Artilleries

The Artillery system is a special system that houses a powerful weapon that cannot be directly aimed, it is independent of the Weapons system and as such it is not affected by the Weapon Pre-Igniter, however it does get reduced cooldown via Reloaders or via upgrading the system itself. It is only a starting system on a few select ships, and the type of artillery they house is usually unique for each. None of them consume any resource to fire besides the power assigned to the system.

* As all artilleries are automatically aimed, they use the same behavior as (enemy) AI-controlled weapons, such as spreading shots/bombs of the same volley around different rooms of the target ship.
* The upgrade path of the artillery system is as follows:

 2
 3
 4
 5 §

♠ At stores, currently unavailable.

§ Not available for most artilleries.

## Playable artilleries

### Artillery Beam

*"Artillery: Powers a massive beam that pierces all shields, with a moderate breach and fire chance.*
Base Cooldown: 40"

* Fires a 1 damage beam, pierces 10 shields. It has a 30% chance to start a fire and a 30% chance to cause a breach per tile it hits.
* 40 seconds base cooldown, modified into 50 | 40 | 30 | 20 seconds at levels 1-2-3-4 respectively.
* Beam has a speed of 15 and a length of 500px.
* Equipped on SW Moorcock, The Osprey, (vanilla) The Osprey and The Nisos

### Elite Beam Artillery

*"Artillery: Powers a massive beam that does 2 damage and pierces all shields.*
Base Cooldown: 40"

* Fires a 2 damage beam that pierces 10 shields.
* The beam has a speed of 15 and a length of 500px.
* Equipped on The Albatross [Max Lv5] and Wingleader [Max Lv4]

### Flak Artillery

*"Artillery: Fires a burst of 8 flak projectiles.*
Base Cooldown: 30"

* Fires 15 flak projectiles (7 small fakes) that have a 10% chance to cause a breach.
* Projectiles are aimed and spread randomly at the enemy ship, but each one of them has a radius of 35px from it's targeting point.
* The projectiles have a speed of 26 and they can be shot down by defense drones.
* 30 seconds base cooldown, modified into 37.5 | 30 | 22.5 | 15 seconds at levels 1-2-3-4 respectively.
* Equipped on The Fregatidae

### Mine Launcher Artillery

*"Artillery: Fires one massive Mine projectile that locks onto the enemy, making it impossible to miss.*
Base Cooldown: 40"

* Launches a 7 hull damage mine, pierces 10 shields and has a guaranteed chance of causing a breach, always stuns crew for 6 seconds on hit. The mine also has a +100 accuracy modifier, meaning it cannot be dodged by the enemy ship.
* It will also cause 5 system damage and 105 crew damage on the room it hits, crippling systems and usually one-shotting any crew inside.
* The mine has a speed of 15 and it CAN be shot down by defense drones.
* 40 seconds base cooldown, modified into 50 | 40 | 30 | 20 seconds at levels 1-2-3-4 respectively.
* Equipped on Haliaeetus
* The Fed B traveler uses this same artillery, but without the accuracy bonus.

### Fire Beam Artillery

*"Artillery: Powers a deadly fire beam that pierces all shields, starting fires across the entire enemy ship.*
Base Cooldown: 30"

* Fires a beam that pierces 10 shields has a 100% chance to start a fire on each tile it hits.
* The Beam has a speed of 15 and a length of 500px.
* 30 seconds base cooldown, modified into 37.5 | 30 | 22.5 | 15 seconds at levels 1-2-3-4 respectively.
* Equipped on The Phoenix

### Rebel Laser Artillery

*"Artillery: A relatively quick charging burst of lasers with moderate status effect chances.*
Base Cooldown: 15"

* Fires 3 laser projectiles that do 1 damage each, the projectiles have a 40% chance to cause a fire and 40% chance to cause a breach, along with a 20% to stun crew for 3s.
* Equipped on Ajaccio (L4 Max) and Porbandar (L5 Max)

### Rebel Beam Artillery

*"Artillery: Powers a long and deadly beam that does decent damage but can only partially pierce one shield layer.*
Base Cooldown: 18"

* Fires a 2 damage beam with a speed of 15 and length of 100px.
* 18 seconds base cooldown, modified into 22.5 | 18 | 13.5 | 9 seconds at levels 1-2-3-4 respectively.
* Equipped on Schweizerdolch

