Weapons And Modules Guide

For more advanced players, you can find the DPS (Damage per Second) of most weapons on the Dps List.

Glossary

"Section" - any structural piece of the ship that holds it together.
"Component" - any gun turret, module, point defense, etc. etc.

Energy: Maximum Energy in a fixed point value. Unknown what it is specifically. What = 100%, basically.
Energy Regen: Energy regenerated per frame
Energy Cost: Energy consumed per frame, firing or other (see notes) - obviously you can work out % values here if you want.
Range: MaximumDamage: Self explanatory
Rate of Fire: Frames between each shot (in editor) or shots per second (in game)
Magazine Size: Rounds of ammunition per magazine
Reload Time: Time taken in seconds (in game) or frames (in editor) to reload once magazine is expended.
Turning Rate: Degrees turned per frame. Turn rate of 1 = 30 degrees per second.
Max Range: Range in pixels.
Accuracy: If applicable, how accurate the weapon is. General guideline.
range of deployment/firing/shield effect.

Modules


Offensive

module08goslingvi3.jpg

Gosling Launcher

This actually has nothing at all to do with baby geese (though I hear some people juggle those for entertainment*) and is in fact somewhat akin to a multiple-launch rocket system. The Gosling Launcher fires a projectile that splits as it travels, raining down dozens of pink blobs for area suppression and damage.

  • Cookie to whoever gets the reference.

Requires 100% energy to fire.

The first projectile deals 100 damage, but with each split, each subprojectile deals 2/3's the damage of its parent. Since a projectile splits into two, the total damage in fact increases as more splits occur.

Energy Max: 600
Energy Regen: 1
Energy Cost: N/A (default 0 - always 100%)
Range: 1500

Pros: Fire on command only. Large area. Excellent in packs. Very long range.
Cons: Weak alone - a single launcher isn't very effective. Only fires when ordered.

module09tellersl3.jpg

Teller Torpedo Launcher

One of the most unusual auxiliary systems is the "Teller" Torpedo Launcher. This long-ranged system fires a guideable torpedo along a path set prior to launch. When the torpedo reaches the end of it's path (which must use 100% energy) it stops and fires a powerful laser at it's target before detonating. The torpedo's range is fairly decent, though it is slow and vulnerable to PD. The path can be traced out fairly easily and can include as many loops and turns as one can fit in 100% of energy. Requires 100% energy to fire. Press and hold Right Mouse Button to trace out the path, then press and hold Left Mouse Button to aim the torpedo, release Left Mouse Button to launch. Deals 236 damage in total.

Energy Max: 900
Energy Regen: 1
Energy Cost: 0 (default unknown)
Range: 1200

Pros: Long range remote lasering. Maneuverable and precise. Plottable course.
Cons: Interceptable. Only fires on command. Must use all of it's fuel unless you're good with it.

module17gluonboltergk8.jpg

Gluon Bolter

Effectively an artillery weapon, much like the Gosling Launcher. Extreme range and homing bolts that swarm an area. Short lifetime and dispersal render it ineffective at it's maximum range, but it's no doubt nasty at short range. Requires 100% energy to fire and recharges slowly. Does not recharge whilst firing.

Energy is presumably energy used either per gluon bolt generated or per frame. Someone please test. Does 790 damage if all bolts hit.

Energy Max: 1600
Energy Regen: 0.75
Energy Cost: 35
Range: 0 (default unknown)

Pros: Apparent long range and high power. Only fires when ordered.
Cons: Shot dispersal reduces effectiveness against small targets at long range. Short lifetime of projectiles tends to limit effectiveness at range even more.

