Weapon components

From Stellaris Wiki
Jump to navigation Jump to search

Version

Outliner top.png
This article is considered accurate for the current version (2.3) of the game.
For detailed tables, see Weapon components/Detailed tables.

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]

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 multipler: How effective the weapon is against a given type of defense.

Many weapons come in multiple sizes. Larger sizes have lower Tracking tracking, but greater Mod ship weapon range mult.png weapons range and high raw damage while smaller sizes conversely have higher Tracking tracking and higher Mod ship tracking add.png ship accuracy but lesser Mod ship weapon range mult.png weapons range and low raw damage. Compared to a Small small weapon, a Large large weapon typically has about 50% less Tracking 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.

Energy weapons[edit]

Based on Physics Research 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 Rare crystals.png Rare Crystals and Exotic gases.png Exotic Gases to build and operate.

Anti-Armor[edit]

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

Laser[edit]

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 Small Small, Medium Medium and Large Large slots
  • 4.6 day cooldown
  • 90% accuracy
  • 50% damage against Shield shield
  • 150% damage against Armor armor
  • 100% damage against Mod ship hitpoints add.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 lasers 1.png Red Laser Small Alloys.png 10 5 6-16 (11.0) 40 50% 2.15
Medium Alloys.png 20 10 15-40 (27.5) 60 30% 5.38
Large Alloys.png 40 20 36-96 (66.0) 80 5% 12.91
Tech lasers 2.png Blue Laser Small Alloys.png 13 7 8-21 (14.5) 40 50% 2.83
Medium Alloys.png 26 13 20-53 (36.5) 60 30% 7.14
Large Alloys.png 52 26 48-126 (87.0) 80 5% 17.02
Tech lasers 3.png UV Laser Small Alloys.png 17 10 10-27 (18.5) 40 50% 3.61
Medium Alloys.png 34 17 25-68 (46.5) 60 30% 9.09
Large Alloys.png 68 34 60-162 (111.0) 80 5% 21.71
Tech lasers 4.png X-Ray Laser Small Alloys.png 17
Rare crystals.png 0.25
13 13-35 (24.0) 40 50% 4.69
Medium Alloys.png 34
Rare crystals.png 0.50
23 33-88 (60.5) 60 30% 11.83
Large Alloys.png 68
Rare crystals.png 1.00
45 78-210 (144.0) 80 5% 28.17
Tech lasers 5.png Gamma Laser Small Alloys.png 22
Rare crystals.png 0.33
17 17-46 (31.5) 40 50% 6.16
Medium Alloys.png 44
Rare crystals.png 0.65
30 43-115 (79.0) 60 30% 15.45
Large Alloys.png 88
Rare crystals.png 1.30
59 102-276 (189.0) 80 5% 36.97

Plasma Launcher[edit]

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 Small Small, Medium Medium and Large Large slots
  • 5.1 day cooldown
  • 80% accuracy
  • 25% damage against Shield shield
  • 200% damage against Armor armor
  • 150% damage against Mod ship hitpoints add.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 plasma 1.png Plasma Thrower Small Alloys.png 17 10 12-25 (18.5) 30 40% 2.90
Medium Alloys.png 34 17 30-63 (46.5) 50 20% 7.29
Large Alloys.png 68 34 72-150 (111.0) 70 5% 17.41
Tech plasma 2.png Plasma Accelerator Small Alloys.png 17
Exotic gases.png 0.25
13 16-33 (24.5) 30 40% 3.84
Medium Alloys.png 34
Exotic gases.png 0.50
23 40-83 (61.5) 50 20% 9.64
Large Alloys.png 68
Exotic gases.png 1.00
45 86-198 (142.0) 70 5% 23.05
Tech plasma 3.png Plasma Cannon Small Alloys.png 22
Exotic gases.png 0.33
17 20-42 (31.0) 30 40% 4.86
Medium Alloys.png 44
Exotic gases.png 0.65
30 50-105 (77.5) 50 20% 12.15
Large Alloys.png 88
Exotic gases.png 1.30
59 120-252 (186.0) 70 5% 29.17