### Rebel Ion Artillery

*"Artillery: Fires a burst of 3 phase ions which pierce all shields and stun crew.*
Base Cooldown: 19"

* Fires 3 ion projectiles that do 1 ion each, the projectiles pierce up to 10 shields and stun crew hit for 6s (phasing effect stuns crew on shields if they are up). The projectiles move at a speed of 25.
* 19 seconds base cooldown, modified into 23.75 | 19 | 14.25 | 9.5 seconds at levels 1-2-3-4 respectively
* Equipped on Thallium

### Rebel Missile Artillery

*"Artillery: Fires an array of 3 missiles which do heavy damage and never miss.*
Base Cooldown: 23"

* Fires 3 missiles that do 3 damage each, the missiles pierce up to 10 shields and have a 100% chance to breach the room hit. They also have 100 accuracy and thus are essentially undodgeable for enemies.
* Equipped on Tenere Lineam

*"Ssstranger, you might not want to look at thisss now..."*

This article contains important spoilers that can ruin your experience while playing  FTL: Multiverse! Read at your own risk.

### Friend-Maker Artillery

*[Base cooldown: 15] Fires a cluster of bombs that disable the ability to fight for all crew (other than Jerry) for 7 seconds, and does heavy ion damage.*.
Base Cooldown: 15"

* Fires 6 bombs that deal 3 ion damage and make crew hit be unable to fight except for Jerry (Jerry is unaffected on both his unarmed and gatling variants as well as his equinoid and crystal equinoid ones) for 7 seconds.
* 23 seconds base cooldown, modified into 18.75 | 15 | 11.25 | 7.5 seconds at levels 1-2-3-4 respectively
* Equipped on Cherry Blossom

### Aether Artillery

*"Artillery: A powerful ancient Beam weapon that sweeps across entire ships, decimating their hull and systems."*

* Fires a 1 damage beam, pierces 10 shields, has a 80% chance to cause a breach per tile it hits and it also stuns crew it hits for 3 seconds.
* It also causes an extra 10 system damage, instantly crippling most enemy systems with a single swipe.
* 50 seconds base cooldown, modified into 62.5 | 50 | 37.5 | 25 seconds at levels 1-2-3-4 respectively.
* Beam is either green or blue colored depending on ship, has a speed of 5 and a length of 125px.
* Although there are two versions who have different sprites, they both share the same stats: they come equipped each on Obelisk A and Obelisk C

### Royal Artillery

*"Artillery: A powerful ancient cluster bomb salvo that fires 4 powerful bombs."*

* Launches 4 bombs that deal 1 hull damage, 4 system damage and 45 crew damage each. They have a guaranteed chance to start fires and stun crew for 10 seconds.
* 40 seconds base cooldown, modified into 50 | 40 | 30 | 20 seconds at levels 1-2-3-4 respectively.
* Equipped on Symaeth Tyk Tyk

### Ancient Artillery

*"Artillery: A powerful ancient cluster bomb salvo that fires 4 powerful bombs."*

* Launches 4 bombs that deal 1 hull damage, 3 system damage and 45 crew damage each. They have a guaranteed chance to create a breach and stun crew for 7 seconds.
* 40 seconds base cooldown, modified into 50 | 40 | 30 | 20 seconds at levels 1-2-3-4 respectively.
* Equipped on Makt-Lithe GaethPro

## Enemy Artilleries

These artilleries are used by enemies and as such, may not have accurate descriptions or names (as they were not meant to be seen by the player).

### MV Flagship

All of these artilleries are present in the final MV Flagship bossfight and their description is *"We are going to beat you to death."*, the level of their systems is based on the hangar difficulty, being 3 for Easy and 4 for Hard, Normal instead has level 3 on phases 1-2 and level 4 on phase 3. These are also present in the Multiverse Flagship (player), where they start at level 2 and can be upgraded up to level 5.

#### Multiverse Boss Laser

* Fires 3 laser projectiles that deal 1 damage and have a 30% chance to start a fire and a 20% chance to cause a breach per shot.
* It is also a chain weapon, reducing cooldown by 2.3 seconds per chain, up to 4 chains at -9.2 seconds. The chain effect is applied BEFORE the system level multiplier does.
* 20 seconds base cooldown, modified into 25 | 20 | 15 | 10 seconds at levels 1-2-3-4 respectively.
* Present on all phases of the Multiverse Flagship boss.

