____Maximum Sets Of Reloads__
                A                        4      1 Per Turn                         4
                B                        6      1 Per Turn                         4
                C                        4      2 Per Turn                         4
                F                        4    1 Per 2 Turns                         4
                G                        4      1 Per Turn                         4
                M                        4      1 Per Turn                         4







Auxiliary Weaponry:



Plasma D:


Arming Rate: 1 Turn (once entire Hardpoint is empty)


NOTE: Plasma D's do not have a Pseudo Torpedo and may not be Enveloped, Shotgunned or Fast Loaded. They only work against Fighters, PF's, Shuttles (except Wild Weasels) and Missiles. While the torpedo goes to range 15, the maximum firing range is 7.84.


Range:____0-5____6-10____11-12____13-14____15_

Damage:____10___ ___8_________5_________2____ ___1_





Anti Missile Defense (AMD):


Arming Rate: 1 Turn (once entire Hardpoint is empty)


NOTE: ECM has no effect on AMD and it only works against Fighters, Shuttles (except Wild Weasels) and Missiles. Performing Erratic Maneuvers (EM) will degrade AMD effectiveness and cause it to fire in the next lower bracket.


Range:_______0______1______2______3___
To Hit:     NA     33%     50%     67%




Mines:


Arming Rate: Mine Rack - 0.5 Turn; Transporter - 1 Turn


NOTE: A Transporter Bomb (T-Bomb) is just a transported regular mine. Transporters have a maximum range of 5. Nuclear Space Mines (NSM) cannot be transported. The blast range for all mines is 2.


Mine Type:_______Mine/T-Bomb_______NSM__

Damage:________________10_______ ______35__





Shuttles:


Arming Rate: 2 Turns (for all Shuttles, including Wild Weasels and Ground Assault Shuttles)


NOTE: Scatterpack (SP) Shuttles automatically reduce Type IV Missile warheads to Type I in order to use all six slots in the Shuttle, i.e. you trade three Type IV for six Type I. MIRV's may not be used in a SP. Suicide Shuttles (SS) require a Mine (non-NSM). Ground Assault Shuttles (GAS) may not be used in multiplayer.


Shuttle Type:_______Scatterpack________Suicide Shuttle__

Damage:________ _______12 - 72__________________25_______





Attack Probes:


Arming Rate: 2 Turns


NOTE: Attack Probes vary their damage based upon whether or not the target originally had shields. Knocking down one or more shields does not count as having no shields. Examples of non-shielded targets include: Fighters/Shuttles, Missiles, DefSats, Listening Posts, Asteroid Bases, most Monsters and some Planets.


Range:________0________1________2________3________4________5____
To Hit:     100%      83%      67%      50%      33%      17%
Damage
Unshielded:        8        8        8        8        8        8
Damage
Shielded:        6        6        6        6        6        6




Ship Explosion/Self Destruction


NOTE: Explosion strength is determined by ship health at time of destruction and size of exploding vessel.


Explosion
Strength:___Less Than 10_____Greater Than  10___


Blast
Radius:______ _____0__________ ________1___________







Advanced (X) Technology:



Phaser X:


Arming Rate: 1 Turn


NOTE: The Phaser X is a Phaser 1 that can be overloaded. O/L damage is given. For normal damage refer to the Phaser 1 chart. Careful testing has shown that all decimals are dropped in damage computation. The chart has been modified to reflect that.


Range:_____0______1______2______3______4______5_____6-8____9-15___16-25__26-50__51-75_
Max:     13     12     10      9      7      7      6      4      3      1      1
     12     10      9      7      7      6      4      3      1      1      0
     10      7      7      6      6      6      4      1      0      0      0
      9      6      6      6      6      4      3      0      0      0      0
      7      6      6      6      4      4      1      0      0      0      0
Min:      6      6      4      4      3      3      0      0      0      0      0




Phaser G2:


Arming Rate: 1 Turn


NOTE: Damage is per pulse.


Range:____0____1____2 ____3____4-8____9-15____16-30____31-50__
Max:    4    4    4    4      4      3        2        1
    4    4    4    4      4      3        2        1
    4    4    4    4      3      2        2        1
    4    4    4    3      3      2        1        0
    4    4    4    3      2      2        1        0
Min:    3    3    3    2      1      1        0        0




Heavy Phaser A:


Arming Rate: 2 Turns


NOTE: Heavy Phaser A stuns weapons for a few seconds when it hits bare hull.


Range:____0-1____2-4____5-6____7-10____11-16____17-20____21-24____25-31____32-40__
Max:      9      8      7      6        5        5        4        3        2
      8      7      6      5        5        4        3        2        1
      7      5      5      4        4        4        3        1        0
      6      4      4      4        4        3        2        0        0
      5      4      4      4        3        3        1        0        0
Min:      4      4      3      3        2        2        0        0        0




Heavy Phaser B:


Arming Rate: 2 Turns


NOTE: Primary listing is damage on bare hull. Damage against shields is in parenthesis.


