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