#### Multiverse Boss Missile

* Fires 3 missiles that pierce all shields and deal 1 damage with a 20% chance to start a fire and 40% chance to cause a breach per missile.
* It is also a chain weapon, reducing cooldown by 3 seconds per chain, up to 2 chains at -6 seconds. The chain effect is applied BEFORE the system level multiplier does.
* 25 seconds base cooldown, modified into 31.25 | 25 | 18.75 | 12.5 seconds at levels 1-2-3-4 respectively.
* Present on all phases of the Multiverse Flagship boss.

#### Multiverse Boss Beam

* Fires a 2 damage beam with a 20% chance to cause a breach per shot.
* It is also a chain weapon, reducing cooldown by 3 seconds per chain, up to 4 chains at -12 seconds. The chain effect is applied BEFORE the system level multiplier does.
* 26 seconds base cooldown, modified into 32.5 | 26 | 19.5 | 13 seconds at levels 1-2-3-4 respectively.
* Beam has a speed of 10 and a length of 100px.
* Present on phases 1 and 2 of the Multiverse Flagship boss.

#### Multiverse Boss Ion

* Fires 3 ion projectiles that cause 1 ion damage each and pierce through 2 shields, they also have a guaranteed chance to stun crew for 6 seconds. The phasing means it can deal double ion damage if your shields are not high enough (as the phasing deals 1 ion to shield+1 ion to the targeted system)
* Unlike the rest of the MV Flagship artilleries, the ion is not a chain weapon.
* 28 seconds base cooldown, modified into 35 | 28 | 21 | 14 seconds at levels 1-2-3-4 respectively.
* The ion projectiles have a speed of 25.
* Present on phase 1 of the Multiverse Flagship boss.

### MFK Flagship Ace

All of these are present on the MFK Flagship Ace boss and serve as an upgraded version of the ones present on the regular MV Flagship. The levels they are present at depend on the challenge difficulty selected at the starting beacon: 3 for Casual and 4 for Normal, Challenge and Extreme difficulties.

#### MFK Laser

*"ssss"* (yes, that is the description)

* Fires 4 laser projectiles that do 1 damage each, the projectiles deal double damage on systemless rooms and also have a 10% chance to cause a fire and 30% chance to cause a breach.
* 22 seconds base cooldown, modified into 27.5 | 22 | 16.5 | 11 seconds at levels 1-2-3-4 respectively

#### MFK Missile

*"Artillery that fires 3 missiles that deal 1 damage."*

* Fires 3 missiles that pierce all shields and deal 1 damage each, they also have a 10% chance to cause fires and a guaranteed chance to cause a breach.
* The missiles also cause an additional 1 system damage, for a total of 2.
* 25 seconds base cooldown, modified into 31.25 | 25 | 18.75 | 12.5 seconds at levels 1-2-3-4 respectively.

#### MFK Beam

*"2 damage beam with a long trail."*

* Fires a 2 damage beam that deals double damage on systemless rooms.
* 26 seconds base cooldown, modified into 32.5 | 26 | 19.5 | 13 seconds at levels 1-2-3-4 respectively.
* Beam has a speed of 10 and a length of 100px.

#### MFK Ion

*"1 damage ion 3 shots"*

* Fires 3 ion projectiles that deal (unlike what the description says) **2** ion damage each, they also stun crew for 5 seconds on hit.
* 28 seconds base cooldown, modified into 35 | 28 | 21 | 14 seconds at levels 1-2-3-4 respectively.
* Ion projectiles have a speed of 40.

### Reused Vanilla Artilleries

These artilleries are identical to the ones present on the flagship from the vanilla game.

