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{{Version|3.3}} {{Shipnav}} Weapon components are devices that can be attached to military ships and are used to attack, damage and destroy other ships, specifically any [[Ship designer|ships]] that have been designated as valid targets. == Overview == Ingame, a weapon has the following stats: * Cost: How many resources the weapon requires in order to be built and operated. * Power Usage: How much power the weapon will consume when installed. * Type: What category of weapons this particular weapon belongs to. * Damage: How much damage the weapon will deal per hit if it hits its target at 100% efficiency. * Cooldown: After attacking, every weapon has a mandatory time delay it has to go through before it can attack again. * Accuracy: The base chance of the weapon hitting a target, assuming the target has 0% evasion. Certain weapons are easier to aim than others. * Tracking: How much of the target's evasion the weapon will ignore when firing at its target. If this value is higher than the target's evasion value, the weapon will enjoy base accuracy. * Range: The maximum effective firing distance of the weapon. A target must be within this firing range in order for a weapon to be able to engage it * Average Damage: How much damage the weapon will deal per in-game day, assuming every shot hits the target with 100% efficiency. * Damage multiplier: How effective the weapon is against a given type of defense. Many weapons come in multiple sizes. Larger sizes have {{red|lower}} {{iconify|tracking}}, but {{green|greater}} {{iconify|weapons range}} and high raw damage while smaller sizes conversely have {{green|higher}} {{iconify|tracking}} and {{green|higher}} {{iconify|ship accuracy}} but {{red|lesser}} {{iconify|weapons range}} and low raw damage. Compared to a {{icon|slot s}} small weapon, a {{icon|slot l}} large weapon typically has about 50% less {{iconify|tracking}}, 200% more range, and deals about 150% more damage per size. This means that larger weapons are generally more effective against larger, slower ships, and smaller weapons are more effective against smaller, faster ships. <!-- The tables below also utilize normalized DPS (damage per sol) value in one of their columns, which is calculated as follows: * Divided by slot size. * Using base accuracy versus 0% evasion. * Weighted sum against 50% hull, 25% armor, and 25% shield. * Penetrated hit point types are subtracted from the denominator, i.e. penetrating either armor or shield divides by 0.75, penetrating both divides by 0.5. This is intended to give an estimate of the weapon's overall effectiveness, but only a very rough one; performance in practice depends on many other factors. The computation above for normalized DPS can be expressed with this simplified formula: <math> \text{Normalized DPS} = \frac{ \text{Average Damage} \cdot \text{Accuracy} \cdot \Bigl ( 50\% \cdot \text{Hull}_\text{Damage Modifier} + 25\% \cdot \bigl ( \left ( 1 - \text{Armor}_\text{Penetration} \right ) \cdot \text{Armor}_\text{Damage Modifier} + \left ( 1 - \text{Shield}_\text{Penetration} \right ) \cdot \text{Shield}_\text{Damage Modifier} \bigr ) \Bigr ) }{ \text{Cooldown} \cdot \text{Slot Size} \cdot \bigl ( 1 - 25% \cdot \left ( \text{Armor}_\text{Penetration} + \text{Shield}_\text{Penetration} \right ) \bigr ) } </math><br> {| class="toccolours mw-collapsible mw-collapsed" | The simplified formula for Normalized DPS unfactored: |- | style="padding: 2em 1em;" | <math> \begin{align} \text{Hit Chance} & = max(0, \text{Accuracy} - max(0, 0\% - \text{Tracking})) = \text{Accuracy}\\[1em] \text{Denominator} & = 1 - 25% \cdot \text{Armor}_\text{Penetration} - 25% \cdot \text{Shield}_\text{Penetration} \\[1em] \text{Weight} & = \frac{50\%}{\text{Denominator}} \cdot \text{Hull}_\text{Damage Modifier} \\[0.5em] & + \frac{25\%}{\text{Denominator}} \cdot \text{Armor}_\text{Damage Modifier} \cdot \left ( 1 - \text{Armor}_\text{Penetration} \right )\\[0.5em] & + \frac{25\%}{\text{Denominator}} \cdot \text{Shield}_\text{Damage Modifier} \cdot \left ( 1 - \text{Shield}_\text{Penetration} \right )\\[1em] \text{Normalized DPS} & = \frac{\text{Average Damage}}{\text{Cooldown}} \cdot \frac{1}{\text{Slot Size}} \cdot \text{Hit Chance} \cdot \text{Weight} \cdot \frac{1}{\text{Denominator}} \end{align} </math> |} {| class="toccolours mw-collapsible mw-collapsed" | Formula for Normalized DPS but with variable evasion and weights for hull, armor, and shield: |- | style="padding: 2em 1em;" | <math> \begin{align} \text{Hit Chance} & = max(0, \text{Accuracy} - max(0, \text{Evasion} - \text{Tracking}))\\[1em] \text{Denominator} & = \text{Hull}_\text{Weight}\\[0.5em] & + \text{Armor}_\text{Weight} \cdot \left ( 1 - \text{Armor}_\text{Penetration} \right)\\[0.5em] & + \text{Shield}_\text{Weight} \cdot \left ( 1 - \text{Shield}_\text{Penetration} \right )\\[1em] \text{Weight} & = \frac{\text{Hull}_\text{Weight}}{\text{Denominator}} \cdot \text{Hull}_\text{Damage Modifier}\\[0.5em] & + \frac{\text{Armor}_\text{Weight}}{\text{Denominator}} \cdot \text{Armor}_\text{Damage Modifier} \cdot \left ( 1 - \text{Armor}_\text{Penetration} \right )\\[0.5em] & + \frac{\text{Shield}_\text{Weight}}{\text{Denominator}} \cdot \text{Shield}_\text{Damage Modifier} \cdot \left ( 1 - \text{Shield}_\text{Penetration} \right )\\[1em] \text{Normalized DPS} & = \frac{\text{Average Damage}}{\text{Cooldown}} \cdot \frac{1}{\text{Slot Size}} \cdot \text{Hit Chance} \cdot \text{Weight} \cdot \frac{\text{Hull}_\text{Weight}+\text{Armor}_\text{Weight}+\text{Shield}_\text{Weight}}{\text{Denominator}}\\[1em] \end{align} </math> |- | With the above formula you can input your target's evasion and hull/armor/shield hitpoints as the weights.<br>(e.g. Evasion = 0%, Hull<sub>Weight</sub> = 250, Armor<sub>Weight</sub> = 125, Shield<sub>Weight</sub> = 125) |} --> == Energy weapons == Based on {{iconify|Physics}} technology, energy weapons use energy-based attacks and are generally effective against armor but ineffective against shields. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Advanced energy weapons require {{iconify|Rare Crystals}} and {{iconify|Exotic Gases}} to build and operate. === Anti-Armor === Standard energy weapons are effective against armor and ineffective against shields. Lasers, Plasma launchers and Lances belong to this category. ==== Laser ==== Lasers are the basic energy weapon. They fire focused beams of superconcentrated light at targets, causing damage through the generation of intense heat. They are very effective against armor but very ineffective against shields. * Can fit into {{icon|slot s}} Small, {{icon|slot m}} Medium and {{icon|slot l}} Large slots * '''4.6''' day cooldown * '''90%''' accuracy * {{red|50%}} damage against {{iconify|shield}} * {{green|150%}} damage against {{iconify|armor}} * '''100%''' damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="8" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage |- | rowspan="3" style="text-align: left;" | [[File:tech lasers 1.png|26px]] Red Laser|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" | {{icon|alloys}} 10 || 5 || 6-16 (11.0) || 40 || 50% || 2.15 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" | {{icon|alloys}} 20 || 10 || 15-40 (27.5) || 60 || 30% || 5.38 |- | style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" | {{icon|alloys}} 40 || 20 || 36-96 (66.0) || 80 || 5% || 12.91 |- | rowspan="3" style="text-align: left;" | [[File:tech lasers 2.png|26px]] Blue Laser|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" | {{icon|alloys}} 13 || 7 || 8-21 (14.5) || 40 || 50% || 2.83 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" | {{icon|alloys}} 26 || 13 || 20-53 (36.5) || 60 || 30% || 7.14 |- | style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" | {{icon|alloys}} 52 || 26 || 48-126 (87.0) || 80 || 5% || 17.02 |- | rowspan="3" style="text-align: left;" | [[File:tech lasers 3.png|26px]] UV Laser|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" | {{icon|alloys}} 17 || 10 || 10-27 (18.5) || 40 || 50% || 3.61 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" | {{icon|alloys}} 34 || 17 || 25-68 (46.5) || 60 || 30% || 9.09 |- | style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" | {{icon|alloys}} 68 || 34 || 60-162 (111.0) || 80 || 5% || 21.71 |- | rowspan="3" style="text-align: left;" | [[File:tech lasers 4.png|26px]] X-Ray Laser|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" | {{icon|alloys}} 17<br>{{icon|rare crystals}} 0.25 || 13 || 13-35 (24.0) || 40 || 50% || 4.69 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" | {{icon|alloys}} 34<br>{{icon|rare crystals}} 0.50 || 23 || 33-88 (60.5) || 60 || 30% || 11.83 |- | style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" | {{icon|alloys}} 68<br>{{icon|rare crystals}} 1.00 || 45 || 78-210 (144.0) || 80 || 5% || 28.17 |- | rowspan="3" style="text-align: left;" | [[File:tech lasers 5.png|26px]] Gamma Laser|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" | {{icon|alloys}} 22<br>{{icon|rare crystals}} 0.33 || 17 || 17-46 (31.5) || 40 || 50% || 6.16 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" | {{icon|alloys}} 44<br>{{icon|rare crystals}} 0.65 || 30 || 43-115 (79.0) || 60 || 30% || 15.45 |- | style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" | {{icon|alloys}} 88<br>{{icon|rare crystals}} 1.30 || 59 || 102-276 (189.0) || 80 || 5% || 36.97 |} ==== Plasma Launcher ==== Plasma launchers launch balls of highly energized and destructive plasma. They are extremely effective against armor and very effective against hull but highly ineffective against shields. * Can fit into {{icon|slot s}} Small, {{icon|slot m}} Medium and {{icon|slot l}} Large slots * '''5.1''' day cooldown * '''80%''' accuracy * {{red|25%}} damage against {{iconify|shield}} * {{green|200%}} damage against {{iconify|armor}} * {{green|150%}} damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="8" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage |- | rowspan="3" style="text-align: left;" | [[File:tech plasma 1.png|26px]] Plasma Thrower|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" | {{icon|alloys}} 17 || 10 || 12-25 (18.5) || 30 || 40% || 2.90 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" | {{icon|alloys}} 34 || 17 || 30-63 (46.5) || 50 || 20% || 7.29 |- | style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" | {{icon|alloys}} 68 || 34 || 72-150 (111.0) || 70 || 5% || 17.41 |- | rowspan="3" style="text-align: left;" | [[File:tech plasma 2.png|26px]] Plasma Accelerator|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" | {{icon|alloys}} 17<br>{{icon|exotic gases}} 0.25 || 13 || 16-33 (24.5) || 30 || 40% || 3.84 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" | {{icon|alloys}} 34<br>{{icon|exotic gases}} 0.50 || 23 || 40-83 (61.5) || 50 || 20% || 9.64 |- | style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" | {{icon|alloys}} 