Weapons are split into 3 types: Ballistics, Missiles, and Lasers. Weapons in the Missile category also includes Torpedo and Mine weapons.
Some weapons have alternative versions that are either purchasable in Black Market, or unlocked after beating a campaign.
Ballistic[]
Ballistic, bread and butter weapon type. Most are strong against shields and less so against armor. Two fire modes: Normal and Burst.
Ballistic DPS = (Damage - Armor) * Fire Rate
Penetrating Damage calculation:[]
Dmg(C1): Damage - Armor(C1). C stands for Cell
Dmg(C2): (Dmg(C1) x Pen x (1-AntiPen)) - Armor(C2)
Dmg(Cn): (Dmg(Cn-1) x Pen x (1-AntiPen)) - Armor(Cn)
Name | Level | Cost |
Chaingun | 0 | Free |
Chaingun BM1 | 24 | 920 / 460000 |
Vulcan Cannon | 1 | 750 |
Vulcan Turret | 8 | 55000 |
Vulcan Turret BM1 | 14 | Sector 2 |
Vulcan Turret BM2 | 16 | 340 / 170000 |
Railgun | 11 | 100000 |
Railgun BM1 | 18 | Sector 3 |
Quantum Rifle | 16 | 150000 |
Gaussian Shotgun | 17 | 160000 |
Mass Drive | 21 | 210000 |
Mass Drive BM1 | 28 | 1260 / 630000 |
Rail Turret | 27 | 240000 |
Rail Turret BM1 | 41 | 2480 / 1470000 |
Gauss Rifle | 33 | 340000 |
Quantum Turret | 39 | 400000 |
Quantum Turret BM1 | 44 | 3180 / 1590000 |
Hyperion Chaingun | 43 | 530000 |
Gaussian War Shotgun | 46 | 560000 |
Capital Cannon | 50 | 1000000 |
Capital Cannon BM1 | 50 | 6420 / 3210000 |
Name | Size | Power Use | Health | Armor | Mass | Reflect |
---|---|---|---|---|---|---|
Chaingun | 1x1 | 10 | 15 | 0 | 10 | 0% |
Chaingun BM1 | 1x1 | 10 | 90 | 0 | 30 | 0% |
Vulcan Cannon | 1x2 | 20 | 40 | 0 | 25 | 0% |
Vulcan Turret | 2x2 | 45 | 90 | 0 | 80 | 0% |
Vulcan Turret BM1 | 2x2 | 30 | 90 | 0 | 80 | 0% |
Vulcan Turret BM2 | 2x2 | 55 | 115 | 0 | 80 | 0% |
Railgun | 1x3 | 30 | 60 | 0 | 50 | 0% |
Railgun BM1 | 1x3 | 25 | 60 | 0 | 50 | 0% |
Quantum Rifle | 1x4 | 70 | 75 | 0 | 80 | 0% |
Gaussian Shotgun | 2x3 | 70 | 150 | 0 | 100 | 0% |
Mass Drive | 2x3 | 70 | 130 | 0 | 120 | 0% |
Mass Drive BM1 | 2x3 | 70 | 160 | 0 | 120 | 0% |
Rail Turret | 3x3 | 110 | 220 | 0 | 220 | 0% |
Rail Turret BM1 | 3x3 | 110 | 220 | 0 | 220 | 0% |
Gauss Rifle | 1x5 | 60 | 110 | 0 | 100 | 0% |
Quantum Turret | 3x3 | 150 | 190 | 0 | 230 | 0% |
Quantum Turret BM1 | 3x3 | 150 | 190 | 0 | 230 | 0% |
Hyperion Chaingun | 2x4 | 90 | 180 | 0 | 160 | 0% |
Gaussian War Shotgun | 3x4 | 155 | 380 | 0 | 400 | 0% |
Capital Cannon | 2x7 | 280 | 380 | 0 | 500 | 0% |
Capital Cannon BM1 | 2x7 | 280 | 360 | 0 | 500 | 0% |
Name | Damage | Range | Fire Cone | Fire Rate | Penetrating Damage | DPS(min DPS)/Square |
---|---|---|---|---|---|---|
Chaingun | 4 | 35 Slots | 70º | 3.333/s | 13 (0) | |
Chaingun BM1 | 4 | 35 Slots | 70º | 0.999/s | 4 (0) | |
Vulcan Cannon | 5 | 40 Slots | 70º | 3.333/s | 8.33 (0) | |
Vulcan Turret | 6 | 40 Slots | 360º | 3.03/s | 4.55 (0) | |
Vulcan Turret BM1 | 6 | 50 Slots | 360º | 4.545/s | 6.82 (0) | |
Vulcan Turret BM2 | 9 | 40 Slots | 360º | 3.03/s | 6.82 (2.27) | |
Railgun | 19 | 65 Slots | 70º | 0.4/s | 2.53 (1.73) | |
Railgun BM1 | 30 | 75 Slots | 70º | 0.4/s | 4 (3.2) | |
