Renegade Loot

*"You're also surprised to find a special weapon amongst the wreckage! You've never seen a weapon like this before, so you assume it's a custom model made by the travelers themselves."*

Renegade Weapons are a group of special weapons & drones which can be obtained by defeating the various Multiverse Renegade Cruiser minibosses. However, each item has only a 50% chance of dropping from its respective miniboss if you blow the ship up, whereas crewkills will always result in the weapon dropping. These items can also sometimes be sold by Sylvan.

## Table of Renegade Drones

### Interior Drones

* 1.5x movement speed
* Immune to fire
* 0.25x stun multiplier
* 3x healing received
* Level 2 Skills
* Reveals adjacent rooms
* Mans systems with L2 skill
* Repairs at 2.5x speed
 Surgeon Drone
* 1.2x movement speed
* Immune to fire
* 0.25x stun multiplier
* 1.5x combat damage
* Heals friendly crew for 7hp/s

## List of Renegade Weapons

The weapon descriptions below may not be updated or even complete, if you wish to know about stats and details of a weapon it is better to use the table above which will always be up to date.
If you still wish to view the weapon list/descriptions, do so at your own risk.

### Battery Beam

*"This unique weapon provides 2 power to whichever weapon is directly to the right of it in the weapon list."*

* Costs 50
* Fires a 65px beam with a low breach chance; provides 2 power to the weapon to its right
* Deals 1 damage
* Requires no power, and takes 16 seconds to charge
* Dropped by the Zoltan Cruiser
* Starting weapon on the Phoenix Jones

### 'Tsukiyari' Beam

*"This advanced beam was a prototype upgrade of the well known Kamayari and Suyari beams."*

* Costs 170
* Fires an 80px beam with a low breach chance
* Deals 2 base damage, increasing by 1.5 damage each time it fires, up to an infinite amount of damage
* Requires 5 power, and takes 22 seconds to charge
* Dropped by the Stealth Cruiser

### 'Big Ion'

*"A pre-emptive Ion weapon that charges so fast it can be used right at the start of battle, but can only be fired once per combat. Does immense Bio and Ion damage and never misses. Texas Red won't be getting up after this one."*

* Costs 80
* Fires a pinpoint ion beam that can heavily cripple any system and deals immense crew damage
* Deals 5 ion damage (to both the targeted system and additionally to the shields system if at least one shield was pierced) and 14999985 crew damage; pierces 9 shields
* Requires no power, and takes 1 second to charge; can only be shot once per battle
* Dropped by the Slug Cruiser

### Sustaining Bomb

*"This bomb charges slower than most, but is completely self-sustaining. It uses no missiles or power, and only requires another weapon to be powered to function."*

* Costs 75
* Fires a bomb at the enemy ship with a low chance of fire and breach; does not require missiles to use
* Does 2 system damage and 30 crew damage; pierces all shields
* Requires no power, and takes 19 seconds to charge
* Dropped by the Mantis Cruiser

### The Big Suck Bomb

*"Using patented technology, this bomb might not do any damage to crew or systems, but grants additional power draining to all crew that it hits. Crew impacted by this will drain power from any ship for 10 seconds. Sometimes also stuns crew."*

* Costs 80
* Fires a bomb with a 50% chance to stun crew for 3 seconds
* Does no hull, system, or crew damage; any crew hit by it will instead be given an affliction for 10 seconds that makes them drain power similarly to a Leech from any system room they are in, including friendly systems. Leeches or other crew with pre-existing power draining will gain 1 additional power drain for the duration.
* Requires 1 power, and takes 15 seconds to charge
* +30% accuracy bonus
* Dropped by the Leech Cruiser

### Frost Charger

*"This laser weapon can charge multiple times, giving it additional projectiles. As a Frost weapon, it locks down rooms, and does extra damage and stun to enemy crew."*

