Weapon components

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This article has been verified for the current PC version (3.6) of the game.

Weapon components are devices that can be attached to military ships and are used to attack, damage and destroy other ships, specifically any ships that have been designated as valid targets.

Overview[edit | edit source]

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 and minimum distance the weapon can be used at. 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 the target has no evasion.
  • Damage modifiers: How effective the weapon is against a given type of defense.

Most weapons come in multiple sizes. As a rule of thumb, larger sizes usually have lower Tracking tracking, but greater Mod ship weapon range mult.png weapons range, damage per hit and damage per day, while smaller sizes conversely have higher Tracking tracking but lesser Mod ship weapon range mult.png weapons range and damage output. This means that larger weapons are generally more effective against larger, slower ships, and smaller weapons are more effective against smaller, evasive ships.

Energy weapons[edit | edit source]

Based on Physics Research Physics technology, energy weapons use energy-based attacks and are generally effective against armor and hull 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 Rare crystals.png Rare Crystals and Exotic gases.png Exotic Gases to build and operate.

Anti-Armor[edit | edit source]

Standard energy weapons are effective against armor, moderately effective against hull and ineffective against shields. Lasers, Plasma launchers and Lances belong to this category.

Laser[edit | edit source]

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 effective against armor and hull, but are ineffective against shields. Compared to other weapons, they trade strength for versatility, sporting an average range with no minimum, no extreme strengths or crippling weaknesses, and average damage output.

  • Can fit into Small Small, Medium Medium and Large Large slots
  • 90% accuracy
  • 50% damage against Shield shield
  • 150% damage against Armor armor
  • 125% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Cooldown shots.png
Cooldown
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech lasers 1.png Red Laser Small Alloys.png 10 5 6-16 (11.0) 4.25 0-40 50% 2.32
Medium Alloys.png 20 13 15-40 (27.5) 5.00 0-60 30% 4.95
Large Alloys.png 40 30 36-96 (66.0) 5.70 0-80 5% 10.42
Tech lasers 2.png Blue Laser Small Alloys.png 13 7 8-21 (14.5) 4.25 0-40 50% 3.07
Medium Alloys.png 26 17 20-53 (36.5) 5.00 0-60 30% 6.57
Large Alloys.png 52 39 48-126 (87.0) 5.70 0-80 5% 13.73
Tech lasers 3.png UV Laser Small Alloys.png 17 10 10-27 (18.5) 4.25 0-40 50% 3.91
Medium Alloys.png 34 23 25-68 (46.5) 5.00 0-60 30% 8.37
Large Alloys.png 68 51 60-162 (111.0) 5.70 0-80 5% 17.52
Tech lasers 4.png X-Ray Laser Small Alloys.png 17
Rare crystals.png 0.25
13 13-35 (24.0) 4.25 0-40 50% 5.08
Medium Alloys.png 34
Rare crystals.png 0.50
30 33-88 (60.5) 5.00 0-60 30% 10.89
Large Alloys.png 68
Rare crystals.png 1.00
57 78-210 (144.0) 5.70 0-80 5% 22.73
Tech lasers 5.png Gamma Laser Small Alloys.png 22
Rare crystals.png 0.33
17 17-46 (31.5) 4.25 0-40 50% 6.67
Medium Alloys.png 44
Rare crystals.png 0.65
39 43-115 (79.0) 5.00 0-60 30% 14.22
Large Alloys.png 88
Rare crystals.png 1.30
88 102-276 (189.0) 5.70 0-80 5% 29.84

Plasma Launcher[edit | edit source]

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. Compared to standard lasers, they trade versatility for strength, with more extreme damage modifiers and slightly higher power draw. Plasmas are most effective in smaller slots, as Large slot plasma launchers have a minimum range and do less damage than equivalent lasers.