Editing Note: The Gluon Bolter fires until energy hits zero. Increasing energy regeneration, or decreasing the energy requirement, causes the Gluon Bolter to fire for a much longer amount of time, though you can't retarget or halt the firing until it hits 0% energy. (TormakSaber)

module16lancetuu6.jpg

Lancet Beam

Precise weapon that damages only turrets and modules. Bounces off both enemy and allied Deflected sections (though not Deflected sections of the same ship) . Bypasses sections to strike weaponry, allowing easy "declawing" of foes. Requires 50% energy to fire. With creative placement of Deflected sections you can get the Lancet to pass through the target multiple times for maximum effect.

Energy Max: 1000
Energy Regen: 1
Energy Cost: 500
Range: 1000
Damage: 25
Bullet speed: 20

Pros: Ignores segments to directly strike weapons and modules. Could pass through multiple segments and damage a lot of components if lined up.
Cons: Bounces off shields. Won't actually kill a ship, just disarm it.

module05froschey2.jpg

Frosch Gun

A fun little toy, the Frosch is akin to an EMP weapon. It temporarily disables all enemy weapon systems, including point defense, but only for a short time. The time enemy systems stay offline is dependent on the size of the target. Larger targets suffer a very short stun period while smaller ships are stunned for a much longer period. The Frosch requires 100% energy to fire and has somewhat limited range. However, it recharges quickly. The Frosch does NOT shut down aegis generators, but any target hit will rapidly lose energy in all modules, allowing it to shut down standard deflectors.

Energy Max: 450
Energy Regen: 1
Energy Cost: 450
Range: 600

Pros: Shut down enemy weapons and point defense.
Cons: Doesn't shut off modules instantly.

Active Defense

module02projectortg6.jpg

Flux Projector

The Flux Projector projects a temporary field that protects against projectile weaponry. Beams can bypass the field, but it fries blasters and such. The shield is not meant to withstand heavy assault and falls quickly. The larger the projected shield, the faster the flux projector loses energy even without being fired upon. Does not recharge whilst active.

Drain is energy used per pixel of shield length, presumably per frame.

Energy Max: 2500
Energy Regen: 2
Energy Cost: 0.01
Range: 0 (default unknown)

Pros: Anti-projectile shield. Covers an area and can protect friendly ships.
Cons: Stops both allied and enemy projectiles. Can't stop beams. Discharges quickly.

rorschachresistorjx4.png

Rorschach Resistor

Description pending my wrist not hurting like hell. Launches a drone or pod that projects a beam-bending field.

Energy Max: ?
Energy Regen: ?
Energy Cost: ?
Range: ?

Pros: Anti-beam field. All beamers that enter are bent away from the center of the field.
Cons: Field generator can be destroyed. May bend friendly beams too.

Passive Defense

module15nanomatrixlb6.jpg

Nano Matrix

Perhaps one of the most useful modules, the Nano Matrix rapidly repairs damaged segments and components. Note that it cannot actually rebuild destroyed segments or components - only maintain existing ones. It also repairs nearby allies.

Cost is energy drained per HP restored. 1 HP = x energy, where x is custom energy stat.

Energy Max: 500
Energy Regen: 0.4
Energy Cost: 0 (default unknown)
Range: 200

Pros: Repairs and maintains damaged ships. Repairs nearby allies. Automatically repairs 'host' ship and friendly/allied ships.
Cons: Can't replace lost segments or equipment. Small repair radius. Especially large customs will need multiple Nano Matrices to cover their entire hull.

module10impedernn0.jpg

Gravitic Impeder

The bane of slow-moving shots (such as pulse or plasma torps) and demeter drones, Impeders slow down up to 4 projectiles that enter their radius of effect. One Impeder suffices for most ships, as the area is quite large.

Energy Max: 100
Energy Regen: 1
Energy Cost: 0 (default unknown)
Range: 450

Pros: Slows down incoming projectiles and drones. Does not interfere with friendly projectiles. Very effective at slowing drones for more inaccurate PD turrets.
Cons: Only works on projectiles. Can't slow beams.