68<br>{{icon|exotic gases}} 1.00 || 45 || 86-198 (142.0) || 70 || 5% || 23.05 |- | rowspan="3" style="text-align: left;" | [[File:tech plasma 3.png|26px]] Plasma Cannon|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" | {{icon|alloys}} 22<br>{{icon|exotic gases}} 0.33 || 17 || 20-42 (31.0) || 30 || 40% || 4.86 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" | {{icon|alloys}} 44<br>{{icon|exotic gases}} 0.65 || 30 || 50-105 (77.5) || 50 || 20% || 12.15 |- | style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" | {{icon|alloys}} 88<br>{{icon|exotic gases}} 1.30 || 59 || 120-252 (186.0) || 70 || 5% || 29.17 |} ==== Lance ==== Lances are heavy energy weapons that fire large focused beams of highly energized particles and cause massive damage. Essentially a hybrid between lasers and plasma launchers, they are extremely effective against armor and very effective against hull but are very ineffective against shields. * Can fit into {{icon|slot xl}} Extra-Large slots * '''8.0''' day cooldown * '''85%''' accuracy * {{red|50%}} damage against {{iconify|shield}} * {{green|200%}} damage against {{iconify|armor}} * {{green|150%}} damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="8" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage |- | style="text-align: left;" | [[File:tech energy lance 1.png|26px]] Particle Lance|| style="text-align: center;" | {{icon|slot xl}} || style="text-align: left;" | {{icon|alloys}} 176<br>{{icon|rare crystals}} 2.60 || 200 || 600-1500 (1050.0) || 150 || 0% || 111.56 |- | style="text-align: left;" | [[File:tech energy lance 2.png|26px]] Tachyon Lance|| style="text-align: center;" | {{icon|slot xl}} || style="text-align: left;" | {{icon|alloys}} 229<br>{{icon|rare crystals}} 3.38 || 250 || 800-2000 (1400.0) || 150 || 0% || 148.75 |} === Anti-Hull === Energy weapons that are specialized in dealing damage to a ship's hull. Mining Lasers, Launchers and Matter Disintegrators belong to this category. ==== Mining Laser ==== Salvaged from ancient mining drones, these weapons use strong-focus lenses in combination with an oscillating firing frequency to create lasers strong enough to allow them to mine asteroids, or mine ships, destroying them. They are highly effective against hull and are somewhat effective against armor but are very ineffective against shields. * Can fit into {{icon|slot s}} Small and {{icon|slot m}} Medium slots * '''4.0''' day cooldown * '''70%-75%''' accuracy * {{red|50%}} damage against {{iconify|shield}} * {{green|125%}} damage against {{iconify|armor}} * {{green|175%}} damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="9" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|ship accuracy}}<br>Accuracy !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage |- | rowspan="2" style="text-align: left;" | [[File:tech mining drone weapon 1.png|26px]] Cutting Laser|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" | {{icon|alloys}} 13 || 7 || 9-22 (15.5) || 30 || 75% || 40% || 2.90 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" | {{icon|alloys}} 26 || 13 || 23-55 (39.0) || 60 || 70% || 20% || 6.82 |} ==== Particle Launcher ==== These weapons fire projectiles consisting of a rocket carrying an explosive energy payload of tightly concentrated protons or neutrons, capable of causing immense damage to the hull of enemy ships. They are highly effective against hull and very effective against armor but are very ineffective against shields. * Can fit into {{icon|slot l}} Large slots * '''16.0''' day cooldown * '''90%''' accuracy * {{red|50%}} damage against {{iconify|shield}} * {{green|150%}} damage against {{iconify|armor}} * {{green|175%}} damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="8" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage |- | style="text-align: left;" | [[File:tech energy torpedoes 1.png|26px]] Proton Launchers|| style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" | {{icon|alloys}} 88<br>{{icon|exotic gases}} 1.30 || 70 || 360-800 (580.0) || 130 || 0% || 32.62 |- | style="text-align: left;" | [[File:tech energy torpedoes 2.png|26px]] Neutron Launchers|| style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" |{{icon|alloys}} 114<br>{{icon|exotic gases}} 1.69 || 90 || 468-1040 (754.0) || 130 || 0% || 42.41 |} ==== Matter Disintegrator ==== Salvaged from Extradimensional Invaders, Matter Disintegrators work by applying 5th-dimensional energy manipulation principles on lower dimensional planes to create highly powerful energy shots. Like the Null Void Beam, it also possesses one of the longest ranges for its weapon size, all but ensuring they are the first weapons engaged on a target, or allowing smaller variants to complement larger primary weapons. They are extremely effective against hull, very effective against armor but very ineffective against shields. * Can fit into {{icon|slot s}} Small, {{icon|slot m}} Medium and {{icon|slot l}} Large slots * '''4.5''' day cooldown * '''90%''' accuracy * {{red|50%}} damage against {{iconify|shield}} * {{green|150%}} damage against {{iconify|armor}} * {{green|200%}} damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="8" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage |- | rowspan="3" style="text-align: left;" | [[File:tech extradimensional weapon 1.png|26px]] Matter Disintegrator|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" |{{icon|alloys}} 29<br>{{icon|rare crystals}} 0.43 || 25 || 20-49 (34.5) || 60 || 60% || 6.89 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" |{{icon|alloys}} 57<br>{{icon|rare crystals}} 0.85 || 50 || 50-123 (86.5) || 90 || 30% || 17.29 |- | style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" |{{icon|alloys}} 114<br>{{icon|rare crystals}} 1.69 || 100 || 120-294 (207.0) || 120 || 5% || 41.40 |} === Penetrating === Exotic energy weapons that ignore shields and armor completely, dealing damage directly to the hull. Their potential damage per shot is very high but is also highly unpredictable. Disruptors, Cloud Lightning and Arc Emitters belong to this category. These weapons fire bolts of unstable and chaotic high-energy particles that damage and destroy the molecular bonds holding the target's constituent atoms together. The unstable and chaotic nature of the fired energy bolts allows them to slip right through both shields and armor to wreak havoc directly on the ship's hull and crew but it also causes their damage output to be highly unpredictable. ==== Disruptor ==== Disruptors fire energy bolts that damage and destroy the molecular bonds holding the target's constituent atoms together. They completely ignore shields and armor and deal base damage directly to the hull. * Can fit into {{icon|slot s}} Small and {{icon|slot m}} Medium slots * '''6.1''' day cooldown * '''100%''' accuracy * {{yellow|Ignore}} {{iconify|shield}} and {{iconify|armor}} * '''100%''' damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="8" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage |- | rowspan="2" style="text-align: left;" | [[File:tech disruptors 1.png|26px]] Disruptor|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" |{{icon|alloys}} 17 || 10 || 1-18 (9.5) || 30 || 60% || 1.55 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" |{{icon|alloys}} 34 || 17 || 1-45 (23.0) || 50 || 35% || 3.77 |- | rowspan="2" style="text-align: left;" | [[File:tech disruptors 2.png|26px]] Ion Disruptor|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" |{{icon|alloys}} 17<br>{{icon|rare crystals}} 0.25 || 13 || 1-23 (12.0) || 30 || 60% || 1.96 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" |{{icon|alloys}} 34<br>{{icon|rare crystals}} 0.50 || 23 || 1-58 (29.5) || 50 || 35% || 4.83 |- | rowspan="2" style="text-align: left;" | [[File:tech disruptors 3.png|26px]] Phased Disruptor|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" |{{icon|alloys}} 22<br>{{icon|rare crystals}} 0.33 || 17 || 1-30 (15.5) || 30 || 60% || 2.54 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" |{{icon|alloys}} 44<br>{{icon|rare crystals}} 0.65 || 30 || 1-75 (38.0) || 50 || 35% || 6.22 |} ==== Cloud Lightning ==== Salvaged from Void Clouds, these weapons are essentially scaled-up Disruptors that use a special gas composition together with a specialized conduit to emit powerful lightnings. They ignore both shields and armor and deal base damage directly to the hull. * Can fit into {{icon|slot l}} Large slots * '''6.0''' day cooldown * '''100%''' accuracy * {{yellow|Ignore}} {{iconify|shield}} and {{iconify|armor}} * '''100%''' damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="9" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|ship accuracy}}<br>Accuracy !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage |- | style="text-align: left;" | [[File:tech space cloud weapon 1.png|26px]] Cloud Lightning|| style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" |{{icon|alloys}} 17 || 40 || 1-136 (68.5) || 60 || 100% || 30% || 11.41 |} ==== Arc Emitter ==== A scaled-up version of the Cloud Lightning, itself a scaled up version of the Disruptor, these weapons launch lightning arcs of chaotic and unstable energy at targets, ignoring armor and shields. They ignore both shields and armor and deal base damage directly to the hull. * Can fit into {{icon|slot xl}} Extra-Large slots * '''8.1''' day cooldown * '''100%''' accuracy * {{yellow|Ignore}} {{iconify|shield}} and {{iconify|armor}} * '''100%''' damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="8" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage |- | style="text-align: left;" | [[File:tech arc emitter 1.png|26px]] Arc Emitter|| style="text-align: center;" | {{icon|slot xl}} || style="text-align: left;" |{{icon|alloys}} 176<br>{{icon|rare crystals}} 2.60 || 200 || 1-1300 (650.5) || 150 || 0% || 80.30 |- | style="text-align: left;" | [[File:tech arc emitter 2.png|26px]] Focused Arc Emitter|| style="text-align: center;" | {{icon|slot xl}} || style="text-align: left;" |{{icon|alloys}} 229<br>{{icon|rare crystals}} 3.38 || 250 || 1-1700 (850.5) || 150 || 0% || 105.00 |} === Anti-Shield === Energy weapons that specialize in dealing damage to shields at the expense of their damage output against armor and hull. Related technologies can only be obtained from events or salvages. ==== Energy Siphon ==== Based on {{iconify|Society}} technology, this weapon drains energy from enemy ships by adapting the Tiyanki method of siphoning energy from gaseous matter. They are extremely effective against shields but highly ineffective against armor. * Can fit into {{icon|slot s}} Small slots * '''4.0''' day cooldown * '''75%''' accuracy * {{green|200%}} damage against {{iconify|shield}} * {{red|25%}} damage against {{iconify|armor}} * '''100%''' damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="9" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|ship accuracy}}<br>Accuracy !