Weapons are one of the basic types of equipment needed on every ship. To use a weapon you need the same skill level in
Weaponry as the tech level of the weapon. Weapons are generally used to blow things up. From the original ion peashooter to the magnificent "Titan" weapons, you can obtain many of them from
Space Stations. Rare and powerful weapons can be found as certain
AI loot,
dungeon rewards,
Ruin extracts,
mission prizes or even man-made creations by real players. Although, rumor has it that much better weapons are to be found out in the real world...but those have all come from characters such as
Calypso and
Bizman...
Weapon Basics
Every ship or base has a limit to the number of weapons that can be equipped at any given time. This number varies wildly, where some ships can have 6 or even 8 weapons at a time (e.g., Warden), while others can't have any (e.g., Gelato). Weapons, like Shields, can only be equipped or unequipped while docked. The default key for firing the selected weapon is the Space Bar, and the default key for switching weapons is the E key. Multifiring is a skill which allows you to shoot more than one weapon at a time.
Firing a weapon requires Energy, and the amount necessary depends on the weapon. It follows that if your ship doesn't have enough energy, it can't fire that weapon. Weapons also have a recoil time which determines how long you must wait before shooting again. The range of a weapon is how far the weapon will fire. For projectile weapons, this is how far it will travel before dissolving. For laser and transference type weapons, the target has to be within range to be shot. It follows that, with a projectile weapon, you can still hit an out of range target after you've shot by having that target move closer to you, but with a laser weapon you (usually) cannot.
See Electrical Engineering, Energy, Ratios, and Damage Types.
Weapons List
Energy Weapons
Name
|
Tech
|
Size
|
Damage
|
Range
|
Recoil
|
Elec
|
Vis
|
Weight
|
DPS
|
EPS
|
DPE
|
Source/Price
|
Description
|
Comments
|
Heat Weapons
Name
|
Tech
|
Size
|
Damage
|
Range
|
Recoil
|
Elec
|
Vis
|
Weight
|
DPS
|
EPS
|
DPE
|
Source/Price
|
Description
|
Comments
|
Laser Weapons
Name
|
Tech
|
Size
|
Damage
|
Range
|
Recoil
|
Elec
|
Vis
|
Weight
|
DPS
|
EPS
|
DPE
|
Source/Price
|
Description
|
Comments
|
Beam Comments
|
Image
|
Faulty Kalthi Fiery Pulse
|
22
|
65
|
155 x3
|
450
|
2.50
|
654.00
|
179 for 5s
|
48,750
|
62.00
|
0.24
|
261.60
|
AI Base 1,000 Credits
|
Kalthi Heat Pulse
|
Adds 209.41 damage (Huge Fire) over 40s, Ethereal
|
|
|
Mining Weapons
Name
|
Tech
|
Size
|
Damage
|
Range
|
Recoil
|
Elec
|
Vis
|
Weight
|
DPS
|
EPS
|
DPE
|
Source/Price
|
Description
|
Comments
|
Physical Weapons
Name
|
Tech
|
Size
|
Damage
|
Range
|
Recoil
|
Elec
|
Vis
|
Weight
|
DPS
|
EPS
|
DPE
|
Source/Price
|
Description
|
Comments
|
Radiation Weapons
Name
|
Tech
|
Size
|
Damage
|
Range
|
Recoil
|
Elec
|
Vis
|
Weight
|
DPS
|
EPS
|
DPE
|
Source/Price
|
Description
|
Comments
|
Bule Systems Jammer
|
0
|
15
|
.08-8
|
300
|
5
|
5000
|
|
10000
|
1.60
|
1000.00
|
0.00
|
Bule Abadi Spectre Inbuilt
|
Get out of there!
|
Sticky, Side Effect: Radar -50% for 15 seconds, Speed -20 for 15 seconds
|
Surgical Weapons
Name
|
Tech
|
Size
|
Damage
|
Range
|
Recoil
|
Elec
|
Vis
|
Weight
|
DPS
|
EPS
|
DPE
|
Source/Price
|
Description
|
Comments
|
Transference Weapons
Name
|
Tech
|
Size
|
Heal Damage
|
Range
|
Recoil
|
Elec
|
Vis
|
Weight
|
HPS
|
EPS
|
HPE
|
Source/Price
|
Description
|
Comments
|
Beam Comments
|
Thyme Cannon
|
12
|
78
|
97 x2
|
550
|
1.20
|
446.00
|
336 for 2s
|
78,000
|
80.83
|
0.22
|
371.67
|
Gargan Missions
|
Fills your target with antiseptic parasites, wait, what?
|
Adds 161.66 damage (Thyme (Anti) Septic) over 7.5s
|
Ethereal
|
Weapons only useable on bases.
See List of base gear.
External References
Some external sites presenting the data from the tables below in different formats: