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|ASCENDANCY|
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SHIP & PLANET BALLISTICS/GIZMO TESTING - Ver 1.0, 05/22/05

Written by Nathan Williams
Copyright 1996-2005 Nathan Williams ([email protected])

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright, so there!

This guide should give you almost everything you ever wanted to know about
weapons, both ship and planetary, in Ascendancy.  I also go over some of the
gizmos and the planetary shields.  It should probably be broken up into a
couple different guides, which I am looking to do eventually.  I created this
back in 1996 and is finally seeing public eyes now.

WEAPONS CHART

  What it is:

     This is more simple than it looks.  You will see the following are all
represented; the 10 weapons & 1 gizmo used for ship-to-ship combat in the game,
the 4 different hull types and the 5 different power units.  (The Disintegrator
is a gizmo that really is a ship-to-ship weapon, but since it obliterates any
ship, I thought listing its damage as 100% every time would be redundant.  Not
to worry, Disintegrator power testing can be found within the GIZMO CHART.)

       Columns defined:

               Weapon - What weapon was used in the test.  The ATTACKING ship hull
size has NO EFFECT on weapon power.  The Myrdmonic Carbonizer is included on
this list, even though it is a gizmo.  It acts very similar to a weapon, and
thought it was close enough to add to this list.
               Enemy Hull - What size hull the weapon was fired against.
               Power unit - What type of power was on board the attacking ship.
The unit in this column was the ONLY type of power onboard the ship to produce
accurate results.
               Amnt power used - The fraction of power consumed by ONE of the
types of Power Unit when firing the Weapon ONCE.  For example, here is one
ABBREVIATED row taken directly from the chart:

                       Weapon   Power unit     Amnt
                                                       power
                                                       used
                       Ubrlsr   Quark Exp      1/2

  To interpret Amount of power used per unit, one shot from the Ueberlaser
uses the power of 1/2 of ONE QurkExprss.  Thus, ONE QurkExprss could
fire 2 Ueberlaser shots (1/2 + 1/2 = 1), TWO Quarks could fire 4 shots, and
so on.

     NOTE:  If you see a *(3/8) in this column, the power used does not have a
perfect fraction.  Instead, the game employs something along the lines of
3P-1=S, where P is the TOTAL number of power units used and S is the TOTAL
number of shots you can take with the weapon.  For example, if you used 3 units
of power for a certain weapon with a *(3/8) you could fire the weapon in that
same row (((3*3)-1)=9-1=8) 8 times.  For all intents and purposes, use the
fraction 3/8, keeping in mind you will not completely drain your power should
you use this fraction, but it will be VERY close to drained.

               Hull Dmge units - The amount of damage done to the Enemy Hull
type.  All ships were tested without shields.  Here is a breakdown of the
strength of each type of ship:

                       Ship            Number of
                       Hull            Damage Units

                       Small           10
                       Medium          20
                       Large           30
                       Enormous        40

A ship's hull strength is represented by the small little blue globes in a
ship's status window ... you see 9 of them, but the system uses units as listed
above ... plus it makes the math A LOT easier!  Thus, if the damage caused is 1
and you are firing on a Small Hull, you would need to fire the same weapon 9
more times to destroy the ship as 1+1+1+1+1+1+1+1+1+1=10.  If you see the word
"Dstry" listed in this column, then one shot from the given weapon will destroy
the given Enemy Hull.
               Hull %Dmge - An exact or very close approximation of the
damage done to the Enemy hull.  Helpful if you are using more than one type of
weapon to attack with or the concept of the Hull Dmge column makes your
head hurt.
               #uses per day - How many times ONE weapon unit may be used
in ONE given day, provided you have enough power to fire it.
               Range - At the "bottom" of each system, you have the option of
displaying a blue grid.  The range is the maximum distance, or number of blue
grid squares, you can fire the weapon at another ship (or planet, but we'll get
to that later).  NOTE: For these numbers to be accurate, you MUST be zoomed all
the way OUT while viewing the system screen.  In other words, zoom all the way
OUT, make the grid lines nice and straight, make sure the height above or below
the grid lines is about equal for the two ships and count on the grid the number
of squares one ship is away from another ship along the same axis.
               Range w/ Accu - The Accutron doubles the effective range of any
weapon (NOT GIZMOS!) for the attacking ship during that day.  This column is for
easy reference or for those who, again, don't like doing math.

