AI War:Neinzul Rocketry Corps Silo
This page is up to date for game version 6.010 |
When the Silo's planet is on alert, it generates lightning or EMP warheads every quarter hour and sends them to nearby human planets.
These warheads do not cause any AI Progress upon detonation, otherwise they are identical to the warheads the player can build at the Missile Silo. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Composite | Mass Drivers, Fusion Cutters, Attack Boosts, Armor Boosts, Tractor Beams, Reclamation, Being Scrapped, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs, Repair |
Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Abilities |
---|---|---|---|---|---|---|---|---|
0 | 0 | 0 sec | 200,000,000 | 200,000,000 | 0 | Inf | 0 dmg/sec | Regen Time 16:40 |
How to counter when in the AI fleet
Note that it is the system the silo is in being on alert that triggers the warhead launch. In theory a Warp Jammer Command Station would prevent the system from going on alert and so prevent the launching of warheads.
In practice, the clock counts down as long as the planet is on alert, so warheads may still launch periodically as a result of fleet/golem activity, other minor factions such as the Zenith Devourer or Roaming Enclaves. Beware - An EMP missile at an inopportune time can completely wreck a player's frontline. Testing still needs to be done to see what happens if you place a Warp Jammer on the planet itself.