(Note: The impeder graphic did not convert well. If someone can capture the detail more accurately, please replicate the impeder and post up a better version!)

module03aegisdeflectorae4.jpg

Aegis Deflector

The Aegis Deflector projects a shield that protects a specific part of your ship (it MUST be set in the editor else the game has a fit when the generators are destroyed) from all damage. Area of effect damage weapons will damage components behind the protected sections but railguns will be stopped. Whilst Aegis Fields are invincible and never run out of energy, most balanced ships feature the generators somewhere on the rear in exposed locations.

Modifying the cost seems to have no effect, so Aegis fields that drop from time to time cannot be engineered.

Energy Max: 1000
Energy Regen: 3
Energy Cost: 0 (default unknown)
Range: 0 (default unknown)

Pros: Makes targeted section completely invulnerable.
Cons: Generators are usually placed in vulnerable locations (intentionally)

module01deflectorju1.jpg

Deflector Shield

Something like a flux projector, the deflector automatically projects a shield to protect a single segment of your ship. Unlike the Aegis generator, Deflectors can target any segment and will automatically shield your ship, though they are best micromanaged. Unlike Aegis fields, Deflectors can run out of energy, and the shield drops once they have discharged - and then they must recharge. It should be noted that if an attack's damage exceeds the HP of any shielded part, it will overwhelm the shield and destroy the protected segment. Does not recharge whilst active.

Cost is energy drained per frame of the shield being active.

Energy Max: 1000
Energy Regen: 3
Energy Cost: 0 (default unknown)
Range: 0 (default unknown)

Pros: Temporary damage protection
Cons: Sufficient damage in a single strike can overwhelm and penetrate the shield.

Utility

module14platformdeployejb6.jpg

Platform Fabricator

Automated construction facility that produces defense platforms armed with a single Blaster Cannon. Requires 50% energy to produce one platform, and can deploy up to 2 when fully charged. The platforms are automated, immobile, and have a limited lifespan. Once the time is up, the platforms will rapidly lose health before exploding.

Energy Max: 2400
Energy Regen: 1
Energy Cost: 1200
Range: 500

Pros: Automated platforms provide a useful off-ship firepower boost or defense augmentation.
Cons: Slow recharge and short lifespan of turrets makes deploying long before battle pointless.

module06impederdeployerta8.jpg

Impeder Fabricator

Automated construction facility that produces Impeder platforms. Requires 100% energy to produce one platform, and has very limited range unlike the platform fabricator. However the ability to deploy impeders remotely is quite useful if your ship cannot constantly be in the presence of those it needs to protect. Like the defense platforms, impeder platforms have a limited lifespan and will rapidly lose health and explode once the timer expires.

Energy Max: 600
Energy Regen: 1
Energy Cost: 599
Range: 450

Pros: Impeder platforms provide a useful off-ship defensive mechanism.
Cons: Slow recharge of module means you must be careful.

module11demeterpodna1.jpg

Demeter Pod Launcher

Something like a giant cannon, this launcher fires a pod with a squad of 6 special extended-life Demeter drones. It can fire twice when fully charged, requiring 50% energy to launch one pod. Best used en-masse to deliver swarms of Demeters. This is found on the Arcas Carrier, and is useful for augmenting it's swarms of drones.

Energy Max: 1800
Energy Regen: 1
Energy Cost: 900
Range: 0 (default unknown)

Pros: High-velocity and precise Demeter delivery system. Pod can't be intercepted. Great for catching lone, small, ships with no interceptor capability.
Cons: "Special" Demeters aren't all that special, they last longer but do the same damage. Weak alone.

module07dieterlingvu7.jpg

Dieterling Device

Basically a short range warp/panic button. Notoriously inaccurate, converts the ship's movement into a shockwave on activation. A ship that is moving at full speed will create a large shockwave when it teleports out. The shockwave pushes other ships away but won't do damage. A stationary ship using the Dieterling will not produce a shockwave. Recharges quickly, but has limited range.