#### Boss Laser

**"ssss"**

* Fires 3 laser projectiles that deal 1 damage, each projectile has a 10% chance to start a fire and a 10% chance to cause a breach.
* 20 seconds base cooldown, modified intoto 25 | 20 | 15 | 10 seconds at levels 1-2-3-4 respectively.
* Equipped on A55H0L3, Rebel Guard (33%) , Smuggler Guard, Haunted Flagship and Militia Dreadnought (twice)

#### Boss Beam

*"2 damage beam with a long trail."*

* Fires a 2 damage beam.
* 26 seconds base cooldown, modified into 32.5 | 26 | 19.5 | 13 seconds at levels 1-2-3-4 respectively.
* Beam has a speed of 10 and a length of 100px.
* Equipped on Smuggler Gunboat, A55H0L3 and Rebel Guard(33%)

#### Boss Ion

*"1 damage ion 3 shots"*

* Fires 3 ion projectiles that cause 1 ion damage each.
* 28 seconds base cooldown, modified into 35 | 28 | 21 | 14 seconds at levels 1-2-3-4 respectively.
* The ion projectiles have a speed of 40.
* Equipped on Rebel Guard (33%) and Haunted Flagship

### Artillery Beam

*"Powers a slow, high-powered beam that pierces all shields and does one damage per room hit. More power means faster cooldown."*

* Fires a 1 damage beam, pierces **only 3** shields (description is wrong) and has a 10% chance to start a fire per tile it hits.
* 40 seconds base cooldown, modified into 50 | 40 | 30 seconds at levels 1-2-3 respectively.
* Beam has a speed of 7 and a length of 500px.
* Equipped on NPC Federation ships.

### Boss Missile

*"Artillery that fires 3 missiles that deal 1 damage."*

* Fires a cluster of 3 missiles that deal 1 damage each, they pierce all shields and have a 20% chance to cause a breach.
* Has a targeting radius of 65px, causing all missiles to fire at once, like a flak gun.
* 22 seconds base cooldown, modified into 27.5 | 22 | 16.5 seconds at levels 1-2-3 respectively.
* Missiles have a speed of 30.
* Very similar to the vanilla boss missile, except in "flak" form.
* Equipped on MFK Guard Ace.

### Boss Auto Laser

*"ssss"*

* Fires 3 laser projectiles that deal 1 damage each, with a 10% chance to start a fire and an 80% chance to cause a breach on hit.
* 20 seconds base cooldown, modified into 25 | 20 | 15 | 10 seconds at levels 1-2-3-4 respectively.
* Equipped twice on the Auto-Dreadnaught miniboss.

### Auto-Minelauncher

*"ENEMY ARTILLERY, YOU SHOULD NEVER SEE THIS."*

* Fires a 2 damage mine that pierces all shields and has a 50% chance to start a fire and a 10% chance to cause a breach on hit.
* The mine moves at 15 speed and causes an additional 2 system damage (for 4 total).
* 30 seconds base cooldown, modified into 37.5 | 30 | 22.5 at levels 1-2-3 respectively.
* Equipped on the Auto-Trapper enemy found in Central Shipyards.

### Cealaformer Tube

*"PLACEHOLDER"*

* Launches an invisible bomb that has a nebula-like explosion, causing the player to be unable to see what happens in the room it lands in for some time.
* 15 seconds base cooldown, modified into 18.75 | 15 | 11.25 | 7.5 at levels 1-2-3-4 respectively.
* Equipped on Slug Cealaforming stations and the Coalition Cealaformer.

### Rocky Boi Artillery

*"If you're seeing this you did something wrong. Or right, I won't judge."*

* Fires 4 missiles that pierce all shields and deal 1 damage (but no crew damage) each.
* Has a targeting radius 90px.
* 40 seconds base cooldown, modified into 50 | 40 by levels 1-2 respectively.
* Present on the Inquisition Cruiser

### Ancient Dreadnought Artilleries

*"A bomb weapon, but unlike any you've ever seen. It appears to be much stronger than common bombs."*

#### Dreadnought Artillery

* Launches 6 bombs that deal 1 hull damage, 4 system damage and 45 crew damage each. They have a guaranteed chance to create breaches and stun crew for 7 seconds.
* Present on the Obelisk Dreadnaught

#### Dreadnought Artillery (R)

(same name as regular dreadnought, but this is the royal version)

* Launches 8 bombs that deal 1 hull damage, 3 system damage and 45 crew damage each. They have a 50% chance to start fires, guaranteed chance to cause a breach and stun crew for 7 seconds.
* Present on the Obelisk Royal Dreadnaught