Introduction[]
(Most of this information is incorrect/obsolete since Dis-Harmony dlc came out!)
Weapon modules are the main way that a player can strike at an opponent's ships. There are three different types of weapons, each being most effective at certain ranges. They are: missiles, beams, and kinetics.
Missile weapons []
Missiles fire on the first round and hit on the fourth, and do 3x damage on a critical hit.
Weapon | Damage | %Critical chance | Interception evasion | Requires | Technology | |||
---|---|---|---|---|---|---|---|---|
Ion Torpedoes | 35-50 | 10% | 10 | 6 | 8 | 13 | Titanium-70 | Advanced Machining |
Unstable Torpedoes | 50-65 | 20% | 15 | 10 | 9 | 20 | N/A | Specialized Isotopes |
Fusion Torpedoes | 60-100 | 25% | 25 | 15 | 10 | 30 | N/A | Fusion Batteries |
Plasma Torpedoes | 120-180 | 10% | 40 | 21 | 11 | 45 | N/A | Focused Plasma |
Positron Torpedoes | 160-240 | 20% | 60 | 28 | 12 | 70 | N/A | Directed Plasma |
Decay Shells | 200-300 | 20% | 90 | 36 | 14 | 88 | N/A | Evolved Construction |
Wimpy Torpedoes | 300-420 | 20% | 135 | 46 | 16 | 126 | N/A | Localized Stasis |
Nonbaryonic Explosives | 300-1000 | 0% | 190 | 58 | 18 | 163 | Quadrinix | Dark Energy Shield |
Entropy Missiles | 500-620 | 25% | 250 | 75 | 20 | 210 | N/A | Graviton Decay |
Beam weapons[]
All beam weapons do 3x damage on a critical hit, but have zero base critical chance.
Weapon | Damage | Requires | Technology | |||
---|---|---|---|---|---|---|
Laser | 10-20 | 10 | 9 | 20 | Hyperium | Unstable Isotope Manipulation |
Synchrotron Laser | 20-25 | 15 | 10 | 30 | N/A | Flawless Machining |
Pinch Guns | 25-40 | 21 | 11 | 45 | N/A | Hypermagnetics |
Phased Plasmic | 42-50 | 28 | 12 | 70 | N/A | Hypermagnetic Shielding |
Collapsor Beam | 60-80 | 36 | 14 | 88 | N/A | Lepton Manipulation |
Dark Energy Beam | 80-128 | 46 | 16 | 126 | N/A | Quantum Inert Alloys |
Disruptor Beam | 125-160 | 58 | 18 | 163 | Siderite | Quark Effect Weapons |
Gluon Disruptor | 175-220 | 75 | 20 | 210 | N/A | Low-Entropy Materials |
Kinetic weapons[]
All kinetic weapons do 2x damage on a critical hit.
Weapon | Damage | %Critical chance | Projectiles per salvo | Requires | Technology | |||
---|---|---|---|---|---|---|---|---|
Hard Kinetics | 2-3 | 0% | 4 | 3 | 7 | 8 | N/A | N/A |
High Isotope Slugs | 2-3 | 10% | 6 | 6 | 8 | 13 | N/A | Isotope Fabrication |
Ultradense Slugs | 2-4 | 0% | 9 | 10 | 9 | 20 | N/A | Integrated Structures |
Perfected Slugs | 2-4 | 0% | 12 | 15 | 10 | 30 | N/A | Depleted Isotopes |
Railgun | 3-4 | 0% | 15 | 21 | 11 | 45 | N/A | Mobile Gauss Platforms |
Plasma Slugs | 3-5 | 0% | 20 | 28 | 12 | 70 | N/A | Space Ablatives |
Unstable Slugs | 4-6 | 5% | 26 | 36 | 14 | 109 | Orichalcix | Seamless Construction |
Dark Matter Kinetics | 5-7 | 5% | 30 | 46 | 16 | 126 | N/A | Nonbaryonic Filtering |
Strange Warheads | 6-8 | 0% | 35 | 58 | 18 | 163 | Orichalcix | Portable Nonbaryonics |
Agn Slugs | 6-8 | 0% | 42 | 75 | 20 | 210 | N/A | Anti-Graviton Fields |
Ships | |
---|---|
Classes | Fighter • Bomber • Transport • Corvette • Destroyer • Cruiser • Battleship • Dreadnought |
Modules | Weapon Module • Defense Module • Support Module |