Disablement Weapons
Revision as of 20:54, 16 May 2010 by Bubble Wrap (talk)
Todo: Convert this to Template:New Trait Box' |
Disablement Weapons (8,000 RP 6 turns to research) (CYOE1) | |
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Through a breakthrough in EMP or perhaps Ion weapons or maybe you’ve invested the points in finding out the precise places to strike an enemy warship to disable it, whatever the case you may pick one enemy warship to disable instead of destroy in battle, meaning if you win the battle you may capture one enemy capital ship of any class. |
Todo: Convert this to Template:New Trait Box' |
Disablement Weapons (3,000 RP 2 turns to research) (CYOE2) | |
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Through a breakthrough in EMP or perhaps Ion weapons or maybe you’ve invested the points in finding out the precise places to strike an enemy warship to disable it, whatever the case you may pick one enemy warship to disable instead of destroy in battle, meaning that you may specify to disable instead of destroying ships in your battle strategies. Disabled ships can then be captured after the battle without needing boarding parties, but be warned after 1 turn disabled ships will repair themselves and they may even be able to fight off your troops. |