SpaceArena Wiki
Advertisement
IconWeapons

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.

Imageedit 295 5426144573

Ballistics

Bread and butter weapon type. Most are strong against shields and less so against armor.

Chaingun

Gun1x1
Stats Value
HP 15
Power Use 10
Mass 10
Damage per shot 4
Rate of Fire (per se) 3.3
Fire Radius 35
Range 35
Size 1 x 1

First gun in the game. Does decent damage for its size, but very short range and easily destroyed.

MKII

Changes Value
HP +75
Mass +20
Rate of Fire (per se) -70%

A big increase in HP, but a big decrease in fire rate.

Vulcan Cannon

Gun1x2
Stats Value
HP 40
Power Use 20
Mass 25
Damage per shot 5
Rate of Fire (per se) 3.3
Fire Radius 35
Range 40
Size 1 x 2

Unlocked for free as part of tutorial. Slightly higher damage and range than Chaingun, in addition to much higher HP, at the cost of using two slots.

Vulcan Turret

Railgun 2x2 01
Stats Value
Level Requirement 8
Cost to Unlock
HP 90
Power Use 45
Mass 80
Damage per shot 6
Rate of Fire (per se) 3
Fire Radius 180
Range 40
Size 2 x 2

Turret version of Vulcan Cannon. Has 360 degree radius and slightly higher damage, at the cost of using 4 slots.

MKII

Changes Value
Rate of Fire (per se) +50%
Range +10
Power Use -15

A clear upgrade from base version.

MKIII

Changes Value
Damage per shot +3
HP +25
Power Use +10

Unlike MKII, this has the same damage per second but each shot does more damage, making it much more effective against armor. This comes at the cost of higher power usage.

Railgun

Gun1x3
Stats Value
Level Requirement 11
Cost to Unlock
HP 60
Power Use 30
Mass 50
Damage per shot 19
Rate of Fire (per se) 0.4
Fire Radius 35
Range 65
Size 1 x 3

High damage, long range, slow firing weapon.

MKII

Changes Value
Power Use -5
Damage per shot +12
Range +10

A clear upgrade from the base version, especially the damage.

Quantum Rifle

PiercingBallistic1x4
Stats Value
Level Requirement 16
Cost to Unlock
HP 75
Power Use 70
Mass 80
Damage per shot 16
Rate of Fire (per se) 0.4
Fire Radius 35
Range 80
Size 1 x 4

Slightly lower damage than Railgun, however each shot pierces through a few slots.

Gaussian Shotgun

GaussianShotgun 2x3
Stats Value
Level Requirement 17
Cost to Unlock
HP 150
Power Use 70
Mass 100
Damage per pellet 8
Rate of Fire (per se) 0.5
Fire Radius 35
Range 28
Size 2 x 3

Fires a barrage of pellets per shot. Very short range.

Mass Driver

Ballistic2x3
Stats Value
Level Requirement 21
Cost to Unlock
HP 130
Power Use 70
Mass 120
Damage per shot 7
Rate of Fire (per se) 5
Fire Radius 35
Range 50
Size 2 x 3

Very high rate of fire, decent damage and decent range.

MKII

Changes Value
HP +30
Range +20
Damage per shot +1

A clear upgrade from the base version, especially the range.

Rail Turret

Ballistic3x3
Stats Value
Level Requirement 27
Cost to Unlock
HP 220
Power Use 110
Mass 220
Damage per shot 15
Rate of Fire (per se) 1.6
Fire Radius 180
Range 70
Size 3 x 3

Turret version of Railgun. Takes up a lot of slots, but has 360 degree firing radius.

MKII

Changes Value
Rate of Fire (per se) +120%
Power Use -50%
Damage per shot -1

A clear, significant upgrade from the base version, despite the -1 damage.

Gauss Rifle

Ballistic1x5
Stats Value
Level Requirement 33
Cost to Unlock
HP 110
Power Use 60
Mass 100
Damage per shot 37
Rate of Fire (per se) 0.3
Fire Radius 35
Range 95
Size 1 x 5

A very high powered version of Railgun. Takes up a lot of slots, but has great damage and long range.

Quantum Turret

PiercingBallisticTurret3x3
Stats Value
Level Requirement 39
Cost to Unlock
HP 190
Power Use 150
Mass 230
Damage per shot 13
Rate of Fire (per se) 1
Fire Radius 180
Range 80
Size 3 x 3

Turret version of Quantum Rifle. Uses a lot of power, but has 360 degree firing radius and higher rate of fire.

