Laser Weapons

Lasers are general-purpose energy weapons. Each laser shot temporarily removes a shield layer. Once all shields are down, lasers can hit rooms and deal system, hull, and crew damage.

Like any projectile weapon, lasers can miss. Lasers can only be shot down by advanced Defense Drones.

## Types of Lasers

All laser shots deplete a single shield layer, but some (Heavy or Hull) can do additional damage when shields are down, while others may have different firing mechanics that can affect their tactical use. Unless otherwise stated, all lasers have a low (10%) chance to cause fires in hit rooms.

* **Basic Laser**: Just one shot, for 1 damage. Generally outclassed by most other weapons.
* **Burst Lasers**: Multi-shot lasers, where all shots are fired in quick succession. Each shot does 1 damage.
* **Charge Lasers**: Similar to burst lasers, but you can choose to fire a partial charge sooner (for fewer shots), giving some tactical flexibility. Each shot does 1 damage.
* **Heavy Lasers**: Fires fewer shots than burst lasers, but each shot does 2 damage. They also have better effect chances than brust lasers, having a moderate breach chance and a low fire and stun chance.
* **Hull Lasers**: Fires multiple shots like burst lasers where each shot does 1 damage or 2 damage when hitting a systemless room. They also have a moderate breach chance and a low stun chance
* **Chain Lasers**: Chain lasers are variants of other lasers that are slower initially but reduce their charge time with each volley (down to a minumim charge time). Damage depends on laser type.
* **Light Lasers**: Rapidly fires weak shots that deal 1 hull damage and no system damage, They excel at suppressing enemy shields and damaging the enemy's hull. They also have a moderate breach chance and extra accuracy
* **Pierce Lasers**: Each shot deals 1 damage and pierces one shield layer. They also have a moderate breach chance and extra accuracy
* **Frost Lasers**: Fires shots that deal 1 damage and locks down the rooms that they hit

## List of Lasers

### Defense Laser

*"Standard issue defense Laser. Typically used only as replacement when more expensive weapons aren't available"*

* Costs 40  (cannot be bought or found)
* Fires 1 shot with 9s cooldown
* Damage: 1 per shot
* Low (10%) chance of fire
* Requires 1 power
* Starting Weapon on
	+ MV Harmony
	+ Rebel C
	+ Tuco A x2
	+ Tuco B
	+ Alt-Bishop
	+ Retail A x2
	+ Vanilla Kestrel B x4
	+ Vanilla Mantis A
	+ Equinoid B x2
	+ Pimped Out B
* Can be obtained at the federation warp bay at the start of a run by picking the “Choose a weapon” option (Unavailable if playing on extreme difficulty or as The Faraday).

### Burst Laser MK I

*"This simple burst laser isn't flashy but it gets the job done."*

* Costs 60
* Fires 2 shots with 12s cooldown
* Damage: 1 per shot
* Low (10%) chance of fire
* Requires 1 power
* Starting Weapon on:
	+ MV Kestrel
	+ Kestrel C
	+ Brood C
	+ Knighted A
	+ Hacker B
	+ Morph A
	+ Vanilla Kestrel C
	+ Vanilla Engi C
	+ Vanilla Federation B
	+ Vanilla Slug A
	+ Vanilla Stealth A
	+ The Limit

### Burst Laser MK II

*"Slightly improved version of the burst laser that fires more shots per charge."*

* Costs 70
* Fires 3 shots with 13s cooldown
* Damage: 1 per shot
* Low (10%) chance of fire
* Requires 2 power
* Starting Weapon on:
	+ Engineer C
	+ Tuco B
	+ Retail B
	+ Vanilla Kestrel A
	+ Vanilla Federation A
	+ The Alpha Kestrel

### Burst Laser MK III

*"Powerful burst laser that fires off an impressive barrage."*

* Costs 90
* Fires 5 shots with 18s cooldown
* Damage: 1 per shot
* Has a 10% chance to start fires
* Requires 3 power
* Starting Weapon on:
	+ Kestrel A
	+ Bishop A
	+ Spectral A

### Burst Laser MK IV

*"Fires an 8 shot barrage at the enemy ship."*

* Costs 130  (cannot be bought or found)
* Fires 8 shots with 21s cooldown
* Damage: 1 per shot
* Low (10%) chance of fire
* Requires 4 power

### Heavy Laser MK I

*"Heavy lasers can wreak more havoc than their smaller, burst laser counterparts."*

* Costs 50
* Fires 1 shot with 9s cooldown
* Damage: 2 per shot
* Low (10%) chance of fire, moderate (30%) chance of breach. Low (30%) chance to stun crew
* Requires 1 power
* Starting Weapon on:
	+ Union A
	+ Union C
	+ Geniocracy Management C
	+ Gathering C
	+ Vanilla Engi B
	+ The Limit 3

### Heavy Laser MK II

*"This heavy laser fires two shots in quick succession, each dealing 2 damage."*

* Costs 65
* Fires 2 shots with 13s cooldown
* Damage: 2 per shot
* Low (10%) chance of fire, moderate (30%) chance of breach. Low (30%) chance to stun crew
* Requires 2 power
* Starting Weapon on:
	+ SDM A

### Heavy Laser MK III

*"This heavy laser fires three shots in quick succession, each dealing 2 damage."*

* Costs 80
* Fires 3 shots with 17s cooldown
* Damage: 2 per shot
* Low (10%) chance of fire, moderate (30%) chance of breach. Low (30%) chance to stun crew
* Requires 3 power

### Chain Heavy Laser

*"This slow charging chain laser does 2 damage by default but each shot makes it charge quicker."*

* Costs 55
* Fires 1 shot with 13s initial cooldown
* Cooldown decreases by 3s with each shot, down to a minimum of 4s.
* Damage: 2 per shot
* Low (10%) chance of fire, moderate (30%) chance of breach.
* Requires 1 power
* Starting Weapon on:
	+ Prototype A
	+ Theocracy A
	+ Haynes' Crewser

### Piercing Heavy Laser

*"Heavy lasers can wreak more havoc than their smaller, burst laser counterparts. This modified version pierces 1 shield."*

* Costs 65
* Fires 1 shot with 11s cooldown
* Damage: 2 per shot
* Moderate (40%) chance of breach. Low (20%) chance of stunning crew
* Ignores 1 shield level
* Requires 1 power
* Starting Weapon on:
	+ Union A
	+ Elite Operative Cruiser x4
	+ Spider B
	+ Separatist C
	+ Theocracy C
	+ Knighted C
	+ Freddy's Crewser
	+ Vanilla Rock B

### Anti-Hull Laser MK I

*"Fires 2 lasers, 1 damage each and 2x damage in systemless rooms."*

* Costs 55
* Fires 2 shots with 14s cooldown
* Damage: 1 (systems) / 2 (systemless) per shot
* Moderate (30%) chance of breach. Low (20%) chance to stun crew
* Requires 1 power
* Starting Weapon on:
	+ Elite Federation Cruiser
	+ Osmian B
	+ Geniocracy B
	+ Geniocracy Science C

### Anti-Hull Laser MK II

*"This powerful counterpart to the Hull Smasher Mark I fires more projectiles per shot."*

* Costs 75
* Fires 3 shots with 15s cooldown
* Damage: 1 (system bays) / 2 (systemless) per shot
* Moderate (40%) chance of breach. Low (20%) chance to stun crew
* Requires 2 power
* Starting Weapon on:
	+ Federation A
	+ Prototype A
	+ Geniocracy A
	+ Radiant Cruiser

### Anti-Hull Laser MK III

*"This powerful counterpart to the Hull Smasher Mark II fires more projectiles per shot."*

* Costs 95
* Fires 4 shots with 18s cooldown
* Damage: 1 (system bays) / 2 (systemless) per shot
* Moderate (40%) chance of breach. Low (20%) chance to stun crew
* Requires 3 power

### Chain Anti-Hull Laser

*"A powerful laser designed to maximize hull damage. Each shot fired makes it charge quicker."*

