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A clear upgrade from the base version.
 
A clear upgrade from the base version.
== Quick Statistic Glance ==
 
{| class="article-table"
 
!Name
 
!Type
 
!Health
 
!Power use
 
!Mass
 
!Damage Multiplier
 
!Fire Rate
 
!Fire Cone
 
!Range
 
!Other
 
!Width
 
!Length
 
!Unlocked
 
|-
 
|Vulcan Turret Mk. II
 
|Ballistic
 
|90
 
|30
 
|80
 
|6
 
|4.5
 
|180
 
|50
 
|
 
|2
 
|2
 
|Campaign 2
 
|-
 
|Chaingun
 
|Ballistic
 
|15
 
|10
 
|10
 
|4
 
|3.3
 
|35
 
|5
 
|
 
|1
 
|1
 
|default
 
|-
 
|Vulcan Cannon
 
|Ballistic
 
|40
 
|20
 
|25
 
|5
 
|3.3
 
|35
 
|40
 
|
 
|1
 
|2
 
|Research lvl. 1
 
|-
 
|Vulcan Turret
 
|Ballistic
 
|90
 
|45
 
|80
 
|6
 
|3
 
|180
 
|40
 
|
 
|2
 
|2
 
|Research lvl. 8
 
|-
 
|Railgun
 
|Ballistic
 
|60
 
|30
 
|50
 
|19
 
|0.4
 
|35
 
|65
 
|
 
|1
 
|3
 
|Research lvl. 11
 
|-
 
|Vulcan Turret Mk. III
 
|Ballistic
 
|115
 
|55
 
|80
 
|9
 
|3
 
|180
 
|40
 
|
 
|2
 
|2
 
|Black market lvl. ??
 
|-
 
|Laser Beam Mk. II
 
|Laser
 
|35
 
|30
 
|30
 
|25
 
|0.5
 
|30
 
|55
 
|Laser Duration: 1.5
 
|1
 
|2
 
|Campaign 1
 
|-
 
|Sentry Laser
 
|Laser
 
|13
 
|20
 
|15
 
|20
 
|2.5
 
|35
 
|35
 
|Laser Duration: 0.15
 
|1
 
|1
 
|Research lvl. 3
 
|-
 
|Laser Beam
 
|Laser
 
|35
 
|40
 
|30
 
|25
 
|0.5
 
|30
 
|60
 
|Laser Duration: 1.5
 
|1
 
|2
 
|Research lvl. 5
 
|-
 
|Laser Turret
 
|Laser
 
|75
 
|70
 
|70
 
|40
 
|0.5
 
|180
 
|55
 
|Laser Duration: 1.5
 
|2
 
|2
 
|Research lvl. 12
 
|-
 
|Laser Beam Mk. III
 
|Laser
 
|23
 
|40
 
|30
 
|28
 
|0.5
 
|30
 
|85
 
|Laser Duration: 1.5
 
|1
 
|2
 
|Black market lvl. 20
 
|-
 
|Rocket Launcher
 
|Missile
 
|35
 
|30
 
|40
 
|14
 
|0.7
 
|30
 
|45
 
|Explosion Radius: 1.2
 
|1
 
|2
 
|Research lvl. 2
 
|-
 
|Rocket Turret
 
|Missile
 
|85
 
|60
 
|100
 
|14
 
|0.5
 
|180
 
|50
 
|Explosion Radius: 1.2
 
Missile count: 2
 
|2
 
|2
 
|Research lvl. 9
 
|-
 
|Rocket Turret Mk. II
 
|Missile
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|Black market lvl. 22
 
|}
 

Revision as of 03:55, 31 October 2018

Weapons are split into 3 types: Ballistics, Missiles, and Lasers. Weapons in the Missile category also includes Torpedo and Mine weapons.

Some weapons have alternative versions that are either purchasable in Black Market, or unlocked after beating a campaign.

Ballistics

Bread and butter weapon type. Most are strong against shields and less so against armor.

Chaingun

Stats Value
HP 15
Power Use 10
Mass 10
Damage per shot 4
Rate of Fire (per se) 3.3
Fire Radius 35
Range 35
Size 1 x 1

First gun in the game. Does decent damage for its size, but very short range and easily destroyed.

MKII

Changes Value
HP +75
Mass +20
Rate of Fire (per se) -70%

A big increase in HP, but a big decrease in fire rate.

Vulcan Cannon

Stats Value
HP 40
Power Use 20
Mass 25
Damage per shot 5
Rate of Fire (per se) 3.3
Fire Radius 35
Range 40
Size 1 x 2

Unlocked for free as part of tutorial. Slightly higher damage and range than Chaingun, in addition to much higher HP, at the cost of using two slots.

