|Vastly scaled down version of an extremely large, powerful, and expensive mobile defensive structure. Developed to utilize local resources as an alternate support mechanism. Each planet can only support a few, and they are much less powerful than their normal-sized cousins, but there is no galaxy-wide cap on how many you can build. Useful for defending outlying systems when you cannot spare turrets or ships from your main defenses.|
This unit is a Fortress and shares some perks with the other types. However, unlike others, Mini-Fortresses do full damage against polycrystal units.
Repairs all nearby ships. After moving, it must recharge for 60 seconds before it can start doing repairs again.
|Ship Cap||Ammo Type||Armor Type||Immunities||Damage Bonuses|
|2||Flame Wave||Ultra-Heavy||Blade Attacks, Fusion Cutters, Armor Boosts, Speed Boosts, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs|
|Damage||Attack Range||Reload||Health||Armor||Speed||Engine Health||Single Ship DPS||Ship Cap DPS||Abilities|
|30x 16,000||28,000||6 sec||2,000,000||2,500||44||Inf||80,000 dmg/sec||160,000 dmg/sec|| Radar Dampening Range 15,000, Regen Time 12:00, Personal Attack Boost Limited To +100%
Can't Use Wormholes, Gathers Scout Intel, Repair Rate 2.5, Requires Supply
|Knowledge||Metal Cost||Crystal Cost||Total Cost||Energy Cost||Build Time||Cap Metal Cost||Cap Crystal Cost||Cap Total Cost||Cap Energy Cost||Cap Build Time|
(Cap is per system, not galaxy wide.)
How to use in your fleet
With their per-planet cap, they can greatly increase the strength of a distributed or in-depth defense for a minimal knowledge cost, although they do require significant amounts of energy.