* Costs 80
* Fires up to 4 lasers in a 55px radius that lock down rooms upon impact and stun crew for 3s
* Does 1 damage, as well as 15 extra crew damage
* Requires 2 power, and takes 3 seconds to charge
* Dropped by the Lost Sun Cruiser

### Ion Chainger

*"This Ion weapon can charge multiple times, giving it additional projectiles. With each shot, the ion damage increases."*

* Costs 100
* Fires up to 3 ion blasts that have a 30% chance to stun crew
* Deals 1 base ion damage, increasing by 1 ion damage each time it fires, up to a maximum of 4 ion damage
* Requires 4 power, and takes 9 seconds to charge
* Dropped by the Monk Cruiser

### Obsidian Missiles

*"This powerful missile is made with an obsidian exterior, causing massive damage to enemy hulls."*

* Costs 80
* Fires 1 missile with a guaranteed breach chance; consumes 1 missile per volley
* Does 4 damage (double on systemless rooms); pierces all shields
* Requires 3 power, and takes 23 seconds to charge
* Dropped by the Rock Cruiser

### 'Nevermiss'

*"This specialized Focus weapon stays true to its name, not only having the guaranteed hit of a beam, but also ignoring all shields."*

* Costs 110
* Fires a 2px beam that ignores all regular shields
* Does 2 damage, as well as 1 extra system damage; pierces all shields
* Requires 3 power, and takes 17 seconds to charge
* Dropped by the Guild Cruiser

### Steel Launcher

*"This modified Flak cannon fires bursts of heavy metal that move slowly but inflict much greater damage to a ship's hull integrity."*

* Costs 110
* Fires 5 projectiles in a 60px radius, with a 40% breach chance
* Does 1 damage (double on systemless rooms)
* Requires 3 power, and takes 17 seconds to charge
* Projectiles travel significantly slower across the screen than typical flak, at roughly 60% the usual speed
* Dropped by the Duskbringer Cruiser

### Slotgun

*"An older, formerly ballistic-based launcher that has been repurposed into a strange, shotgun like delivery system for poker chips. While wildly inaccurate, provides a good source of constant suppression - sometimes at a cost."*

* Costs 90
* Fires 7 projectiles in a 80px radius, with a 50% breach chance
* Does 1 damage
* Requires 3 power, and takes 16 seconds to charge
* Uses 1 missile to fire, but also has a 75% ammo replication chance
* Dropped by the Tuco Cruiser

### Toggle Flak (F)

*"[Current Mode: Fire] A special Flak weapon which can switch between three elemental modes. Cooldown, power, and projectile count stays the same between all variants."*

* Costs 100
* Fires 7 projectiles in a 52px radius, with a guaranteed fire chance
* Does 1 damage
* Requires 4 power, and takes 20 seconds to charge
* Dropped by the Lanius Cruiser
* Starting weapon on the The Scarlet Death

### Toggle Flak (E)

*"[Current Mode: Electric] A special Flak weapon which can switch between three elemental modes. Cooldown, power, and projectile count stays the same between all variants."*

* Costs 100
* Fires 7 projectiles in a 52px radius
* Does 1 damage, as well as 1 ion damage; will take down shield layers as well as ionise them (similarly to energy weapons, but retaining system damage as well)
* Requires 4 power, and takes 20 seconds to charge
* Dropped by the Lanius Cruiser

### Toggle Flak (R)

*"[Current Mode: Toxic] A special Flak weapon which can switch between three elemental modes. Cooldown, power, and projectile count stays the same between all variants."*

* Costs 100
* Fires 7 projectiles in a 52px radius, with a 50% breach chance
* Does 1 damage and an additional 15 crew damage
* Requires 4 power, and takes 20 seconds to charge
* Dropped by the Lanius Cruiser

### Toxic Pod Launcher

*"This deadly weapon fires out pods of toxic gas which corrode systems and harms crew."*

* Costs 65
* Fires 1 projectile in a 42px radius, with a 50% chance to breach
* Does 1 system damage and 15 crew damage
* Requires 2 power, and takes 4 seconds to charge
* Dropped by the Shell Cruiser

