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 |
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| 1 | 17% | Warhead 50% Strength |
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| 2 | 33% | Warhead 50% Strength |
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| 50% | Warhead 50% Strength |
| 3 |
| 17% | Warhead 25% Strength |
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| 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_ |
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| Non-Tractored | 33.3% | 33.3% | 33.3% |
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| Tractored | 66.7% | 33.3% | 0% |
Direct Fire Weapons:Phasers:Arming Rate: 1 Turn
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 |
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 |
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 |
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| Overload |
| To Hit: | 100% | 83% | 67% | 50% | NA | NA | NA |
| Damage: | 16 | 16 | 16 | 16 | NA | NA | NA |
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| 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 |
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| 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. Its 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% |
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| Normal |
| Damage: | 20 | 17 | 15 | 13 | 10 | 8 | 4 |
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| 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 |
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| 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 |
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| 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 |
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| 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___ |
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| To Hit: | NA | 83% | 72% | 58% | 42% | 28% | 17% |
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| 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 |
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| | ____0____ | ____1____ | ____2____ | ____3____ |
| Damage: |
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| 1 Point |
| Energy: | 4 | 4 | 3 | 3 |
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| 2 Points |
| Energy: | 8 | 7 | 7 | 6 |
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| 3 Points |
| Energy: | 12 | 11 | 10 | 9 |
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| 4 Points |
| Energy: | 16 | 15 | 13 | 12 |
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| 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 |
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| B | 6 | 1 Per Turn | 4 |
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| C | 4 | 2 Per Turn | 4 |
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| F | 4 | 1 Per 2 Turns | 4 |
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| G | 4 | 1 Per Turn | 4 |
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| 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____ |
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| To Hit: | 100% | 83% | 67% | 50% | 33% | 17% |
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| Damage |
| Unshielded: | 8 | 8 | 8 | 8 | 8 | 8 |
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| Damage |
| Shielded: | 6 | 6 | 6 | 6 | 6 | 6 |
Ship Explosion/Self DestructionNOTE: 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_ |
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| Max: | 13 | 12 | 10 | 9 | 7 | 7 | 6 | 4 | 3 | 1 | 1 |
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| 12 | 10 | 9 | 7 | 7 | 6 | 4 | 3 | 1 | 1 | 0 |
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| 10 | 7 | 7 | 6 | 6 | 6 | 4 | 1 | 0 | 0 | 0 |
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| 9 | 6 | 6 | 6 | 6 | 4 | 3 | 0 | 0 | 0 | 0 |
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| 7 | 6 | 6 | 6 | 4 | 4 | 1 | 0 | 0 | 0 | 0 |
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| 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 |
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| Overload |
| To Hit: | 100% | 83% | 67% | 50% | NA | NA | NA |
| Damage: | 32 | 32 | 32 | 32 | NA | NA | NA |
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| 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 |
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| 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 it's 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__ |
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| Number of |
| Submunitions: | 6 | 6 |
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| Total |
| Damage: | 12 | 24 |
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| Damage per |
| Submunition: | 2 | 4 |
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| 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 |