Energy Max: 300
Energy Regen: 1
Energy Cost: 300
Range: 600

Pros: Panic button; evade incoming missile/blaster barrages or skip away from enemies. Recharges quickly.
Cons: Easily destroyed if attackable. Limited range and inaccurate.

module12gravbeamqh0.jpg

Gravbeam Projector

Another newer addition, the Gravbeam Projector messes with gravity to fling ships and asteroids around. Requires at least 25% energy before firing and discharges quickly. Small and light ships are flung around easily, and asteroids can be used as lethal weapons by smashing them into your foes. It also slows and crushes enemy Demeter drones causing them to slow down and expire quickly.

Energy Max: 1000
Energy Regen: 1
Energy Cost: 0 (default unknown)
Range: 900

Pros: Use the environment as a weapon and fling asteroids into your enemies. Tractor fleeing enemies back into range.
Cons: Limited range and limited charge. That's about it.

Note: When left to it's own devices and set to auto, gravbeams will automatically crush Demeters.

module13boosteres1.jpg

Booster

An excellent tool when micromanaged, Boosters increase the rate of fire for all weapons on the segment they're told to target. Thus one can boost the power of a Hecate's broadside, or focus on augmenting it's forward firepower. The Booster's power is only consumed when the weapons it's linked to are firing, but the boosters must shut down to prevent them from overheating.

Energy Max: 600
Energy Regen: 3
Energy Cost: 0 (default unknown)
Range: 0 (default unknown)

Pros: Augments weapon systems, increasing rate of fire.
Cons: Limited power means the boosters have to shut down every so often.

module04thrusteryx3.jpg

Thruster

Apparently a merely visual addition, the Thruster serves as a possible extra tactical element for larger, faster ships. When a Thruster is destroyed, it reduces the ship's speed, Acceleration, and Turning Speed.

Energy Max: 0.02
Energy Regen: 0.01
Energy Cost: 0 (default unknown)
Range: 0 (default unknown)

Pros: Adds further strategic or tactical elements.
Cons: Little merit to offset the weakness that it brings about.

Weapons


Projectile Weapons

weapon04pulseuf5.jpg

Pulse Gun

Damage: 8
Rate of Fire: 0.20 [6]
Magazine Size: 3
Reload Time: 0.83 [24.9]
Turning Rate: 6
Max Range: 400
Accuracy: Low

Rugged and efficient, what the Pulse Gun lacks in accuracy it makes up for in pure firepower. Best overall damage output.

Pros: Lots of shots = good chances to hit.
Cons: Terrible range and accuracy.

weapon22gatpulsere6.jpg

Gatling Pulse Gun

Damage: 8
Rate of Fire: 0.10 [3]
Magazine Size: 12
Reload Time: 3.33 [99.9]
Turning Rate: 6
Max Range: 400
Accuracy: Very Low

Advanced version of the Pulse Gun. Delivers many more shots in a single volley than the standard version, at the cost of a longer reload time.

Pros: Blanket fire. Devastating at short range.
Cons: Again, atrocious accuracy and range.

weapon01blasterbj8.jpg

Blaster Cannon

Damage: 17
Rate of Fire: 0 [0, duh]
Magazine Size: 1
Reload Time: 1.17 [35.1]
Turning Rate: 1
Max Range: 800
Accuracy: Medium

High-energy anti-ship weapon. Good damage output and accurate but it's slow turning rate makes it difficult to acquire a target.

Pros: Reliable weapon in all scenarios. Good for broadsiders.
Cons: Accuracy is unreliable over range. Interceptable.

weapon23gatblasteryz3.jpg

Gatling Blaster

Damage: 17
Rate of Fire: 0.13 [3.9]
Magazine Size: 4
Reload Time: 2.33 [69.9]
Turning Rate: 1
Max Range: 800
Accuracy: Low

Heavy duty blaster upgraded with advanced cooling systems and capacitors that drastically improve the rate of fire. Unfortunately the increased recoil generated by the weapon reduces accuracy.

