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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.

Ballistic[]

IconBallistic

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 920Imageedit 8 6342299252/ 460000Untitled Diagram-0
Vulcan Cannon 1 750Untitled Diagram-0
Vulcan Turret 8 55000Untitled Diagram-0
Vulcan Turret BM1 14 Sector 2
Vulcan Turret BM2 16 340Imageedit 8 6342299252/ 170000Untitled Diagram-0
Railgun 11 100000Untitled Diagram-0
Railgun BM1 18 Sector 3
Quantum Rifle 16 150000Untitled Diagram-0
Gaussian Shotgun 17 160000Untitled Diagram-0
Mass Drive 21 210000Untitled Diagram-0
Mass Drive BM1 28 1260Imageedit 8 6342299252/ 630000Untitled Diagram-0
Rail Turret 27 240000Untitled Diagram-0
Rail Turret BM1 41 2480Imageedit 8 6342299252/ 1470000Untitled Diagram-0
Gauss Rifle 33 340000Untitled Diagram-0
Quantum Turret 39 400000Untitled Diagram-0
Quantum Turret BM1 44 3180Imageedit 8 6342299252/ 1590000Untitled Diagram-0
Hyperion Chaingun 43 530000Untitled Diagram-0
Gaussian War Shotgun 46 560000Untitled Diagram-0
Capital Cannon 50 1000000Untitled Diagram-0
Capital Cannon BM1 50 6420Imageedit 8 6342299252/ 3210000Untitled Diagram-0

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[]

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


Media[]

Type11


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