Combat & strategy
Death Star & EMP
Build and launch a consumable EMP weapon. Learn its requirements, interception risk and effects on shields, ground defences and colony loyalty.
How it works
A Death Star is a single-use strategic weapon, separate from ordinary ships. It needs the stated local Core and Shipyard levels, resources and weapon capacity. Each weapon is paid for and built separately, before the season ends.
If not intercepted, its EMP hit temporarily disables defence systems. Aegis charge falls to zero and cannot regenerate during the effect. Ground defences cannot fight or take damage during that period.
A colony also loses loyalty. At zero loyalty, it becomes neutral. The hit does not destroy the planet or automatically capture it. Capital ownership does not change. Another hit restarts the EMP duration.
Your next decision
The weapon takes no ordinary loot and cannot be recalled after launch. Strategic Stockpile increases weapon capacity on each planet. It does not remove the price or build time of another weapon.
Scout defence and loyalty, then check interceptor coverage. One ready charge stops one weapon. Several weapons can exceed the available charges, but launching them does not guarantee a hit.
Reference values
| Rule | Value |
|---|---|
| Local Command Core level | 12 |
| Local Shipyard level | 5 |
| Build minutes per weapon | 58.5 |
| EMP duration | 60 min |
| Colony loyalty loss per hit | 20 |
| Weapons per world without Strategic Stockpile | 1 |
| Weapons per world with Strategic Stockpile | 2 |
| Alloy | Crystal | Deuterium |
|---|---|---|
| 50,000 | 35,000 | 3,000 |