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Defense Modules

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Combat Modules

Weaponry

Effective Damage

Shield

Armor

Hull

Avg. Skills

Price

Repair Slots

Very Light Laser
Turret
1 × 30 MW Mining Laser
15--300195,500-
Light Laser Turret1 × 30 MW Mining Laser
1 × 1 MW Impulse Laser
36-225×13002012,500-
Medium Laser Turret2 × 5 MW Impulse Laser
60-450×13002425,000-
Very Light Missile TurretKL760 Homing Missile
18--300196,500-
Light Missile TurretLV111 Intelligent Missile
27-225×14502013,500-
Medium Missile TurretNN500 Fleet Missile
51-300×14502425,000-
Defense Drone2 × 5 MW Impulse Laser
+ LV111 Intelligent Missile
60 + 27120660×13002760,000
2:
2
Advanced Defense Drone2 × 1 MW Particle Laser
+ LV111 Intelligent Missile
108 + 27120540×236035150,000
5:
2
Defense Droid 'Seeker'2 × 100 MW Particle Laser
+ LV111 Intelligent Missile
336 + 27120450×330050600,000
45:
3
Defense Droid 'Golem'2 × 20 MW Particle Laser
+ LV111 Intelligent Missile
240 + 27270405×560052720,000
55:
3
Defense Droid 'Avenger'2 × 100 MW Particle Laser
+ NN500 Fleet Missile
336 + 51420450×4480581,075,000
105:
4
Sentry Droid 'Redeemer'*2 × 100 MW Particle Laser
1 × 20 MW Particle Laser
+ NN550 Fleet Missile
456 + 51660460×5680675,375,000
415:
6
Sentry Cyborg 'Gorgon'*3 × Viral Glands
+ NN550 Fleet Missile
468 + 51660460×5
Organic
680687,910,000
505:
6
Sentry Fortification 'Thor'*1 × Very Large Pulse Cannon
1 × Large Pulse Cannon
1 × 120 MT Magnetic Defractor
+ NN550 Fleet Missile
477 + 51660440×5
EM
720668,150,000
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]

DescriptionPrice
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
Electronics: 5
Metal: 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
Electronics: 45
Metal: 135
Heavy Plastics: 65
Shield Capacitor

Shield regeneration of installed modules is accelerated by 100%.
Maximum amount of shield capacitors per building: 1

1,475,000
Electronics: 130
Metal: 85
Energy: 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
Electronics: 20
Radioactive Cells: 20
Energy: 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
Electronics: 55
Radioactive Cells: 95
Energy: 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
Electronics: 15
Radioactive Cells: 75
Cybernetic X993 Parts: 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
Electronics: 70
Metal: 35
Hand Weapons: 25
Robots: 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
Energy: 95
Metal: 25
Electronics: 40
Heavy Plastics: 25
Optical Components: 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
Energy: 105
Heavy Plastics: 90
Radioactive Cells: 105
Battleweapon Parts: 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
Energy: 40
Metal: 35
Radioactive Cells: 75
Battleweapon Parts: 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
Energy: 40
Metal: 35
Radioactive Cells: 75
Battleweapon Parts: 200
* Can only be installed in Military Outposts


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Last modification on this page: 2011-08-26

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