       Practical application:

               Two Medium, hostile ships have left an enemy world and you think
they are coming for you.  You only have time to build one ship, but want to
make sure it can handle both hostiles quickly.  You have researched weapons up
to the Plasmatron and power units up to the QurkExprss.  How many
Plasmatrons, how many power units in Quarks and what type of ship is needed to
destroy BOTH hostile Med ships in one day?

               1. Weapons - We are going against Med hulls, so focus on the
Enemy Hull column and look for Med.  For the Plasmatron against a Med
hull, it can do 4 out of 20 units of damage per shot, as Med ships can take
20 units of damage.  Thus, we need 5 Plasmatron shots per Med ship; with 2
Med ships, we need a total of 10 Plasmatrons.
               2. Power - We need to fire 10 Plasmatron shots in one day.  We
are using Quarks, so look up Quarks under Power unit used.  For a Quark firing
a Plasmatron, one Quark uses 1/3 of its power to fire one shot.  If we need 10
shots, we need (10 * 1/3) Quarks.  The fraction comes out to 10/3, or 3 1/3
Quarks.  Since we cannot build 1/3 of a Quark, we must round up and build 4
Quarks.
               3. Ship type - We need 10 Plasmatrons and 4 Quarks.  We will
need at least 1 engine (I should hope), so we need (10+4+1=15) 15 possible
squares inside the ship to build on.  We now know we need a Lrg hull at 15
units or an Enormous hull at 25 units to accommodate these requirements.  (You
can pseudo-cheat if you like, building a full Lrg ship with 10 Plasmas and 4
Quarks and 1 shield of some type ... yes, it will leave orbit and Plasmas have
the best range in the game, but don't expect to be doing any other moving any
time soon.)

Weapon          Enemy   Power           Amnt    Hull    Hull    #uses   Range   Range
               Hull    unit            power   Dmge    %Dmge   per             w/
                                       used    units           day             Accu

MssBrgeGn       Sml     Nanotwrlr       1/11    1       10%     1       5       10
FourMssls       Sml     Nanotwrlr       1/11    2       20%     1       8       16
QntmSgLchr      Sml     Nanotwrlr       2/11    4       40%     1       5       10
MoleclrDis      Sml     Nanotwrlr       2/11    4       40%     1       10      20
EM Pulser       Sml     Nanotwrlr       1/11    1       10%     5       10      20
Plasmatron      Sml     Nanotwrlr       2/11    4       40%     1       20      40
Ueberlaser      Sml     Nanotwrlr       3/11    6       60%     2       10      20
FergtzLens      Sml     Nanotwrlr       0       4       40%     2       7       14
HyperDrvr       Sml     Nanotwrlr       6/11    Dstry   100%    2       15      30
Nanomanplr      Sml     Nanotwrlr       6/11    Dstry   100%    3       10      20
MyrmdCbnzr      Sml     Nanotwrlr       *(3/8)Dstry     100%    1       8       8(Gizmo)

MssBrgeGn       Med     VanCrgHyp       1/8     1       5%      1       5       10
FourMssls       Med     VanCrgHyp       1/8     2       10%     1       8       16
QntmSgLchr      Med     VanCrgHyp       1/4     4       20%     1       5       10
MoleclrDis      Med     VanCrgHyp       1/4     4       20%     1       10      20
EM Pulser       Med     VanCrgHyp       1/8     1       5%      5       10      20
Plasmatron      Med     VanCrgHyp       1/4     4       20%     1       20      40
Ueberlaser      Med     VanCrgHyp       *(3/8)6 30%     2       10      20
FergtzLens      Med     VanCrgHyp       0       4       20%     2       7       14
HyperDrvr       Med     VanCrgHyp       11/16   10      50%     2       15      30
Nanomanplr      Med     VanCrgHyp       11/16   12      60%     3       10      20
MyrmdCbnzr      Med     VanCrgHyp       1/2     Dstry   100%    1       8       8(Gizmo)