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage |- | style="text-align: left;" | [[File:tech space whale weapon 1.png|26px]] Energy Siphon|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" |{{icon|alloys}} 15 || 10 || 10-27 (18.5) || 50 || 75% || 50% || 3.46 |} ==== Null Void Beam ==== Can be learnt from the null void (a possible outcome of the interdimensional portal event chain), this weapon possesses the unique ability to destroy energy by harnessing the entropic nature of the null void. Like the Matter Disintegrators, it also possesses one of the longest ranges for its weapon size, all but ensuring they are the first weapons engaged on a target, or allowing smaller variants to complement larger primary weapons. It is absurdly effective against shields but highly ineffective against both armor and hull. * Can fit into {{icon|slot s}} Small, {{icon|slot m}} Medium and {{icon|slot l}} Large slots * '''4.4''' day cooldown * '''90%''' accuracy * {{green|400%}} damage against {{iconify|shield}} * {{red|25%}} damage against {{iconify|armor}} * {{red|25%}} damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="8" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage |- | rowspan="3" style="text-align: left;" | [[File:Null Void.png|26px]] Null Void Beam|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" |{{icon|alloys}} 13 || 7 || 6-16 (11.0) || 60 || 60% || 2.25 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" |{{icon|alloys}} 26 || 13 || 15-40 (27.5) || 90 || 30% || 5.62 |- | style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" |{{icon|alloys}} 52 || 26 || 36-95 (65.5) || 120 || 5% || 13.39 |} == Kinetic weapons == Based on {{iconify|Engineering}} technology, kinetic weapons use various means of propulsion (such as Electromagnets, Electromagnetic Coils, and Electromagnetic Rails) to accelerate and fire solid projectiles. They're good against shields but poor against armor. Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to energy weapons. Advanced kinetic weapons require {{iconify|Volatile Motes}} to build. === Mass Driver === Mass Drivers are the basic kinetic weapons. These projectile launchers use various systems of electromagnets to accelerate and fire solid armor-piercing projectiles towards targets at high speeds. They are very effective against shields but very ineffective against armor. * Can fit into {{icon|slot s}} Small, {{icon|slot m}} Medium and {{icon|slot l}} Large slots * '''3.45''' day cooldown * '''75%''' accuracy * {{green|150%}} damage against {{iconify|shield}} * {{red|50%}} damage against {{iconify|armor}} * '''100%''' damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="8" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage |- | rowspan="3" style="text-align: left;" | [[File:tech mass drivers 1.png|26px]] Mass Driver|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" | {{icon|alloys}} 10 || 5 || 5-16 (10.5) || 50 || 50% || 2.28 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" | {{icon|alloys}} 20 || 10 || 13-40 (26.5) || 75 || 30% || 5.76 |- | style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" | {{icon|alloys}} 40 || 20 || 30-96 (63.0) || 100 || 5% || 13.69 |- | rowspan="3" style="text-align: left;" | [[File:tech mass drivers 2.png|26px]] Coilgun|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" | {{icon|alloys}} 13 || 7 || 7-21 (14.0) || 50 || 50% || 3.04 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" | {{icon|alloys}} 26 || 13 || 18-53 (35.5) || 75 || 30% || 7.71 |- | style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" | {{icon|alloys}} 52 || 26 || 42-126 (84.0) || 100 || 5% || 18.26 |- | rowspan="3" style="text-align: left;" | [[File:tech mass drivers 3.png|26px]] Railgun|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" | {{icon|alloys}} 17 || 10 || 8-27 (17.5) || 50 || 50% || 3.80 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" | {{icon|alloys}} 34 || 17 || 20-68 (44.0) || 75 || 30% || 9.56 |- | style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" | {{icon|alloys}} 68 || 34 || 48-162 (105.0) || 100 || 5% || 22.82 |- | rowspan="3" style="text-align: left;" | [[File:tech mass drivers 4.png|26px]] Advanced Railgun|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" | {{icon|alloys}} 17<br>{{icon|volatile motes}} 0.25 || 13 || 11-35 (23.0) || 50 || 50% || 4.99 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" | {{icon|alloys}} 34<br>{{icon|volatile motes}} 0.50 || 23 || 28-88 (58.0) || 75 || 30% || 12.60 |- | style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" | {{icon|alloys}} 68<br>{{icon|volatile motes}} 1.00 || 45 || 66-210 (138.0) || 100 || 5% || 30.00 |- | rowspan="3" style="text-align: left;" | [[File:tech mass drivers 5.png|26px]] Gauss Cannon|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" | {{icon|alloys}} 22<br>{{icon|volatile motes}} 0.33 || 17 || 14-46 (30.0) || 50 || 50% || 6.52 |- | style="text-align: center;" | {{icon|slot m}} || style="text-align: left;" | {{icon|alloys}} 44<br>{{icon|volatile motes}} 0.65 || 30 || 35-115 (75.0) || 75 || 30% || 16.30 |- | style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" | {{icon|alloys}} 88<br>{{icon|volatile motes}} 1.30 || 59 || 84-276 (180.0) || 100 || 5% || 39.12 |} === Autocannon === Autocannons are a smaller, rapid-fire version of the Mass Driver that fires very small solid projectiles at a very rapid rate. Their main advantage is their high rate of fire and excellent tracking, but their design limits them to only small slots and they are nigh-useless against armored targets. They are very effective against shields, somewhat effective against hull and highly ineffective against armor. * Can fit into {{icon|slot s}} Small slots * '''2.3''' day cooldown * '''85%''' accuracy * {{green|150%}} damage against {{iconify|shield}} * {{red|25%}} damage against {{iconify|armor}} * {{green|125%}} damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="8" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage |- | style="text-align: left;" | [[File:tech autocannons 1.png|26px]] Autocannon|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" | {{icon|alloys}} 17 || 10 || 8-16 (12.0) || 30 || 75% || 4.43 |- | style="text-align: left;" | [[File:tech autocannons 2.png|26px]] Ripper Autocannon|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" | {{icon|alloys}} 17<br>{{icon|volatile motes}} 0.25 || 13 || 10-21 (15.5) || 30 || 75% || 5.72 |- | style="text-align: left;" | [[File:tech autocannons 3.png|26px]] Stormfire Autocannon|| style="text-align: center;" | {{icon|slot s}} || style="text-align: left;" | {{icon|alloys}} 22<br>{{icon|volatile motes}} 0.33 || 17 || 14-27 (20.5) || 30 || 75% || 7.57 |} === Kinetic Launcher === Kinetic Launchers are a bigger, slower-firing version of the Mass Driver that is capable of launching very big and very powerful solid projectiles over extreme distances with a large degree of accuracy. Their main advantage is their sheer destructive power coupled with an impressive range but their design limits them to large slots. They are extremely effective against shields, somewhat effective against hull and very ineffective against armor. * Can fit into {{icon|slot l}} Large slots * '''6.4''' day cooldown * '''75%''' accuracy * {{green|200%}} damage against {{iconify|shield}} * {{red|50%}} damage against {{iconify|armor}} * {{green|125%}} damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="8" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage |- | style="text-align: left;" | [[File:tech kinetic artillery 1.png|26px]] Kinetic Battery|| style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" | {{icon|alloys}} 88<br>{{icon|volatile motes}} 1.30 || 70 || 150-450 (300.0) || 120 || 0% || 35.15 |- | style="text-align: left;" | [[File:tech kinetic artillery 2.png|26px]] Kinetic Artillery|| style="text-align: center;" | {{icon|slot l}} || style="text-align: left;" | {{icon|alloys}} 114<br>{{icon|volatile motes}} 1.69 || 90 || 195-585 (390.0) || 120 || 0% || 45.70 |} === Mega Cannon === Essentially scaled-up Kinetic Launchers, Mega Cannons are enormous mass accelerators that can only be placed in a spinal mount and fires huge, monstrously powerful disc-shaped projectiles over extreme distances. They are very effective against shields, somewhat effective against hull and somewhat ineffective against armor. * Can fit into {{icon|slot xl}} Extra-Large slots * '''9.0''' day cooldown * '''75%''' accuracy * {{green|150%}} damage against {{iconify|shield}} * {{red|75%}} damage against {{iconify|armor}} * {{green|125%}} damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="8" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage |- | style="text-align: left;" | [[File:tech mass accelerator 1.png|26px]] Mega Cannon|| style="text-align: center;" | {{icon|slot xl}} || style="text-align: left;" | {{icon|alloys}} 176<br>{{icon|volatile motes}} 2.60 || 200 || 700-2000 (1350.0) || 150 || 0% || 112.50 |- | style="text-align: left;" | [[File:tech mass accelerator 2.png|26px]] Giga Cannon|| style="text-align: center;" | {{icon|slot xl}} || style="text-align: left;" | {{icon|alloys}} 229<br>{{icon|volatile motes}} 3.38 || 250 || 900-2600 (1750.0) || 150 || 0% || 145.83 |} == Explosive weapons == Based on {{iconify|Engineering}} technology, explosive weapons fire guided projectiles that carry an explosive payload. Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. They have very long range compared to other {{iconify|Medium}} weapons and ignore shields. They have 100% accuracy and decent Tracking, but their projectiles can be shot down by point defense weapons and strike craft, so their actual Average Damage depends on the enemy's point-defense capabilities. All explosive weapons go in a special {{icon|slot g}} Guided slot. Most advanced explosive weapons require {{iconify|Volatile Motes}} to build. === Missiles === Standard explosive weapons. They are somewhat more effective against hull and deal base damage otherwise but are weak at surviving against point-defense weapons. ==== Normal Missiles ==== Space-to-space missiles equipped with various warheads. Although based on old pre-space technology, these fire-and-forget weapons can be surprisingly effective at range. They deal moderate damage and have moderate survivability against point defense. * '''6.8''' day cooldown * '''100%''' accuracy * '''18''' speed * '''100''' retargeting range * {{yellow|Ignore}} {{iconify|shield}} * '''100%''' damage against {{iconify|armor}} * {{green|125%}} damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="10" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage !! {{icon|ship health}}<br/>Hull !! {{icon|evasion}}<br/>Evasion |- | style="text-align: left;" | [[File:tech missiles 1.png|26px]] Nuclear Missiles|| style="text-align: center;" | {{icon|slot g}} || style="text-align: left;" |{{icon|alloys}} 20 || 10 || 30-40 (35.0) || 100 || 25% || 5.14 || 6 || 0% |- | style="text-align: left;" | [[File:tech missiles 2.png|26px]] Fusion Missiles|| style="text-align: center;" | {{icon|slot g}} || style="text-align: left;" |{{icon|alloys}} 26 || 13 || 39-52 (45.5) || 100 || 25% || 6.69 || 7 || 10% |- | style="text-align: left;" | [[File:tech missiles 3.png|26px]] Antimatter Missiles|| style="text-align: center;" | {{icon|slot g}} || style="text-align: left;" |{{icon|alloys}} 34 || 17 || 51-68 (59.5) || 100 || 25% || 8.75 || 8 || 20% |- | style="text-align: left;" | [[File:tech missiles 4.png|26px]] Quantum Missiles|| style="text-align: center;" | {{icon|slot g}} || style="text-align: left;" |{{icon|alloys}} 34<br>{{icon|volatile motes}} 0.50 || 22 || 66-88 (77.0) || 100 || 25% || 11.32 || 9 || 30% |- | style="text-align: left;" | [[File:tech missiles 5.png|26px]] Marauder Missiles|| style="text-align: center;" | {{icon|slot g}} || style="text-align: left;" |{{icon|alloys}} 44<br>{{icon|volatile motes}} 0.65 || 26 || 86-114 (100.0) || 100 || 25% || 14.70 || 10 || 40% |} ==== Scourge Missiles ==== Salvaged from Prethoryn Scourge and based on {{iconify|Society}} technology, these self-propelled projectile weapons are very effective against armor and hull and have good survivability against point-defense. NOTE: the name and efficiency of this weapon seems unchanged from old game version, possibly forgotten by staff when balancing numbers. * '''5.0''' day cooldown * '''100%''' accuracy * '''18''' speed * '''120''' retargeting range * {{yellow|Ignore}} {{iconify|shield}} * {{green|150%}} damage against {{iconify|armor}} * {{green|150%}} damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="11" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|ship accuracy}}<br>Accuracy !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage !! {{icon|ship health}}<br/>Hull !! {{icon|evasion}}<br/>Evasion |- | style="text-align: left;" | [[File:tech scourge missile 1.png|26px]] Large Scourge Missile|| style="text-align: center;" | {{icon|slot g}} || style="text-align: left;" |{{icon|alloys}} 65 || 35 || 135-175 (155.0) || 120 || 100% || 5% || 31.00 || 15 || 40% |} === Swarmer Missiles === These smaller missiles are launched in large volleys and have been specifically designed to saturate and overwhelm enemy point-defense systems through sheer numbers. Swarmer missiles carry a smaller payload and thus deal low damage, but have high survivability against point-defense. * '''3.8''' day cooldown * '''100%''' accuracy * '''18''' speed * '''100''' retargeting range * {{yellow|Ignore}} {{iconify|shield}} * '''100%''' damage against {{iconify|armor}} * '''100%''' damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="10" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage !! {{icon|ship health}}<br/>Hull !! {{icon|evasion}}<br/>Evasion |- | style="text-align: left;" | [[File:tech swarmer missiles 1.png|26px]] Swarmer Missiles|| style="text-align: center;" | {{icon|slot g}} || style="text-align: left;" |{{icon|alloys}} 34 || 17 || 20-27 (23.5) || 100 || 30% || 6.18 || 30 || 0% |- | style="text-align: left;" | [[File:tech swarmer missiles 2.png|26px]] Whirlwind Missiles|| style="text-align: center;" | {{icon|slot g}} || style="text-align: left;" |{{icon|alloys}} 44<br>{{icon|volatile motes}} 0.65 || 26 || 33-48 (40.5) || 100 || 30% || 10.65 || 40 || 0% |} === Torpedoes === Torpedoes are essentially very large, slow-moving missiles, equipped with more powerful warheads. Torpedoes are slow to fire but carry a bigger payload and thus inflict high damage but have low survivability against point-defense due to their slowness. They are very effective against armor. * '''21.1''' day cooldown * '''100%''' accuracy * '''15''' speed * '''100''' retargeting range * {{yellow|Ignore}} {{iconify|shield}} * {{green|150%}} damage against {{iconify|armor}} * '''100%''' damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="10" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage !! {{icon|ship health}}<br/>Hull !! {{icon|evasion}}<br/>Evasion |- | style="text-align: left;" | [[File:tech torpedoes 1.png|26px]] Space Torpedoes|| style="text-align: center;" | {{icon|slot g}} || style="text-align: left;" |{{icon|alloys}} 34 || 17 || 165-265 (215.0) || 80 || 10% || 10.18 || 8 || 0% |- | style="text-align: left;" | [[File:tech torpedoes 2.png|26px]] Armored Torpedoes|| style="text-align: center;" | {{icon|slot g}} || style="text-align: left;" |{{icon|alloys}} 34<br>{{icon|volatile motes}} 0.50 || 26 || 215-345 (280.0) || 80 || 10% || 13.27 || 11 || 0% |- | style="text-align: left;" | [[File:tech torpedoes 3.png|26px]] Devastator Torpedoes|| style="text-align: center;" | {{icon|slot g}} || style="text-align: left;" |{{icon|alloys}} 44<br>{{icon|volatile motes}} 0.65 || 32 || 275-445 (360.0) || 80 || 10% || 17.06 || 14 || 0% |} == Strike Craft == Based on {{iconify|Engineering}} technology, strike craft hangars do not attack the enemy directly, but instead launch small spaceships to attack. Like explosive weapons, strike craft ignore shields but can be shot down by flak guns. All strike craft go in a special {{icon|slot h}} hangar slot. Outside of combat, strike craft regenerate at the rate displayed in game to the hanger capacity, but in combat, they regenerate at 20% of the rate in game continually, and can exceed their hangar capacity if not destroyed quickly enough. The DPS takes into account the number of strike craft per hangar. However, this number is at best a rough estimation of how much damage they can do, as strike craft are often shot down before they can reach their targets. In addition to this, strike craft continually spawn as mentioned above, leading to potentially much higher DPS during long battles against a fleet without point defense. Fire rate, Weapon damage, and Strike craft damage modifiers only affect military power of the strike craft themselves. === Regular Strike Craft === These manned strike craft are launched from a hangar or carrier mothership and rely on their speed, agility and small size to survive long enough to attack their targets. They are very effective against armor. * '''8''' units per hangar * '''2.3''' day cooldown * '''100%''' accuracy * '''10''' attack range * {{yellow|Ignore}} {{iconify|shield}} * {{green|150%}} damage against {{iconify|armor}} * '''100%''' damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="12" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage !! {{icon|shield}}<br/>Shield !! {{icon|ship health}}<br/>Hull !! {{icon|evasion}}<br/>Evasion !! {{icon|ship speed}}<br/>Speed |- | style="text-align: left;" | [[File:Ship part strike craft scout 1.png|26px]] Scout Wing|| style="text-align: center;" | {{icon|slot h}} || style="text-align: left;" | {{icon|alloys}} 40 || 20 || 4-8 (6) || 70% || 20.86 || 0 || 30 || 60% || 550 |- | style="text-align: left;" | [[File:tech strike craft 1.png|26px]] Basic Strike Craft|| style="text-align: center;" | {{icon|slot h}} || style="text-align: left;" | {{icon|alloys}} 40 || 34 || 4-10 (7) || 80% || 24.34 || 10 || 35 || 65% || 600 |- | style="text-align: left;" | [[File:tech strike craft 2.png|26px]] Improved Strike Craft|| style="text-align: center;" | {{icon|slot h}} || style="text-align: left;" | {{icon|alloys}} 68 || 45 || 5-13 (9) || 90% || 31.30 || 20 || 40 || 80% || 650 |- | style="text-align: left;" | [[File:tech strike craft 3.png|26px]] Advanced Strike Craft|| style="text-align: center;" | {{icon|slot h}} || style="text-align: left;" | {{icon|alloys}} 88 || 59 || 6-17 (11.5) || 100% || 40.00 || 30 || 45 || 80% || 700 |} === Amoeba === Based on {{iconify|Society}} technology, an empire can breed Space Amoebae and use its Flagella as strike craft. They are the only strike craft not to have 100% accuracy, instead having 70%. They are very effective against armor. * '''8''' units per hangar * '''5.0''' day cooldown * '''70%''' accuracy * '''10''' attack range * {{yellow|Ignore}} {{iconify|shield}} * {{green|150%}} damage against {{iconify|armor}} * '''100%''' damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="10" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage !! {{icon|ship health}}<br/>Hull !! {{icon|evasion}}<br/>Evasion !! {{icon|ship speed}}<br/>Speed |- | style="text-align: left;" | [[File:tech amoeba strike craft 1.png|26px]] Amoeba Flagella|| style="text-align: center;" | {{icon|slot h}} || style="text-align: left;" | {{icon|alloys}} 60 || 30 || 20-30 (25.0) || 50% || 40.00 || 50 || 50% || 500 |} === Swarm Strikers === Based on {{iconify|Society}} technology, these cloned and miniaturized Prethoryn specimen can be controlled and used as strike craft. They ignore 66% of the target's armor points, allowing them to deal damage directly to the hull, albeit with a 33% damage reduction. * '''10''' units per hangar * '''2.0''' day cooldown * '''100%''' accuracy * '''10''' attack range * {{yellow|Ignore}} {{iconify|shield}} * {{yellow|Ignore}} '''66%''' {{iconify|armor}} * '''100%''' damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="12" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage !! {{icon|armor}}<br/>Armor !! {{icon|ship health}}<br/>Hull !! {{icon|evasion}}<br/>Evasion !! {{icon|ship speed}}<br/>Speed |- | style="text-align: left;" | [[File:tech swarm strike craft 1.png|26px]] Swarm Strikers|| style="text-align: center;" | {{icon|slot h}} || style="text-align: left;" | {{icon|alloys}} 100 || 80 || 8-12 (10.0) || 80% || 50.00 || 20 || 80 || 80% || 400 |} == Point-defense weapons == Point-defense weapons are small turrets that are capable of targeting and destroying incoming missiles and strike craft, preventing them from dealing damage to the ship. They are not efficient against full-size warships, however, as they have low damage compared to other weapons. They come in two types: Flak Guns and Point-Defense both of which can attack enemy ships, missiles and strike craft. All point-defense weapons use {{icon|slot pd}} Point-Defense slot. === Flak Gun === Based on {{iconify|Engineering}} technologies, these gun batteries fire small-size explosive fragmentation rounds that create shrapnel at close range detonation, allowing them to attack and destroy enemy strike craft. * '''0.5''' day cooldown * '''75%''' accuracy * '''100%''' damage against {{iconify|shield}} * {{red|25%}} damage against {{iconify|armor}} * '''100%''' damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="8" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage |- | style="text-align: left;" | [[File:tech flak batteries 1.png|26px]] Flak Battery || style="text-align: center;" | {{icon|slot pd}} || style="text-align: left;" | {{icon|alloys}} 8 || 5 || 1-3 (2.0) || 30 || 50% || 3.00 |- | style="text-align: left;" | [[File:tech flak batteries 2.png|26px]] Flak Cannons || style="text-align: center;" | {{icon|slot pd}} || style="text-align: left;" | {{icon|alloys}} 10 || 7 || 1-4 (2.5) || 30 || 60% || 4.50 |- | style="text-align: left;" | [[File:tech flak