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Protection
Sply Hull/Armor/Shield Anti-matter Armor Type Damage Type
Damage Dealing
Weapon/Avg Damage Counters Vulnerable Topecial Abilities S
CAPITAL
SHIPS CAPITAL
SHIPS
CAPITAL
SHIPS
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Sheet1 Sins of a Solar Empire Ship Sheet Protection AntiSupply Hull/Armor/Sheild matter Armor Type Damage Type
Cost
$, Metal, Crystal, Time
Damage Dealing
Weapon/Avg DPS Strong vs. or Counters Vulnerable To Special Abilities /Comment
FRIGATES: Shortcut
SCOUT Frigates: Q
...al lprobe mines, can get phse jmp immnty
FRIGATES
FRIGATES
FRIGATES
FRIGATES
2 2 3
Advent Seeker
$200/*/* 14 seconds
Armor: Light (200% damage v. Scouts & Fighters; 75% v. Light Frigs, Siege Frigs, and Support Cruisers; 50% v. Bombers; 75% v. Cap Ships; all else full damage) Damage: Anti-Light 450/1/175 * Light Anti-Light * Arguably the best scout Timed Explosives: 1200 dmg Forward Pulse Laser 3 (A TE run rqrs. 3 scouts for extrctr, 7 logistic str) true? 400/2/425 * Light Anti-Light * Lingering Prsnce: dead scts leave view of grav well for 2 Forward Pulse Lasers 2 15min @ 2nd lvl; Martyrdom: suicide run for 250 dmg. V shp/strct 425/1/225 300 Light Anti-Light * 2 Frwrd Plasma Pulse Guns Can crew neutral extractors, Selective Phasing 4 Selective Phasing: escape to phase space avoiding dmg Armor Medium (25% v. Fighters & Anti-Strike Frigs; 50% damage v. Bombers; 150% v. Assault Frigates; & full damage v. Siege Frigates, Support Crsrs, & other Light Frigs) Damage: Anti-Heavy (75% v. Siege Frigs, LRF's, Colonization Frigs, & Construction Frigss; 125% v. Support Crsrs, Light Carriers, and Anti-Strike Frigs; all else full damage) 600/2/350 200 Medium Anti-Heavy Carriers LRF's Fwd Linked Pulse Lasers Sabotage Reactor: deals 100 dmg upon enemy's use of 10 Anti Strike sp abilities & disables ablty for a time. Units or str w\antimtr only. 400/2/425 200 Medium Anti-Heavy Suprt Crusrs LRF's Fwd Heavy Pulse Laser Steal Antimatter/Transfer Antimatter
LIGHT Frigates: W
All can rsrch ability to disrpt enmy antmtr
TEC Cobalt
$300/55/* 22 seconds
5 4
Advent Disciple
$250/40/* 20 seconds
12
LRF's
Toughest light frig. Interference: dbls enmy antimtr cost/cldown Reintegration: hull repair 8/sec. Ship shuts down. Lvl 2: 12/sec
Armor: Light (200% damage v. Scouts & Fighters; 75% v. Light Frigs, Siege Frigs, and Support Crsrs; 50% v. Bombers; 75% v. Cap Ships; all else full damage) Damage: Anti-Medium (150% damage to Light Frigates; 75% damage to Support Cruisers, Light Carriers, and Heavy Combat Cruisers) 500/1/280 * Light Anti-Medium 2 Lng Rnge Missle Pods Light Frigs Cluster Warheads
11
3 Beam Cannons
Advent Illuminator
$380/60/565 26 seconds
Deceptive Illusion Charged Missiles: 25% increased ranged, incsd dmg no antimatter used; significantly immobilizes sentinel
18
Fwd Phase Torpedo Lnchr
13
SIEGE Frigates
TEC Krosov Siege: R
$620/80/65
Armor: Light (200% damage v. Scouts & Fighters; 75% v. Light Frigs, Siege Frigs, and Support Crsrs; 50% v. Bombers; 75% v. Cap Ships; all else full damage) Damage: Anti-Heavy (75% v. Siege Frigs, LRF's, Colonization Frigs, & Construction Frigs; 125% v. Support Crsrs, Light Carriers, and Anti-Strike Frigs; all else full damage)
* * *
Fd Hvy Plse Lsr/2xNucLchrs 6 Laser & 21 Planet Bmbrd (Support Crs) 2x Fwd Heavy Pulse Laser 6 Laser & 21 Planet Bmbrd 2x Plsma Wve Cns (sides) 6 Wave & 23 Planet Bmbrd
Armor: Heavy (25% v AntiStrike Frigs, Fighters, Colo/Scout Frigs; 75% v LRF's; 125% v Light Frigs, Support Crsrs, Siege; 50% v. Bombers; 125% v Heavy Crsrs; Full v Cap Ships)
* * *
Anti-Vry Light 4 AutoCannons, 1 per side 19 Anti-Vry Light 6 Pulse Laser Turrets 22 Anti-Vry Light 4 Anti-Strike Phase Lnchrs 24
LRF's?