* Costs 60
* Fires 2 shots with 16.5s initial cooldown
* Cooldown decreases by 3.5s with each shot, down to a minimum of 6s.
* Damage: 1 (system bays) / 2 (systemless) per shot
* Moderate (30%) chance of breach. Low (20%) chance to stun crew
* Requires 1 power

### Light Laser MK I

*"A very fast charging weapon that does a single point of damage but no system or crew damage. Has a decent breach chance."*

* Costs 35
* Fires 1 shot with 4s cooldown
* Damage: 1 hull damage per shot
* No system or crew damage
* High (70%) chance of breach
* Requires 1 power
* Starting Weapon on:
	+ MV Stealth
	+ Kestrel B x4
	+ Salt B
	+ Geniocracy Science C
	+ Eargen C
	+ Beacon Eater's Crewser

### Light Laser MK II

*"A very fast charging weapon that does a single point of damage but no system or crew damage. Has a decent breach chance. Faster than the mk I.'"*

* Costs 55
* Fires 1 shot with 2.2s cooldown
* Damage: 1 hull damage per shot
* No system or crew damage
* Moderate (40%) chance of breach
* Requires 2 power
* Starting Weapon on:
	+ Separatist B
	+ Bishop B

### Pierce Laser MK I

*"Fires two laser shots that can pierce 1 shield layer each."*

* Costs 60
* Fires 2 shots with 13s cooldown
* Damage: 1 per shot
* Moderate (30%) chance of breach
* Ignores 1 shield level
* Requires 2 power
* Starting Weapon on:
	+ MV Kestrel
	+ Spider A
	+ Slocknog's Crewser
	+ Equinoid A

### Pierce Laser MK II

*"Fires four laser shots that can pierce 1 shield layer each."*

* Costs 95
* Fires 4 shots with 17s cooldown
* Damage: 1 per shot
* Moderate (30%) chance of breach
* Ignores 1 shield level
* Requires 3 power
* Starting Weapon on:
	+ Morph C

### Chain Burst Laser

*"This dual shot laser decreases in cooldown the more it fires. After 3 volleys it only takes 6 seconds to charge."*

* Costs 50
* Fires 2 shots with 15s initial cooldown
* Cooldown decreases by 3s with each volley, down to a minimum of 6s at 3 volleys
* Damage: 1 per shot
* Low (10%) chance of fire
* Requires 1 power
* Starting Weapon on:
	+ MV Union
	+ Separatist A
	+ Ministry B
	+ Kleptocracy A
	+ Night's Crewser
	+ Vanilla Slug C
	+ Vanilla Lanius A
	+ Mechant Transport B x2

### Chain Vulcan

*"This laser weapon takes a long time to warm up. Each time it fires it decreases the cooldown, eventually able to take down any amount of shields."*

* Costs 95
* Fires 1 shot with 11.1s initial cooldown
* Cooldown decreases by 2s with each volley, down to a minimum of 1.1s at 5 volleys
* Has a targeting radius of 60
* Damage: 1 per shot
* Low (10%) chance of fire
* Requires 3 power
* It takes 35.5 seconds for the Vulcan to fire at full speed
* Starting Weapon on:
	+ Equinoid B

### Charge Laser MK I

*"This laser weapon can charge two times, giving it an extra projectile."*

* Costs 65
* Fires or charges 1 shot with 6.5s cooldown, up to 2 shots
* Damage: 1 per shot
* Requires 1 power
* Low (10%) chance of fire
* Starting Weapon on:
	+ SSLG A
	+ Geniocracy Management A
	+ Haynes' Crewser
	+ Kazaaakplethkilik's Crewser
	+ Vanilla Stealth C

### Charge Laser MK II

*"This laser weapon can charge multiple times, giving it additional projectiles."*

* Costs 75
* Fires or charges 1 shot with 4.5s cooldown, up to 4 shots
* Damage: 1 per shot
* Low (10%) chance of fire
* Requires 2 power
* Starting Weapon on:
	+ MV Federation
	+ MFK A
	+ Tuco A

### Charge Laser MK III

*"This laser weapon can charge multiple times, giving it additional projectiles."*

