The weapons
Below all the available weapons are listed. For each weapon, the number before the
slash indicates the maximum range, and the number after the slash roughly indicates the
damage (usually, the damage the weapon deals on hit at the ideal distance).
|
To-hit probability from range |
|
Damage (+shields damage) from range |
weapon |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|
1 | 2 | 3 | 4 |
5 | 6 | 7 | 8 |
ofc 4/70 |
90% |
60% |
30% |
10% |
|
|
|
| | 70 | | 70 | | 70 | | 70 | | | | | |
lb 4/70 |
90% |
70% |
50% |
30% |
|
|
|
| | 70 | (35) | 40 | (20) | 10 | (5) | 10 | (5) | | | | |
qgp 4/70 |
90% |
70% |
50% |
30% |
|
|
|
| | 30 | (30) | 50 | (50) | 60 | (60) | 70 | (70) | | | | |
laser 4/70 |
90% |
90% |
80% |
60% |
|
|
|
| | 70 | | 50 | | 40 | | 30 | | | | | |
ofc 6/100 |
90% |
70% |
40% |
30% |
10% |
10% |
|
| | 100 | | 100 | | 100 | | 100 | | 100 | | 100 | | | |
qgp 6/100 |
90% |
80% |
60% |
50% |
30% |
20% |
|
| | 20 | (20) | 40 | (40) | 80 | (80) | 90 | (90) | 100 | (100) | 100 | (100) | | |
lb 6/100 |
90% |
80% |
60% |
50% |
30% |
20% |
|
| | 100 | (50) | 100 | (50) | 50 | (25) | 10 | (5) | 10 | (5) | 10 | (5) | | |
laser 6/100 |
90% |
90% |
80% |
80% |
70% |
50% |
|
| | 100 | | 70 | | 50 | | 40 | | 40 | | 30 | | | |
ofc 8/150 |
90% |
70% |
60% |
40% |
30% |
20% |
10% |
10% | | 150 | | 150 | | 150 | | 150 | | 150 | | 150 | | 150 | | 150 | |
lb 8/150 |
90% |
80% |
70% |
60% |
50% |
40% |
30% |
20% | | 150 | (75) | 150 | (75) | 150 | (75) | 80 | (40) | 10 | (5) | 10 | (5) | 10 | (5) | 10 | (5) |
qgp 8/150 |
90% |
80% |
70% |
60% |
50% |
40% |
30% |
20% | | 20 | (20) | 30 | (30) | 70 | (70) | 120 | (120) | 140 | (140) | 140 | (140) | 150 | (150) | 150 | (150) |
laser 8/150 |
90% |
90% |
90% |
80% |
80% |
70% |
60% |
50% | | 150 | | 100 | | 80 | | 60 | | 50 | | 50 | | 40 | | 40 | |
HMS (helmet-mounted sights)
The basic bonus is given by the cockpit quality, the character's skill,
and by a leading-the-target modifier.
to-hit | damage | |
(−2) × number of turns | (−2) × number of turns | attacker's movement |
+x | +x | attacker's gunnery is x (*) |
n/a | n/a | defender's piloting is 0 or 1 (*) |
(−1) × number of thrusts/boosts | n/a | defender's piloting is 2 (*) |
(−1) × number of thrusts/boosts | (−1) × number of thrusts/boosts | defender's piloting is 3 (*) |
(−2) × number of thrusts/boosts | (−1) × number of thrusts/boosts | defender's piloting is 4 (*) |
(*) gunnery/piloting skills are obtained by summing the cockpit values with the pilot skill.
The default values are +0/+0, characters in campaign games start with values of −1/−1 instead.
Zig-zagging. Since all thrust is applied before movement actually occurs, there is
no bonus for zig-zagging: the computer will compute the shortest possible trajectory for
you. Of course, this also applies to fuel expenditure, so you don't have to worry
how
your fighter arrived in the position you ordered it to arrive.
Each column added/subracted modifies your chance to hit by one-tenth of
its original value, as in the following table (the damage table is identical):
penalty columns |
base chance |
bonus columns |
−10 or less |
−9 | −8 | −7 |
−6 | −5 | −4 |
−3 | −2 | −1 |
+1 | +2 | +3 | +4 | +5 | +6 |
(no damage) | 1% | 2% | 3% | 4% | 5% | 6% | 7% | 8% | 9% | 10% | 11% | 12% | 13% | 14% | 15% | 16% |
(no damage) | 2% | 4% | 6% | 8% | 10% | 12% | 14% | 16% | 18% | 20% | 22% | 24% | 26% | 28% | 30% | 32% |
(no damage) | 3% | 6% | 9% | 12% | 15% | 18% | 21% | 24% | 27% | 30% | 33% | 36% | 39% | 42% | 45% | 48% |
(no damage) | 4% | 8% | 12% | 16% | 20% | 24% | 28% | 32% | 36% | 40% | 44% | 48% | 52% | 56% | 60% | 64% |
(no damage) | 5% | 10% | 15% | 20% | 25% | 30% | 35% | 40% | 45% | 50% | 55% | 60% | 65% | 70% | 75% | 80% |
(no damage) | 6% | 12% | 18% | 24% | 30% | 36% | 42% | 48% | 54% | 60% | 66% | 72% | 78% | 84% | 90% | 96% |
(no damage) | 7% | 14% | 21% | 28% | 35% | 42% | 49% | 56% | 63% | 70% | 77% | 84% | 91% | 98% | 105% | 112% |
(no damage) | 8% | 16% | 24% | 32% | 40% | 48% | 56% | 64% | 72% | 80% | 88% | 96% | 104% | 112% | 120% | 128% |
(no damage) | 9% | 18% | 27% | 36% | 45% | 54% | 63% | 72% | 81% | 90% | 99% | 108% | 117% | 126% | 135% | 144% |
Special hit: If the chance to hit is greater than 100%, there is a corresponding
chance to strike a special hit, dealing double damage.
Criticals
Take the damage to the armour, and multiply it by two.
This is the chance of dealing one point of losing one thrust.