Vulcan Turret

Stats Value
Level Requirement 8
Cost to Unlock
HP 90
Power Use 45
Mass 80
Damage per shot 6
Rate of Fire (per se) 3
Fire Radius 180
Range 40
Size 2 x 2

Turret version of Vulcan Cannon. Has 360 degree radius and slightly higher damage, at the cost of using 4 slots.

MKII

Changes Value
Rate of Fire (per se) +50%
Range +10
Power Use -15

A clear upgrade from base version.

MKIII

Changes Value
Damage per shot +3
HP +25
Power Use +10

Unlike MKII, this has the same damage per second but each shot does more damage, making it much more effective against armor. This comes at the cost of higher power usage.

Railgun

Stats Value
Level Requirement 11
Cost to Unlock
HP 60
Power Use 30
Mass 50
Damage per shot 19
Rate of Fire (per se) 0.4
Fire Radius 35
Range 65
Size 1 x 3

High damage, long range, slow firing weapon.

MKII

Changes Value
Power Use -5
Damage per shot +12
Range +10

A clear upgrade from the base version, especially the damage.

Quantum Rifle

Stats Value
Level Requirement 16
Cost to Unlock
HP 75
Power Use 70
Mass 80
Damage per shot 16
Rate of Fire (per se) 0.4
Fire Radius 35
Range 80
Size 1 x 4

Slightly lower damage than Railgun, however each shot pierces through a few slots.

Gaussian Shotgun

Stats Value
Level Requirement 17
Cost to Unlock
HP 150
Power Use 70
Mass 100
Damage per pellet 8
Rate of Fire (per se) 0.5
Fire Radius 35
Range 28
Size 2 x 3

Fires a barrage of pellets per shot. Very short range.

Mass Driver

Stats Value
Level Requirement 21
Cost to Unlock
HP 130
Power Use 70
Mass 120
Damage per shot 7
Rate of Fire (per se) 5
Fire Radius 35
Range 50
Size 2 x 3

Very high rate of fire, decent damage and decent range.

MKII

Changes Value
HP +30
Range +20
Damage per shot +1

A clear upgrade from the base version, especially the range.

Rail Turret

Stats Value
Level Requirement 27
Cost to Unlock
HP 220
Power Use 110
Mass 220
Damage per shot 15
Rate of Fire (per se) 1.6
Fire Radius 180
Range 70
Size 3 x 3

Turret version of Railgun. Takes up a lot of slots, but has 360 degree firing radius.

MKII

Changes Value
Rate of Fire (per se) +120%
Power Use -50%
Damage per shot -1

A clear, significant upgrade from the base version, despite the -1 damage.

Gauss Rifle

Stats Value
Level Requirement 33
Cost to Unlock
HP 110
Power Use 60
Mass 100
Damage per shot 37
Rate of Fire (per se) 0.3
Fire Radius 35
Range 95
Size 1 x 5

A very high powered version of Railgun. Takes up a lot of slots, but has great damage and long range.

Quantum Turret

Stats Value
Level Requirement 39
Cost to Unlock
HP 190
Power Use 150
Mass 230
Damage per shot 13
Rate of Fire (per se) 1
Fire Radius 180
Range 80
Size 3 x 3

Turret version of Quantum Rifle. Uses a lot of power, but has 360 degree firing radius and higher rate of fire.

MKII

Changes Value
Damage per shot +11
Range -10
Rate of Fire (per se) -40%

Much higher damage per shot, but lower range and rate of fire.

Hyperion Chaingun

Stats Value
Level Requirement 43
Cost to Unlock 2,500,000
HP 180
Power Use 90
Mass 160
Damage per shot 9
Rate of Fire (per se) 4.6
Fire Radius 35
Range 60
Size 2 x 4

Unlike other rapid fire weapons like Mass Driver which has sustained fire, the Hyperion Chaingun fires a short burst at very high rate before stopping to reload.

Gaussian War Shotgun

Stats Value
Level Requirement 47
Cost to Unlock 3,000,000
HP 380
Power Use 155
Mass 400
Damage per pellet 11
Rate of Fire (per se) 0.8
Fire Radius 35
Range 37
Size 3 x 4

A very high powered version of Gaussian Shotgun. Fires a large barrage of pellets per shot. Deadly at close range.

Capital Cannon

Stats Value
Level Requirement 50
Cost to Unlock 2,500,000
HP 300
Power Use 280
Mass 500
Damage per shot 75
Rate of Fire (per se) 0.2
Fire Radius 20
Range 120
Size 2 x 7

A massive weapon capable of piercing many slots per shot.