  • Can fit into Small Small, Medium Medium and Large Large slots
  • 80% accuracy
  • 25% damage against Shield shield
  • 200% damage against Armor armor
  • 150% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Cooldown shots.png
Cooldown
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech plasma 1.png Plasma Thrower Small Alloys.png 17 13 12-32 (22.0) 5.00 0-40 40% 3.6
Medium Alloys.png 34 27 30-83 (56.5) 5.70 0-60 20% 7.92
Large Alloys.png 68 63 72-198 (135.0) 6.40 45-80 5% 16.87
Tech plasma 2.png Plasma Accelerator Small Alloys.png 17
Exotic gases.png 0.25
17 16-43 (29.5) 5.00 0-40 40% 4.72
Medium Alloys.png 34
Exotic gases.png 0.50
36 40-108 (74.5) 5.70 0-60 20% 10.38
Large Alloys.png 68
Exotic gases.png 1.00
82 96-258 (177.0) 6.40 45-80 5% 22.12
Tech plasma 3.png Plasma Cannon Small Alloys.png 22
Exotic gases.png 0.33
23 21-56 (48.5) 5.00 0-40 40% 6.16
Medium Alloys.png 44
Exotic gases.png 0.65
47 53-140 (96.5) 5.70 0-60 20% 13.54
Large Alloys.png 88
Exotic gases.png 1.30
107 126-336 (231.0) 6.40 45-80 5% 28.87

Lance[edit | edit source]

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 ineffective against shields. Lances are unique as unlike most long range weapons, they do not have a minimum range.

  • Can fit into Extra large Extra-Large slots
  • 9.95 day cooldown
  • 85% accuracy
  • 50% damage against Shield shield
  • 200% damage against Armor armor
  • 150% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech energy lance 1.png Particle Lance Extra large Alloys.png 176
Rare crystals.png 2.60
200 600-1500 (1050.0) 0-150 0% 89.69
Tech energy lance 2.png Tachyon Lance Extra large Alloys.png 229
Rare crystals.png 3.38
260 780-1950 (1365.0) 0-150 0% 116.60

Anti-Hull[edit | edit source]

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[edit | edit source]

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 armor, but are ineffective against shields. They compare favourably to other energy weapons unlocked with T2 technology, but are mostly outclassed by the next tier of tech.

  • Can fit into Small Small and Medium Medium slots
  • 50% damage against Shield shield
  • 150% damage against Armor armor
  • 150% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Cooldown shots.png
Cooldown
Mod ship weapon range mult.png
Range
Mod ship tracking add.png
Accuracy
Tracking
Tracking
Damage/Time
Average Damage
Tech mining drone weapon 1.png Cutting Laser Small Alloys.png 13 7 8-21 (14.5) 2.30 0-30 75% 40% 4.72
Medium Alloys.png 26 17 20-53 (37.0) 3.40 0-40 70% 20% 7.51

Particle Launcher[edit | edit source]

These weapons fire projectile-like energy packets carrying an explosive payload of tightly concentrated protons or neutrons, capable of causing immense damage to the hull of enemy ships. Unlike most G slot weapons, these are not missiles, and so the projectiles have no travel time and cannot be shot down by point defense.

They are extremely effective against hull and very effective against armor but are ineffective against shields. Compared to other energy weapons, launchers trade damage and versatility for a powerful alpha-strike, doing immense damage per shot from a long range, but having relatively low sustained damage output against anything smaller than a battleship, and a significant minimum range.

  • Can fit into Guided Guided Slot
  • 21.25 day cooldown
  • 75% accuracy
  • 50% damage against Shield shield
  • 150% damage against Armor armor
  • 175% damage against Mod ship hull mult.png hull
  • Additional multiplicative damage based on 100% of the target's ship size
    • 2x damage against corvettes and frigates, 3x damage against destroyers, 5x damage against cruisers, 9x damage against battleships.
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech energy torpedoes 1.png Proton Launchers Guided Alloys.png 88
Exotic gases.png 1.30
59 47-101 (74) 45-120 0% 2.61
Tech energy torpedoes 2.png Neutron Launchers Guided Alloys.png 114
Exotic gases.png 1.69
77 61-131 (96) 45-120 0% 3.38

Matter Disintegrator[edit | edit source]

Salvaged from Extradimensional Invaders, Matter Disintegrators work by applying 5th-dimensional energy manipulation principles on lower dimensional planes to create highly powerful energy shots. Similar to Plasma Launchers, Matter Disintegrators have relatively short range, are very effective against hull and armor, but are very ineffective against shields. They also deal slightly more damage to larger ships.