* Costs 100
* Fires or charges 1 shot with 3.5s cooldown, up to 5 shots
* Damage: 1 per shot
* Low (10%) chance of fire
* Requires 3 power
* Starting Weapon on:
	+ SDM C

### Laser Chainger

*"This laser can charge 2 shots, but also shoots quicker with each volley"*

* Costs 45
* Fires or charges 1 shot with 7.5s initial cooldown, up to 2 shots
* Cooldown decreases by 1.5s with each volley, down to a minimum of 3s
* Damage: 1 per shot
* Low (10%) chance of fire
* Can charge up to 2 shots
* Requires 1 power
* Starting Weapon on:
	+ Free Mantis C
	+ Geniocracy Management B

### Adaptive Laser

*"Laser weapon that adapts to its situation, increasing its damage with every 2 volleys shot."*

* Costs 60
* Fires 2 shots with 11s cooldown
* Damage: 1 per shot initially
* Damage increases by 0.5 each volley, up to a maximum of 3 damage after 5 volleys
* Low (10%) chance of fire
* Requires 2 power
* Starting Weapon on:
	+ Rebel A

### Fire-Starter

*"A modified laser weapon which starts a fire with each projectile, as well as harming enemy systems and hull."*

* Costs 70
* Fires 2 shots with 14s cooldown
* Damage: 1 per shot
* Does no crew damage
* Starts fires on impact
* Requires 2 power
* Starting Weapon on:
	+ Flagship C
	+ Knighted B x2
	+ R.U.E.S. Cruiser

### Neural Laser

*"This special Burst laser weapon is modified to temporarily stun crew in the room it hits"*

* Costs 55
* Fires 1 shot with 11s cooldown
* Damage: 2 per shot
* Moderate (20%) chance of breach. Stuns crew for 16s upon impact
* Requires 1 power
* Starting Weapon on:
	+ Spider B
	+ R.U.E.S. Cruiser

### Frost Laser MK I

*"Frost lasers are one of the few weapon types capable of locking down rooms, keeping most crew from entering or leaving."*

* Costs 70
* Fires 2 shots with 13s cooldown
* Damage: 1 per shot
* Does an additional 15 crew damage per shot (30 in total per shot)
* Stuns crew for 3s upon impact
* Locks down room upon impact
* Requires 2 power
* Starting Weapon on:
	+ MV Spectral
	+ Prototype-MV B
	+ Lost Sun B

### Frost Laser MK II

*"Frost lasers are one of the few weapon types capable of locking down rooms, keeping most crew from entering or leaving."*

* Costs 80
* Fires 4 shots with 16s cooldown
* Damage: 1 per shot
* Does an additional 15 crew damage per shot (30 in total per shot)
* Stuns crew for 3s upon impact
* Locks down room upon impact
* Requires 3 power

### Frost Laser MK II🗲

*"Frost lasers are one of the few weapon types capable of locking down rooms, keeping most crew from entering or leaving."*

* Costs 80  (cannot be bought)
* Fires 4 shots with 16s cooldown
* Damage: 1 per shot
* Does an additional 15 crew damage per shot
* Stuns crew for 3s upon impact
* Locks down room upon impact
* Requires 2 power
* Starting Weapon on:
	+ Kleptocracy B
	+ Spook Chasers B

### Irradiation Laser

*"A specialized laser that does high bio damage but no system or hull damage."*

* Costs 50
* Fires 1 shot with 5s cooldown
* Damage: 45 crew damage per shot, pierces 1 shield
* Does no system or hull damage
* Moderate (30%) chance of breach.
* Requires 1 power
* Crew who are hit by the weapon will suffer the following radiation debuffs to their stats for 10 seconds:
	+ **Movement Speed** multiplied by **0.33x**
	+ **Stun Duration** multiplied by **1.75x** (also works if the stun is already applied, extending the remaining duration)
	+ **Repair Speed** multiplied by **0.33x** (also affects repairing breaches and putting out fires)
* Starting Weapon on:
	+ Prototype A
	+ Clairvoyant Cruiser x2