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Weapon components

Revision as of 09:05, 14 November 2019 by 49.178.29.26 (talk) (Strike Craft: typo fix)

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Please help with verifying or updating older sections of this article. At least some were last verified for version 2.3.

This article is for the PC version of Stellaris only.
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.

Contents

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

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

Based on   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 and   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   Small,   Medium and   Large slots
  • 4.6 day cooldown
  • 90% accuracy
  • 50% damage against   shield
  • 150% damage against   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Red Laser     10 5 6-16 (11.0) 40 50% 2.15
    20 10 15-40 (27.5) 60 30% 5.38
    40 20 36-96 (66.0) 80 5% 12.91
  Blue Laser     13 7 8-21 (14.5) 40 50% 2.83
    26 13 20-53 (36.5) 60 30% 7.14
    52 26 48-126 (87.0) 80 5% 17.02
  UV Laser     17 10 10-27 (18.5) 40 50% 3.61
    34 17 25-68 (46.5) 60 30% 9.09
    68 34 60-162 (111.0) 80 5% 21.71
  X-Ray Laser     17
  0.25
13 13-35 (24.0) 40 50% 4.69
    34
  0.50
23 33-88 (60.5) 60 30% 11.83
    68
  1.00
45 78-210 (144.0) 80 5% 28.17
  Gamma Laser     22
  0.33
17 17-46 (31.5) 40 50% 6.16
    44
  0.65
30 43-115 (79.0) 60 30% 15.45
    88
  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   Small,   Medium and   Large slots
  • 5.1 day cooldown
  • 80% accuracy
  • 25% damage against   shield
  • 200% damage against   armor
  • 150% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Plasma Thrower     17 10 12-25 (18.5) 30 40% 2.90
    34 17 30-63 (46.5) 50 20% 7.29
    68 34 72-150 (111.0) 70 5% 17.41
  Plasma Accelerator     17
  0.25
13 16-33 (24.5) 30 40% 3.84
    34
  0.50
23 40-83 (61.5) 50 20% 9.64
    68
  1.00
45 86-198 (142.0) 70 5% 23.05
  Plasma Cannon     22
  0.33
17 20-42 (31.0) 30 40% 4.86
    44
  0.65
30 50-105 (77.5) 50 20% 12.15
    88
  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   Extra-Large slots
  • 8.0 day cooldown
  • 85% accuracy
  • 50% damage against   shield
  • 200% damage against   armor
  • 150% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Particle Lance     176
  2.60
200 600-1500 (1050.0) 150 0% 111.56
  Tachyon Lance     229
  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   Small and   Medium slots
  • 4.0 day cooldown
  • 70%-75% accuracy
  • 50% damage against   shield
  • 125% damage against   armor
  • 175% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Accuracy
 
Tracking
 / 
Average Damage
  Cutting Laser     13 7 9-22 (15.5) 30 75% 40% 2.90
    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   Large slots
  • 16.0 day cooldown
  • 90% accuracy
  • 50% damage against   shield
  • 150% damage against   armor
  • 175% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Proton Launchers     88
  1.30
70 360-800 (580.0) 130 0% 32.62
  Neutron Launchers     114
  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. They are extremely effective against hull, very effective against armor but very ineffective against shields.

  • Can fit into   Small,   Medium and   Large slots
  • 4.5 day cooldown
  • 90% accuracy
  • 50% damage against   shield
  • 150% damage against   armor
  • 200% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Matter Disintegrator     29
  0.43
25 20-49 (34.5) 60 60% 6.89
    57
  0.85
50 50-123 (86.5) 90 30% 17.29
    114
  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   Small and   Medium slots
  • 6.1 day cooldown
  • 100% accuracy
  • Ignore   shield and   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Disruptor     17 10 1-18 (9.5) 30 60% 1.55
    34 17 1-45 (23.0) 50 35% 3.77
  Ion Disruptor     17
  0.25
13 1-23 (12.0) 30 60% 1.96
    34
  0.50
23 1-58 (29.5) 50 35% 4.83
  Phased Disruptor     22
  0.33
17 1-30 (15.5) 30 60% 2.54
    44
  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   Large slots
  • 6.0 day cooldown
  • 100% accuracy
  • Ignore   shield and   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Accuracy
 
Tracking
 / 
Average Damage
  Cloud Lightning     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   Extra-Large slots
  • 8.1 day cooldown
  • 100% accuracy
  • Ignore   shield and   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Arc Emitter     176
  2.60
200 1-1300 (650.5) 150 0% 80.30
  Focused Arc Emitter     229
  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   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 slots
  • 4.0 day cooldown
  • 75% accuracy
  • 200% damage against   shield
  • 25% damage against   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Accuracy
 
Tracking
 / 
Average Damage
  Energy Siphon     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. It is absurdly effective against shields but highly ineffective against both armor and hull.

  • Can fit into   Small,   Medium and   Large slots
  • 4.4 day cooldown
  • 90% accuracy
  • 500% damage against   shield
  • 25% damage against   armor
  • 25% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Null Void Beam     13 7 6-16 (11.0) 60 60% 2.25
    26 13 15-40 (27.5) 90 30% 5.62
    52 26 36-95 (65.5) 120 5% 13.39