  • Can fit into Small Small, Medium Medium and Large Large slots
  • 4.25 day cooldown
  • 90% accuracy
  • 25% damage against Shield shield
  • 150% damage against Armor armor
  • 150% damage against Mod ship hull mult.png hull
  • Additional multiplicative damage based on 10% of the target's ship size
    • 1.1x damage against corvettes and frigates, 1.2x damage against destroyers, 1.4x damage against cruisers, 1.8x damage against battleships.
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech extradimensional weapon 1.png Matter Disintegrator Small Alloys.png 29
Rare crystals.png 0.43
25 20-49 (34.5) 0-30 60% 7.30
Medium Alloys.png 57
Rare crystals.png 0.85
40 50-123 (86.5) 0-50 30% 18.31
Large Alloys.png 114
Rare crystals.png 1.69
80 120-294 (207.0) 0-70 5% 43.83

Penetrating[edit | edit source]

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[edit | edit source]

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. Unlike most weapons, they get less efficient when used in larger slots.

  • Can fit into Small Small and Medium Medium slots
  • 100% accuracy
  • 100% penetration against Shield shield and Armor armor
  • 100% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Cooldown shots.png
Cooldown
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech disruptors 1.png Disruptor Small Alloys.png 17 10 1-11 (6.0) 2.30 0-30 60% 2.65
Medium Alloys.png 34 23 1-28 (14.5) 3.40 0-40 35% 4.26
Tech disruptors 2.png Ion Disruptor Small Alloys.png 17
Rare crystals.png 0.25
13 1-14 (7.5) 2.30 0-30 60% 3.41
Medium Alloys.png 34
Rare crystals.png 0.50
30 1-37 (19.0) 3.40 0-40 35% 5.58
Tech disruptors 3.png Phased Disruptor Small Alloys.png 22
Rare crystals.png 0.33
17 1-19 (10) 2.30 0-30 60% 4.34
Medium Alloys.png 44
Rare crystals.png 0.65
39 1-48 (24.5) 3.40 0-40 35% 7.20

Cloud Lightning[edit | edit source]

Salvaged from Void Clouds, this weapon is essentially a scaled-up Disruptor 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. However, even compared to basic Disruptors, Cloud Lightning does much less damage for an equivalent number of slots, and the only upside is a small increase in range.

  • Can fit into Large Large slots
  • 7.15 day cooldown
  • 100% accuracy
  • 100% penetration against Shield shield and Armor armor
  • 100% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Mod ship tracking add.png
Accuracy
Tracking
Tracking
Damage/Time
Average Damage
Tech space cloud weapon 1.png Cloud Lightning Large Alloys.png 17 23 1-106 (53.5) 0-60 100% 30% 7.48

Arc Emitter[edit | edit source]

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. Unlike Cloud Lightning, Arc Emitters are much more efficient compared to an equivalent number of disruptor slots, and are tied for the longest range weapons in the game, making them significantly more viable.

  • Can fit into Extra large Extra-Large slots
  • 10.1 day cooldown
  • 100% accuracy
  • 100% penetration against Shield shield and Armor armor
  • 100% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech arc emitter 1.png Arc Emitter Extra large Alloys.png 176
Rare crystals.png 2.60
200 1-1300 (650.5) 10-150 0% 64.40
Tech arc emitter 2.png Focused Arc Emitter Extra large Alloys.png 229
Rare crystals.png 3.38
260 2-1690 (846.0) 10-150 0% 83.76

Anti-Shield[edit | edit source]

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[edit | edit source]

Based on Society research 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 extremely ineffective against armor. Due to their low damage, they are almost strictly outclassed by small coilguns.

  • Can fit into Small Small slots
  • 4.25 day cooldown
  • 75% accuracy
  • 200% damage against Shield shield
  • 25% damage against Armor armor
  • 100% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Mod ship tracking add.png
Accuracy
Tracking
Tracking
Damage/Time
Average Damage
Tech space whale weapon 1.png Energy Siphon Small Alloys.png 15 7 8-21 (14.5) 0-60 75% 50% 2.55

Null Void Beam[edit | edit source]

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. It has some 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 Small Small, Medium Medium and Large Large slots
  • 90% accuracy
  • 400% damage against Shield shield
  • 25% damage against Armor armor
  • 25% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Cooldown shots.png
Cooldown
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Null void beam.png Null Void Beam Small Alloys.png 13 7 6-16 (11.0) 4.25 0-60 60% 2.32
Medium Alloys.png 26 13 15-40 (27.5) 5.00 0-90 30% 4.95
Large Alloys.png 52 26 36-95 (65.5) 5.70 0-120 5% 10.34

Kinetic weapons[edit | edit source]

Based on Engineering research 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 Volatile motes.png Volatile Motes to build.