Quantum Rifle | 16 | 80 Slots | 70º | 0.4/s | 55% | 1.6 (1) |
Gaussian Shotgun | 8 | 28 Slots | 70º | 0.588/s | 0.78 (0.2)* | |
Mass Drive | 7 | 50 Slots | 70º | 5/s | 5.83 (0.83) | |
Mass Drive BM1 | 8 | 70 Slots | 70º | 5/s | 6.67 (1.67) | |
Rail Turret | 15 | 70 Slots | 360º | 1.695/s | 2.83 (1.7) | |
Rail Turret BM1 | 14 | 70 Slots | 360º | 3.729/s | 5.8 (3.31) | |
Gauss Rifle | 37 | 95 Slots | 70º | 0.333/s | 2.46 (2.06) | |
Quantum Turret | 13 | 80 Slots | 360º | 1.053/s | 50% | 1.52 (0.82) |
Quantum Turret BM1 | 24 | 70 Slots | 360º | 0.6318/s | 50% | 1.68 (1.26) |
Hyperion Chaingun | 12 | 60 Slots | 70º | 5.455/s | 5.19 (1.73) | |
Gaussian War Shotgun | 11 | 37 Slots | 70º | 0.87/s | 0.8 (0.36)* | |
Capital Cannon | 85 | 120 Slots | 40º | 0.286/s | 45% | 1.53 (1.41) |
Capital Cannon BM1 | 81 | 120 Slots | 40º | 0.32032/s | 45% | 1.85 (1.72) |
Missile[]
Missile, strong against armor and has splash damage, and most of them have tracking and generally have long range. However, they are weak against shields and point defense turrets.
There are four types of missiles:
- Single-Fire. Missile(s) fired simultaneously and track target’s movement: Rocket Launcher, Rocket Turret, Missile Launcher, Impact Missile, Flak Rocket Turret, Hydra Rocket Turret.
- Rapid-Fire. Multiple rockets fired sequentially and track target’s movement: Rocket Turret BM1, Arsenal Wall, Scorpion Launcher.
- Torpedoes. Projectiles have a rounded nose and move toward target with limited or no tracking: Torpedo Launcher, Warhead Launcher, EMP Launcher.
- Mines. Round spiked mines are dispersed from the module and float in space without any thrust: Mine Launcher.
Missile DPS = Damage x FireRate x AvgCellsHit
≈AvgCellsHit High Avg ≈ Radius²/2 Low Avg ≈ Radius²/4
Averages may vary widely due to shape of target and location hit, the formulas above provide rough estimates for calculation purposes.
Name | Level | Cost |
Rocket Launcher | 3 | 1700 |
Rocket Launcher BM1 | 22 | Sector 6 |
Rocket Turret | 9 | 31500 |
Rocket Turret BM1 | 22 | 460 / 230000 |
Rocket Turret BM2 | 26 | 1320 / 660000 |
Missile Launcher | 13 | 130000 |
Mine Launcher | 14 | 60000 |
Mine Launcher BM1 | 25 | 820 / 410000 |
Torpedo Launcher | 20 | 200000 |
Arsenal Wall | 23 | 220000 |
Scorpion Launcher | 29 | 250000 |
Scorpion Launcher BM1 | 30 | 940 / 470000 |
Scorpion Launcher BM2 | 36 | 1800 / 900000 |
Impact Missile | 30 | 300000 |
Flak Rocket Turret | 34 | 360000 |
Flak Rocket Turret BM1 | 38 | 1840 / 920000 |
Warhead Launcher | 41 | 500000 |
Hydra Turret | 47 | 590000 |
Hydra Turret BM1 | 48 | 4940 / 2470000 |
EMP Launcher | 59 | 1500000 |
Name | Size | Power Use | Health | Armor | Mass | Reflect |
---|---|---|---|---|---|---|
Rocket Launcher | 1x2 | 30 | 35 | 0 | 40 | 0% |
Rocket Launcher BM1 | 1x2 | 100 | 35 | 0 | 40 | 0% |
Rocket Turret | 2x2 | 60 | 85 | 0 | 100 | 0% |
Rocket Turret BM1 | 2x2 | 60 | 85 | 0 | 100 | 0% |
Rocket Turret BM2 | 2x2 | 60 | 85 | 0 | 100 | 0% |
Missile Launcher | 1x3 | 50 | 60 | 0 | 70 | 0% |
Mine Launcher | 3x2 | 70 | 180 | 0 | 160 | 0% |