Charged Missiles: 25% increased ranged, incsd dmg no antimatter used; significantly immobilizes sentinel
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Sheet1
Cost
$, Metal, Crystal, Time Supply
Protection
Hull/Armor/Shield
Damage Dealing
Damage Type Weapon/Avg Damage Counters Vulnerable To Special Abilities
CRUISERS: Shortcut
SQUADRON SUPPORT Csrs
TEC Percheron L. Carrier
$470/85/75 45 seconds
CRUISERS
Damage: (see Strike Craft)
CRUISERS
200 600 200 Heavy Heavy Heavy Strike Strike Strike * *
CRUISERS
Armor: Heavy (25% v AntiStrike Frigs, Fighters, Colo/Scout Frigs; 75% v LRF's; 125% v Light Frigs, Support Crsrs, Siege; 50% v. Bombers; 125% v Heavy Crsrs; Full v Cap Ships)
Armor: Heavy (25% v AntiStrike Frigs, Fighters, Colo/Scout Frigs; 75% v LRF's; 125% v Light Frigs, Support Crsrs, Siege; 50% v. Bombers; 125% v Heavy Crsrs; Full v Cap Ships) Damage: Anti-Heavy (75% v Siege Frigs, LRF's, Colonization Frigs, & Construction Frigss; 125% v Support Crsrs, Light Carriers, and Anti-Strike Frigs; all else full damage)
Embolden/Designate Targets
Distortion Field: teleprts to enmy w\in well, freezing & disbling all sans caps w\in rnge of 1600. Shield Disrptn: phase mis block 25%, Shield Mit: 10%
DEFENSIVE SUPPORT C: W
TEC Hoshiko Robotics Crsr
$350/30/50 22 seconds
Armor: Heavy (25% v AntiStrike Frigs, Fighters, Colo/Scout Frigs; 75% v LRF's; 125% v Light Frigs, Support Crsrs, Siege; 50% v. Bombers; 125% v Heavy Crsrs; Full v Cap Ships) Damage: Anti-Heavy (75% v. Siege Frigs, LRF's, Colonization Frigs, & Construction Frigss; 125% v. Support Crsrs, Light Carriers, and Anti-Strike Frigs; all else full damage)
Repair Drones, Demolition Bots (rsrch) Shield Projection/Repulsion Beware opp. Radiances
4
Crazy shields project to block 1/3 dmg of co-craft & allied craft Heavy Plasma Pulse Gun Fleet Attrition Reactive Nanite, Jump Degradation; Mobile Phase Detection Top healer, but lacks offense, unlike counterparts
TEC Kodiak
$500/100/70 55 seconds
10
10 12
Armor: Very Heavy (25% v Fighters, Colo/Scout Frigs, Anti-Strike Frigs; 75% v LRF's; 50% v Siege Frigs, Light Frigs, & Support Crsrs; Bombers & Cap Ships: full damage) Damage: Composite (150% dmg to Scouts, Colo Frigs, Siege, Constrct and LRF's. 125% dmg to Support Csrs., Light Carriers, Anti-Strike; Full dmg to Caps and Light Frigs.) 1050/5/600 * VeryHeavy Composite 3 Frwd Heavy Autocanons Intercept: burst of speed 18 (See above left) VeryHeavy Composite 775/4/825 * Ruthlessness: 4x Plasma Cannons 19 (See above left) VeryHeavy Composite 1180/4/700 * Inertial Field: halves enemy speed/acceleration 2x Plasma Wave Cannons 23 (See above left) Reintegration: hull repair 8/sec. Ship shuts down. Lvl 2: 12/sec
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