games-pc master of orion ii-battle at antares Benutzerhandbuch

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LASMA
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HYSICS
Plasma Cannon (System)
The Plasma Cannon fires a tremendous blast of plasma energy that inflicts
6–30 points of damage, enveloping and striking the ship from all four
sides. Unfortunately, this volatile beam has poor cohesion and dissipates
rapidly, resulting in double range penalties for damage.
Plasma Rifle (Equipment)
The Plasma Rifle is the most powerful hand-held weapon known. It
increases the combat rating of ground troops and armor by 30. This bonus
replaces those from less advanced rifles.
Plasma Web (System)
The Plasma Web launches an energy projectile that ensnares and clings to
the target ship. When the projectile first strikes the ship, the web does
5–25 points of enveloping damage (applied to all four shield facings). This
amount of damage is considered the web’s “strength.” Each turn
afterward, the web loses 5 points of strength, then inflicts its strength in
enveloping damage to the webbed ship. This continues until the web
reaches zero strength and dissipates. If a single target is struck by multiple
plasma webs, the webs’ strengths are cumulative. The Plasma Web only
fires every other turn and has a maximum range of 15 squares.
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ULTI
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IMENSIONAL
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HYSICS
Disruptor Cannon (System)
The Disruptor Cannon fires intense bolts of energy phased in such a way as
to disrupt the molecular cohesion of the target, inflicting 40 points of
damage. The beam’s cohesion is so great that this damage is not reduced
by range penalties.
Dimensional Portal (Satellite)
A Dimensional Portal gives your fleets in the same system the ability to
cross into the dimension from which the Antarans stage their attacks. To
use this, select a fleet in the same system as the portal, then click the
Attack Antarans button instead of selecting a destination.
A Dimensional Portal costs 2 BC in maintenance each turn.
7. Research and Development