Mine Launcher BM1 | 3x2 | 170 | 240 | 0 | 160 | 0% |
Torpedo Launcher | 1x4 | 85 | 120 | 0 | 150 | 0% |
Arsenal Wall | 4x2 | 140 | 350 | 2 | 300 | 30% |
Scorpion Launcher | 2x3 | 110 | 120 | 0 | 110 | 0% |
Scorpion Launcher BM1 | 2x3 | 110 | 120 | 3 | 110 | 50% |
Scorpion Launcher BM2 | 2x3 | 365 | 120 | 0 | 110 | 0% |
Impact Missile | 1x4 | 80 | 100 | 0 | 90 | 0% |
Flak Rocket Turret | 3x3 | 155 | 240 | 0 | 160 | 0% |
Flak Rocket Turret BM1 | 3x3 | 155 | 350 | 0 | 160 | 25% |
Warhead Launcher | 2x4 | 160 | 250 | 0 | 250 | 0% |
Hydra Turret | 3x4 | 195 | 300 | 0 | 350 | 0% |
Hydra Turret BM1 | 3x4 | 195 | 300 | 0 | 350 | 0% |
EMP Launcher | 1x5 | 900 | 180 | 0 | 200 | 0% |
Name | Damage | Range | Fire Cone | Fire Rate | Number of Missiles | Rocket Explosion Radius | Flight Time | Number of Mines, Mines Explosion Radius, Mine Lifespan |
---|---|---|---|---|---|---|---|---|
Rocket Launcher | 14 | 45 Slots | 60º | 0.714/s | 1 | 1.2 Slots | 4s | |
Rocket Launcher BM1 | 18 | 45 Slots | 60º | 0.9996/s | 1 | 1.2 Slots | 4s | |
Rocket Turret | 14 | 50 Slots | 360º | 0.5/s | 2 | 1.2 Slots | 4s | |
Rocket Turret BM1 | 14 | 40 Slots | 360º | 1/s | 3 | 1.2 Slots | 4s | |
Rocket Turret BM2 | 14 | 80 Slots | 360º | 0.5/s | 1 | 1.2 Slots | 4s | |
Missile Launcher | 23 | 60 Slots | 60º | 0.714/s | 1 | 1.2 Slots | 4s | |
Mine Launcher | 55 | 100 Slots | 360º | 0.25/s | 3, 2.1 Slots, 15s | |||
Mine Launcher BM1 | 85 | 100 Slots | 360º | 0.25/s | 3, 2.1 Slots, 15s | |||
Torpedo Launcher | 63 | 90 Slots | 50º | 0.189/s | 1 | 2.1 Slots | 10s | |
Arsenal Wall | 17 | 60 Slots | 60º | 1.2 Slots | 1 | 1.2 Slots | 4s | |
Scorpion Launcher | 20 | 75 Slots | 60º | 0.923/s | 1 | 1.2 Slots | 4s | |
Scorpion Launcher BM1 | 26 | 75 Slots | 60º | 0.923/s | 1 | 1.2 Slots | 4s | |
Scorpion Launcher BM2 | 20 | 75 Slots | 60º | 0.923/s | 2 | 1.2 Slots | 4s | |
Impact Missile | 34 | 80 Slots | 60º | 0.556/s | 1 | 1.2 Slots | 4s | |
Flak Rocket Turret | 12 | 55 Slots | 360º | 0.333/s | 6 | 1.2 Slots | 0.65s | |
Flak Rocket Turret BM1 | 19 | 55 Slots | 360º | 0.333/s | 6 | 1.2 Slots | 0.65s | |
Warhead Launcher | 115 | 120 Slots | 40º | 0.25/s | 1 | 2.1 Slots | 12s | |
Hydra Turret | 28 | 90 Slots | 360º | 0.4/s | 3 | 1.6 Slots | 4s | |
Hydra Turret BM1 | 28 | 90 Slots | 360º | 0.4/s | 3 | 1.6 Slots | 4s | |
EMP Launcher | 5 | 90 Slots | 50º | 0.125/s | 1 |
Laser[]
Laser, completely bypass shields, however they do the least damage against armor and generally requires a lot of power to operate. Lasers do continuous damage the longer they're fired. Do not have reflect.
Laser mechanics
- The listed damage of a laser is the damage done to a target with 0 armour and - reflect if the laser is allowed to fire for the full duration.
- Lasers deal damage periodically (unknown period).
- The damage dealt each period is adjusted by the targeted module's armour and reflect.
- Once the laser stops firing (either by the enemy ship leaving the firing arc or the laser reaching its full duration) the reload time begins.