Kinetic weapons

Based on   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 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   Small,   Medium and   Large slots
  • 3.45 day cooldown
  • 75% accuracy
  • 150% damage against   shield
  • 50% damage against   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Mass Driver     10 5 5-16 (10.5) 50 50% 2.28
    20 10 13-40 (26.5) 75 30% 5.76
    40 20 30-96 (63.0) 100 5% 13.69
  Coilgun     13 7 7-21 (14.0) 50 50% 3.04
    26 13 18-53 (35.5) 75 30% 7.71
    52 26 42-126 (84.0) 100 5% 18.26
  Railgun     17 10 8-27 (17.5) 50 50% 3.80
    34 17 20-68 (44.0) 75 30% 9.56
    68 34 48-162 (105.0) 100 5% 22.82
  Advanced Railgun     17
  0.25
13 11-35 (23.0) 50 50% 4.99
    34
  0.50
23 28-88 (58.0) 75 30% 12.60
    68
  1.00
45 66-210 (138.0) 100 5% 30.00
  Gauss Cannon     22
  0.33
17 14-46 (30.0) 50 50% 6.52
    44
  0.65
30 35-115 (75.0) 75 30% 16.30
    88
  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   Small slots
  • 2.3 day cooldown
  • 85% accuracy
  • 150% damage against   shield
  • 25% damage against   armor
  • 125% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Autocannon     17 10 8-16 (12.0) 30 75% 4.43
  Ripper Autocannon     17
  0.25
13 10-21 (15.5) 30 75% 5.72
  Stormfire Autocannon     22
  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   Large slots
  • 6.4 day cooldown
  • 75% accuracy
  • 200% damage against   shield
  • 50% damage against   armor
  • 125% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Kinetic Battery     88
  1.30
70 150-450 (300.0) 120 0% 35.15
  Kinetic Artillery     114
  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   Extra-Large slots
  • 9.0 day cooldown
  • 75% accuracy
  • 150% damage against   shield
  • 75% damage against   armor
  • 125% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Mega Cannon     176
  2.60
200 700-2000 (1350.0) 150 0% 112.50
  Giga Cannon     229
  3.38
250 900-2600 (1750.0) 150 0% 145.83

Explosive weapons

Based on   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 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 slot.

Most advanced explosive weapons require   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
  • Ignore   shield
  • 100% damage against   armor
  • 125% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
 
Hull
 
Evasion
  Nuclear Missiles     20 10 30-40 (35.0) 100 25% 5.14 6 0%
  Fusion Missiles     26 13 39-52 (45.5) 100 25% 6.69 7 10%
  Antimatter Missiles     34 17 51-68 (59.5) 100 25% 8.75 8 20%
  Quantum Missiles     34
  0.50
22 66-88 (77.0) 100 25% 11.32 9 30%
  Marauder Missiles     44
  0.65
26 86-114 (100.0) 100 25% 14.70 10 40%

Scourge Missiles

Salvaged from Prethoryn Scourge and based on   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
  • 150% damage against   armor
  • 150% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Accuracy
 
Tracking
 / 
Average Damage
 
Hull
 
Evasion
  Large Scourge Missile     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
  • Ignore   shield
  • 100% damage against   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
 
Hull
 
Evasion
  Swarmer Missiles     34 17 20-27 (23.5) 100 30% 6.18 30 0%
  Whirlwind Missiles     44
  0.65
26 33-48 (40.5) 100 30% 10.65 40 0%

Torpedos

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
  • 150% damage against   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
 
Hull
 
Evasion
  Space Torpedoes     34 17 165-265 (215.0) 80 10% 10.18 8 0%
  Armored Torpedoes     34
  0.50
26 215-345 (280.0) 80 10% 13.27 11 0%
  Devastator Torpedoes     44
  0.65
32 275-445 (360.0) 80 10% 17.06 14 0%

Strike Craft

Based on   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 slot. Contrary to the value displayed in game, destroyed strike craft regenerate at a rate of 0.26 strike craft per 5 day or 19.23 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. Furthermore, the repeatable tech is bugged and does not affect the actual battle.

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
  • 2.0 day cooldown
  • 100% accuracy
  • 10 attack range
  • Ignore   shield
  • 150% damage against   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Tracking
 / 
Average Damage
 
Shield
 
Hull
 
Evasion
 
Speed
  Scout Wing     40 20 3-6 (4.5) 50% 18.00 0 30 50% 400
  Basic Strike Craft     40 34 4-12 (8.0) 60% 32.00 10 35 55% 350
  Improved Strike Craft     68 45 6-13 (9.5) 70% 38.00 20 40 80% 450
  Advanced Strike Craft     88 59 9-18 (13.5) 70% 54.00 30 45 80% 500

Amoeba

Based on   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
  • 150% damage against   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Tracking
 / 
Average Damage
 
Hull
 
Evasion
 
Speed
  Amoeba Flagella     60 30 20-30 (25.0) 50% 40.00 50 50% 350

Swarm Strikers

Based on   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
  • Ignore 66%   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Tracking
 / 
Average Damage
 
Armor
 
Hull
 
Evasion
 
Speed
  Swarm Strikers     100 80 8-12 (10.0) 0% 12.50 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   Point-Defense slot.

Flak Gun

Based on   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
  • 25% damage against   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Flak Battery     8 5 1-3 (2.0) 30 50% 3.00
  Flak Cannons     10 7 1-4 (2.5) 30 60% 4.50
  Flak Artillery     13 10 2-6 (4.0) 30 70% 6.00

Point-Defense

Based on   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
  • 25% damage against   armor
  • 100% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Sentinel Point-Defense     8 5 1-4 (2.5) 30 10% 3.75
  Barrier Point-Defense     10 7 1-6 (3.5) 30 20% 5.62
  Guardian Point-Defense     13 10 2-8 (5.0) 30 30% 7.50

Titanic weapons

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
  • 150% damage against   armor
  • 125% damage against   hull
Detailed Table
Weapon Size Cost  
Power
 
Damage Per Hit
(Average)
 
Range
 
Tracking
 / 
Average Damage
  Perdition Beam     456
  6.76
500 5000-10000 (7500.0) 250 0% 293.10
  Ion Cannon     456
  6.76
N/A 5000-10000 (7500.0) 250 0% 293.10

World Devastator weapons

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
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