Mass Driver[edit | edit source]

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. Compared to other weapons, mass drivers are a jack of all trades - they have average range, no extreme strengths or weaknesses to difference defense types, and low damage.

  • Can fit into Small Small, Medium Medium and Large Large slots
  • 75% accuracy
  • 150% damage against Shield shield
  • 50% damage against Armor armor
  • 100% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Cooldown shots.png
Cooldown
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech mass drivers 1.png Mass Driver Small Alloys.png 10 5 5-16 (10.5) 2.90 0-50 50% 2.71
Medium Alloys.png 20 13 13-40 (26.5) 3.60 0-75 30% 5.52
Large Alloys.png 40 30 30-96 (63.0) 4.25 45-100 5% 11.11
Tech mass drivers 2.png Coilgun Small Alloys.png 13 7 7-21 (14.0) 2.90 0-50 50% 3.62
Medium Alloys.png 26 13 18-53 (35.5) 3.60 0-75 30% 7.39
Large Alloys.png 52 26 42-126 (84.0) 4.25 45-100 5% 14.82
Tech mass drivers 3.png Railgun Small Alloys.png 17 10 8-27 (17.5) 2.90 0-50 50% 4.65
Medium Alloys.png 34 17 20-68 (44.0) 3.60 0-75 30% 9.47
Large Alloys.png 68 34 48-162 (105.0) 4.25 45-100 5% 19.05
Tech mass drivers 4.png Advanced Railgun Small Alloys.png 17
Volatile motes.png 0.25
13 11-35 (23.0) 2.90 0-50 50% 6.07
Medium Alloys.png 34
Volatile motes.png 0.50
23 28-88 (58.0) 3.60 0-75 30% 12.29
Large Alloys.png 68
Volatile motes.png 1.00
45 66-210 (138.0) 4.25 45-100 5% 24.88
Tech mass drivers 5.png Gauss Cannon Small Alloys.png 22
Volatile motes.png 0.33
17 14-46 (30.0) 2.90 0-50 50% 8.01
Medium Alloys.png 44
Volatile motes.png 0.65
30 35-115 (75.0) 3.60 0-75 30% 16.14
Large Alloys.png 88
Volatile motes.png 1.30
59 84-276 (180.0) 4.25 45-100 5% 32.82

Autocannon[edit | edit source]

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 extremely high damage output, but they are limited by high power usage, low range, and low damage against armor. They are very effective against shields, fairly effective against hull and severely ineffective against armor.

Nanite Autocannons are only accessible as salvage from defeating the Scavenger Bot.

  • Can fit into Small Small, Medium Medium and Large Large slots
  • 85% accuracy
  • 150% damage against Shield shield
  • 25% damage against Armor armor
  • 125% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Cooldown shots.png
Cooldown
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech autocannons 1.png Autocannon Small Alloys.png 17 13 8-16 (12.0) 0.85 0-30 75% 11.99
Medium Alloys.png 34 30 20-40 (30.0) 1.3 0-35 50% 19.61
Large Alloys.png 68 67 48-96 (67.0) 1.7 0-40 25% 35.99
Tech autocannons 2.png Ripper Autocannon Small Alloys.png 17
Volatile motes.png 0.25
17 10-21 (15.5) 0.85 0-30 75% 15.49
Medium Alloys.png 34
Volatile motes.png 0.5
39 25-53 (39.0) 1.3 0-35 50% 25.5
Large Alloys.png 68
Volatile motes.png 1
88 60-126 (93.0) 1.7 0-40 25% 46.49
Tech autocannons 3.png Stormfire Autocannon Small Alloys.png 22
Volatile motes.png 0.33
23 13-27 (20.0) 0.85 0-30 75% 19.99
Medium Alloys.png 44
Volatile motes.png 0.65
51 33-68 (50.5) 1.3 0-35 50% 33.01
Large Alloys.png 88
Volatile motes.png 1.3
115 78-162 (120.0) 1.7 0-40 25% 59.99
Tech nanite autocannon.png Nanite Autocannon Small Alloys.png 29
Nanites.png 0.43
30 17-35 (26.0) 0.85 0-30 75% 25.99
Medium Alloys.png 57
Nanites.png 0.85
67 43-88 (65.5) 1.3 0-35 50% 42.82
Large Alloys.png 114
Nanites.png 1.69
150 102-210 (156.0) 1.7 0-40 25% 77.99

Kinetic Launcher[edit | edit source]

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. 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.