MssBrgeGn       Lrg     QurkExprss      1/6     1       3.33%   1       5       10
FourMssls       Lrg     QurkExprss      1/6     2       6.67%   1       8       16
QntmSgLchr      Lrg     QurkExprss      1/3     4       12.5%   1       5       10
MoleclrDis      Lrg     QurkExprss      1/3     4       12.5%   1       10      20
EM Pulser       Lrg     QurkExprss      1/6     1       6.67%   5       10      20
Plasmatron      Lrg     QurkExprss      1/3     4       12.5%   1       20      40
Ueberlaser      Lrg     QurkExprss      1/2     6       20%     2       10      20
FergtzLens      Lrg     QurkExprss      0       4       12.5%   2       7       14
HyperDrvr       Lrg     QurkExprss      1       10      33.3%   2       15      30
Nanomanplr      Lrg     QurkExprss      1       12      40%     3       10      20
MyrmdCbnzr      Lrg     QurkExprss      2/3     20      66.7%   1       8       8(Gizmo)

MssBrgeGn       Enrms   SbatmScoop      1/4     1       2.5%    1       5       10
FourMssls       Enrms   SbatmScoop      1/4     2       5%      1       8       16
QntmSgLchr      Enrms   SbatmScoop      1/2     4       10%     1       5       10
MoleclrDis      Enrms   SbatmScoop      1/2     4       10%     1       10      20
EM Pulser       Enrms   SbatmScoop      1/4     1       5%      5       10      20
Plasmatron      Enrms   SbatmScoop      1/2     4       10%     1       20      40
Ueberlaser      Enrms   SbatmScoop      3/4     6       15%     2       10      20
FergtzLens      Enrms   SbatmScoop      0       4       10%     2       7       14
HyperDrvr       Enrms   SbatmScoop      1 1/2   10      25%     2       15      30
Nanomanplr      Enrms   SbatmScoop      1 1/2   12      30%     3       10      20
MyrmdCbnzr      Enrms   SbatmScoop      1       20      50%     1       8       8(Gizmo)

MssBrgeGn       Med     PrtnShvr        1/2     1       5%      1       5       10
FourMssls       Med     PrtnShvr        1/2     2       10%     1       8       16
QntmSgLchr      Med     PrtnShvr        1       4       20%     1       5       10
MoleclrDis      Med     PrtnShvr        1       4       20%     1       10      20
EM Pulser       Med     PrtnShvr        1/2     1       5%      5       10      20
Plasmatron      Med     PrtnShvr        1       4       20%     2       20      40
Ueberlaser      Med     PrtnShvr        1 1/2   6       30%     1       10      20
FergtzLens      Med     PrtnShvr        0       4       20%     2       7       14
HyperDrvr       Med     PrtnShvr        3       10      50%     2       15      30
Nanomanplr      Med     PrtnShvr        3       12      60%     3       10      20
MyrmdCbnzr      Med     PrtnShvr        2       Dstry   100%    1       8       8(Gizmo)

GIZMO CHART

       In all honesty, I am not much of a gizmo user, but I provided this chart
anyway.  I'll go crazy on it one day.  Until then, enjoy!  If #uses per day
says "Only1" I mean it, you only get one use ... ever ... period.  The gizmo
is destroyed in the process of use.  If number of uses says "Infte" yep, go
nuts buddy cause this is one record you can't wear out.  (Records, also called
LPs or vinyls, are what your parents used to listen to music.  They had these
things called "Record Players."  Using these "Record Players" a small needle
would skim across the surface of a record against tiny grooves, vibrating the
needle.  These vibrations effected tiny magnets located at the other end of the
needle, which in turn produces a current.  This current carried the original
music, was amplified and listened to in beanbag chairs across the globe.)

       NOTES: I would draw your attention to three gizmos in particular.

       Accutron: If you are a hardcore weapons user, throw this on a ship or
three.  It doubles the range of ALL weapons on a single ship for one day,
becoming an equalizer for the Long Range Orbital Mega Whopper, as described in
the PLANETARY TESTING below.  This will NOT double the range of gizmos, which
is a shame as ...