Pros: Even more volley fire than Blaster Cannons.
Cons: Again, interceptable. Less accurate than standard blasters.

weapon14quadblastermp7.jpg

Quad Blaster

Damage: 17
Rate of Fire: 0 [0, naturally]
Magazine Size: 1
Reload Time: 0.67 [20.1]
Turning Rate: 2
Max Range: 800
Accuracy: Medium

To overcome the slow rate of fire of the blaster this design incorporates four blasters into one rotating mounting. This arrangement has the added advantage of giving the turret 360 degree coverage.

Pros: Accurate as a normal blaster, better rate of fire. 360 coverage. Better turning rate.
Cons: Ugly and large. That's about all it's got going against it.

Modding Notes: It's extremely hard to modify the ROF of a quad blaster without the animation going outta whack, it seems. I'm not sure how the turning rate relates to the reload time.

weapon12repeatermi1.jpg

Repeater Gun

Damage: 3
Rate of Fire: 0.40 [12]
Magazine Size: 10
Reload Time: 2 [60]
Turning Rate: 5
Max Range: 400
Accuracy: Medium

A pulsed repeater gun that increases fire rate as it warms up before overloading. The fusilade of projectiles is designed to overwhelm point defenses with sheer weight of firepower.

Requires a short period to warm up before firing at full speed. This weapon's ROF halves every second up to 0 frames between shots, or until it runs out of ammunition and must reload. (TormakSaber)

Pros: See pulse guns.
Cons: See pulse guns.

weapon08tachyongm6.jpg

Tachyon Cannon

Damage: 15
Rate of Fire: 0 [0, 'course]
Magazine Size: 1
Reload Time: 4 [120]
Turning Rate: 3
Max Range: 600
Accuracy: Medium

Alien weapon that fires a ball of concentrated tachyons. These tachyons penetrate and irradiate anything they pass through until the projectile loses coherency.

Pros: 'Phases' through ship segments. Good for shredding weak support components or segments.
Cons: Very weak damage compared to a blaster shot, since it's not all dealt at once.

Editing Note: Increasing the damage increases the projectile's physical size. Don't go overboard or they turn huge, though! (pwhk)

weapon07megatachyonia6.jpg

Tachyon Repeater (a.k.a MegaTach, Mega Tachyon)

Damage: 15
Rate of Fire: 0.40 [12]
Magazine Size: 30
Reload Time: 40 [1200]
Turning Rate: 0.75
Max Range: 600
Accuracy: Unknown

An amalgam of Alien Tachyon Cannon and Tachyon Repeater technology, this massive weapon gradually builds up charge as it fires, eventually producing a torrent of tachyon bolts.

Requires a short period to warm up before firing at full speed. This weapon's ROF halves every second up to 0 frames between shots, or until it runs out of ammunition and must reload. (TormakSaber)

Pros: Massive burst can overwhelm point defense.
Cons: Slow reload time can leave a ship undefended in the meantime.

weapon15drivertx3.jpg

Tachyon Driver

Damage: 32
Rate of Fire: 0 [0, silly!]
Magazine Size: 1
Reload Time: 2.33 [69.9]
Turning Rate: 0.75
Max Range: 600
Accuracy: Unknown

No default text. Interesting durable spinning projectile that moves slowly and takes multiple PD shots to stop. Deals a hefty amount of damage, but not very effective against patrolboats.

Pros: Durable projectile and high damage.
Cons: Slow-moving projectile is easily dodged by patrolcraft.

weapon05plasmanb5.jpg

Plasma Charge

Damage: 20
Rate of Fire: 1 [30]
Magazine Size: 3
Reload Time: 5.33 [159.9]
Turning Rate: 1
Max Range: 700
Accuracy: Medium

Slow moving and easy to intercept but delivers a powerful area-of-effect plasma explosion. The size of the explosion is dependant on how long the charge has to accumulate once launched.