Kinetic launchers almost strictly outperform tech equivalent large mass drivers, as they have both higher range and damage. The only noteworthy weakness is the slightly higher minimum range, and loss of 5% tracking.

  • Can fit into Large Large slots
  • 7.15 day cooldown
  • 75% accuracy
  • 200% damage against Shield shield
  • 50% damage against Armor armor
  • 100% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech kinetic artillery 1.png Kinetic Battery Large Alloys.png 88
Volatile motes.png 1.30
70 150-450 (300.0) 45-120 0% 31.46
Tech kinetic artillery 2.png Kinetic Artillery Large Alloys.png 114
Volatile motes.png 1.69
91 195-585 (390.0) 45-120 0% 40.90

Mega Cannon[edit | edit source]

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, and slightly ineffective against armor.

While they have a smaller shield damage multiplier than kinetic artillery, their higher base damage means that they strictly outperform a slot equivalent number of kinetic artillery in all situations - even against shields.

  • Can fit into Extra large Extra-Large slots
  • 11.4 day cooldown
  • 75% accuracy
  • 150% damage against Shield shield
  • 75% damage against Armor armor
  • 100% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech mass accelerator 1.png Mega Cannon Extra large Alloys.png 176
Volatile motes.png 2.60
200 700-2000 (1350.0) 45-150 0% 88.81
Tech mass accelerator 2.png Giga Cannon Extra large Alloys.png 229
Volatile motes.png 3.38
260 910-2600 (1755.0) 45-150 0% 115.46

Explosive weapons[edit | edit source]

Based on Engineering research 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 Medium 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.

Missiles fit into Small Small slots, Swarmer Missiles fit into Medium Medium slots, and Torpedoes can be installed in Guided Guided slots.

Most advanced explosive weapons require Volatile motes.png Volatile Motes to build.

Missiles[edit | edit source]

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. Compared to other missiles, they deal low damage and have moderate survivability against point defense.

  • Can fit into Small Small slots
  • 8.5 day cooldown
  • 100% accuracy
  • 18 speed
  • 100 retargeting range
  • 100% penetration against Shield shield
  • 100% damage against Armor armor
  • 100% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Mod ship hull mult.png
Hull
Mod ship armor mult.png
Armor
Evasion
Evasion
Tech missiles 1.png Nuclear Missiles Small Alloys.png 10 5 16-24 (20.0) 0-100 25% 2.25 3 3 0%
Tech missiles 2.png Fusion Missiles Small Alloys.png 13 7 21-32 (26.5) 0-100 25% 3.11 4 4 10%
Tech missiles 3.png Antimatter Missiles Small Alloys.png 17 10 28-42 (35.0) 0-100 25% 4.11 5 5 20%
Tech missiles 4.png Quantum Missiles Small Alloys.png 17
Volatile motes.png 0.25
13 33-55 (44.0) 0-100 25% 5.41 6 6 30%
Tech missiles 5.png Marauder Missiles Small Alloys.png 22
Volatile motes.png 0.33
17 49-72 (60.5) 0-100 25% 7.11 7 7 40%

Swarmer Missiles[edit | edit source]

These smaller missiles are launched in large volleys and have been specifically designed to saturate and overwhelm enemy point-defense systems through sheer numbers. In previous versions, swarmer missiles did less damage than normal missiles, but this is no longer the case - swarmer missiles are now almost strictly better than normal missiles, with longer range, higher damage per slot, better power efficiency, higher tracking, and extremely high survivability against point-defense.

The only advantage of normal missiles over swarmer missiles is their evasion, which is largely moot as point defence weapons of the same tier always have enough tracking to ignore it.

  • Can fit into Medium Medium slots
  • 4.25 day cooldown
  • 100% accuracy
  • 18 speed
  • 100 retargeting range
  • 100% penetration against Shield shield
  • 100% damage against Armor armor
  • 100% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Mod ship hull mult.png
Hull
Mod ship armor mult.png
Armor
Evasion
Evasion
Tech swarmer missiles 1.png Swarmer Missiles Medium Alloys.png 34 10 36-50 (43.0) 0-120 30% 10.11 20 10 0%
Tech swarmer missiles 2.png Whirlwind Missiles Medium Alloys.png 44
Volatile motes.png 0.65
17 61-85 (73.0) 0-120 30% 17.17 30 15 0%

Torpedoes[edit | edit source]

Torpedoes are essentially very large, slow-moving missiles, equipped with more powerful warheads. Torpedoes have extremely low range, low firerate and travel slowly, but huge amounts of damage, especially to large ships. Compared to other missiles, torpedos have significantly worse range and point defence survivability, but deal significantly more damage, especially against large ships.

