These weapons are short range weapons that only do damage to Defensive Structures. They do not attack ships. Although you could use a fleet equipped with the other four types of weapons to destroy defensive structures, you would use a lot more He3 to accomplish this and it would take you much more firepower to do so. Planetary Weapons are designed to specifically attack these defensive structures quickly while using as much He3 per round as Ballistic Weapons. With a cooldown of 1, they can attack these structures every other round. Their range is 1-2 squares so you will need a ship high in movement to engage quickly and to be able to keep up. Since these type of fleets will be attacking the defensive structures, you probably will want to load up on some shield modules and structure modules as well.

Planetary Weapons Stats

The following table is a list of all Planetary Weapons, their base attributes and the base cost per module installed on ships. These weapons are only effective against defensive structures.

Module Name Attack icon.gifAttack Range icon.gifRange Packing Rounds icon.gifCD Installation Slots icon.gifVolume He3ResourceIcon.gifHe3 Use Avg Att / Vol MetalResourceIcon.gifMetal Cost He3ResourceIcon.gifHe3 Use GoldResourceIcon.gifGold Cost
Lander Module-I Lander Module icon.png 27-29 1-2 1 18 0.08 1.556 13 22 5
Lander Module-II Lander Module icon.png 30-33 1-2 1 19 0.07 1.658 16 25 8
Lander Module-III Lander Module icon.png 35-39 1-2 1 20 0.06 1.850 22 31 13
Molotov Cocktail-I Molotov Cocktail icon.png 30-34 1-2 1 18 0.08 1.777 16 26 8
Molotov Cocktail-II Molotov Cocktail icon.png 36-40 1-2 1 19 0.07 2.000 18 27 9
Molotov Cocktail-III Molotov Cocktail icon.png 41-48 1-2 1 20 0.06 2.225 21 31 13
Heavy Duty-I Heavy Duty icon.png 37-43 1-2 1 19 0.06 2.105 18 28 9
Heavy Duty-II Heavy Duty icon.png 44-53 1-2 1 20 0.06

2.425

19 29 11
Heavy Duty-III Heavy Duty icon.png 53-63 1-2 1 22 0.06 2.636 23 33 14
Star Shooter-I Star Shooter icon.png 49-57 1-2 1 20 0.06 2.650 20 29 11
Star Shooter-II Star Shooter icon.png 58-69 1-2 1 23 0.06 2.760 21 31 12
Star Shooter-III Star Shooter icon.png 66-78 1-2 1 27 0.07 2.666 24 35 15
Smasher-I Smasher icon.png 61-71 1-2 1 26 0.06 2.538 21 31 12
Smasher-II Smasher icon.png 69-81 1-2 1 28 0.06 2.678 23 33 13
Smasher-III Smasher icon.png 78-91 1-2 1 29 0.06 2.913 26 37 17
Doomsday-I Doomsday icon.png 380-450 1-21 1 27 0.06 15.370 23 33 14
Doomsday-II Doomsday icon.png 420-500 1-22 1 30 0.06 15.333 24 35 15
Doomsday-III Doomsday icon.png 479-553 1-23 1 33 0.05 15.636 28 39 18

Blueprint Upgrade Information

The following table is a list of all Planetary Weapons, and their upgrade cost and time to upgrade. The Upgrade Time can be improved by improving the Weapon Research Center.

Weapon Name Cost II Cost III Upgrade Time II Upgrade Time III
Lander Module Lander Module icon.png GoldResourceIcon.gif 2,499 GoldResourceIcon.gif 3,590 00:34:24 01:11:00
Molotov Cocktail Molotov Cocktail icon.png GoldResourceIcon.gif 23,439 GoldResourceIcon.gif 33,674 03:09:11 06:30:29
Heavy Duty Heavy Duty icon.png GoldResourceIcon.gif 87,093 GoldResourceIcon.gif 125,123 08:35:57 17:44:55
Star Shooter Star Shooter icon.png GoldResourceIcon.gif 187,511 GoldResourceIcon.gif 269,391 12:36:43 26:01:53
Smasher Smasher icon.png GoldResourceIcon.gif 330,532 GoldResourceIcon.gif 474,865 16:03:06 33:07:51
Doomsday Doomsday icon.png GoldResourceIcon.gif 568,889 GoldResourceIcon.gif 817,301 22:55:51 47:19:46

Blueprint Information

The following table is a list of all Planetary Weapons, their blueprint location, and their requirements for initial use.

Module Blueprint Name Source Honor Points Prerequisites to use
Lander Module Lander Module icon.png Start with N/A
Molotov Cocktail Molotov Cocktail icon.png Instance 3 N/A Research Lander Module-I
Heavy Duty Heavy Duty icon.png Instance 6 N/A Research Molotov Cocktail-II
Star Shooter Star Shooter icon.png Instance 12 N/A Research Heavy Duty-II
Smasher Smasher icon.png Instance 18 N/A Research Star Shooter-III
Doomsday Doomsday icon.png Instance 24  3,456HP.png Research Smasher-III



Planetary Weapons or not?

Some say Planetary Weapons are a waste of module space and that you can use other weapons to take out a Level 10 Thor on a Resource Bonus Planet. What do you think?


Ship Design
HULL DESIGN

Frigates  · Cruisers  · Battleships  · Special Hull  · Flagships  · Humaroid-Flagships  · ALL

ATTACK MODULES

Ballistic Weapons  · Directional Weapons  · Missile Weapons  · Ship-Based Weapons  · Planetary Weapons  · ALL

DEFENSIVE MODULES

Structure Modules  · Shield Modules  · Air Defense Modules

AUXILIARY MODULES

Electronic Modules  · Storage Modules  · Transmission Modules

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