MKII

Changes Value
Damage per shot +6
Rate of Fire (per se) +12%
HP +60

A clear upgrade from the base version.

Missiles

Strong against armor and has splash damage, and most of them has tracking and generally has long range. However, they are weak against shields and point defense turrets.

Rocket Launcher

Stats Value
Level Requirement 2
Cost to Unlock
HP 35
Power Use 30
Mass 40
Damage per rocket 14
Rate of Fire (per se) 0.7
Fire Radius 30
Range 45
Splash radius 1.2
Size 1 x 2

Basic launcher.

MKII

Changes Value
Damage per rocket +4
Rate of Fire (per se) +40%
Power Use +70%

An increase in damage and rate of fire, but a big increase in power usage.

Rocket Turret

Stats Value
Level Requirement 9
Cost to Unlock
HP 85
Power Use 60
Mass 100
Damage per rocket 14
Rockets per shot 2
Rate of Fire (per se) 0.5
Fire Radius 180
Range 50
Splash radius 1.2
Size 2 x 2

Turret version of Rocket Launcher. Uses fair amount of power, but fires two rockets per shot and has 360 degree firing radius.

MKII

Changes Value
Rockets per shot +1
Range -10

Short range, but each shot fires 3 missiles.

MKIII

Changes Value
Rate of Fire (per se) +100%
Range +30
Rockets per shot -1

A big increase in range and fire rate, but each shot fires just one missile.

Missile Launcher

Stats Value
Level Requirement 13
Cost to Unlock
HP 60
Power Use 50
Mass 70
Damage per rocket 23
Rate of Fire (per se) 0.7
Fire Radius 30
Range 60
Splash radius 1.2
Size 1 x 3

Stronger version of Rocket Launcher.

Mine Launcher

Stats Value
Level Requirement 14
Cost to Unlock
HP 180
Power Use 70
Mass 160
Damage per mine 55
Rate of Fire (per se) 0.2
Fire Radius 180
Range 100
Size 3 x 2

Unlike rockets, this weapon releases mines around the ship. Does heavy damage upon contact.

MKII

Changes Value
Damage +30
HP +60
Power Use +100

Big increase in damage, but big increase in power usage.

Torpedo Launcher

Stats Value
Level Requirement 20
Cost to Unlock
HP 120
Power Use 85
Mass 150
Damage per torpedo 63
Rate of Fire (per se) 0.1
Fire Radius 25
Range 90
Size 1 x 4

Fires slow moving, unguided torpedos. Does heavy damage to armor.

Arsenal Wall

Stats Value
Level Requirement 23
Cost to Unlock
HP 350
Armor 2
Reflect 30
Power Use 140
Mass 300
Damage per rocket 17
Rate of Fire (per se) 1.8
Fire Radius 30
Range 60
Splash radius 1.2
Size 4 x 2

A wide rocket wall that also serves as soft armor. Fires swarms of rockets before stopping to reload.

Scorpion Launcher

Stats Value
Level Requirement 29
Cost to Unlock
HP 120
Power Use 110
Mass 110
Damage per rocket 20
Rate of Fire (per se) 0.9
Fire Radius 30
Range 75
Splash radius 1.2
Size 2 x 3

Bulk version of Missile Launcher. Fires 3 missiles in a row before stopping to reload.

MKII

Changes Value
Damage +6
Armor +3
Reflect +50%

A clear upgrade from base version in damage and toughness.

MKIII

Changes Value
Rockets per shot x2
Power Use +255

Instead of 3 missiles, the MKIII fires 6 missiles per shot, but this comes with a huge increase in power usage.

Impact Missile

Stats Value
Level Requirement 30
Cost to Unlock
HP 100
Power Use 80
Mass 90
Damage per rocket 34
Rate of Fire (per se) 0.5
Fire Radius 30
Range 80
Splash radius 1.2
Size 1 x 4

Stronger version of Missile Launcher.

Flak Rocket Turret

Stats Value
Level Requirement 34
Cost to Unlock 975,000
HP 240
Power Use 155
Mass 160
Damage per rocket 12
Rockets per shot 6
Rate of Fire (per se) 0.3
Fire Radius 180
Range 55
Splash radius 1.2
Size 3 x 3

Unlike normal rockets, this weapon fires a burst of unguided, fast travel rockets at close range.

MKII

Changes Value
HP +110
Damage +7
Reflect +25%

A clear upgrade from base version in damage and toughness.

