www.pardus.at
Defense Modules |
|
|
Combat Modules
| Weaponry | Effective Damage | Shield | Armor | Hull | Avg. Skills | Price | Repair Slots |
Very Light Laser Turret | 1 ×
| 15 | - | - | 300 | 19 | 5,500 | - |
Light Laser Turret | 1 × 1 × | 36 | - | 225×1 | 300 | 20 | 12,500 | - |
Medium Laser Turret | 2 ×
| 60 | - | 450×1 | 300 | 24 | 25,000 | - |
Very Light Missile Turret |
| 18 | - | - | 300 | 19 | 6,500 | - |
Light Missile Turret |
| 27 | - | 225×1 | 450 | 20 | 13,500 | - |
Medium Missile Turret |
| 51 | - | 300×1 | 450 | 24 | 25,000 | - |
Defense Drone | 2 × + | 60 + 27 | 120 | 660×1 | 300 | 27 | 60,000 2: | 2 |
Advanced Defense Drone | 2 × + | 108 + 27 | 120 | 540×2 | 360 | 35 | 150,000 5: | 2 |
Defense Droid 'Seeker' | 2 × + | 336 + 27 | 120 | 450×3 | 300 | 50 | 600,000 45: | 3 |
Defense Droid 'Golem' | 2 × + | 240 + 27 | 270 | 405×5 | 600 | 52 | 720,000 55: | 3 |
Defense Droid 'Avenger' | 2 × + | 336 + 51 | 420 | 450×4 | 480 | 58 | 1,075,000 105: | 4 |
Sentry Droid 'Redeemer'* | 2 × 1 × + | 456 + 51 | 660 | 460×5 | 680 | 67 | 5,375,000 415: | 6 |
Sentry Cyborg 'Gorgon'* | 3 × + | 468 + 51 | 660 | 460×5 Organic | 680 | 68 | 7,910,000 505: | 6 |
Sentry Fortification 'Thor'* | 1 × 1 × 1 × + | 477 + 51 | 660 | 440×5 EM | 720 | 66 | 8,150,000 535: | 6 |
Effective Damage = Laserdamage×Firerate + Missiledamage/5
Avg. Skills = Average of Combat Skills
* Can only be installed in Military Outposts
Repair slots can be loaded with robots which automatically repair the corresponding module's armor in combat.
All armors are conventional unless stated otherwise.
Installing both organic and EM modules on the same building is not possible.
Non-combat Modules
These modules do not directly engage in combat. [MECH:Defense Modules]
| Description | Price |
Repair Bay | Can be loaded with up to 12 robots which are automatically used to repair other modules in combat.
Multiple repair bays can be used per building. | 325,000 : 5 : 15 |
Extended Repair Bay | Improved version of the Repair Bay, can hold up to 18 robots.
Multiple extended repair bays can be used per building. | 995,000 : 45 : 135 : 65 |
Shield Capacitor | Shield regeneration of installed modules is accelerated by 100%.
Maximum amount of shield capacitors per building: 1 | 1,475,000 : 130 : 85 : 220 |
Standard Tractor Beam | Holds attacking ships and forces them to engage in another round of combat. Chance to succeed: see [REF:Formulas]
Maximum amount of tractor beams per building: 1 | 355,000 : 20 : 20 : 20 |
Advanced Tractor Beam | Improved version of the Standard Tractor Beam. Chance to succeed: see [REF:Formulas]
Maximum amount of tractor beams per building: 1 | 715,000 : 55 : 95 : 35 |
Missile Modulator* | Increases intelligence of missiles in installed modules and docked ships by 2 per installed missile modulator.
Multiple missile modulators can be used per building. | 650,000 : 15 : 75 : 25 |
Command Center* | Coordinates all modules and aids the defending ship's targeting and navigational sensors. This results in a skill increase of 10 for all modules and the defending ship's pilot during combat.
Maximum amount of command centers per military outpost: 1 | 1,350,000 : 70 : 35 : 25 : 30 |
Offensive Teleporter* | 50% chance of teleporting 3 tons of either drugs, stim chips or robots from an attacking ship into space (destroying the commodities).
Multiple offensive teleporters can be used per building. | 575,000 : 95 : 25 : 40 : 25 : 95 |
EMP Cannon* | Inflicts 7 percentage points of damage to a random piece of equipment of an attacking ship. If more than one EMP Cannon is installed, all strike at the same random piece of equipment.
Multiple EMP cannons can be used per building. | 2,150,000 : 105 : 90 : 105 : 160 |
Type I Chronoton Cannon | 10% chance of an attacker getting stunned for 60 seconds.
Multiple type I chronoton cannons can be used per building. | 1,950,000 : 40 : 35 : 75 : 200 |
Type II Chronoton Cannon* | 10% chance of an attacker losing 500 action points.
Multiple type II chronoton cannons can be used per building. | 1,950,000 : 40 : 35 : 75 : 200 |
* Can only be installed in Military Outposts
Alliance Command Station Modules
These modules are a kind of non-combat module and as such do not directly engage in combat. They can only be installed on an Alliance Command Station. [MECH:Defense Modules]
Last modification on this page: 2017-06-10
|