Range:____0-1____2-4____5-6____7-10____11-16____17-20____21-24____25-31____32-40__
Max:   15(5)   15(5)   13(4)    13(4)      9(3)      9(3)      6(2)      6(2)      2(1)
   15(5)   15(5)   13(4)     9(3)      9(3)      6(2)      6(2)      3(1)      2(1)
   15(5)   15(5)   13(4)     9(3)      6(2)      6(2)      3(1)      2(1)      2(1)
   15(5)   15(5)    9(3)     6(2)      6(2)      3(1)      3(1)      2(1)      0(0)
   15(5)   15(5)    9(3)     0(0)      0(0)      0(0)      0(0)      0(0)      0(0)
Min:   15(5)    0(0)    0(0)     0(0)      0(0)      0(0)      0(0)      0(0)      0(0)




Heavy Photon Torpedo:


Arming Rate: 2 Turns


NOTE: Heavy Photon Torpedoes fired at a range of 0-1 will do a feedback damage of 8 to the shield facing your target
(regardless of setting).


Range:_________0-1________2________3-4________5-8________9-12________13-30________31-55____
Normal
To Hit:       100%       83%        67%        50%         33%          17%           NA
Damage:         16        16         16         16          16           16           NA
Overload
To Hit:       100%       83%        67%        50%         NA           NA           NA
Damage:         32        32         32         32         NA           NA           NA
Proximity
To Hit:         NA        NA         NA         NA        83%          67%          33%
Damage:         NA        NA         NA         NA          8            8            8




Heavy Disruptor:


Arming Rate: 1 Turn


NOTE: Heavy Disruptors are able to occasionally "leak" a small amount of damage through shields. O/L Heavy Disruptors fired at range 0 will do a feedback damage of 4 to the shield facing your target.


Range:________0______1______2_______3-4______5-15______16-22______23-30______31-40___
Normal
To Hit:    100%    83%     83%      67%       67%        67%        50%        33%
Damage:      10     10       8        8         6          4          4          4
Range:________0______1_____2-4______5-8___
Overload
To Hit:    100%     83%    83%      83%
Damage:      20      20     16       12




ESG Lance:


Arming Rate: 1 Turn


NOTE: The ESG Lance is unaffected by Electronic Warfare and will always hit its target if in range.


Range:___0-6_

Damage:___16_





Plasma E (Snare):


Arming Rate: 3 Turns


NOTE: A Plasma Snare slows the target's maximum speed down by five for one turn for every torpedo that hits. It may not be Enveloped, Shotgunned or Fast Loaded. 


Range:____0-10_____11-15_____16-20_____21-23_____24_____25_

Damage:__ __20________ 14____ ____ 10__________6 ________3_______1_





Plasma X:


Arming Rate: 3 Turns


NOTE: Plasma X is a speed 40 torpedo that dissipates faster in return for speed and damage. It may not be Enveloped, Shotgunned or Fast Loaded.


Range:____0 - 8.25____8.26 - 12.15____12.16 - 16.15____16.16 - 20.15____20.16 - 23.30____23.31 - 24.10

Damage:______40___________ 29______________ 20_______ _______ 13_______________ 6________________1_____





Multiple Independently-targeted Reentry Vehicles (MIRV):


Arming Rate: See chart in Missile section under "M"


NOTE: MIRV's may use all three missile speeds, but may not be used in a Scatterpack Shuttle. The submunitions do not count against control channel limits, but the parent vehicle does.The number in parenthesis is the damage required to destroy each submunition vs the parent vehicle.

MIRV:________TYPE I____TYPE IV__
Number of
Submunitions:        6         6
Total
Damage:       12        24
Damage per
Submunition:        2         4
Damage Pts
to Destroy:      4(2)        6(2)







Fighter Based Weapons:

NOTE: Phasers mounted on fighters have the same requirements and features as ship-borne phasers. Arming Rates depend on the number of Deck Crews and types of weapons loaded. Arming Rates can be observed in the Fighter MFD inside the Shuttle Conversion MFD. PF's arm their own weapons and follow the same requirements as ships.


Photon Torpedo:

NOTE: Photon Torpedoes mounted on fighters have a maximum range of 4.


Range:____0-1_____2_____3-4__
To Hit:   100%    83%    67%
Damage:      4      4      4




Disruptor:

NOTE: Disruptors mounted on fighters have a maximum range of 4.  At ranges 0 and 1 fighter based disruptors do either 2 or 3 points of damage per hit.


Range:______0______1______2_____3-4__
To Hit:    100%    83%    83%    67%
Damage:    2 - 3    2 - 3      2      2




Hellbore:

NOTE: Hellbores mounted on fighters have a maximum range of 8.


