Phaser Battery
From STNE Wiki
Introduction
The phaser battery is one of three orbital batteries available for colony defense on all types of colonies; the other two are disruptor battery and torpedo battery. What makes the phaser battery different is that it shoots phasers, rather than disruptors or torpedoes. The benefit to this is that the phaser battery can shoot attacking fighters with ease. You will, however, rarely see phaser batteries in large number, as they are half as strong against larger ships than the disruptor or torpedo battery.
Statistics
Terrain: Space Sector
Integrity: 120|4 (120 hull, 4 armour)
Construction Costs: 4 tick, 20 plasteel, 20 duranium, 20 deuterium
General Effect: Colony defense--1x12 phaser against a hostile force
Maintenance Expense: 2 [[energy][; also requires 1 energy to fire a shot
Additional Notes
- The phaser battery comes equipped with an emergency fusion chamber. This chamber allows the phaser battery to fire, even if the colony on which it is built runs out of energy. This is very useful in a lengthy attack.
- The phaser battery will fire automatically on any vessel that enters orbit or the colony, if the colony is on red alert. This is very useful to deter raiders, as it gives you an additional battle tick to damage the hostile force (if someone enters orbit of your colonies without authorization, it is almost never for peaceful purposes). The only exception to this is if you have a diplomatic treaty with the colonist who enters orbit; in that case, the phaser battery will act as it would at green alert: passively.
- The phaser battery is far inferior to the phaser cannon in terms of phaser power. You will almost never see a phaser battery built on a colony with a phaser cannon, as the cannon more than covers the phaser damage required to deter fighter attacks. The phaser cannon, unlike the phaser battery, can only be built on a M-class colony. See phaser cannon.