batteries 3.png|26px]] Flak Artillery || style="text-align: center;" | {{icon|slot pd}} || style="text-align: left;" | {{icon|alloys}} 13 || 10 || 2-6 (4.0) || 30 || 70% || 6.00 |} === Point-Defense === Based on {{iconify|Physics}} technologies, these hull-mounted turrets fire energy shots that detonate target payloads prematurely, allowing them to destroy incoming missiles. * '''0.5''' day cooldown * '''75%''' accuracy * '''100%''' damage against {{iconify|shield}} * {{red|25%}} damage against {{iconify|armor}} * '''100%''' damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="8" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage |- | style="text-align: left;" | [[File:tech pd tracking 1.png|26px]] Sentinel Point-Defense || style="text-align: center;" | {{icon|slot pd}} || style="text-align: left;" | {{icon|alloys}} 8 || 5 || 1-4 (2.5) || 30 || 10% || 3.75 |- | style="text-align: left;" | [[File:tech pd tracking 2.png|26px]] Barrier Point-Defense || style="text-align: center;" | {{icon|slot pd}} || style="text-align: left;" | {{icon|alloys}} 10 || 7 || 1-6 (3.5) || 30 || 20% || 5.62 |- | style="text-align: left;" | [[File:tech pd tracking 3.png|26px]] Guardian Point-Defense || style="text-align: center;" | {{icon|slot pd}} || style="text-align: left;" | {{icon|alloys}} 13 || 10 || 2-8 (5.0) || 30 || 30% || 7.50 |} == Titanic weapons == {{expansion|apc}} These weapons are used by Titans and Ion Cannons and can destroy a normal enemy ship of any size in a single hit from extreme range. All of them share the same stats, being good at destroying targets with low evasion. * '''21.75''' day cooldown * '''85%''' accuracy * {{red|75%}} damage against {{iconify|shield}} * {{green|150%}} damage against {{iconify|armor}} * {{green|125%}} damage against {{icon|ship health}} hull {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="8" | Detailed Table |- ! Weapon !! Size !! Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Damage Per Hit<br/>(Average) !! {{icon|weapons range}}<br/>Range !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Average Damage |- | style="text-align: left;" | [[File:tech titans.png|26px]] Perdition Beam|| style="text-align: center;" | {{icon|slot t}} || style="text-align: left;" | {{icon|alloys}} 456<br>{{icon|rare crystals}} 6.76 || 500 || 5000-10000 (7500.0) || 250 || 0% || 293.10 |- | style="text-align: left;" | [[File:tech titans.png|26px]] Ion Cannon|| style="text-align: center;" | {{icon|slot t}} || style="text-align: left;" | {{icon|alloys}} 456<br>{{icon|rare crystals}} 6.76 || N/A || 5000-10000 (7500.0) || 250 || 0% || 293.10 |} == World Devastator weapons == {{expansion|apc|nem}} See [[Colossus]] and [[Star-Eater]]. Although technically mounted on a weapon slot and used by a spaceship, these weapons are not used in ship-to-ship combat. Instead, they affect celestial bodies. <!-- == Energy weapons == Based on {{iconify|Physics}} technology, energy weapons use energy-based attacks and are generally good against armor but are poor against shields. Many of them deal extra damage against hulls, and some penetrate (ignore) armor and shield entirely. Types of energy weapons include: * '''Lasers, Lances:''' The core energy weapons, these deal increased damage against armor and reduced damage against shields. Lances have a damage bonus against both armor and hull. * '''Plasma Cannons:''' More extreme versions of lasers, plasma cannons deal extremely high damage to armor and hull and extremely low damage to shields. * '''Launchers, Matter Disintegrators:''' These weapons share the same weakness with lasers, and offer more extra damage to hull than armor. * '''Disruptors, Arc Emitters:''' These exotic weapons ignore shields and armor completely, dealing damage directly to the hull. Their potential damage per shot is very high but is also highly unpredictable, resulting in a lower effective damage output. {| class = "wikitable sortable" style="text-align: right;" ! Weapon/Role !! Size !!data-sort-type="number"| {{icon|minerals}}<br/>Cost !!data-sort-type="number"| {{icon|power}}<br/>Power !!data-sort-type="number"| {{icon|damage}}<br/>Average<br/>damage !!data-sort-type="number"| {{icon|time}}<br/>Cooldown !!data-sort-type="number"| {{icon|weapons range}}<br/>Range !!data-sort-type="number"| {{icon|ship accuracy}}<br/>Accuracy !!data-sort-type="number"| {{icon|tracking}}<br/>Tracking !!data-sort-type="number"| {{icon|damage}}/{{icon|time}}<br/>Normalized DPS !! Modifiers |- | style="text-align: left;" | [[File:tech arc emitter 1.png|26px]] Arc Emitter<br/><p style="color:#ff00ff; font-weight:bold; text-align:right; margin:0;">penetrating</p> || style="text-align: left;" | {{icon|slot xl}} || 250 || 200.0 || 650.5 || 71 || 150 || 100% || 0% || 2.29 || style="text-align: left;" | 100% armor penetration<br/>100% shield penetration |- | style="text-align: left;" | [[File:tech arc emitter 2.png|26px]] Focused Arc Emitter<br/><p style="color:#ff00ff; font-weight:bold; text-align:right; margin:0;">penetrating</p> || style="text-align: left;" | {{icon|slot xl}} || 325 || 250.0 || 850.5 || 71 || 150 || 100% || 0% || 2.99 || style="text-align: left;" | 100% armor penetration<br/>100% shield penetration |- | style="text-align: left;" | [[File:tech disruptors 1.png|26px]] Small Disruptor<br/><p style="color:#ff00ff; font-weight:bold; text-align:right; margin:0;">penetrating</p> || style="text-align: left;" | {{icon|slot s}} || 15 || 10.0 || 9.5 || 50 || 20 || 100% || 60% || 0.38 || style="text-align: left;" | 100% armor penetration<br/>100% shield penetration |- | style="text-align: left;" | [[File:tech disruptors 1.png|26px]] Medium Disruptor<br/><p style="color:#ff00ff; font-weight:bold; text-align:right; margin:0;">penetrating</p> || style="text-align: left;" | {{icon|slot m}} || 30 || 17.0 || 23.0 || 50 || 40 || 100% || 35% || 0.46 || style="text-align: left;" | 100% armor penetration<br/>100% shield penetration |- | style="text-align: left;" | [[File:tech disruptors 2.png|26px]] Small Ion Disruptor<br/><p style="color:#ff00ff; font-weight:bold; text-align:right; margin:0;">penetrating</p> || style="text-align: left;" | {{icon|slot s}} || 20 || 13.0 || 12.0 || 50 || 20 || 100% || 60% || 0.48 || style="text-align: left;" | 100% armor penetration<br/>100% shield penetration |- | style="text-align: left;" | [[File:tech disruptors 2.png|26px]] Medium Ion Disruptor<br/><p style="color:#ff00ff; font-weight:bold; text-align:right; margin:0;">penetrating</p> || style="text-align: left;" | {{icon|slot m}} || 40 || 23.0 || 29.5 || 50 || 40 || 100% || 35% || 0.59 || style="text-align: left;" | 100% armor penetration<br/>100% shield penetration |- | style="text-align: left;" | [[File:tech disruptors 3.png|26px]] Small Phased Disruptor<br/><p style="color:#ff00ff; font-weight:bold; text-align:right; margin:0;">penetrating</p> || style="text-align: left;" | {{icon|slot s}} || 25 || 17.0 || 15.5 || 50 || 20 || 100% || 60% || 0.62 || style="text-align: left;" | 100% armor penetration<br/>100% shield penetration |- | style="text-align: left;" | [[File:tech disruptors 3.png|26px]] Medium Phased Disruptor<br/><p style="color:#ff00ff; font-weight:bold; text-align:right; margin:0;">penetrating</p> || style="text-align: left;" | {{icon|slot m}} || 35 || 30.0 || 38.0 || 50 || 40 || 100% || 35% || 0.76 || style="text-align: left;" | 100% armor penetration<br/>100% shield penetration |- | style="text-align: left;" | [[File:tech energy lance 1.png|26px]] Particle Lance<br/><p style="color:#804808; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot xl}} || 250 || 200.0 || 1050.0 || 70 || 150 || 85% || 0% || 2.19 || style="text-align: left;" | 150% hull damage<br/>200% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech energy lance 2.png|26px]] Tachyon Lance<br/><p style="color:#804808; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot xl}} || 325 || 250.0 || 1400.0 || 70 || 150 || 85% || 0% || 2.92 || style="text-align: left;" | 150% hull damage<br/>200% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech energy torpedoes 1.png|26px]] Proton Launchers<br/><p style="color:#5e800a; font-weight:bold; text-align:right; margin:0;">anti-hull</p> || style="text-align: left;" | {{icon|slot l}} || 120 || 70.0 || 580.0 || 150 || 130 || 90% || 5% || 1.20 || style="text-align: left;" | 175% hull damage<br/>150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech energy torpedoes 2.png|26px]] Neutron Launchers<br/><p style="color:#5e800a; font-weight:bold; text-align:right; margin:0;">anti-hull</p> || style="text-align: left;" | {{icon|slot l}} || 155 || 90.0 || 754.0 || 150 || 130 || 90% || 5% || 1.56 || style="text-align: left;" | 175% hull damage<br/>150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech extradimensional weapon 1.png|26px]] Small Matter Disintegrator<br/><p style="color:#488008; font-weight:bold; text-align:right; margin:0;">anti-hull</p> || style="text-align: left;" | {{icon|slot s}} || 40 || 25.0 || 34.5 || 35 || 30 || 90% || 60% || 1.33 || style="text-align: left;" | 200% hull damage<br/>150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech extradimensional weapon 1.png|26px]] Medium Matter Disintegrator<br/><p style="color:#488008; font-weight:bold; text-align:right; margin:0;">anti-hull</p> || style="text-align: left;" | {{icon|slot m}} || 80 || 50.0 || 86.5 || 35 || 50 || 90% || 30% || 1.67 || style="text-align: left;" | 200% hull damage<br/>150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech extradimensional weapon 1.png|26px]] Large Matter Disintegrator<br/><p style="color:#488008; font-weight:bold; text-align:right; margin:0;">anti-hull</p> || style="text-align: left;" | {{icon|slot l}} || 160 || 100.0 || 207.0 || 35 || 70 || 90% || 5% || 2.00 || style="text-align: left;" | 200% hull damage<br/>150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech lasers 1.png|26px]] Small Red Laser<br/><p style="color:#80390e; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot s}} || 10 || 5.0 || 11.0 || 35 || 40 || 90% || 50% || 0.28 || style="text-align: left;" | 150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech lasers 1.png|26px]] Medium Red Laser<br/><p style="color:#80390e; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot m}} || 20 || 10.0 || 27.5 || 35 || 60 || 90% || 30% || 0.35 || style="text-align: left;" | 150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech lasers 1.png|26px]] Large Red Laser<br/><p style="color:#80390e; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot l}} || 40 || 20.0 || 66.0 || 35 || 80 || 90% || 5% || 0.42 || style="text-align: left;" | 150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech lasers 2.png|26px]] Small Blue Laser<br/><p style="color:#80390e; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot s}} || 13 || 7.0 || 14.5 || 35 || 40 || 90% || 50% || 0.37 || style="text-align: left;" | 150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech lasers 2.png|26px]] Medium Blue Laser<br/><p style="color:#80390e; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot m}} || 26 || 13.0 || 36.5 || 35 || 60 || 90% || 30% || 0.47 || style="text-align: left;" | 150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech lasers 2.png|26px]] Large Blue Laser<br/><p style="color:#80390e; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot l}} || 52 || 26.0 || 87.0 || 35 || 80 || 90% || 5% || 0.56 || style="text-align: left;" | 150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech lasers 3.png|26px]] Small UV Laser<br/><p style="color:#80390e; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot s}} || 17 || 10.0 || 18.5 || 35 || 40 || 90% || 50% || 0.48 || style="text-align: left;" | 150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech lasers 3.png|26px]] Medium UV Laser<br/><p style="color:#80390e; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot m}} || 34 || 17.0 || 46.5 || 35 || 60 || 90% || 30% || 0.60 || style="text-align: left;" | 150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech lasers 3.png|26px]] Large UV Laser<br/><p style="color:#80390e; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot l}} || 68 || 34.0 || 111.0 || 35 || 80 || 90% || 5% || 0.71 || style="text-align: left;" | 150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech lasers 4.png|26px]] Small X-Ray Laser<br/><p style="color:#80390e; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot s}} || 22 || 13.0 || 24.0 || 35 || 40 || 90% || 50% || 0.62 || style="text-align: left;" | 150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech lasers 4.png|26px]] Medium X-Ray Laser<br/><p style="color:#80390e; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot m}} || 44 || 23.0 || 60.5 || 35 || 60 || 90% || 30% || 0.78 || style="text-align: left;" | 150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech lasers 4.png|26px]] Large X-Ray Laser<br/><p style="color:#80390e; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot l}} || 88 || 45.0 || 144.0 || 35 || 80 || 90% || 5% || 0.93 || style="text-align: left;" | 150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech lasers 5.png|26px]] Small Gamma Laser<br/><p style="color:#80390e; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot s}} || 28 || 17.0 || 31.5 || 35 || 40 || 90% || 50% || 0.81 || style="text-align: left;" | 150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech lasers 5.png|26px]] Medium Gamma Laser<br/><p style="color:#80390e; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot m}} || 56 || 30.0 || 79.0 || 35 || 60 || 90% || 30% || 1.02 || style="text-align: left;" | 150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech lasers 5.png|26px]] Large Gamma Laser<br/><p style="color:#80390e; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot l}} || 112 || 59.0 || 189.0 || 35 || 80 || 90% || 5% || 1.22 || style="text-align: left;" | 150% armor damage<br/>50% shield damage |- | style="text-align: left;" | [[File:tech mining drone weapon 1.png|26px]] Small Cutting Laser<br/><p style="color:#328002; font-weight:bold; text-align:right; margin:0;">anti-hull</p> || style="text-align: left;" | {{icon|slot s}} || 15 || 7.0 || 15.5 || 30 || 30 || 75% || 40% || 0.53 || style="text-align: left;" | 200% hull damage<br/>125% armor damage<br/>25% shield damage |- | style="text-align: left;" | [[File:tech mining drone weapon 1.png|26px]] Medium Cutting Laser<br/><p style="color:#328002; font-weight:bold; text-align:right; margin:0;">anti-hull</p> || style="text-align: left;" | {{icon|slot m}} || 30 || 13.0 || 39.0 || 30 || 60 || 70% || 20% || 0.63 || style="text-align: left;" | 200% hull damage<br/>125% armor damage<br/>25% shield damage |- | style="text-align: left;" | [[File:tech plasma 1.png|26px]] Small Plasma Thrower<br/><p style="color:#804802; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot s}} || 15 || 10.0 || 18.5 || 40 || 30 || 80% || 40% || 0.49 || style="text-align: left;" | 150% hull damage<br/>200% armor damage<br/>25% shield damage |- | style="text-align: left;" | [[File:tech plasma 1.png|26px]] Medium Plasma Thrower<br/><p style="color:#804802; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot m}} || 30 || 17.0 || 46.5 || 40 || 50 || 80% || 20% || 0.61 || style="text-align: left;" | 150% hull damage<br/>200% armor damage<br/>25% shield damage |- | style="text-align: left;" | [[File:tech plasma 1.png|26px]] Large Plasma Thrower<br/><p style="color:#804802; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot l}} || 60 || 34.0 || 111.0 || 40 || 70 || 80% || 5% || 0.73 || style="text-align: left;" | 150% hull damage<br/>200% armor damage<br/>25% shield damage |- | style="text-align: left;" | [[File:tech plasma 2.png|26px]] Small Plasma Accelerator<br/><p style="color:#804802; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot s}} || 20 || 13.0 || 24.5 || 40 || 30 || 80% || 40% || 0.64 || style="text-align: left;" | 150% hull damage<br/>200% armor damage<br/>25% shield damage |- | style="text-align: left;" | [[File:tech plasma 2.png|26px]] Medium Plasma Accelerator<br/><p style="color:#804802; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot m}} || 40 || 23.0 || 61.5 || 40 || 50 || 80% || 20% || 0.81 || style="text-align: left;" | 150% hull damage<br/>200% armor damage<br/>25% shield damage |- | style="text-align: left;" | [[File:tech plasma 2.png|26px]] Large Plasma Accelerator<br/><p style="color:#804802; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot l}} || 80 || 45.0 || 147.0 || 40 || 70 || 80% || 5% || 0.96 || style="text-align: left;" | 150% hull damage<br/>200% armor damage<br/>25% shield damage |- | style="text-align: left;" | [[File:tech plasma 3.png|26px]] Small Plasma Cannon<br/><p style="color:#804802; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot s}} || 25 || 17.0 || 31.0 || 40 || 30 || 80% || 40% || 0.81 || style="text-align: left;" | 150% hull damage<br/>200% armor damage<br/>25% shield damage |- | style="text-align: left;" | [[File:tech plasma 3.png|26px]] Medium Plasma Cannon<br/><p style="color:#804802; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot m}} || 50 || 30.0 || 77.5 || 40 || 50 || 80% || 20% || 1.02 || style="text-align: left;" | 150% hull damage<br/>200% armor damage<br/>25% shield damage |- | style="text-align: left;" | [[File:tech plasma 3.png|26px]] Large Plasma Cannon<br/><p style="color:#804802; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot l}} || 100 || 59.0 || 186.0 || 40 || 70 || 80% || 5% || 1.22 || style="text-align: left;" | 150% hull damage<br/>200% armor damage<br/>25% shield damage |- | style="text-align: left;" | [[File:tech space cloud weapon 1.png|26px]] Cloud Lightning<br/><p style="color:#ff00ff; font-weight:bold; text-align:right; margin:0;">penetrating</p> || style="text-align: left;" | {{icon|slot l}} || 50 || 40.0 || 68.5 || 50 || 60 || 100% || 30% || 0.69 || style="text-align: left;" | 100% armor penetration<br/>100% shield penetration |- | style="text-align: left;" | [[File:tech space whale weapon 1.png|26px]] Energy Siphon<br/><p style="color:#022080; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot s}} || 15 || 10.0 || 18.5 || 30 || 50 || 75% || 50% || 0.49 || style="text-align: left;" | 25% armor damage<br/>200% shield damage |- | style="text-align: left;" | [[File:Null Void.png|26px]] Null Void Beam<br/><p style="color:#022080; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot s}} || 13 || 7.0 || 11 || 35 || 60 || 90% || 60% || unk || style="text-align: left;" | 25% armor damage<br/>25% hull damage<br/>500% shield damage |- | style="text-align: left;" | [[File:Null Void.png|26px]] Null Void Beam<br/><p style="color:#022080; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot m}} || 26 || 13.0 || 27.5 || 35 || 90 || 90% || 30% || unk || style="text-align: left;" | 25% armor damage<br/>25% hull damage<br/>500% shield damage |- | style="text-align: left;" | [[File:Null Void.png|26px]] Null Void Beam<br/><p style="color:#022080; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot l}} || 52 || 26.0 || 65.5 || 35 || 120 || 90% || 5% || unk || style="text-align: left;" | 25% armor damage<br/>25% hull damage<br/>500% shield damage |} == Kinetic weapons == Based on {{iconify|Engineering}} technology, kinetic weapons fire solid projectiles and are generally good against shields but poor against armor, making them a good complement to energy weapons. Types of kinetic weapons include: * '''Mass Drivers, Kinetic Batteries, Mega Cannons:''' The opposite of lasers, these weapons deal increased damage against shields, and reduced damage against armor. * '''Autocannons:''' These short-range, rapid-fire weapons have rather unimpressive damage per shot but fire extremely fast and possess great accuracy. They work well against shield and hull, but are ineffective against armor. {| class = "wikitable sortable" style="text-align: right;" ! Weapon/Role !! Size !!data-sort-type="number"| {{icon|minerals}}<br/>Cost !!data-sort-type="number"| {{icon|power}}<br/>Power !!data-sort-type="number"| {{icon|damage}}<br/>Average<br/>damage !!data-sort-type="number"| {{icon|time}}<br/>Cooldown !!data-sort-type="number"| {{icon|weapons range}}<br/>Range !!data-sort-type="number"| {{icon|ship accuracy}}<br/>Accuracy !!data-sort-type="number"| {{icon|tracking}}<br/>Tracking !!data-sort-type="number"| {{icon|damage}}/{{icon|time}}<br/>Normalized DPS !! Modifiers |- | style="text-align: left;" | [[File:tech autocannons 1.png|26px]] Autocannon<br/><p style="color:#023280; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot s}} || 15 || 10.0 || 12.0 || 15 || 30 || 85% || 75% || 0.81 || style="text-align: left;" | 125% hull damage<br/>25% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech autocannons 2.png|26px]] Ripper Autocannon<br/><p style="color:#023280; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot s}} || 20 || 13.0 || 15.5 || 15 || 30 || 85% || 75% || 1.04 || style="text-align: left;" | 125% hull damage<br/>25% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech autocannons 3.png|26px]] Stormfire Autocannon<br/><p style="color:#023280; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot s}} || 25 || 17.0 || 20.5 || 15 || 30 || 85% || 75% || 1.38 || style="text-align: left;" | 125% hull damage<br/>25% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech kinetic artillery 1.png|26px]] Kinetic Battery<br/><p style="color:#083280; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot l}} || 120 || 70.0 || 300.0 || 50 || 120 || 75% || 0% || 1.41 || style="text-align: left;" | 125% hull damage<br/>50% armor damage<br/>200% shield damage |- | style="text-align: left;" | [[File:tech kinetic artillery 2.png|26px]] Kinetic Artillery<br/><p style="color:#083280; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot l}} || 155 || 90.0 || 390.0 || 50 || 120 || 75% || 0% || 1.83 || style="text-align: left;" | 