Lance[edit]

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 Extra large Extra-Large slots
  • 8.0 day cooldown
  • 85% accuracy
  • 50% damage against Shield shield
  • 200% damage against Armor armor
  • 150% damage against Mod ship hitpoints add.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) 150 0% 111.56
Tech energy lance 2.png Tachyon Lance Extra large Alloys.png 229
Rare crystals.png 3.38
250 800-2000 (1400.0) 150 0% 148.75

Anti-Hull[edit]

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]

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 Small Small and Medium Medium slots
  • 4.0 day cooldown
  • 70%-75% accuracy
  • 50% damage against Shield shield
  • 125% damage against Armor armor
  • 175% damage against Mod ship hitpoints add.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 mining drone weapon 1.png Cutting Laser Small Alloys.png 13 7 9-22 (15.5) 30 75% 40% 2.90
Medium Alloys.png 26 13 23-55 (39.0) 60 70% 20% 6.82

Particle Launcher[edit]

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 Large Large slots
  • 16.0 day cooldown
  • 90% accuracy
  • 50% damage against Shield shield
  • 150% damage against Armor armor
  • 175% damage against Mod ship hitpoints add.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 torpedoes 1.png Proton Launchers Large Alloys.png 88
Exotic gases.png 1.30
70 360-800 (580.0) 130 0% 32.62
Tech energy torpedoes 2.png Neutron Launchers Large Alloys.png 114
Exotic gases.png 1.69
90 468-1040 (754.0) 130 0% 42.41

Matter Disintegrator[edit]

Salvaged from Extradimensional Invaders, Matter Disintegrators work by applying 5th-dimensional energy manipulation principles on lower dimensional planes to create highly powerful energy shots. They are extremely effective against hull, very effective against armor but very ineffective against shields.

  • Can fit into Small Small, Medium Medium and Large Large slots
  • 4.5 day cooldown
  • 90% accuracy
  • 50% damage against Shield shield
  • 150% damage against Armor armor
  • 200% damage against Mod ship hitpoints add.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 extradimensional weapon 1.png Matter Disintegrator Small Alloys.png 29
Rare crystals.png 0.43
25 20-49 (34.5) 60 60% 6.89
Medium Alloys.png 57
Rare crystals.png 0.85
50 50-123 (86.5) 90 30% 17.29
Large Alloys.png 114
Rare crystals.png 1.69
100 120-294 (207.0) 120 5% 41.40

Penetrating[edit]

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]

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 Small Small and Medium Medium slots
  • 6.1 day cooldown
  • 100% accuracy
  • Ignore Shield shield and Armor armor
  • 100% damage against Mod ship hitpoints add.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 disruptors 1.png Disruptor Small Alloys.png 17 10 1-18 (9.5) 30 60% 1.55
Medium Alloys.png 34 17 1-45 (23.0) 50 35% 3.77
Tech disruptors 2.png Ion Disruptor Small Alloys.png 17
Rare crystals.png 0.25
13 1-23 (12.0) 30 60% 1.96
Medium Alloys.png 34
Rare crystals.png 0.50
23 1-58 (29.5) 50 35% 4.83
Tech disruptors 3.png Phased Disruptor Small Alloys.png 22
Rare crystals.png 0.33
17 1-30 (15.5) 30 60% 2.54
Medium Alloys.png 44
Rare crystals.png 0.65
30 1-75 (38.0) 50 35% 6.22

Cloud Lightning[edit]

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 Large Large slots
  • 6.0 day cooldown
  • 100% accuracy
  • Ignore Shield shield and Armor armor
  • 100% damage against Mod ship hitpoints add.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 40 1-136 (68.5) 60 100% 30% 11.41

Arc Emitter[edit]

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 Extra large Extra-Large slots
  • 8.1 day cooldown
  • 100% accuracy
  • Ignore Shield shield and Armor armor
  • 100% damage against Mod ship hitpoints add.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) 150 0% 80.30
Tech arc emitter 2.png Focused Arc Emitter Extra large Alloys.png 229
Rare crystals.png 3.38
250 1-1700 (850.5) 150 0% 105.00

Anti-Shield[edit]

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]

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 highly ineffective against armor.