Pros: Larger explosion over longer range. Can damage objects behind aegis shielding or deflectors.
Cons: Slow and easy to intercept.

Editing Note: Increasing the range will increase the size of the explosion. (TormakSaber)

weapon02missilejc2.jpg

Missile Launcher

Damage: 25
Rate of Fire: 0 [0! zip! zilch! nada! nought! nothing!]
Magazine Size: 1
Reload Time: 4 [120]
Turning Rate: 0.75
Max Range: 1000
Accuracy: N/A (Tracking)

No default text.

A useful conventional weapons system, the missile launcher unsurprisingly launches guided missiles. These missiles have very good range (perhaps the best in the game) and decent tracking, but they are not too hard to intercept and obviously don't have the expanding explosion effect like a Plasma Charge. On the one hand it won't catch a fleeing Zelus, but on the other it can easy catch up with a maneuvering destroyer or battleship. Their damage isn't too shabby either.

Modding note: the tracking/course adjustment speed of the missiles is dependant on the [b]second digitof the [bturning rate[/b]. Thus the base 0.75 means the missile tracks and adjusts at a rate of 5; or 150 degrees per second. Thus tracking speed cannot exceed 9 (but shouldn't need to anyway) and if it is set to 0, the missiles no longer act as if guided - they become rockets!
NOTE: as of Ship Maker 3, tracking rate is a separate value and can be edited independently of the turn rate of the turret.

Beam Weapons

Beam Weapon Modding Note: Shot deviation is how far the beam turns per frame in degrees. The beam starts at an initial offset of 20xdeviation (I think, the multiplier might be something else) then adds the deviation value to the angle of the beam every frame. In short; Starting offset = deviation * duration / 3

weapon18miningbeamwh9.jpg

M. Beam (a.k.a Micro Beam, Mining Beam)

Damage: 1
Rate of Fire: 0 [0 - nuffin, guv]
Magazine Size: 1
Reload Time: 1.67 [50.1]
Turning Rate: 5
Max Range: 350
Accuracy: High
Duration: 20

Light weight beam projector that is pin-point accurate.

One is harmless enough, but many are quite dangerous.

Pros: Excellent accuracy.
Cons: Poor damage. Terrible range.

weapon11scatterbeamgf4.jpg

Scatter Beam

Damage: 2
Rate of Fire: 0.33 [9.9]
Magazine Size: 3
Reload Time: 2 [60]
Turning Rate: 3
Max Range: 450
Accuracy: Low
Duration: 21

Rapid fire minibeam weapon. Long range but horrible accuracy.

Primarily used by alien forces - the only beam weapon they employ, save for the occasional point defense beam.

Pros: Rapid fire burst of beams. Seems weak but will wear you down fast.
Cons: Terrible accuracy, as noted. Best used in groups.

weapon21beamerjq0.jpg

Beamer

Damage: 2
Rate of Fire: 0 [0, notheeng!]
Magazine Size: 1
Reload Time: 8.33 [249.9]
Turning Rate: 0.75
Max Range: 700
Accuracy: High
Duration: 35

Long range beam weapon. Cannot be intercepted. Accurate but relatively low damage yield.

Pros: Very accurate at long range. Uninterceptable.
Cons: Low damage - best used in groups.

weapon10shockbeamerez9.jpg

Shock Beamer

Damage: 2
Rate of Fire: 0 [0 - not even a millisecond]
Magazine Size: 1
Reload Time: 5.33 [159.9]
Turning Rate: 1
Max Range: 500
Accuracy: High
Duration: 20

This variant of the beamer overcharges the beam with an overlapping proton beam. The weapon needs to be overcharged in order to fire at full potential.

+150% damage at full charge.
(however, in fact the damage is only doubled)

Note; select the Shock Beamer and press "H" to set it to hold fire mode. This allows it to build up it's full charge. When the Shock Beamer is fully charged, it gains a flashing red outline. The damage is 250% normal damage. The Shock Beamer is a good opener, but it's overall damage per second is worse than that of the standard Beamer.