       Myrmidonic Carbonizer: The second most powerful SHIP-TO-SHIP weapon in
the game.  Reusable from day to day and consuming a little more power than an
Ueberlaser, this can destroy Sml and Med ships in just one shot, a Lrg or
Enormous type ship taking two shots, again, all ships tested were unshielded.
It has a short range compared to more advanced weapons, so it could have
benefited from the Accutron, but alas, it does not.  I find it ironic as the
Accutron and Myrmidonic Carbonizer are discovered within the same research
item, Energy Focusing.  Oh well, guess one half the lab was using Mac and the
other Microsoft.  (Yes, yes, they are getting more interchangeable now, I know
.. just take a joke for once in your life.)  Please be aware the Myrmidonic
Carbonizer DOES NOT WORK ON PLANET STRUCTURES!  Yes, you can shoot a planet
with one and yes, it does look pretty, but it is "full of sound and fury
signifying nothing."  (Shakespeare's MacBeth ... read a book people!)

       Disintegrator: The most powerful SHIP-TO-SHIP weapon in the game.
Shields?  Whatever!  Hull type?  Whatever!  The Disintegrator lives up to its
name and will obliterate any ship on contact.  That would be the reason why it
comes so late in the game and requires the longest amount of research time in
the entire game.  I was curious about this weapon and created an Enormous ship,
outfitted with 19 Nanoshells (the most powerful ship shield in the game,
assuming one space is left for an engine) and 5 Nanotwrlrs to power said
Nanoshells for one turn.  The Disintegrator won and destroyed the highest
possible shielded ship in one swift blow.  It has the worst range in the game,
unenhanced by the Accutron.  It requires over 2 Nanotwrlrs just to fire one, so
you must have plenty of power on board.  The Disintegrator will be destroyed in
the process, so use it wisely (or refit often).  If you, for some reason, have
a fleet of enemy ships breathing down your neck, create a ship with a few of
these, TONS of power, some shields and a lot of Star Lane Hypers and you've got
yourself a one ship demolition crew.  When the irresistible force
(Disintegrator) meets an immovable object (a ship with an Invulnerabilizer
enabled), the Disintegrator looses and the Invulnerablizer wins, FYI.  Also,
this weapon will NOT effect any planetary devices.

       FINAL NOTE: Amnt power used for Gizmos in this chart is slightly
inaccurate.  Most of these numbers came from when I thought the game used
sevenths in everything.  I was wrong back in 1996, but since I don't use
gizmos often, I didn't waste my time redoing this column.  The only true and
accurate measurements are anything involving the Disintegrator.

Gizmo           Target          Power unit      Amnt    Effect  #uses   Range
                                               power   or      per
                                               used    Damage  day