  • Can fit into Small Small slots
  • 4.0 day cooldown
  • 75% accuracy
  • 200% damage against Shield shield
  • 25% damage against Armor armor
  • 100% damage against Mod ship hitpoints add.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 10 10-27 (18.5) 50 75% 50% 3.46

Null Void Beam[edit]

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 is absurdly effective against shields but highly ineffective against both armor and hull.

  • Can fit into Small Small, Medium Medium and Large Large slots
  • 4.4 day cooldown
  • 90% accuracy
  • 500% damage against Shield shield
  • 25% damage against Armor armor
  • 25% damage against Mod ship hitpoints add.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
Null void beam.png Null Void Beam Small Alloys.png 13 7 6-16 (11.0) 60 60% 2.25
Medium Alloys.png 26 13 15-40 (27.5) 90 30% 5.62
Large Alloys.png 52 26 36-95 (65.5) 120 5% 13.39

Kinetic weapons[edit]

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]

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 Small Small, Medium Medium and Large Large slots
  • 3.45 day cooldown
  • 75% accuracy
  • 150% damage against Shield shield
  • 50% damage against Armor armor
  • 100% damage against Mod ship hitpoints add.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 drivers 1.png Mass Driver Small Alloys.png 10 5 5-16 (10.5) 50 50% 2.28
Medium Alloys.png 20 10 13-40 (26.5) 75 30% 5.76
Large Alloys.png 40 20 30-96 (63.0) 100 5% 13.69
Tech mass drivers 2.png Coilgun Small Alloys.png 13 7 7-21 (14.0) 50 50% 3.04
Medium Alloys.png 26 13 18-53 (35.5) 75 30% 7.71
Large Alloys.png 52 26 42-126 (84.0) 100 5% 18.26
Tech mass drivers 3.png Railgun Small Alloys.png 17 10 8-27 (17.5) 50 50% 3.80
Medium Alloys.png 34 17 20-68 (44.0) 75 30% 9.56
Large Alloys.png 68 34 48-162 (105.0) 100 5% 22.82
Tech mass drivers 4.png Advanced Railgun Small Alloys.png 17
Volatile motes.png 0.25
13 11-35 (23.0) 50 50% 4.99
Medium Alloys.png 34
Volatile motes.png 0.50
23 28-88 (58.0) 75 30% 12.60
Large Alloys.png 68
Volatile motes.png 1.00
45 66-210 (138.0) 100 5% 30.00
Tech mass drivers 5.png Gauss Cannon Small Alloys.png 22
Volatile motes.png 0.33
17 14-46 (30.0) 50 50% 6.52
Medium Alloys.png 44
Volatile motes.png 0.65
30 35-115 (75.0) 75 30% 16.30
Large Alloys.png 88
Volatile motes.png 1.30
59 84-276 (180.0) 100 5% 39.12

Autocannon[edit]

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 Small Small slots
  • 2.3 day cooldown
  • 85% accuracy
  • 150% damage against Shield shield
  • 25% damage against Armor armor
  • 125% damage against Mod ship hitpoints add.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 autocannons 1.png Autocannon Small Alloys.png 17 10 8-16 (12.0) 30 75% 4.43
Tech autocannons 2.png Ripper Autocannon Small Alloys.png 17
Volatile motes.png 0.25
13 10-21 (15.5) 30 75% 5.72
Tech autocannons 3.png Stormfire Autocannon Small Alloys.png 22
Volatile motes.png 0.33
17 14-27 (20.5) 30 75% 7.57

Kinetic Launcher[edit]

