#Secondary Weapons

; ----------------------------------------------------------------------------------

$Name:					Phaser
+Title:					BHM-1 Subspace Phase Bomb
+Description:
Special Issue
Anti-destroyer and installation warhead
Tactical Phase weapon
Long reload time
$end_multi_text
+Tech Description:
BHM-1 Subspace Phase Bomb

The Black Horizon Subspace Phase Bomb, codenamed Phaser, is the most devestating weapon ever created.  With a destructive power greater than the Shivan Superlaser, this weapon is considered the ultimate anti-destroyer/installation weapon.  This weapon causes extreme hull damaged by literally pulling a section of the target into subspace, which basically removes about half the ship from normal space for a short time. 

This weapon is only useable by capital ships with missle launchers, but it still devestating.  Fortunately, it has a great deal of shield wash and seems only effective when it scores a direct hit, giving defending pilots a high chance of survival after destroying the incoming weapon.  However, pilots still should be wary when their shield systems are critically low.
$end_multi_text
$Model File:			Tsunami.pof
$Mass:					40.0
$Velocity:				70.0
$Fire Wait:				15.0
;; note, damage toned down until ai and turrets start shooting at bombs.
$Damage:				40					;; damage applied when within inner radius
$Blast Force:			700.0
$Inner Radius:			10.0					;; radius at which damage is full (0 for impact only)
$Outer Radius:			40.0					;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:			75						;; velocity of shockwave.  0 for none.
$Armor Factor:			500.0
$Shield Factor:			0.1
$Subsystem Factor:		600.0
$Lifetime:				45.0                    ;; temporary fix for problem locking onto big ships.
$Energy Consumed:		0.0
$Cargo Size:			15.0
$Homing:				YES
	+Type:				ASPECT				;; Legal: HEAT, ASPECT
	+Turn Time:			9.0
	+Min Lock Time:		7.0				;; Minimum lock time (in seconds)
	+Lock Pixels/Sec:		25					;; Pixels moved per sec while locking
	+Catch-up Pixels/Sec:   50				;; Pixels moved per sec while catching up
	+Catch-up Penalty:	15					;; Extra pixels to move after catching up
$LaunchSnd:				96
$ImpactSnd:          88
$FlyBySnd:				-1
$Rearm Rate:			0.05
$Flags:					("Bomb" "Huge" "Electronics" "EMP" "No Dumbfire")
$Trail:
	+Start Width:		0.75						;; Width of trail nearest missile
	+End Width:		2.25						;; Width of trail before it "evaporates"
	+Max Life:			2.75						;; how many seconds before trail disappears
	+Bitmap:			MissileTrail01			;; Bitmap used to draw trail

$Icon:					icon_tsunami
$Anim:					tsunami
$Impact Explosion:			ExpMissileHit1
$Impact Explosion Radius:	15.0

#End