- This means that in order to deal maximum DPS, the laser needs to fire for the full duration.
Here are the main laser types and how to identify them during the battle.
Rapid-Fire: pulsing blue beams connect the module to the target. Beam appears more intermittent than that of fusion weapons
- Small Laser
- Pulse Laser
Beam: orange beam connects the module to the target until target moves outside of range or firing cycle completes
- Laser Beam
- Laser Turret
- Arcfusion Array
Fusion: constant beam connects module to the target. Continues firing if target moves out of range or firing arc
- Fusion Ray
- Fusion Turret
- Melee Fusion Turret
Heavy Laser: thick pink beam connects the module to the target
- Doomsday Laser
Maximum Laser DPS = ((Laser Damage(100-Reflect)%)-Armour)xLaser Duration÷(Laser Duration + 1/Fire Rate)
Name | Level | Cost |
Small Laser | 3 | 12000 |
Small Laser BM1 | 22 | Sector 4 |
Laser Beam | 5 | 35000 |
Laser Beam BM1 | 22 | Sector 1 |
Laser Beam BM2 | 20 | 660 / 330000 |
Laser Turret | 12 | 110000 |
Fusion Ray | 19 | 170000 |
Pulse Laser | 25 | 230000 |
Pulse Laser BM1 | 32 | 1540 / 770000 |
Fusion Turret | 36 | 380000 |
Pulse Laser BM2 | 40 | 2400 / 1200000 |
Arcfusion Array | 31 | 320000 |
Melee Fusion Turret | 56 | 1200000 |
Doomsday Laser | 57 | 3000000 |
Name | Size | Power Use | Health | Armor | Mass | Reflect | Power Generate |
---|---|---|---|---|---|---|---|
Small Laser | 1x1 | 20 | 13 | 0 | 15 | 0% | |
Small Laser BM1 | 1x1 | 0 | 13 | 0 | 15 | 0% | 25 |
Laser Beam | 1x2 | 40 | 35 | 0 | 30 | 0% | |
Laser Beam BM1 | 1x2 | 30 | 35 | 0 | 30 | 0% | |
Laser Beam BM2 | 1x2 | 40 | 23 | 0 | 30 | 0% | |
Laser Turret | 2x2 | 70 | 75 | 0 | 70 | 0% | |
Fusion Ray | 1x3 | 65 | 60 | 0 | 60 | 0% | |
Pulse Laser | 2x3 | 125 | 130 | 0 | 100 | 0% | |
Pulse Laser BM1 | 2x3 | 100 | 130 | 0 | 100 | 0% | |
Fusion Turret | 3x3 | 200 | 210 | 0 | 240 | 0% | |
Pulse Laser BM2 | 2x3 | 150 | 130 | 4 | 100 | 0% | |
Arcfusion Array | 2x4 | 180 | 200 | 0 | 200 | 0% | |
Melee Fusion Turret | 4x4 | 300 | 290 | 0 | 280 | 0% | |
Doomsday Laser | 4x9 | 1500 | 760 | 2 | 2000 | 0% |
Name | Damage | Range | Fire Cone | Fire Rate | Laser Duration | DPS/square |
---|---|---|---|---|---|---|
Small Laser | 20 | 35 Slots | 70º | 2.5/s | 0.15s | 1.96 |
Small Laser BM1 | 28 | 35 Slots | 70º | 0.925/s | 0.15s | 1.30 |
Laser Beam | 25 | 60 Slots | 60º | 0.5/s | 1.5s | 1.35 |
Laser Beam BM1 | 25 | 55 Slots | 60º | 0.5/s | 1.5s | 1.35 |
Laser Beam BM2 | 28 | 85 Slots | 60º | 0.5/s | 1.5s | 1.62 |
Laser Turret | 40 | 55 Slots | 360º | 0.5/s | 1.5s | 1.35 |
Fusion Ray | 45 | 60 Slots | 70º | 0.333/s | 3s | 1.75 |
Pulse Laser | 60 | 50 Slots | 120º | 5/s | 0.15s | 3.26 |
Pulse Laser BM1 | 90 | 50 Slots | 120º | 5/s | 0.117s | 4.19 |
Fusion Turret | 90 | 86 Slots | 360º | 0.333/s | 3s | 1.33 |
Pulse Laser BM2 | 60 | 50 Slots | 120º | 5/s | 0.35s | 6.48 |
Arcfusion Array | 100 | 100 Slots | 60º | 0.4/s | 1.5s | 1.62 |
Melee Fusion Turret | 180 | 35 Slots | 360º | 0.5/s | 3s | 33.75 |
Doomsday Laser | 4000 | 120 Slots | 20º | 0.029/s | 1.7s |
Media[]