Accutron        Enmy Shp        Nanotwrlr       5/7     Range2X 1       N/A
Backfirer       Enmy Shp        Nanotwrlr       4/7             1       10
Brunswick Dsptr Enmy Shp        Nanotwrlr       1 4/7           1       10
Cannibalizer    In Ship         Nanotwrlr       ???             1       N/A
Contnmnt Device Enmy Shp        PrtnShvr        2 4/7           1       10
Disarmer        Enmy Shp        Nanotwrlr       4/7             1       12
Disintegrator   Sml             Nanotwrlr       2 3/11  Dstry   Only1   5
Disintegrator   Med             VanCrgHyp       2 7/8   Dstry   Only1   5
Disintegrator   Lrg             QurkExprss      3 5/6   Dstry   Only1   5
Disintegrator   Enrms           SbatmScoop      5 3/4   Dstry   Only1   5
Disintegrator   Med             PrtnShvr        11 1/2  Dstry   Only1   5
Fleet Disperser All Ships       Nanotwrlr       4/7             1       24
Gizmogrifier    Enmy Shp        Nanotwrlr       4/7             1       12
Grvmtrc Cndnsr  Sys. Star       Nanotwrlr       4/7             1       N/A
Gravity Dstrter All Ships       Nanotwrlr       3/7             1       N/A
Gravomtrc Ctplt Star            PrtnShvr        1 4/7           1       N/A
Gyro Inductor   Planet          Nanotwrlr       0               Infte   Orbit
Hyperfuel       In Ship         Nanotwrlr                       Only1   N/A
Hyperswapper    Any Ship        Nanotwrlr       3/7             1       24
Intllct Scrmblr Enmy Shp        Nanotwrlr       6/7             1       10
Invulnerablizer In Ship         Nanotwrlr       2               Only1   N/A
Lane Blocker    Star Lane       Nanotwrlr       2/7             Only1   8
Lane Destblzer  Star Lane       Nanotwrlr       4/7             Only1   5
Lane Endoscope  Star Lane       Nanotwrlr       1               Infte   9
Lane Magnetron  Star Lane       Nanotwrlr       1               Only1   9
Mass Condenser  All Ships       Nanotwrlr       1               1       24
Molclar Tie Dwn Enmy Shp        Nanotwrlr       6/7             1       10
Moving Part Exp Enmy Shp        Nanotwrlr       1               1       10
MyrmdCbnzr      Sml             VanCrgHyp       1/2     Dstry   1       8
MyrmdCbnzr      Med             VanCrgHyp       1/2     Dstry   1       8
MyrmdCbnzr      Lrg             VanCrgHyp       1/2     20      1       8
MyrmdCbnzr      Enrms           VanCrgHyp       1/2     20      1       8
Phase Bomb      Planet          Nanotwrlr       2/7             Only1   5
Plasma Coupler  Ally Ship       Nanotwrlr       4/7             1       14
Positron Buncr  Any Ship        PrtnShvr        1               1       12
Recaller        In Ship         Nanotwrlr       5/7             Infte   N/A
RemoteRprFclty  In Ship         Nanotwrlr       3               Infte   N/A
Replenisher     In Ship         Nanotwrlr       1               1       N/A
Sacrificial Orb Ally Ship       Nanotwrlr       3/7             Infte   14
Self Dstrcttrn  In Ship         Nanotwrlr       0       BlowUp  Only1   N/A
Shield Blaster  Enmy Shp        Nanotwrlr       6/7             1       10
Smart Bomb      EnmyShps        Nanotwrlr       6/7             Only1
Spclty Blstr    Enmy Shp        Nanotwrlr       4/7             1       12
Torrdial Blstr  In Ship         Nanotwrlr       0       Energy  1       N/A
Trctr Beam-Ship Any Ship        Nanotwrlr       3/7             1       24
Trctr Beam-Plnt Any Ship        N/A             N/A             2       Infte

PLANETARY TESTING - SHIELDS & WEAPONS

PLANETARY SHEILDS

       What this is:

               This chart lists the number of times you must fire a certain type
of weapon in order to destroy a single shield, be it Orbital or Orbital Mega.

       Columns defined:

               Weapon used - What ship weapon was used against the shield.
               Shield Type - Which type of shield you are up against.  Here is a
breakdown of the strength of each type of planetary shield:

                       Shield Type                     Number of
                                                       damage units

                       Orbital Shield          15
                       Orbital Mega Shield     35

               # of shots dstry - If you fire the given weapon this number of
times at ONE type of shield, you will destroy the shield.
               Shld Dmge - Amount of damage done, in damage units, to ONE of the
types of shield.
               Shld %Dmge - An exact or very close approximation of the damage
done to the shield.  Helpful if you are using more than one type of weapon to
attack with or the concept of the Damage caused column makes your head hurt.
               Range of weapon - Will help in talking about the next chart, but
same as before, representing the maximum range a weapon will be effective
within when firing at a planet from the ship.
               Range w/ Accutron - Will help in talking about the next chart, but
same as before, representing the maximum range a weapon will be effective
within when firing at a planet when an Accutron as been activated on the ship
that day.

Ship Weapons vs. Planetary Shields

Weapon          Shield Type     # of    Shld    Shld    Range   Range w/
                               shots   Dmge    %Dmge   weapon  Accutron
                               dstry

MssBrgeGn       Orbtl Shield    35      1       6.67%   5       10
FourMssls       Orbtl Shield    15      2       13.3%   8       16
QntmSgLchr      Orbtl Shield    4       4       26.6%   5       10
MoleclrDis      Orbtl Shield    4       4       26.6%   10      20
EM Pulser       Orbtl Shield    35      1       6.67%   10      20
Plasmatron      Orbtl Shield    4       4       26.6%   20      40
Ueberlaser      Orbtl Shield    3       6       40.0%   10      20
FergtzLens      Orbtl Shield    4       4       26.6%   7       14
HyperDrvr       Orbtl Shield    2       10      66.7%   15      30
Nanomanplr      Orbtl Shield    2       13      86.7%   10      20