Range:____0-1____2____3-4____5-8__
To Hit:    97%  92%    83%    72%
Damage:     10    9      8      6




Fusion Beam:

NOTE: Fusion Beams have a maximum range of 2 when mounted on fighters.


Range:____0____1____2__
Max:    7    5    4
    6    5    3
    6    4    3
    5    4    2
    5    3    2
Min:    5    3    2



   
Fighter Based Missiles:


_____Fighter Type I Missile_____
Speed:___________ ___________32
Warhead Strength:_______ ______4
Endurance:________________1 turn
Damage Points To Destroy:_______2




_____Fighter Type VI Missile_____
Speed:________________________24
Warhead Strength:_______________8
Endurance:_______ _________2 turns
Damage Points To Destroy:________2
« Last Edit: September 23, 2008, 09:57:56 am by FCM-Corbomite-XC » Logged


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Re: SFC-Orion Pirates Weapons Data
« Reply #1 on: January 05, 2005, 12:23:39 am »

You da man, Corbo!  Grin
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Re: SFC-Orion Pirates Weapons Data
« Reply #2 on: January 05, 2005, 08:17:13 am »

WOW!!!   does the suicide fusion REALLY do that much damage?!?!?

yikes, thats a big-ole-bug.  I know the max's in SFB were 13, 19, and 26.  And I thought 26 points max was bad; 38 is just devastating.

Oh yeah, Thanks for putting this back up Corbo.
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Re: SFC-Orion Pirates Weapons Data
« Reply #3 on: January 05, 2005, 10:08:23 pm »

I wouldn't sweat it. Suicide fusions NEVER get used. With 7 points each to arm and 4 to hold, you won't be able to catch your target if you try.
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Re: SFC-Orion Pirates Weapons Data
« Reply #4 on: February 10, 2005, 12:45:36 pm »

Thanks Corbo.

Its certainly make for a good read.
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Re: SFC-Orion Pirates Weapons Data
« Reply #5 on: February 20, 2005, 09:27:47 pm »

Thumbs Up
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Re: SFC-Orion Pirates Weapons Data
« Reply #6 on: April 02, 2005, 10:02:32 am »

For some reason the charts keep getting corrupted and out of line. I have fixed them twice now, but since it takes a lot of time I need to find a better format or find out why the forum software can't keep it aligned.
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Re: SFC-Orion Pirates Weapons Data
« Reply #7 on: April 07, 2005, 05:38:41 am »

For some reason the charts keep getting corrupted and out of line. I have fixed them twice now, but since it takes a lot of time I need to find a better format or find out why the forum software can't keep it aligned.

Try tables...


Phaser IV:

NOTE: Except for mods, the Phaser IV will only be found on Bases, Planets and certain Monsters.

Range:     0-3     4-5     6     7     8     9     10     11-13     14-17     18-25     26-40     41-70     71-100
Max:     20     20     20     15     12
Min:

etc...





e.g.:
7Rx14C:
Code:

[table]

[tr]
[td]Range: [/td] [td]    0-3 [/td] [td]    4-5 [/td] [td]    6 [/td] [td]    7 [/td] [td]    8 [/td] [td]    9 [/td] [td]    10 [/td] [td]    11-13 [/td] [td]    14-17 [/td] [td]    18-25 [/td] [td]    26-40 [/td] [td]    41-70 [/td] [td]    71-100 [/td]
[/tr]

[tr]
[td]Max: [/td] [td]    20 [/td] [td]    20 [/td] [td]    20 [/td] [td]    15 [/td] [td]    12 [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td]
[/tr]

[tr]
[td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td]
[/tr]

[tr]
[td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td]
[/tr]

[tr]
[td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td]
[/tr]

[tr]
[td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td]
[/tr]

[tr]
[td]Min: [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td] [td] [/td]
[/tr]

[/table]


could use a few more leading spaces in each cell to space it out more but you get the idea...
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Re: SFC-Orion Pirates Weapons Data
« Reply #8 on: April 07, 2005, 10:15:15 am »

Cool. I'll have to experiment with that. Thanks Bonk.
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Re: SFC-Orion Pirates Weapons Data
« Reply #9 on: June 09, 2005, 10:28:10 am »

Great chart!

If I may humbly submit a correction, though:

Weapon probes do 6 damage, not 8 as listed.

Cheers,
Slick.
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Re: SFC-Orion Pirates Weapons Data
« Reply #10 on: June 09, 2005, 07:27:45 pm »

Great chart!

If I may humbly submit a correction, though:

Weapon probes do 6 damage, not 8 as listed.

Cheers,
Slick.

I noticed that too, but only against ships it seems. If you fire it at a planet it does 8. Not having the code to look at I must default to the listed damage it is supposed to do.
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