Special Weapons
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Interceptors |
Fighters |
Frigates | |
Empire |
Microwarp engine |
Ship overdrive |
Disintegrator |
Federation |
Plasma web |
Chameleon |
Combat Drones |
Jericho |
Tachyon cocoon |
Phase shield |
Guided torpedo |
Interceptor Abilities
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Charges up considerably faster | |||
Causes electronic interference at destination | ||||
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Deals more damage over a longer time | |||
Target's repair and regeneration rates are reduced | ||||
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Increased disable range | |||
Increased disable duration |
Fighter Abilities
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Increase all hull resistance | |||
Remove all negative effect | ||||
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Longer duration | |||
Not interrupted by damage | ||||
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Damage output increases when taking selected damage | |||
Incoming damage of the selected type restores hull health |
Frigate Abilities
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Burns target energy after the shot | |||
Deals thermal damage over time after the shot | ||||
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Drones shoot down incoming missiles | |||
Drones repair ship shield/hull if shields are low | ||||
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Torpedo is faster | |||
Torpedo has a larger blast radius |
Comments
- ↑ Jump distance is based on ship velocity * 28 for 2 seconds, e.g. (ship speed 200m/sec * 28)*2 = 11,200m jump distance.
- ↑ Increased resistance is always on, 'using' the modules switches the damage type : Thermal > EM > Kinetic > Thermal ...
- ↑ Toggle power. Use once to deploy drones, then again to recall them. Still observes a cooldown timer.