### 'Nightshade' Missiles

*"A deadly Missile Launcher that fires cloaked warheads that basic Defense Drones can't shoot down, but charges quite slow."*

* Costs 90
* Fires 5 missiles in a 50px radius, using 1 missile per volley, with a 20% fire and 10% (Adjusted: 8%) breach chance
* Does 1 damage (2x hull damage on systemless rooms), pierces all shields,
* Requires 3 power, and takes 22 seconds to charge
* +10% Accuracy bonus
* Missiles shot by this launcher cannot be targeted by solid-targeting defense drones, but can still be intercepted by projectile-targeting defense drones.
* Dropped by the Free Mantis Cruiser

### 'Pharaoh' Mine Launcher

*"A massive Mine Launcher that fires immense, heavy hitting mines despite an average ammunition price"*

* Costs 150
* Fires 1 mine, using 1 missile per shot, with a 100% breach chance and 100% stun chance (6 seconds long)
* Does 5 hull damage, 7 system damage and 105 crew damage, pierces all shields
* Requires 4 power, and takes 25 seconds to charge
* May lay a trap to delay the fleet for 3 jumps at the cost of 7 missiles
* +100% Accuracy bonus
* Only Mine Launcher that fires a singular projectile
* One of the only two Mine Launchers capable of system damage
* Dropped by the Federation Cruiser

### Light Laser Charger

*"This fast charging Light Laser can reach a maximum volley of 5 shots for a very low power cost."*

* Costs 70
* Fires up to 5 lasers with a 50% breach chance
* Does 1 hull damage and no system or crew damage
* Requires 2 power, and takes 3 seconds to charge
* +10% accuracy bonus
* Dropped by the Kestrel Cruiser

### Strawberry Gun

*"As it says on the tin"*

* Costs 95
* Fires 3 kernels with a guaranteed breach and a guaranteed stun for 3 seconds
* Does 2 damage; pierces all shields
* Requires 3 power, and takes 21 seconds to charge
* Has a 50% ammo replication chance
* Dropped by the Orchid Cruiser

### Promotion Bomb

*"Self-teleporting and mysterious bomb that swaps out the allied crew it hits with better versions of themselves for 15 seconds, upgrading them temporarily into an elite/super elite variant where applicable. Enjoy those fleeting moments while you can before reality comes back to slap you in the face."*

* Costs 80
* Fires a bomb with no breach or fire chance, and a 100% accuracy bonus
* Does no hull, system, or crew damage. Any allied crew hit will transform into an upgraded version of their race for 15 seconds, where such upgrades are possible. After 15 seconds, affected crew will revert to their previous race. Similarly to a Healing Burst, only your own crew or mind-controlled crew will be affected.
* Promoted crew will inherit their previous health percentage. If a crew was at 50% health when promoted, the promoted crew will have 50% of the max health of their new race.
* If the promoted crew gains a new ability from the promotion, the ability will start uncharged and needs to recharge as if it was just used. However, the ability timer's status seems to be preserved in between promotions, so a crew that was previously promoted will have their ability timer partially filled. If an ability was active when the promotion wears off, the ability is considered expended and has to recharge from zero when the crew is next promoted. Any crew abilities that only refill on jump (such as crystal lockdown charges) will only be refilled if a jump is performed while the crew is promoted.
* It is possible to stack promotions on a single crew, if multiple promotions for that crew exist. For example, a human can be promoted to a human soldier, and the promoted soldier can be promoted again to an MFK Ace. However, when the promotion wears off, they will revert to the crew type they were before any promotions, i.e. a normal human. If a promotion is given to a unit where no upgrades exist, no effect will take place other than the promotion timer resetting back to 15 seconds.
* Notably, promoted crew are considered valid for the purposes of blue options. A human promoted to human soldier will temporarily allow you to choose human soldier blue options until they revert.
* Requires 2 power and takes 12 seconds to charge
* Dropped by the MFK Cruiser
* For a list of crew changes (which include some secret spoiler crew), see the table below.