125% hull damage<br/>50% armor damage<br/>200% shield damage |- | style="text-align: left;" | [[File:tech mass accelerator 1.png|26px]] Mega Cannon<br/><p style="color:#205980; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot xl}} || 250 || 200.0 || 1350.0 || 80 || 150 || 75% || 0% || 1.88 || style="text-align: left;" | 125% hull damage<br/>75% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech mass accelerator 2.png|26px]] Giga Cannon<br/><p style="color:#205980; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot xl}} || 325 || 250.0 || 1750.0 || 80 || 150 || 75% || 0% || 2.44 || style="text-align: left;" | 125% hull damage<br/>75% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech mass drivers 1.png|26px]] Small Mass Driver<br/><p style="color:#0e3980; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot s}} || 10 || 5.0 || 10.5 || 25 || 50 || 75% || 50% || 0.32 || style="text-align: left;" | 50% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech mass drivers 1.png|26px]] Medium Mass Driver<br/><p style="color:#0e3980; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot m}} || 20 || 10.0 || 26.5 || 25 || 75 || 75% || 30% || 0.40 || style="text-align: left;" | 50% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech mass drivers 1.png|26px]] Large Mass Driver<br/><p style="color:#0e3980; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot l}} || 40 || 20.0 || 63.0 || 25 || 100 || 75% || 5% || 0.47 || style="text-align: left;" | 50% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech mass drivers 2.png|26px]] Small Coilgun<br/><p style="color:#0e3980; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot s}} || 13 || 7.0 || 14.0 || 25 || 50 || 75% || 50% || 0.42 || style="text-align: left;" | 50% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech mass drivers 2.png|26px]] Medium Coilgun<br/><p style="color:#0e3980; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot m}} || 26 || 13.0 || 35.5 || 25 || 75 || 75% || 30% || 0.53 || style="text-align: left;" | 50% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech mass drivers 2.png|26px]] Large Coilgun<br/><p style="color:#0e3980; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot l}} || 52 || 26.0 || 84.0 || 25 || 100 || 75% || 5% || 0.63 || style="text-align: left;" | 50% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech mass drivers 3.png|26px]] Small Railgun<br/><p style="color:#0e3980; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot s}} || 17 || 10.0 || 17.5 || 25 || 50 || 75% || 50% || 0.52 || style="text-align: left;" | 50% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech mass drivers 3.png|26px]] Medium Railgun<br/><p style="color:#0e3980; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot m}} || 34 || 17.0 || 44.0 || 25 || 75 || 75% || 30% || 0.66 || style="text-align: left;" | 50% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech mass drivers 3.png|26px]] Large Railgun<br/><p style="color:#0e3980; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot l}} || 68 || 34.0 || 105.0 || 25 || 100 || 75% || 5% || 0.79 || style="text-align: left;" | 50% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech mass drivers 4.png|26px]] Small Advanced Railgun<br/><p style="color:#0e3980; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot s}} || 22 || 13.0 || 23.0 || 25 || 50 || 75% || 50% || 0.69 || style="text-align: left;" | 50% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech mass drivers 4.png|26px]] Medium Advanced Railgun<br/><p style="color:#0e3980; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot m}} || 44 || 23.0 || 58.0 || 25 || 75 || 75% || 30% || 0.87 || style="text-align: left;" | 50% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech mass drivers 4.png|26px]] Large Advanced Railgun<br/><p style="color:#0e3980; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot l}} || 88 || 45.0 || 138.0 || 25 || 100 || 75% || 5% || 1.03 || style="text-align: left;" | 50% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech mass drivers 5.png|26px]] Small Gauss Cannon<br/><p style="color:#0e3980; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot s}} || 28 || 17.0 || 30.0 || 25 || 50 || 75% || 50% || 0.90 || style="text-align: left;" | 50% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech mass drivers 5.png|26px]] Medium Gauss Cannon<br/><p style="color:#0e3980; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot m}} || 56 || 30.0 || 75.0 || 25 || 75 || 75% || 30% || 1.12 || style="text-align: left;" | 50% armor damage<br/>150% shield damage |- | style="text-align: left;" | [[File:tech mass drivers 5.png|26px]] Large Gauss Cannon<br/><p style="color:#0e3980; font-weight:bold; text-align:right; margin:0;">anti-shield</p> || style="text-align: left;" | {{icon|slot l}} || 112 || 59.0 || 180.0 || 25 || 100 || 75% || 5% || 1.35 || style="text-align: left;" | 50% armor damage<br/>150% shield damage |} == Explosive weapons == Based on {{iconify|Engineering}} technology, explosive weapons fire guided projectiles that carry an explosive payload. Explosive weapons ignore shields and deal very high damage per shot, but their projectiles can be shot down by point defense weapons. All explosive weapons go in a special {{icon|slot g}} guided slot. Types of explosive weapons include: * '''Missiles:''' The core explosive weapon, missiles offer a balance between damage and survivability against point defense. * '''Torpedoes:''' These heavy weapons have larger payload, dealing very high damage as a result, but their slow travel speed and rate of fire makes them vulnerable to point defense. * '''Swarmer Missiles:''' The fast travel speed, high durability, and rapid rate of fire of these weapons allows them to saturate and overwhelm point defenses, at the cost of each projectile having a smaller payload, leading to a lower raw damage potential. {| class = "wikitable sortable" style="text-align: right;" ! Weapon/Role !! Size !!data-sort-type="number"| {{icon|minerals}}<br/>Cost !!data-sort-type="number"| {{icon|power}}<br/>Power !!data-sort-type="number"| {{icon|damage}}<br/>Average<br/>damage !!data-sort-type="number"| {{icon|time}}<br/>Cooldown !!data-sort-type="number"| {{icon|weapons range}}<br/>Range !!data-sort-type="number"| {{icon|ship accuracy}}<br/>Accuracy !!data-sort-type="number"| {{icon|tracking}}<br/>Tracking !!data-sort-type="number"| {{icon|damage}}/{{icon|time}}<br/>Normalized DPS !! Modifiers !!data-sort-type="number"| {{icon|ship health}}<br/>Hull !!data-sort-type="number"| {{icon|evasion}}<br/>Evasion !!data-sort-type="number"| {{icon|ship speed}}<br/>Speed |- | style="text-align: left;" | [[File:tech missiles 1.png|26px]] Nuclear Missiles<br/><p style="color:#5280ff; font-weight:bold; text-align:right; margin:0;">shield-penetrating</p> || style="text-align: left;" | {{icon|slot g}} || 20 || 10.0 || 35.0 || 42 || 100 || 100% || 25% || 0.65 || style="text-align: left;" | 125% hull damage<br/>100% shield penetration || 10 || 0% || 350 |- | style="text-align: left;" | [[File:tech missiles 2.png|26px]] Fusion Missiles<br/><p style="color:#5280ff; font-weight:bold; text-align:right; margin:0;">shield-penetrating</p> || style="text-align: left;" | {{icon|slot g}} || 26 || 13.0 || 45.5 || 42 || 100 || 100% || 25% || 0.84 || style="text-align: left;" | 125% hull damage<br/>100% shield penetration || 12 || 10% || 350 |- | style="text-align: left;" | [[File:tech missiles 3.png|26px]] Antimatter Missiles<br/><p style="color:#5280ff; font-weight:bold; text-align:right; margin:0;">shield-penetrating</p> || style="text-align: left;" | {{icon|slot g}} || 34 || 17.0 || 59.5 || 42 || 100 || 100% || 25% || 1.10 || style="text-align: left;" | 125% hull damage<br/>100% shield penetration || 14 || 20% || 350 |- | style="text-align: left;" | [[File:tech missiles 4.png|26px]] Quantum Missiles<br/><p style="color:#5280ff; font-weight:bold; text-align:right; margin:0;">shield-penetrating</p> || style="text-align: left;" | {{icon|slot g}} || 44 || 22.0 || 77.0 || 42 || 100 || 100% || 25% || 1.43 || style="text-align: left;" | 125% hull damage<br/>100% shield penetration || 16 || 30% || 350 |- | style="text-align: left;" | [[File:tech missiles 5.png|26px]] Marauder Missiles<br/><p style="color:#5280ff; font-weight:bold; text-align:right; margin:0;">shield-penetrating</p> || style="text-align: left;" | {{icon|slot g}} || 58 || 26.0 || 100.0 || 42 || 100 || 100% || 25% || 1.85 || style="text-align: left;" | 125% hull damage<br/>100% shield penetration || 18 || 40% || 350 |- | style="text-align: left;" | [[File:tech scourge missile 1.png|26px]] Large Scourge Missile<br/><p style="color:#8080ff; font-weight:bold; text-align:right; margin:0;">shield-penetrating</p> || style="text-align: left;" | {{icon|slot g}} || 65 || 35.0 || 155.0 || 40 || 120 || 100% || 5% || 3.88 || style="text-align: left;" | 150% hull damage<br/>150% armor damage<br/>100% shield penetration || 20 || 40% || 350 |- | style="text-align: left;" | [[File:tech swarmer missiles 1.png|26px]] Swarmer Missiles<br/><p style="color:#8080ff; font-weight:bold; text-align:right; margin:0;">shield-penetrating</p> || style="text-align: left;" | {{icon|slot g}} || 50 || 17.0 || 23.5 || 25 || 100 || 100% || 30% || 0.63 || style="text-align: left;" | 100% shield penetration || 50 || 0% || 400 |- | style="text-align: left;" | [[File:tech swarmer missiles 2.png|26px]] Whirlwind Missiles<br/><p style="color:#8080ff; font-weight:bold; text-align:right; margin:0;">shield-penetrating</p> || style="text-align: left;" | {{icon|slot g}} || 65 || 26.0 || 40.5 || 25 || 100 || 100% || 30% || 1.08 || style="text-align: left;" | 100% shield penetration || 60 || 0% || 400 |- | style="text-align: left;" | [[File:tech torpedoes 1.png|26px]] Space Torpedoes<br/><p style="color:#8020ff; font-weight:bold; text-align:right; margin:0;">shield-penetrating</p> || style="text-align: left;" | {{icon|slot g}} || 40 || 10.0 || 215.0 || 160 || 80 || 100% || 10% || 1.19 || style="text-align: left;" | 150% armor damage<br/>100% shield penetration || 20 || 0% || 270 |- | style="text-align: left;" | [[File:tech torpedoes 2.png|26px]] Armored Torpedoes<br/><p style="color:#8020ff; font-weight:bold; text-align:right; margin:0;">shield-penetrating</p> || style="text-align: left;" | {{icon|slot g}} || 52 || 17.0 || 280.0 || 160 || 80 || 100% || 10% || 1.56 || style="text-align: left;" | 150% armor damage<br/>100% shield penetration || 25 || 0% || 270 |- | style="text-align: left;" | [[File:tech torpedoes 3.png|26px]] Devastator Torpedoes<br/><p style="color:#8020ff; font-weight:bold; text-align:right; margin:0;">shield-penetrating</p> || style="text-align: left;" | {{icon|slot g}} || 68 || 26.0 || 360.0 || 160 || 80 || 100% || 10% || 2.00 || style="text-align: left;" | 150% armor damage<br/>100% shield penetration || 30 || 0% || 270 |} == Strike craft == Based on {{iconify|Engineering}} technology, strike craft