  • Can fit into Guided Guided slots
  • 20.75 day cooldown
  • 100% accuracy
  • 100 retargeting range
  • 100% penetration against Shield shield
  • 150% damage against Armor armor
  • 100% damage against Mod ship hull mult.png hull
  • Additional multiplicative damage based on 100% of the target's ship size
    • 2x damage against corvettes and frigates, 3x damage against destroyers, 5x damage against cruisers, 9x damage against battleships.
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Mod ship hull mult.png
Hull
Mod ship armor mult.png
Armor
Speed Evasion
Evasion
Tech torpedoes 1.png Space Torpedoes Guided Alloys.png 34 20 100-150 (125.0) 0-30 10% 6.02 4 4 9 0%
Tech torpedoes 2.png Armored Torpedoes Guided Alloys.png 34
Volatile motes.png 0.50
26 130-195 (162.5) 0-30 10% 7.83 7 7 10 0%
Tech torpedoes 3.png Devastator Torpedoes Guided Alloys.png 44
Volatile motes.png 0.65
34 169-254 (211.5) 0-30 10% 10.19 10 10 11 0%

Scourge Missiles[edit | edit source]

Salvaged from Prethoryn Scourge and based on Society research Society technology, scourge missiles are a hybrid of missile and torpedo.

  • 5.7 day cooldown
  • 100% accuracy
  • 18 speed
  • 120 retargeting range
  • 100% penetration against Shield shield
  • 80% damage against Armor armor
  • 100% damage against Mod ship hull mult.png hull
  • Additional multiplicative damage based on 50% of the target's ship size
    • 1.5x damage against corvettes and frigates, 2x damage against destroyers, 3x damage against cruisers, 5x damage against battleships.
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Mod ship tracking add.png
Accuracy
Tracking
Tracking
Damage/Time
Average Damage
Mod ship hull mult.png
Hull
Evasion
Evasion
Tech scourge missile 1.png Large Scourge Missile Guided Alloys.png 65 35 135-175 (155.0) 0-90 100% 80% 27.19 15 40%

Strike Craft[edit | edit source]

Based on Engineering research 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 P slot weapons, being especialy vulnerable to flak. Strike craft can also target other strike craft, though unlike P slot weapons they cannot target missiles. All strike craft go in a special Hangar 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[edit | edit source]

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. Strike craft have relatively high DPS for their slot size, can attack a long distance from their mothership, aren't weak to any defense type, and have effectively perfect tracking, making them extremely threatening against small ships that rely on evasion. However, they have poor survivability against flak.

  • 8 units per hangar
  • 2.3 day cooldown
  • 100% accuracy
  • 10 attack range
  • 100% penetration against Shield shield
  • 150% damage against Armor armor
  • 100% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Tracking
Tracking
Damage/Time
Average Damage
Shield
Shield
Mod ship hull mult.png
Hull
Evasion
Evasion
Mod ship speed mult.png
Speed
Ship part strike craft scout 1.png Scout Wing Hangar Alloys.png 40 20 4-8 (6) 70% 20.86 10 5 60% 550
Tech strike craft 1.png Basic Strike Craft Hangar Alloys.png 68 34 4-10 (7) 80% 24.34 15 7 65% 600
Tech strike craft 2.png Improved Strike Craft Hangar Alloys.png 68 45 5-13 (9) 90% 31.30 20 10 80% 650
Tech strike craft 3.png Advanced Strike Craft Hangar Alloys.png 88 59 6-17 (11.5) 100% 40.00 25 12 80% 700

Amoeba[edit | edit source]

Based on Society research 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. Compared to regular strike craft, they're broadly stronger than T2, but have less tracking, and since they have low evasion and no shields they are vulnerable to point defence in addition to flak.

