Recent tech developments: (Res-edit stats)
Scatter shot rockets:
The launcher is a fairly small, internal launcher. In general the only improvement over other launchers it boasts is a launch rate that slightly exceeds the pursuit missile launcher. The rockets are where the true improvements are. First of all the rockets apply the substantial improvements in rocket technology in other words they move pretty quick. The rockets are straight firing modules that detonate at a set distance from the ship. This detonation scatters approximately sixty-four tiny capsules of segregated Veldegrass chemicals. The capsules require energy input to detonate, but enemy shields provide plenty of energy to cause the capsules to explode. Due to the scattering of the capsules this weapon is only suitable against single ships at close range, but against a fleet a few rockets can do light damage to dozens of ships.
Reload: 50
Energy damage: 11 (individual capsule)
Energy damage: 500 (if the rocket hits a shield before dispersion)
Mass damage: 0
Count before dispersion: 1 second
Count after dispersion: Unlimited. However, as distance from dispersion increases the density of capsules decreases.
Speed: 1600 (capsule or rocket)
Inaccuracy: Spread of 140ÅŸ
Multi-jump technology:
Stations can make up to three hyperjumps without coming out of hyperspace in the intervening systems. More to be explained IC.
Ship modifications:
All ships have level 5 Azdgari shielding installed. Fighters are upgraded even more and are segregated into two groups.
Missile fighter:
Speed: 535
Maneuver: 8
Acceleration: 1300
Shield: 300
Exterior armor: 90
Armor: 1
Shield Recharge: 3.75
Fuel: 500
Free Mass:0
Cargo: 0
Outfits:
2 wing-mounted rocket launchers
20 rockets
2 phase cannons
Solar Panel
Beam fighter:
Speed: 535
Maneuver: 8
Acceleration: 1300
Shield: 300
Exterior armor: 90
Armor: 1
Shield Recharge: 3.75
Fuel: 500
Free Mass:0
Cargo: 0
Outfits:
Veldegrass cannon
Afterburner
Solar Panel