hangars do not attack the enemy directly, but instead launch small ships to attack. Like explosive weapons, strike craft ignore shields but can be shot down by point defenses. All strike craft go in a special {{icon|slot h}} hangar slot. Lost strike craft regenerate at the rate of 0.13 strike craft per day, or 7.7 days per strike craft. The "Normalized DPS" takes into account the number of strike craft per hangar. However, note that this is a very optimistic estimate as strike craft appear to only spend a fraction of the time actually firing. Fire rate, Weapon damage, and Strike craft damage modifier only affects military power of the strike craft themselves. It does not affect the actual battle. {| class = "wikitable sortable" style="text-align: right;" ! Weapon/Role !! Size !!data-sort-type="number"| {{icon|minerals}}<br/>Cost !!data-sort-type="number"| {{icon|power}}<br/>Power !!data-sort-type="number"| {{icon|damage}}<br/>Average<br/>damage !!data-sort-type="number"| {{icon|time}}<br/>Cooldown !!data-sort-type="number"| {{icon|weapons range}}<br/>Range !!data-sort-type="number"| {{icon|ship accuracy}}<br/>Accuracy !!data-sort-type="number"| {{icon|tracking}}<br/>Tracking !!data-sort-type="number"| {{icon|damage}}/{{icon|time}}<br/>Normalized DPS !! Modifiers !!data-sort-type="number"| {{icon|ship health}}<br/>Hull !!data-sort-type="number"| {{icon|shield}}<br/>Shield !!data-sort-type="number"| {{icon|evasion}}<br/>Evasion !!data-sort-type="number"| {{icon|ship speed}}<br/>Speed !!data-sort-type="number"| Units |- | style="text-align: left;" | [[File:tech amoeba strike craft 1.png|26px]] Amoeba Flagella<br/><p style="color:#8039ff; font-weight:bold; text-align:right; margin:0;">shield-penetrating</p> || style="text-align: left;" | {{icon|slot h}} || 60 || 30 || 21.0 || 5 || 10 || 70% || 50% || 9.1 || style="text-align: left;" | 150% armor damage<br/>100% shield penetration || 50 || 0 || 50% || 200 || 8 |- | style="text-align: left;" | [[File:Ship part strike craft scout 1.png|26px]] Scout Wing<br/><p style="color:#8039ff; font-weight:bold; text-align:right; margin:0;">shield-penetrating</p> || style="text-align: left;" | {{icon|slot h}} || 40 || 20 || 3.0 || 2 || 8 || 100% || 50% || 4.7 || style="text-align: left;" | 150% armor damage<br/>100% shield penetration || 30 || 0 || 50% || 250 || 8 |- | style="text-align: left;" | [[File:tech strike craft 1.png|26px]] Basic Strike Craft<br/><p style="color:#8039ff; font-weight:bold; text-align:right; margin:0;">shield-penetrating</p> || style="text-align: left;" | {{icon|slot h}} || 50 || 30 || 5.0 || 2 || 8 || 100% || 60% || 7.8 || style="text-align: left;" | 150% armor damage<br/>100% shield penetration || 35 || 10 || 55% || 250 || 8 |- | style="text-align: left;" | [[File:tech strike craft 2.png|26px]] Improved Strike Craft<br/><p style="color:#8039ff; font-weight:bold; text-align:right; margin:0;">shield-penetrating</p> || style="text-align: left;" | {{icon|slot h}} || 60 || 40 || 6.5 || 2 || 8 || 100% || 70% || 10.1 || style="text-align: left;" | 150% armor damage<br/>100% shield penetration || 40 || 20 || 80% || 250 || 8 |- | style="text-align: left;" | [[File:tech strike craft 3.png|26px]] Advanced Strike Craft<br/><p style="color:#8039ff; font-weight:bold; text-align:right; margin:0;">shield-penetrating</p> || style="text-align: left;" | {{icon|slot h}} || 70 || 50 || 9.0 || 2 || 8 || 100% || 70% || 14.0 || style="text-align: left;" | 150% armor damage<br/>100% shield penetration || 45 || 30 || 80% || 250 || 8 |- | style="text-align: left;" | [[File:tech swarm strike craft 1.png|26px]] Swarm Strikers<br/><p style="color:#8080ff; font-weight:bold; text-align:right; margin:0;">shield-penetrating</p> || style="text-align: left;" | {{icon|slot h}} || 100 || 80 || 10.0 || 8 || 10 || 100% || 0% || 5.3 || style="text-align: left;" | 66% armor penetration<br/>100% shield penetration || 80 || 0 || 80% || 180 || 10 |} == Point-defense weapons == Point-defense weapons are capable of targeting and destroying missiles and strike craft, preventing them from dealing damage to the ship. It's very inefficient against common warships because it deals negligible damage against armor. They come in two types: * '''Flak''' are kinetic weapons based on {{iconify|Engineering}} technology. With a high {{iconify|tracking}} value, they're good at shooting down strike crafts since they have high evasion. * '''Point-Defense''' are energy weapons based on {{iconify|Physics}} technology. They offer higher DPS but lower {{iconify|tracking}} than flak, which make them better at shooting down missiles. {| class = "wikitable" style="text-align: right;" ! Weapon/Role !! Size !! {{icon|Alloys}}<br>Cost !! {{icon|power}}<br/>Power !! Average<br/>damage !! {{icon|time}}<br/>Cooldown !! {{icon|weapons range}}<br/>Range !! {{icon|ship accuracy}}<br/>Accuracy !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Normalized DPS !! Modifiers |- | style="text-align: left;" | [[File:tech flak batteries 1.png|26px]] Flak Battery || style="text-align: left;" | {{icon|slot pd}} || 8 || 5.0 || 2.0 || .5 || 30 || 75% || 50% || 0.19 || 25% armor damage |- | style="text-align: left;" | [[File:tech flak batteries 2.png|26px]] Flak Cannons || style="text-align: left;" | {{icon|slot pd}} || 10 || 7.0 || 2.5 || .5 || 30 || 75% || 60% || 0.28 || 25% armor damage |- | style="text-align: left;" | [[File:tech flak batteries 3.png|26px]] Flak Artillery || style="text-align: left;" | {{icon|slot pd}} || 13 || 10.0 || 4.0 || .5 || 30 || 75% || 70% || 0.38 || 25% armor damage |- | style="text-align: left;" | [[File:tech pd tracking 1.png|26px]] Sentinel Point-Defense || style="text-align: left;" | {{icon|slot pd}} || 8 || 5.0 || 2.5 || .5 || 30 || 75% || 10% || 0.23 || 25% armor damage |- | style="text-align: left;" | [[File:tech pd tracking 2.png|26px]] Barrier Point-Defense || style="text-align: left;" | {{icon|slot pd}} || 10 || 7.0 || 3.5 || .5 || 30 || 75% || 20% || 0.35 || 25% armor damage |- | style="text-align: left;" | [[File:tech pd tracking 3.png|26px]] Guardian Point-Defense || style="text-align: left;" | {{icon|slot pd}} || 13 || 10.0 || 5.0 || .5 || 30 || 75% || 30% || 0.47 || 25% armor damage |} == Titan weapons == * '''Perdition Beam''': Can only be installed onto Titan-type vessels, this weapon can destroy a normal enemy ship of any size in a single hit from extreme range. * '''Ion Cannon''': An equivalent to the Perdition Beam for fixed emplacements, like starbases and defense platforms. {| class = "wikitable sortable" style="text-align: right;" ! Weapon/Role !! Size !! {{icon|minerals}}<br/>Cost !! {{icon|power}}<br/>Power !! {{icon|damage}}<br/>Average<br/>damage !! {{icon|time}}<br/>Cooldown !! {{icon|weapons range}}<br/>Range !! {{icon|ship accuracy}}<br/>Accuracy !! {{icon|tracking}}<br/>Tracking !! {{icon|damage}}/{{icon|time}}<br/>Normalized DPS !! Modifiers |- | style="text-align: left;" | [[File:tech titans.png|26px]] Perdition Beam<br/><p style="color:#805920; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot t}} || 500 || 500.0 || 7500.0 || 180 || 250 || 85% || 0% || 2.63 || style="text-align: left;" | 125% hull damage<br/>150% armor damage<br/>75% shield damage |- | style="text-align: left;" | [[File:tech titans.png|26px]] Ion Cannon<br/><p style="color:#805920; font-weight:bold; text-align:right; margin:0;">anti-armor</p> || style="text-align: left;" | {{icon|slot t}} || 500 || 500.0 || 7500.0 || 180 || 250 || 85% || 0% || 2.63 || style="text-align: left;" | 125% hull damage<br/>150% armor damage<br/>75% shield damage |} == World devastator weapons == See [[Colossus]]. Although technically mounted on a special weapon slot, these weapons are not used in ship-to-ship combat. Instead, they affect [[Celestial body|planets]] A Colossus can carry the following weapons, which can only target planets, ringworlds and habitats: {| class = "wikitable mw-collapsible mw-collapsed" style="text-align: right;" |- ! colspan="8" | Detailed Table |- ! Weapon ! Effects ! Opinion when used ! Requirements for research ! Notes |- id="Global Pacifier" | [[File:Ship part global pacifier.png|25px]] Global Pacifier | * The celestial body is irreversibly turned into a Shielded variant. * It gains a deposit of 10 {{iconify|Society}} Research. | * {{red|−200}} Victim * {{red|−20}} Victim's {{iconify|Federation}} | | If used on a Holy World the Holy Guardians will awaken and declare a Total War on the perpetrator. |- id="World Cracker" | [[File:Ship part world cracker.png|25px]] World Cracker | * The celestial body is irreversibly destroyed. * If it was a habitable planet, it gains a deposit of 4–16 {{iconify|Minerals}}. | * {{red|−1000}} Victim * {{red|−100}} Everyone | {{icon|no}}{{icon|Pacifist}}{{icon|Fanatic Pacifist}} Pacifist | * {{icon|fanatic purifiers}}{{icon|determined exterminator}} empires gain 600–3000 {{iconify|Unity}} on first use. * If used on a Holy World the Holy Guardians will awaken and declare a Total War on the perpetrator. * If Earth is shattered there is a 50% chance of creating a wormhole with another system. * Can be test fired on uninhabited planets. |- id="Neutron Sweep" | [[File:Ship part neutron sweep.png|25px]] Neutron Sweep | * All Pops on the planet are killed. * The planet gets {{red|−30%}} {{iconify|Habitability}} for 10 years. | * {{red|−800}} Victim * {{red|−80}} Everyone | * {{icon|no}}{{icon|Spiritualist}}{{icon|Fanatic Spiritualist}} Spiritualist * {{icon|no}}{{icon|Pacifist}}{{icon|Fanatic Pacifist}} Pacifist | {{icon|fanatic purifiers}}{{icon|determined exterminator}} empires gain 600–3000 {{iconify|Unity}} on first use. |- id="Divine Enforcer" | [[File:Ship part divine enforcer.png|25px]] Divine Enforcer | * All Pops on the planet become {{iconify|Spiritualist}}. * {{iconify|Mechanical}}, {{icon|machine intelligence}} Machine Unit and {{iconify|Hive-Minded}} Pops are killed instead. * The planet gets {{green|+999%}} {{iconify|Spiritualist}} ethic attraction for 10 years. * Owned planets can be targeted but will also gain {{red|−20%}} {{iconify|Happiness}} for 10 years. | * {{red|−400}} Victim * {{red|−40}} Victim's {{iconify|Federation}} | * {{icon|Spiritualist}}{{icon|Fanatic Spiritualist}} Spiritualist * {{iconify|Telepathy|24px}} | |- id="Nanobot Diffuser" | [[File:Ship part nanobot diffuser.png|25px]] Nanobot Diffuser | * All biological Pops on the planet are assimilated and gain the {{iconify|Cybernetic}} trait. * {{iconify|Mechanical}}, {{icon|machine intelligence}} Machine Unit and {{iconify|Hive-Minded}} Pops are killed instead. * Owned planets can be targeted if there is any Pop that can be assimilated. * Perpetrator gains ownership of the planet if not already owned. | * {{red|−600}} Victim * {{red|−60}} Victim's {{iconify|Federation}} | {{iconify|Driven Assimilator}} | |} --> {{Template:ConceptsNavbox}} [[Category:游戏概念]] [[Category:战争]] [[en:Weapon_components]]
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