These weapons are short range weapons that only do damage to Defensive Structures. They do not attack ships. Although you could use a fleet equipped with the other four types of weapons to destroy defensive structures, you would use a lot more He3 to accomplish this and it would take you much more firepower to do so. Planetary Weapons are designed to specifically attack these defensive structures quickly while using as much He3 per round as Ballistic Weapons. With a cooldown of 1, they can attack these structures every other round. Their range is 1-2 squares so you will need a ship high in movement to engage quickly and to be able to keep up. Since these type of fleets will be attacking the defensive structures, you probably will want to load up on some shield modules and structure modules as well.
Planetary Weapons Stats
The following table is a list of all Planetary Weapons, their base attributes and the base cost per module installed on ships. These weapons are only effective against defensive structures.
Module Name | Attack | Range | CD | Volume | He3 Use | Avg Att / Vol | Metal Cost | He3 Use | Gold Cost | |
---|---|---|---|---|---|---|---|---|---|---|
Lander Module-I | 27-29 | 1-2 | 1 | 18 | 0.08 | 1.556 | 13 | 22 | 5 | |
Lander Module-II | 30-33 | 1-2 | 1 | 19 | 0.07 | 1.658 | 16 | 25 | 8 | |
Lander Module-III | 35-39 | 1-2 | 1 | 20 | 0.06 | 1.850 | 22 | 31 | 13 | |
Molotov Cocktail-I | 30-34 | 1-2 | 1 | 18 | 0.08 | 1.777 | 16 | 26 | 8 | |
Molotov Cocktail-II | 36-40 | 1-2 | 1 | 19 | 0.07 | 2.000 | 18 | 27 | 9 | |
Molotov Cocktail-III | 41-48 | 1-2 | 1 | 20 | 0.06 | 2.225 | 21 | 31 | 13 | |
Heavy Duty-I | 37-43 | 1-2 | 1 | 19 | 0.06 | 2.105 | 18 | 28 | 9 | |
Heavy Duty-II | 44-53 | 1-2 | 1 | 20 | 0.06 |
2.425 |
19 | 29 | 11 | |
Heavy Duty-III | 53-63 | 1-2 | 1 | 22 | 0.06 | 2.636 | 23 | 33 | 14 | |
Star Shooter-I | 49-57 | 1-2 | 1 | 20 | 0.06 | 2.650 | 20 | 29 | 11 | |
Star Shooter-II | 58-69 | 1-2 | 1 | 23 | 0.06 | 2.760 | 21 | 31 | 12 | |
Star Shooter-III | 66-78 | 1-2 | 1 | 27 | 0.07 | 2.666 | 24 | 35 | 15 | |
Smasher-I | 61-71 | 1-2 | 1 | 26 | 0.06 | 2.538 | 21 | 31 | 12 | |
Smasher-II | 69-81 | 1-2 | 1 | 28 | 0.06 | 2.678 | 23 | 33 | 13 | |
Smasher-III | 78-91 | 1-2 | 1 | 29 | 0.06 | 2.913 | 26 | 37 | 17 | |
Doomsday-I | 380-450 | 1-21 | 1 | 27 | 0.06 | 15.370 | 23 | 33 | 14 | |
Doomsday-II | 420-500 | 1-22 | 1 | 30 | 0.06 | 15.333 | 24 | 35 | 15 | |
Doomsday-III | 479-553 | 1-23 | 1 | 33 | 0.05 | 15.636 | 28 | 39 | 18 |
Blueprint Upgrade Information
The following table is a list of all Planetary Weapons, and their upgrade cost and time to upgrade. The Upgrade Time can be improved by improving the Weapon Research Center.
Weapon Name | Cost II | Cost III | Upgrade Time II | Upgrade Time III | |
---|---|---|---|---|---|
Lander Module | 2,499 | 3,590 | 00:34:24 | 01:11:00 | |
Molotov Cocktail | 23,439 | 33,674 | 03:09:11 | 06:30:29 | |
Heavy Duty | 87,093 | 125,123 | 08:35:57 | 17:44:55 | |
Star Shooter | 187,511 | 269,391 | 12:36:43 | 26:01:53 | |
Smasher | 330,532 | 474,865 | 16:03:06 | 33:07:51 | |
Doomsday | 568,889 | 817,301 | 22:55:51 | 47:19:46 |
Blueprint Information
The following table is a list of all Planetary Weapons, their blueprint location, and their requirements for initial use.
Module Blueprint Name | Source | Honor Points | Prerequisites to use | |
---|---|---|---|---|
Lander Module | Start with | N/A | ||
Molotov Cocktail | Instance 3 | N/A | Research Lander Module-I | |
Heavy Duty | Instance 6 | N/A | Research Molotov Cocktail-II | |
Star Shooter | Instance 12 | N/A | Research Heavy Duty-II | |
Smasher | Instance 18 | N/A | Research Star Shooter-III | |
Doomsday | Instance 24 | 3,456 | Research Smasher-III |
Planetary Weapons or not?
Some say Planetary Weapons are a waste of module space and that you can use other weapons to take out a Level 10 Thor on a Resource Bonus Planet. What do you think?
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