| The page outlines military properties of ships and defensive structures for
current version of rules (0.200).
HP notes the health points of a particular ship. Each row describes the damage
done by a particular ship to other types.
Military units
| fighter | 10 | 10 |
25 |
5 |
3 |
3 |
3 |
| bomber | 10 | 3 |
2 |
45 |
75 |
35 |
35 |
| carrier | 20 | 100 |
40 |
50 |
100 |
30 |
25 |
| cruiser | 120 | 150 |
60 |
60 |
120 |
120 |
60 |
| defense turret | 15 | 25 |
8 |
20 |
4 |
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| defense station | 400 | 250 |
200 |
200 |
250 |
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Each ship type has its own specifics:
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Fighter is good against small units, like itself and bomber,
but is unable to do any serious damage to large units as carriers and cruisers.
Similarily, it is not good against stationary star defense.
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Bomber is extremely effective against big units like carriers and cruisers. As well, the bombers are
able to take out base defenses with small losses. But if left undefended, a squad of fighters can take them out easily.
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Carrier is not very effective against any type of unit, except fighters.
As a large ship, carrier is especially vulnerable to bombers. The carrier has medium effectiveness against static defenses.
As a mother ship, carrier is increases fleet speed and flight range. Also carrier gives a
10% (25% if upgraded)
strength bonus to all non-carrier units and structures in its fleet. Each added carrier increases the bonus.
The maximum carrier bonus is limited to 10 carriers, having more carriers in one
fleet will not increase the strength bonus.
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Cruiser is more powerful version of carrier. Compared to carrier it has double power for
the same price, but does not give any bonuses to the fleet. For its production 'cruiser' technology is required.
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