  • 8 units per hangar
  • 5.0 day cooldown
  • 70% accuracy
  • 10 attack range
  • 100% penetration against Shield shield
  • 150% damage against Armor armor
  • 100% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Tracking
Tracking
Damage/Time
Average Damage
Mod ship hull mult.png
Hull
Evasion
Evasion
Mod ship speed mult.png
Speed
Tech amoeba strike craft 1.png Amoeba Flagella Hangar Alloys.png 60 30 20-30 (25.0) 50% 40.00 20 50% 500

Swarm Strikers[edit | edit source]

Based on Society research 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.

As swarm strikers have armor instead of shields, they are exceptionally effective at fighting conventional strike craft, and are not vulnerable to flak. Point defence works well, but has less inherent tracking, and struggles to hit the high evasion swarm strikers without additional modifiers.

  • 10 units per hangar
  • 2.0 day cooldown
  • 100% accuracy
  • 10 attack range
  • 100% penetration against Shield shield
  • 66% penetration against Armor armor
  • 100% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Tracking
Tracking
Damage/Time
Average Damage
Armor
Armor
Mod ship hull mult.png
Hull
Evasion
Evasion
Mod ship speed mult.png
Speed
Tech swarm strike craft 1.png Swarm Strikers Hangar Alloys.png 100 80 8-12 (10.0) 80% 50.00 20 40 80% 400

Point-defense weapons[edit | edit source]

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 can be hard to use against full-size warships, however, as they have very low range compared to other weapons. They come in two types: Flak Guns and Point-Defense, both of which are capable of attacking enemy ships, missiles and strike craft.

Flak Guns have high tracking and are extremely effective against shields and ineffective against armor, making them extremely effective at destroying strike craft, which rely on evasion and shields to survive.
Point-Defence is the opposite - low tracking, and high damage to armor at the expense of shields. This makes them best for destroying missiles and torpedos, which use armor instead of shields and have low evasion.

All point-defense weapons use Point defense Point-Defense slot.

Flak Gun[edit | edit source]

Based on Engineering research Engineering technologies, these gun batteries fire small-size explosive fragmentation rounds that create shrapnel at close range detonation, allowing them to easily destroy enemy strike craft.

Nanite Flak Batteries are only accessible as salvage from defeating the Scavenger Bot, and unlike Nanite Autocannons do not need nanites to build.

  • 0.5 day cooldown
  • 75% accuracy
  • 200% damage against Shield shield
  • Ignore 25% Shield shield
  • 25% damage against Armor armor
  • 100% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech flak batteries 1.png Flak Battery Point defense Alloys.png 8 5 2-4 (3.0) 0-30 50% 4.50
Tech flak batteries 2.png Flak Cannons Point defense Alloys.png 10 7 3-6 (4.5) 0-30 60% 6.75
Tech flak batteries 3.png Flak Artillery Point defense Alloys.png 13 10 4-8 (6.0) 0-30 70% 9.00
Tech nanite flak batteries.png Nanite Flak Battery Point defense Alloys.png 13 10 6-11 (8.5) 0-30 80% 12.75

Point-Defense[edit | edit source]

Based on Physics Research 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
  • 25% damage against Shield shield
  • 200% damage against Armor armor
  • Ignore 25% Armor armor
  • 100% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech pd tracking 1.png Sentinel Point-Defense Point defense Alloys.png 8 5 2-4 (3.0) 30 10% 4.50
Tech pd tracking 2.png Barrier Point-Defense Point defense Alloys.png 10 7 3-6 (4.5) 30 20% 6.75
Tech pd tracking 3.png Guardian Point-Defense Point defense Alloys.png 13 10 4-8 (6.0) 30 30% 9.00

Titanic weapons[edit | edit source]

These weapons are used by Titans and can destroy a normal enemy ship of any size in a single hit from extreme range. Both of them have the same stats, being good at destroying targets with low evasion.

  • 21.75 day cooldown
  • 85% accuracy
  • 75% damage against Shield shield
  • 150% damage against Armor armor
  • 125% damage against Mod ship hull mult.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Mod ship weapon range mult.png
Range
Tracking
Tracking
Damage/Time
Average Damage
Tech titans.png Perdition Beam Titan Alloys.png 456
Rare crystals.png 6.76
500 5000-10000 (7500.0) 250 0% 293.10
Tech titans.png Ion Cannon Titan Alloys.png 456
Rare crystals.png 6.76
N/A 5000-10000 (7500.0) 250 0% 293.10

World Devastator weapons[edit | edit source]

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.

References[edit | edit source]

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