Extras of Rochester


NEUTRON BLASTER
The neutron blaster is the most powerful energy weapon available on the open market, except for the neutron turret. Its range is now a lot farther, and its damage rating higher. Plus it's a primary weapon now, thus making it slightly useful. :-)
Speed: 425
Reload: 30
Duration: 55
Inaccuracy:
Guid: u/g
Ammo: u/l
Mass: 35 tons
Qtty: 4 max
Dam: 20/36
Impact: 0
Proximity: 0
Blast: 0
Cost: 30,000 cr
Avail: 4
Type:
Prim

NEUTRON TURRET
Dual mounted neutron blasters, each slightly better than standard ones, on a computer-controlled, rotating turret. Oh my.
Speed: 425
Reload: 15
Duration: 55
Inaccuracy:
Guid: t/b
Ammo: u/l
Mass: 60 tons
Qtty: 6 max
Dam: 20/36
Impact: 0
Proximity: 0
Blast: 0
Cost: 55,000 cr
Avail: 5
Type:
Prim

TACHYON CANNON
Tachyon cannons use the Heisenberg uncertainty principle to make it very likely that the shots will fly faster than the speed of light. This effect is short-lived, but considering the speed, the tachyon cannon has the longest range of all the energy weapons. They do not do much damage to armor, as tachyons don't interact very much with regular matter.
Speed: 2000
Reload: 30
Duration: 18
Inaccuracy:
Guid: u/g
Ammo: u/l
Mass: 7 tons
Qtty: 5 max
Dam: 2/8
Impact: 0
Proximity: 0
Blast: 0
Cost: 13,500 cr
Avail: 4
Type:
Prim

TACHYON TURRET
The turreted, triple-mounted version of the tachyon cannon, this weapon features a complete 360° field of fire.
Speed: 2000
Reload: 10
Duration: 18
Inaccuracy:
Guid: t/b
Ammo: u/l
Mass: 26 tons
Qtty: 4 max
Dam: 2/8
Impact: 0
Proximity: 0
Blast: 0
Cost: 40,000 cr
Avail: 5
Type:
Prim

SWIVEL PROTON CANNON
The swivel proton cannon offers all of the damage of the fixed version, but on a swivel mount for full front quadrant coverage. It is available from the Rebels, but I'm thinking about changing that...
Speed: 850
Reload: 30
Duration: 30
Inaccuracy:
Guid: f/q
Ammo: u/l
Mass: 9 tons
Qtty: 3 max
Dam: 12/12
Impact: 0
Proximity: 0
Blast: 0
Cost: 30,000 cr
Avail: (61)*
Type:
Prim

MASS DRIVER
Shoots shell-like things. :) Because of their composition, mass driver slugs do much more damage to armor than to shields.

I pumped up the mass driver to the point where you might actually want one. Those little shells fly really far, and they're just wonderful against armor.
Speed: 450
Reload: 25
Duration: 90
Inaccuracy:
Guid: u/g
Ammo: u/l
Mass: 40 tons
Qtty: 5 max
Dam: 36/9
Impact: 0
Proximity: 0
Blast: 0
Cost: 80,000 cr
Avail: 5000
Type:
Sec

GAMMA TORPEDO LAUNCHER
Gamma torpedo launchers are used to load, arm, and fire homing gamma torpedoes.
Mass: 30 tons
Qtty: 2 max
Avail: 5
Type: Sec
Cost: 40,000 cr

GAMMA TORPEDO
Gamma torpedoes are relatively cheap, very long-range, pretty destructive weapons. They do a lot more damage to shields than regular torpedos, but damage against armor isn't as impressive. A really neat thing about them is that one gamma torpedo will disable a gunboat or PT boat. I love 'em.
Speed: 580
Reload: 130
Duration: 900
Inaccuracy: none
Guid: d/h
Ammo: lim
Mass: 2 ton
Qtty: 999 max
Dam: 252/113
Impact: 115
Proximity: 8
Blast: 17
Cost: 2,500 cr
Avail: 4
Type:
Sec

