Stellaris

Stellaris

Realistic Ship Customization and MORE!
 This topic has been pinned, so it's probably important
BlacKBurn  [developer] Mar 16, 2024 @ 12:48pm
New Munition and Module Types
Munition Types
All weapons and modules are meant to be Tier 5 equivalent. Instead of additional tiers they may receive variants. Such as a missile that is both shield modulating and HEAT, a cannon that fires AP slugs but coats them in dark energy (agony). Such variants can be considered Tier 6. Such combinations come at the expense of the negative values of added types, or base cost and energy requirement increase.
  • HE = %50 Lower minimum damage, 25% higher maximum damage for randomness factor. Deals %75 reduced damage against armor. +2x damage multiplier per size.
  • HESH = %50 Armor damage bonus. Deals %75 reduced damage against shields. +1x damage multiplier per size.
  • HEAT (Or SP for Shaped Charge in short in combined with other types.) = %25 Armor penetration. %25 increased damage against shields. %50 less armor damage.
  • AP = %10 Armor penetration, %100 increased shield damage.
  • Shield Modulating (SM) = Bypasses shields completely.
  • AHEAD (Advanced Hit Efficiency And Destruction) = %200 increased damage against shields. %25 shield penetration. %75 reduced damage against armor. Suffers from high damage randomness. Has excellent tracking.

  • Continuous Rod (CR) = An evolution of the AHEAD warheads. Instead of tiny pellets it releases larger penetrator rods that rotate in a circle before impact. %200 increased damage against shields. %25 shield penetration. %25 reduced damage against armor. Suffers from high damage randomness. Has high tracking, but lower than AHEAD.

  • Explosively Formed Penetrator (EFP) = Used in missiles and mines. An evolution of Shaped Charge technology for use in space. These warheads focus their detonation against a disk, deforming it into a dense "slug" of hyper-velocity penetrator that slams the target with massive force and can rip through the toughest of armors. %25 armor penetration, %50 increased damage against shields. (Similar to HEAT, but does not suffer against armor.)

  • Directed Plasma Beam = Directed beam of ionized plasma that combines the effectiveness of older laser weaponry with destructive potential of plasma cannons May come in standalone weapon or as a variant to other weapons. %100 more armor damage. %50 more hull damage. %75 reduced damage against shields.

  • Plasma Accumulator Cannon = Evolution of the Directed Plasma Beam technology results in the creation of a weapon that accumulates wast amounts of power before firing a burst of plasma at light speed that punches through armor. %100 more armor damage. %50 more hull damage. %25 armor penetration. High cooldown and burst damage.

  • Unstable Plasma = Usually comes in the form of a weapon booster module. Increases damage against armor by %25 and hull by %10.


ARMOR KITS; / (S:10 M:20 L:40) Alloys for each type + ERA costs that much motes. Upkeep per each kit as follows (S:0.2 M:0.4 L:0.8) alloys.
  • Neutronium Composite: About 1.3x times more armor T5 Neutronium Armor + %0.01 hardening per armor module. Composite layers provide hull points.
  • Advanced Neutronium Composite: 1.6x times more armor than T5 Neutronium Armor + %0.02 hardening per armor module. Composite layers provide hull points.
  • ERA: %3 armor module base armor increase + %0.01 hardening.
  • Appliqué: %5 armor module base armor and hull points increase.
  • Appliqué + ERA: %10 armor module base armor increase + %0.01 hardening.
  • Appliqué + Heavy ERA: %15 armor module base armor increase + %0.02 hardening.
  • Appliqué + Heavy ERA + Additional NERA: %25 armor module base armor and % 10 hull points increase + %0.03 hardening.

New Modules and Variants
  • Heavy Ship Frame.
  • Repair kits and drones.
  • Weapon, sensor, shield, armor etc... boosting equipment modules.
Last edited by BlacKBurn; Dec 1, 2024 @ 3:02am