Warhead Launcher

Stats Value
Level Requirement 41
Cost to Unlock
HP 250
Power Use 160
Mass 250
Damage per torpedo 115
Rate of Fire (per se) 0.2
Fire Radius 25
Range 120
Size 2 x 4

Stronger version of Torpedo Launcher. These torpedos are much more damaging and travel faster than the base version.

Hydra Turret

Stats Value
Level Requirement 47
Cost to Unlock
HP 300
Power Use 195
Mass 350
Damage per rocket 28
Rockets per shot 3
Rate of Fire (per se) 0.4
Fire Radius 180
Range 90
Splash radius 1.6
Size 3 x 4

A supersized missile turret, firing missiles that has large splash radius at long range.

MKII

Changes Value
Damage +5
Rockets per shot +1
Reflect +15%

A clear upgrade from the base version, firing an extra missile per shot.

Lasers

Completely bypass shields, however they do the least damage against armor and generally requires a lot of power to operate. Lasers does continuous damage the longer they're fired.

Sentry Laser

Stats Value
Level Requirement 3
Cost to Unlock
HP 13
Power Use 20
Mass 15
Damage per second 20
Rate of Fire (per se) 2.5
Fire Radius 35
Range 35
Laser Duration (second) 0.15
Size 1 x 1

Basic laser weapon. Due to very short laser duration, each "shot" translates to 3 damage, which is less than Chaingun with its 4 damage per shot.

MKII

Changes Value
Damage per second +8
Power Use -45
Rate of Fire (per se) -63%

The reduction in power use results in negative power draw, which translates into a +25 power generation. This however comes with a big decrease in fire rate.

Laser Beam

Stats Value
Level Requirement 5
Cost to Unlock
HP 35
Power Use 40
Mass 30
Damage per second 25
Rate of Fire (per se) 0.5
Fire Radius 30
Range 60
Laser Duration (second) 1.5
Size 1 x 2

Basic long range, slow firing laser weapon. Translate into 37.5 damage in 1.5 second of firing.

MKII

Changes Value
Power Use -10
Range -5

Lower power usage, but slightly shorter range.

MKIII

Changes Value
Range +25
Damage per second +3
HP -12

A big increase in range, at the cost of lower HP.

Laser Turret

Stats Value
Level Requirement 12
Cost to Unlock
HP 75
Power Use 70
Mass 70
Damage per second 40
Rate of Fire (per se) 0.5
Fire Radius 180
Range 55
Laser Duration (second) 1.5
Size 2 x 2

Turret version of Laser Beam.

Fusion Ray

Stats Value
Level Requirement 19
Cost to Unlock
HP 60
Power Use 65
Mass 60
Damage per second 45
Rate of Fire (per se) 0.3
Fire Radius 35
Range 60
Laser Duration (second) 3
Size 1 x 3

Long duration laser weapon, translate into 135 damage if the laser lasts all 3 seconds.

Pulse Laser

Stats Value
Level Requirement 25
Cost to Unlock
HP 130
Power Use 125
Mass 100
Damage per second 60
Rate of Fire (per se) 5
Fire Radius 60
Range 50
Laser Duration (second) 0.15
Size 2 x 3

Fires a barrage of short duration, high damage lasers. Translate into 9 damage per shot.

MKII

Changes Value
Cost to Unlock 770,000
Damage +30
Power Use -25
Fire Rate -22%

A 50% increase in damage and 20% decrease in power use, but slightly slower fire rate.

MKIII

Changes Value
Cost to Unlock 1,200,000
Laser Duration (second) +0.2
Armor +4
Power Use +25

A 133% increase in laser duration, translating into 21 damage per shot. This comes with the cost of higher power usage.

Arcfusion Array

Stats Value
Level Requirement 31
Cost to Unlock 855,000
HP 200
Power Use 180
Mass 200
Damage per second 100
Rate of Fire (per se) 0.4
Fire Radius 30
Range 100
Laser Duration (second) 1.5
Size 2 x 4

A high damage version of Laser Beam. Translate into 150 damage in 1.5 second of firing.

Fusion Turret

Stats Value
Level Requirement 36
Cost to Unlock 980,000
HP 210
Power Use 200
Mass 240
Damage per second 90
Rate of Fire (per se) 0.3
Fire Radius 180
Range 85
Laser Duration (second) 3
Size 3 x 3

Turret version of Fusion Ray. Translate into 270 damage if laser fires all 3 seconds, which is a lot easier to achieve due to 360 degree, long range radius.

MKII

Changes Value
Cost to Unlock 1,850,000
Damage +10
HP +40
Range +15

A clear upgrade from the base version.