WASP MISSILE RACK
Missile racks are used to carry and fire guided missiles.
Mass: 6 tons
Qtty: 2 max
Avail: 3
Type: Sec
Cost: 19,000 cr

WASP MISSILE
Wasp missles are cool because they are homing weapons with massless ammunition. Not that that's completely unique anymore; Escape Velocity Override had to steal my idea. ;-)
Speed: 820
Reload: 22
Duration: 135
Inaccuracy: none
Guid: s/h
Ammo: lim
Mass: 0 ton
Qtty: 1001 max
Dam: 20/9
Impact: 20
Proximity: 12
Blast: 12
Cost: 750 cr
Avail: 2
Type:
Sec

HAWK FIGHTER BAY
This self-contained launching bay includes all the equipment needed to launch, recover, repair, and rearm up to three Hawks. Yes, three Hawks. And yes, you will actually run into Hawks in the game now.
Mass: 50 tons
Qtty: 1 max
Avail: 4
Type: Sec
Cost: 1,000,000 cr cr

HAWK
Mastech's F-5 Hawk light fighter provides an excellent defense for all types of starships. Sort of. They're not really all that hot, but I made them disablable (is that a word?), so at least now you don't have to pay for them. Additionally, Hawk fighters are standard equipment on Rebel light cruisers.
Speed: 350
Accel: 280
Turn: 150°/sec
Shields: 23
Charge: 0.38/sec
Armor: 3
Guns: 4 max
Turrets: None
Space: 10 tons
Cargo: 3 tons
Fuel: 1 jump
Length: 9 m
Mass: 10 tons
Crew: 1
Avail: *
Cost: 250,000 cr
Weapons:
4 L. Cannons
1 Rack/2 Missiles

REBEL PT BOAT
PT Boats are captured Confed Gunboats with cool red spots on the wings, a new set of weapons, and a new mission. :-) You can be sure that the Rebellion will be using this superior fighter to further its cause. Currently, the only ships capable of carrying it are the Rebel "N" Series Cruiser and the Rebel Supercarrier.
Speed: 250
Accel: 217
Turn: 90°/sec
Shields: 20
Charge: 0.25/sec
Armor: 5
Guns: 3 max
Turrets: None
Space: 7 tons
Cargo: 5 tons
Fuel: 3 jumps
Length: 12m
Mass: 15 tons
Crew: 2
Avail: 6000
Cost: 800,000 cr
Weapons:
3 S. Laser Cannons
1 Launcher/4 Torps
1 Rack/13 Wasp Missiles

CONFEDERATE GUNBOAT
Confed gunboats are pretty neat fighters, if you can get them. Original EV has only one (to the best of my knowledge) ship with a gunboat bay. I added a new capital ship class that comes with 4 gunboats standard. It happens to be the CRC-1097 Confederate Heavy Cruiser / Carrier. A nasty ship if you make it angry. :-)
Speed: 250
Accel: 217
Turn: 90°/sec
Shields: 20
Charge: 0.25/sec
Armor: 5
Guns: 3 max
Turrets: None
Space: 7 tons
Cargo: 5 tons
Fuel: 3 jumps
Length: 12m
Mass: 15 tons
Crew: 2
Avail: 5000
Cost: 800,000 cr
Weapons:
3 Laser Cannons
1 Launcher/4 Heavy Rockets
1 Rack/2 Missiles

PARTICLE BEAM TURRET
This is the updated version of the experimental protoype that used to be the most powerful weapon in the Confederate arsenal. It is more fuel efficient than the original particle beam, does damage faster, and is turreted. Therefore this weapon-- which is available to both Confeds and Rebels-- renders the particle beam obsolete.
Range: 19,000 m
Reload: 2
Duration: 5
Inaccuracy:
Guid: b/t
Ammo: Fuel
Mass: 0 tons
Qtty: 1 max
Dam: 20/5
Impact: 160
Proximity: 5
Blast: 3
Cost: n/a
Avail: 9999
Type:
Sec
*: Retained