Pros: Excellent opening punch - can take out enemies before their shields go up.
Cons: Not so good for extended fights as overall damage is lower.

Modding Note: Increasing the damage increases the width of the beam. Factor of increase is unknown. Just don't set it too high. Enjoy. ;)

weapon19megabeamww4.jpg

Mega Beam

Damage: 1
Rate of Fire: 0 [0 - bugger all!]
Magazine Size: 1
Reload Time: 13.33 [399.9]
Turning Rate: 0.75
Max Range: 600
Accuracy: Unknown
Duration: 200

Beam weapon enhanced with a sophisticated charged particle booster that allows for long periods of sustained fire. Unfortunately the tradeoff is that the resulting beam is not quite as tight as it could be.

Pros: Alien beamer. Long firing time offsets apparently lower damage.
Cons: Horrendous tracking; don't expect it to hit a moving patrol craft.

Point Defense

weapon20flakgunid9.jpg

Flak Gun

Damage: 1.75
Rate of Fire: 0.07 [2.1]
Magazine Size: 3
Reload Time: 0.53 [15.9]
Turning Rate: 10
Max Range: 250
Accuracy: Low

Point-defense weapon that creates a wall of shrapnel to destroy incoming shots. Intercepts enemy projectiles and debris/asteroids/meteors/etc.

Note: Press "I" to toggle interception mode. An I indicates it is in defensive mode and will shoot down enemy shots. No I means it is in offensive mode, and will shoot at any enemy that gets within range.

Pros: Masses of shots will rapidly wear down incoming fire. Can fire on enemy craft if Interception mode is off.
Cons: Very inaccurate and must be used in groups for maximum effectiveness.

weapon17particlegunba8.jpg

Particle Gun

Damage: 7
Rate of Fire: 0 [0 nae e'en a penny!]
Magazine Size: 1
Reload Time: 0.68 [20.4]
Turning Rate: 12
Max Range: 450
Accuracy: High

Point defense weapon that uses a stream of charged particles to deflect and destroy incoming projectiles. Long ranged but slow firing.

Note; Press "I" to toggle interception mode. An I indicates it is in defensive mode and will shoot down enemy shots. No I means it is in offensive mode, and will shoot at any enemy that gets within range.

Pros: Much more accurate than Flak Guns. Longer range. Can fire on enemy craft. Great against close-range patrol crafts.
Cons: Much slower rate of fire than Flak Guns.

weapon16pointbeammi8.jpg

Point Beam

Damage: 0
Rate of Fire: 0 [0]
Magazine Size: 1
Reload Time: 1.67 [50.1]
Turning Rate: 0
Max Range: 300
Accuracy: Very High

Dedicated interceptor that uses a concentrated beam to obliterate hostile projectiles. Destroys even Demeter Drones and Tachyon Bolts outright.

Will, in fact, shoot down ANYTHING in a single shot.

Pros: Very powerful point defense weapon. Never misses. Can shoot down meteors and obstructing asteroids quickly.
Cons: Very slow rate of fire. Deceptive stats. Cannot be used as an offensive weapon.

Misc

weapon24demeterot7.jpg

Demeter Launcher

Damage: 3
Rate of Fire: 0
Magazine Size: 1
Reload Time: 4 [120]
Turning Rate: 0
Max Range: 1000
Accuracy: N/A

Launches Demeter Drones that seek out and destroy (or at least attempt to destroy) their target. Demeters can be shot down by point defense, but it usually takes a few shots.

Drones in close range of their launcher benefit from additional guidance.