### 'Blaster' Beam

*"The signature weapon of one of the Multiverse's chief interdimensional scientists, now belongs to his son. Something something, bad time and dunked on. Can be fired in quick succession, but not more than that."*

* Costs 135, sells for 67.
* Fires a 100px beam with a 50% breach chance.
* Inflicts 2 hull and system damage. Inflicts 30 crew damage.
* Has a peculiar Shield Piercing stat of -2, which leads to no shield piercing at all. This means that even though the beam inflicts 2 damage and should penetrate 1 shield layer, it does not.
* Requires 0 power, and takes 22 seconds to charge initially. After firing once, the beam then takes 3 seconds to charge. After firing again, the beam cannot be fired again. This firing pattern is due to the Chain Effect and the Chain Cooldown Cap stats having the values of 19s and -16 (2 chains), respectively.
* Many of the beam's properties are in reference to UNDERTALE.
	+ The description refers to: a theory that a man called Gaster is a scientist shattered across dimensions, a theory that Gaster is the parent/guardian of sans and Papyrus, and 'bad time' & 'dunked on' refers to famous lines spoken by sans.
	+ When fired, the beam makes noises identical to that of a sprite called 'Gaster Blaster' in UNDERTALE's game files. The beam's color scheme are also identical to a gaster blaster (blue and white).
	+ The fact that the beam can only fire twice in quick succession may be a reference to sans' famed opening attack where he surprises the player by very rapidly attacking them with multiple gaster blasters. The gaster blasters are then not used much throughout the fight until the final attack where they are used rapidly again one last time.
* Dropped by the Sylvan Cruiser

## Drone Descriptions

### Trinity Defense Drone

*"[Current Mode: Anti-(Missile/Drone/Projectile)] This special drone can toggle between three separate modes of defense, shooting down missiles, drones, or all projectiles."*

* Costs 100
* Requires 3 power
* Reloads in 300ms regardless of what mode it's in
* Mode can be toggled at combat checks (before a fight)
* Dropped by the Engi Cruiser

### Ying-Yang Drone

*"[CURRENT MODE: (Anti-Personnel/Boarding)] A toggle drone specialized for whichever task its operating, but never both at the same time."*

* Costs 50
* Requires 2 power
* Stats (Anti-Personnel Mode):
	+ 200 HP, 2x movement speed
	+ 1x combat damage
	+ Heals at 5x speed, immune to hazards
	+ Heals allied crew in the same room at a rate of 1hp/s
	+ Reveals adjacent rooms
* Stats (Boarding Mode):
	+ 130 HP, 0.5x movement speed
	+ 1.5x combat damage
	+ Detects lifeforms onboard the enemy ship
	+ Slowly repairs itself at a rate of 3hp/s if it has not taken damage for 7s
* Mode can be toggled at combat checks (before a fight)
* Dropped by the Separatist Cruiser

### Surgeon Drone

*"[CURRENT MODE: (Anti-Personnel/Boarding)] A medical drone rewired by a murderous Rebel surgeon to be capable of combat."*

* Costs 50
* Requires 2 power
* Stats (same for both modes)
	+ 100 HP, 1.2x movement speed
	+ 1.5x combat damage
	+ Heal allied crew members in the same room at a rate of 7hp/s
* Mode can be toggled at combat checks (before a fight)
* Dropped by the Engineer Cruiser

### Holo-Drone

*"[CURRENT MODE: (Assist/Boarding)] A special drone with built in hard-light projectors, which can create holographic assistants."*

* Costs 50
* Requires 2 power
* Stats (Same for both modes)
	+ 75 HP, 0.65x movement speed
	+ Periodic ability: Every 6 seconds, spawns an Osmian hologram which lasts for 25 seconds, allowing for 4 holograms to be continuously active at once

* Mode can be toggled at combat checks (before a fight)
* Dropped by the Osmian Cruiser