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 Large Large slots
  • 6.4 day cooldown
  • 75% accuracy
  • 200% damage against Shield shield
  • 50% damage against Armor armor
  • 125% damage against Mod ship hitpoints add.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) 120 0% 35.15
Tech kinetic artillery 2.png Kinetic Artillery Large Alloys.png 114
Volatile motes.png 1.69
90 195-585 (390.0) 120 0% 45.70

Mega Cannon[edit]

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 Extra large Extra-Large slots
  • 9.0 day cooldown
  • 75% accuracy
  • 150% damage against Shield shield
  • 75% damage against Armor armor
  • 125% damage against Mod ship hitpoints add.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) 150 0% 112.50
Tech mass accelerator 2.png Giga Cannon Extra large Alloys.png 229
Volatile motes.png 3.38
250 900-2600 (1750.0) 150 0% 145.83

Explosive weapons[edit]

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 100% Tracking so their damage is unavoidable 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 Guided Guided slot.

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

Missiles[edit]

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[edit]

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
  • Ignore Shield shield
  • 100% damage against Armor armor
  • 125% damage against Mod ship hitpoints add.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 hitpoints add.png
Hull
Evasion
Evasion
Tech missiles 1.png Nuclear Missiles Guided Alloys.png 20 10 30-40 (35.0) 100 25% 5.14 6 0%
Tech missiles 2.png Fusion Missiles Guided Alloys.png 26 13 39-52 (45.5) 100 25% 6.69 7 10%
Tech missiles 3.png Antimatter Missiles Guided Alloys.png 34 17 51-68 (59.5) 100 25% 8.75 8 20%
Tech missiles 4.png Quantum Missiles Guided Alloys.png 34
Volatile motes.png 0.50
22 66-88 (77.0) 100 25% 11.32 9 30%
Tech missiles 5.png Marauder Missiles Guided Alloys.png 44
Volatile motes.png 0.65
26 86-114 (100.0) 100 25% 14.70 10 40%

Scourge Missiles[edit]

Salvaged from Prethoryn Scourge and based on Society Research 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
  • Ignore Shield shield
  • 150% damage against Armor armor
  • 150% damage against Mod ship hitpoints add.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
Mod ship hitpoints add.png
Hull
Evasion
Evasion
Tech scourge missile 1.png Large Scourge Missile Guided Alloys.png 65 35 135-175 (155.0) 120 100% 5% 31.00 15 40%

Swarmer Missiles[edit]

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
  • Ignore Shield shield
  • 100% damage against Armor armor
  • 100% damage against Mod ship hitpoints add.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 hitpoints add.png
Hull
Evasion
Evasion
Tech swarmer missiles 1.png Swarmer Missiles Guided Alloys.png 34 17 20-27 (23.5) 100 30% 6.18 30 0%
Tech swarmer missiles 2.png Whirlwind Missiles Guided Alloys.png 44
Volatile motes.png 0.65
26 33-48 (40.5) 100 30% 10.65 40 0%

Torpedos[edit]

Torpedos are essentially very large, slow-moving missiles, equipped with more powerful warheads. Torpedos 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
  • Ignore Shield shield
  • 150% damage against Armor armor
  • 100% damage against Mod ship hitpoints add.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 hitpoints add.png
Hull
Evasion
Evasion
Tech torpedoes 1.png Space Torpedoes Guided Alloys.png 34 17 165-265 (215.0) 80 10% 10.18 8 0%
Tech torpedoes 2.png Armored Torpedoes Guided Alloys.png 34
Volatile motes.png 0.50
26 215-345 (280.0) 80 10% 13.27 11 0%
Tech torpedoes 3.png Devastator Torpedoes Guided Alloys.png 44
Volatile motes.png 0.65
32 275-445 (360.0) 80 10% 17.06 14 0%

Strike Craft[edit]

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 flak guns. All strike craft go in a special Hangar hangar slot. Destroyed strike craft regenerate at a rate of 0.13 strike craft per day or 7.7 days per strike craft.