MssBrgeGn       Orbtl Meg Shld  35      1       2.86%   5       10
FourMssls       Orbtl Meg Shld  18      2       5.71%   8       16
QntmSgLchr      Orbtl Meg Shld  9       4       11.4%   5       10
MoleclrDis      Orbtl Meg Shld  9       4       11.4%   10      20
EM Pulser       Orbtl Meg Shld  35      1       2.86%   10      20
Plasmatron      Orbtl Meg Shld  9       4       11.4%   20      40
Ueberlaser      Orbtl Meg Shld  6       6       17.1%   10      20
FergtzLens      Orbtl Meg Shld  9       4       11.4%   7       14
HyperDrvr       Orbtl Meg Shld  4       10      28.6%   15      30
Nanomanplr      Orbtl Meg Shld  3       13      37.1%   10      20

               Shields DO NOT recharge from day to day.  Should a shield be
damaged due to attack, it will not automatically recharge "overnight".

PLANETARY WEAPONS

       What this is:

               This chart shows the strength and range of all planetary weapons.
The chart above will help as you can easily see at what distance your ship can
fire its weapons safely at an enemy planet, without fear of getting nailed by
their defenses.

       Columns defined:

               Orbital Weapon - The type of weapon orbiting a planet.
               Hull - The type of hull the Orbital Weapon was fired at.
               Damage in units - The amount of damage incurred on the ship.  As a
refresher, Small ships have 10 damage units, Medium ships have 20, Large ships
have 30 and Enormous ships have 40.
               # of uses per day - The number of times a planet may fire a given
weapon in one day.
               Range - The range of the Orbital Weapon, measured in the same way
described in the WEAPON CHART.

Orbital Weapons vs. Ships

Orbital Weapon          Hull            Damage  # of uses       Range
                                               in units        per day
Orbital Missle Base     Sml             7       1               8
Orbital Missle Base     Med             7       1               8
Orbital Missle Base     Lrg             7       1               8
Orbital Missle Base     Enrms           7       1               8
Shrt Rng Orbtl Whpr     Sml             7       3               8
Shrt Rng Orbtl Whpr     Med             7       3               8
Shrt Rng Orbtl Whpr     Lrg             7       3               8
Shrt Rng Orbtl Whpr     Enrms           7       3               8
Long Rng Orbtl Whpr     Sml             8       3               18
Long Rng Orbtl Whpr     Med             8       3               18
Long Rng Orbtl Whpr     Lrg             8       3               18
Long Rng Orbtl Whpr     Enrms           8       3               18

       Obviously, Long Range Orbital Mega Whoppers are valued not for their
slightly enhanced damage strength, but their range.  Firing 3 times per day
and longer in range than all weapons except the Plasmatron, a couple of these
should be added once you have a few orbital shields, mega or non-mega.  If a
ship has an Accutron, all the rules change and the number of possible ship
weapons that can sit outside your Long Whoppers goes from 1 to 6!  If you
encounter a planet with Long Whoppers, you really should use an Accutron to
make your destroying go easily.  As far as which weapon of the possible 6 to
use, HyperDrvrs are a fine alternative to the Nanomanplr if the Nano is
unavailable.  Both consume the same amount of power and yes, the Hypersphere
can only fire twice a day compared to the Nano's 3, but you don't have to
worry about playing the distance game having an extra 10 spaces of cushion,
assuming of course your ship comes equipped with an Accutron.  Of course, a
planet with a Tractor Beam installed negates the Accutron with the ability
to pull the ship closer!

Additions/Modifications to be made one day:
       Ship shield testing
       Enhanced Gizmo testing and exact power consumption

Future Ascendancy guides:

       Research - "The Tree", times of research completion, what items are
found where & recommended path

       Planet building - Best way to start building planets & lengths of time
to build structures.

       Ship building - Recommended ship configurations & lengths of time to
build items on ships.

Comments?  Questions?  Concerns?  Giving away free money?
[email protected]