Pros: Demeter swarms are like hundreds of angry bees with lasers. Can attack vulnerable rear sections of enemy craft.
Cons: Demeters are pretty useless solo. They distract PD when alone, but that's about it - and not for very long.

weapon03weaselvu2.jpg

Weasel Gun

Damage: 60
Rate of Fire: 0 [0]
Magazine Size: 1
Reload Time: 5.33 [159.9]
Turning Rate: 0.75
Max Range: 1000
Accuracy: Low

Designed to sidestep deflector defenses, this weapon lobs a bolt of excited plasma at the target which splits into smaller bolts after impact. The smaller bolts curl around the target, hitting vulnerable rear sections.

Modding Note: Increasing the damage increases the number of shots spawned on impact. Each 10 damage is 1 shot spawned.

Pros: Can hit an enemy's flanks even from the front.
Cons: Bolt has a very erratic path and can miss entirely.

weapon16pulsarse9.jpg

Pulsar Gun

Damage: 8
Rate of Fire: 0 [0! gosh]
Magazine Size: 12
Reload Time: 4 [120]
Turning Rate: 1
Max Range: 1000
Accuracy: Unknown

Long ranged bombardment gun. Fires a spread of pulsars which pause for a moment before accelerating towards the target. Intercept the pulsars at short range to minimize the impact.

Pulsar guns do not do any damage to a target until they've accelerated, preventing them from being used like shotguns.

Modding Note: The Pulsar cannot be set to have staggered launch - all projectiles [i]always[/i] fire at once, unless using a reload/fire/clip system similar to blasters. (TormakSaber, Natch)

Modding Note: The deviation for the pulsar does not work in the traditional sense that the shots will hit/miss - instead this is the overall angle of where the shots are thrown out before accelerating. Thus 45 produces a tight cone-like volley, whereas 180 produces a loose cloud-like volley. (MaxAstro)

Pros: Lots of pretty pink stars. Weak individually but good in hordes.
Cons: Easy intercepted. Weak individually - best used in a group.

weapon09sidewindermh4.jpg

Sidewinder

Damage: 10
Rate of Fire: 0.53 [15.9]
Magazine Size: 10
Reload Time: 2 [60]
Turning Rate: 5
Max Range: 500
Accuracy: Medium

An unusual weapon that fires a charged bolt of plasma that arcs out to the sides, thereby going around enemy defenses.

Should always be placed with the nose-cone facing outwards/sideways. There is a "Flip Sidewinder" option in the Editor, by the way.

Pros: Circles around shielding to strike weak points.
Cons: Not that damaging - or at least deceptively weak, easily intercepted.

weapon13railgunlg3.jpg

Railgun

Damage: 40 (see notes)
Rate of Fire: 0 [0! oh my!]
Magazine Size: 1
Reload Time: 4 [120]
Turning Rate: 0.75
Max Range: 850
Accuracy: High

Projects a high density stream of ferrous liquid at extreme speeds. Packs a punch but is slow to reload.

Note: Pierces 3 objects*. Does 15 damage to the first two and 10 to the last. Damages ship core for 100% damage if possible.

(*In the default version. This is because the damage is 40, dealing [15,15,10]. As per the modding notes, less damage = less penetration, and more damage = more penetration.)

Modding Note: Increasing damage increases penetration. Example; 100-damage railgun penetrates 6 segments for 15 damage each and deals 10 to the last. (TormakSaber)

Modding Note: Reducing the damage to 15 or below does not entirely remove penetration, but very little damage will be dealt to the next section. On the other hand the maximum damage dealt to any section is 15 - any extra will pierce to the next section. (Wind Tempest)

Modding Note: Don't panic if your railgun with low damage apparently skips through multiple sections. Whilst there is a small chance of bleedthrough, it is only a visual error in most cases.

Pros: Excellent sniping weapon. Very good against turrets and modules. Pierces through sections protected by aegis deflectors and standard deflectors.
Cons: Slow reload. Poor turning rate.


Conclude

Thanks to Arcalane for putting this together a time ago, and keeping it maintained. Thanks to those other people who provided additional information(Modding info and such).
If you (or anyone) find any of this information wrong or outdated, please update it, and/or consult the forums first about the changes.

Thank you.

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