MKII

Changes Value
Damage per shot +11
Range -10
Rate of Fire (per se) -40%

Much higher damage per shot, but lower range and rate of fire.

Hyperion Chaingun

Ballistic2x4
Stats Value
Level Requirement 43
Cost to Unlock 2,500,000
HP 180
Power Use 90
Mass 160
Damage per shot 9
Rate of Fire (per se) 4.6
Fire Radius 35
Range 60
Size 2 x 4

Unlike other rapid fire weapons like Mass Driver which has sustained fire, the Hyperion Chaingun fires a short burst at very high rate before stopping to reload.

Gaussian War Shotgun

Shotgun3x4
Stats Value
Level Requirement 47
Cost to Unlock 3,000,000
HP 380
Power Use 155
Mass 400
Damage per pellet 11
Rate of Fire (per se) 0.8
Fire Radius 35
Range 37
Size 3 x 4

A very high powered version of Gaussian Shotgun. Fires a large barrage of pellets per shot. Deadly at close range.

Capital Cannon

Ballistic2x7mrBIG
Stats Value
Level Requirement 50
Cost to Unlock 2,500,000
HP 300
Power Use 280
Mass 500
Damage per shot 75
Rate of Fire (per se) 0.2
Fire Radius 20
Range 120
Size 2 x 7

A massive weapon capable of piercing many slots per shot.

MKII

Changes Value
Damage per shot +6
Rate of Fire (per se) +12%
HP +60

A clear upgrade from the base version.

Imageedit 291 4510567337

Missile

Strong against armor and has splash damage, and most of them has tracking and generally has long range. However, they are weak against shields and point defense turrets.

IconMissile

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:

  1. 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.
  2. Rapid-Fire. Multiple rockets fired sequentially and track target’s movement: Rocket Turret BM1, Arsenal Wall, Scorpion Launcher.
  3. Torpedoes. Projectiles have a rounded nose and move toward target with limited or no tracking: Torpedo Launcher, Warhead Launcher, EMP Launcher.
  4. 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 1700Untitled Diagram-0
Rocket Launcher BM1 22 Sector 6
Rocket Turret 9 31500Untitled Diagram-0
Rocket Turret BM1 22 460Imageedit 8 6342299252/ 230000Untitled Diagram-0
Rocket Turret BM2 26 1320Imageedit 8 6342299252/ 660000Untitled Diagram-0
Missile Launcher 13 130000Untitled Diagram-0
Mine Launcher 14 60000Untitled Diagram-0
Mine Launcher BM1 25 820Imageedit 8 6342299252/ 410000Untitled Diagram-0
Torpedo Launcher 20 200000Untitled Diagram-0
Arsenal Wall 23 220000Untitled Diagram-0
Scorpion Launcher 29 250000Untitled Diagram-0
Scorpion Launcher BM1 30 940Imageedit 8 6342299252/ 470000Untitled Diagram-0
Scorpion Launcher BM2 36 1800Imageedit 8 6342299252/ 900000Untitled Diagram-0
Impact Missile 30 300000Untitled Diagram-0
Flak Rocket Turret 34 360000Untitled Diagram-0
Flak Rocket Turret BM1 38 1840Imageedit 8 6342299252/ 920000Untitled Diagram-0
Warhead Launcher 41 500000Untitled Diagram-0
Hydra Turret 47 590000Untitled Diagram-0
Hydra Turret BM1 48 4940Imageedit 8 6342299252/ 2470000Untitled Diagram-0
EMP Launcher 59 1500000Untitled Diagram-0

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

IconLaser

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 12000Untitled Diagram-0
Small Laser BM1 22 Sector 4
Laser Beam 5 35000Untitled Diagram-0
Laser Beam BM1 22 Sector 1
Laser Beam BM2 20 660Imageedit 8 6342299252/ 330000Untitled Diagram-0
Laser Turret 12 110000Untitled Diagram-0
Fusion Ray 19 170000Untitled Diagram-0
Pulse Laser 25 230000Untitled Diagram-0
Pulse Laser BM1 32 1540Imageedit 8 6342299252/ 770000Untitled Diagram-0
Fusion Turret 36 380000Untitled Diagram-0
Pulse Laser BM2 40 2400Imageedit 8 6342299252/ 1200000Untitled Diagram-0
Arcfusion Array 31 320000Untitled Diagram-0
Melee Fusion Turret 56 1200000Untitled Diagram-0
Doomsday Laser 57 3000000Untitled Diagram-0

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


Advertisement