The 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, instead spending the majority of their time evading enemy fire and they will suffer casualties.

Fire rate, Weapon damage, and Strike craft damage modifiers only affect military power of the strike craft themselves. It does not affect the actual battle.

Regular Strike Craft[edit]

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
  • 2.0 day cooldown
  • 100% accuracy
  • 10 attack range
  • Ignore Shield shield
  • 150% damage against Armor armor
  • 100% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Tracking
Tracking
Damage/Time
Average Damage
Shield
Shield
Mod ship hitpoints add.png
Hull
Evasion
Evasion
Mod ship speed mult.png
Speed
Ship part strike craft scout 1.png Scout Wing Hangar Alloys.png 40 20 3-6 (4.5) 50% 18.00 0 30 50% 400
Tech strike craft 1.png Basic Strike Craft Hangar Alloys.png 40 34 4-12 (8.0) 60% 32.00 10 35 55% 350
Tech strike craft 2.png Improved Strike Craft Hangar Alloys.png 68 45 6-13 (9.5) 70% 38.00 20 40 80% 450
Tech strike craft 3.png Advanced Strike Craft Hangar Alloys.png 88 59 9-18 (13.5) 70% 54.00 30 45 80% 500

Amoeba[edit]

Based on Society Research Society technology, an empire can breed Space Amoebae and use its Flagella as strike craft. They are very effective against armor.

  • 8 units per hangar
  • 5.0 day cooldown
  • 70% accuracy
  • 10 attack range
  • Ignore Shield shield
  • 150% damage against Armor armor
  • 100% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Tracking
Tracking
Damage/Time
Average Damage
Mod ship hitpoints add.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 50 50% 350

Swarm Strikers[edit]

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.

NOTE: the efficiency of this weapon seems unchanged from old game version, possibly forgotten by staff when balancing numbers.

  • 10 units per hangar
  • 8.0 day cooldown
  • 100% accuracy
  • 10 attack range
  • Ignore Shield shield
  • Ignore 66% Armor armor
  • 100% damage against Mod ship hitpoints add.png hull
Detailed Table
Weapon Size Cost Power
Power
Damage
Damage Per Hit
(Average)
Tracking
Tracking
Damage/Time
Average Damage
Armor
Armor
Mod ship hitpoints add.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) 0% 12.50 20 80 80% 400

Point-defense weapons[edit]

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 nigh-useless against full-size warships, however, as they negligible damage compared to other weapons. They come in two types: Flak Guns and Point-Defense.

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

Flak Gun[edit]

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 attack and destroy enemy strike craft.

  • 0.5 day cooldown
  • 75% accuracy
  • 100% damage against Shield shield
  • 25% damage against Armor armor
  • 100% damage against Mod ship hitpoints add.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 1-3 (2.0) 30 50% 3.00
Tech flak batteries 2.png Flak Cannons Point defense Alloys.png 10 7 1-4 (2.5) 30 60% 4.50
Tech flak batteries 3.png Flak Artillery Point defense Alloys.png 13 10 2-6 (4.0) 30 70% 6.00

Point-Defense[edit]

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
  • 100% damage against Shield shield
  • 25% damage against Armor armor
  • 100% damage against Mod ship hitpoints add.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 1-4 (2.5) 30 10% 3.75
Tech pd tracking 2.png Barrier Point-Defense Point defense Alloys.png 10 7 1-6 (3.5) 30 20% 5.62
Tech pd tracking 3.png Guardian Point-Defense Point defense Alloys.png 13 10 2-8 (5.0) 30 30% 7.50

Titanic weapons[edit]

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.

NOTE: titanic weapons are neither energy- nor kinetic-based, so they will not benefit from repeatable technologies.

  • 21.75 day cooldown
  • 85% accuracy
  • 75% damage against Shield shield
  • 150% damage against Armor armor
  • 125% damage against Mod ship hitpoints add.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]

See Colossus.

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 planets.


Game concepts