Beam Weapons

Beam weapons cut across multiple rooms, allowing them to damage several systems and deal large amounts hull damage. Some beams deal no damage to systems or hull, but instead start fires or hurt crew.

Beams do not deplete shield layers, and most are completely blocked by shields, making them ineffective without support.

Beams are the only weapons that never miss. They hit the first room instantly, then rapidly track along their path. As they are not projectiles, beams cannot collide with anything; for example, they cannot be intercepted by a stray laser or asteroid.

## Beam targeting and damage mechanics

Unlike other weapons, beams allow players to target any part of a room. The first click sets the starting point and displays a line indicating the beam length, which can be rotated to set the end point. The second click fires the beam.
Even catching a room with the tiniest edge of a beam will deal full hull and system damage. The damage is applied at the first moment that a beam enters a room. Enemies target beams inefficiently, starting the beam in the centre of a room.

The damage of a beam is reduced by one for every shield layer, giving the most powerful beams some ability to pierce shields. For example, a 2-damage Halberd Beam can deal 1 damage (per room) through 1 shield layer.

Crew damage works differently: it's applied when a beam first enters the *tile* that a crew member occupies. Similarly, fires, breaches and stuns from a beam are applies on a per-tile basis, so hitting more tiles can start more fires.

Zoltan Shields only take damage from beams in two instances: one when the beam reaches 33% of it's travel length, and again when it reaches 80%. The second time only applies if the beam is more than 20 pixels long.

## List of Beams

### 'Spetum' Beam

*"Extremely cheap and weak beam weapon"*

* Costs 50
* Fires 1 beam with 12s cooldown
* Damage: 1 per room hit
* Has a beam length of 45px
* Has a beam speed of 3
* Low (10%) chance of fire
* Requires 1 power
* Starting weapon on
	+ Proto-MV A
	+ MV Rebel C x2
	+ Separatist B
	+ SSLG B
	+ Pleasure C
	+ Eargen B
	+ Spectral A
	+ Tyrdeo's Crewser
	+ Vanilla Stealth A
	+ Vanilla Stealth C

### 'Halberd' Beam

*"Slow but reliably powerful standard beam weapon"*

* Costs 70
* Fires 1 beam with 17s cooldown
* Damage: 2 per room hit
* Has a beam length of 85px
* Has a beam speed of 5
* Low (20%) chance of breach
* Requires 3 power
* Starting weapon on
	+ MV Rebel A
	+ Ministry A
	+ Geniocracy Managment C
	+ Vanilla Zoltan A

### 'Halberd' Beam🗲

*"Slow but reliably powerful standard beam weapon"*

* Costs 70
* Fires 1 beam with 17s cooldown
* Damage: 2 per room hit
* Has a beam length of 85px
* Has a beam speed of 10
* Low (20%) chance of breach
* Requires 2 power
* Starting weapon on
	+ Engi B
	+ Knighted C

### 'Pike' Beam

*"Can cut across entire ships, assuming there's no shield to stop it"*

* Costs 60
* Fires 1 beam with 15s cooldown
* Damage: 1 per room hit
* Has a beam length of 170px
* Has a beam speed of 9
* Low (10%) chance of breach
* Requires 2 power
* Starting weapon on
	+ Peacekeeper A
	+ Genocracy Science B
	+ Eargen B
	+ Vanilla Zoltan B

### 'Pike' Beam II

*"Can cut across entire ships, assuming there's no shield to stop it. Is quicker, longer, and does more damage than mark I."*

* Costs 90
* Fires 1 beam with 20s cooldown
* Damage: 2 per room hit
* Has a beam length of 170px
* Has a beam speed of 20
* Low (20%) chance of breach
* Requires 4 power

### 'Scythe' Beam

*"A unique beam that is nearly instantaneous with its swipe. Very useful for getting past shields quickly."*

* Costs 55
* Fires 1 beam with 16s cooldown
* Damage: 1 per room hit
* Has a beam length of 120px
* Has a beam speed of 35
* Low (20%) chance of breach
* Requires 2 power
* Starting weapon on
	+ Engineer A
	+ Osmian A

### 'Corseque' Beam

*"This beam is designed to charge quicker the more shots you make."*

* Costs 75
* Fires 1 beam with 20s cooldown
* Damage: 2 per room hit
* Reduces cooldown by 3s each time it fires, down to an 11s cooldown
* Has a beam length of 80px
* Has a beam speed of 5
* Low (20%) chance of breach
* Requires 3 power
* Starting weapon on
	+ Cruising Reaper

### 'Guisarme' Beam

*"This beam is outfitted with Phase technology and can ignore up to 2 shield layers despite its low damage.*

* Costs 65
* Fires 1 beam with 15s cooldown
* Damage: 1 per room hit
* Pierces 2 shields
* Has a beam length of 60px
* Has a beam speed of 1
* Moderate (40%) chance of breach
* Requires 2 power
* Starting weapon on
	+ Irwin's Crewser

### 'Ransuer' Beam

*"A powerful beam that cannot cause physical damage but rips breaches in the enemy's hull and pierces 1 shield."*

* Costs 50
* Fires 1 beam with 16s cooldown
* No damage
* Pierces 1 shield
* Has a beam length of 140px
* Has a beam speed of 5
* Guaranteed breach
* Requires 1 power
* Starting weapon on
	+ Technician B
	+ Revolutionary C
	+ Gathering B
	+ Lanius C

### 'Lucerne' Beam

*"This beam is most powerful when targeting large, empty sections of hull."*

* Costs 70
* Fires 1 beam with 14s cooldown
* Damage: 1 per room hit
* x2 damage on systemless rooms
* Has a beam length of 100px
* Has a beam speed of 5
* Moderate (30%) chance of breach
* Requires 2 power
* Starting weapon on
	+ SSLG B
	+ Hacker A
	+ Spook Chaser B
	+ Tyrdeo's Crewser

### 'Lucerne' Beam II

*"A powerful hull beam incapable of piercing shields, but wielded against the right ships it can be stronger than even a glaive beam."*

* Costs 90
* Fires 1 beam with 20s cooldown
* Damage: 2 per room hit
* x2 damage on systemless rooms
* Has a beam length of 90px
* Has a beam speed of 5
* Moderate (40%) chance of breach
* Requires 4 power

### Zulfiquar Mining Beam

*"Beam with a slow charge but a very long trail with high system damage and pierces one shield layer. Does no crew damage."*

* Costs 70
* Fires 1 beam with 19s cooldown
* Damage: 1 per room hit plus one system damage (2 total) minus 15 crew damage (0 total)
* Has a beam length of 120px
* Has a beam speed of 5
* High (70%) chance of breach
* Requires 3 power
* Counts as mining equipment for Asteroid Field events

### 'Suyari' Beam

*"A potentially incredibly powerful beam, adapting to its environment. Damage increases by 0.75 every time you fire, but can increase an infinite amount of times."*

* Costs 80
* Fires 1 beam with 13s cooldown
* Damage: 1 per room hit
* Increases damage by 0.75 each time it fires, with no limit
* Damage is rounded down, resulting in the sequence 1, 1, 2, 3, 4, 4, 5, etc.
* Has a beam length of 60px
* Has a beam speed of 5
* Low (20%) chance of breach
* Requires 2 power
* Starting weapon on
	+ Auto B
	+ Prototype C
	+ Illesctrian C

### 'Kamiyari' Beam

*"A potentially incredibly powerful beam, adapting to its environment. Damage increases by 1 every time you fire it, but can increase an infinite amount of times."*

* Costs 110
* Fires 1 beam with 19s cooldown
* Damage: 2 per room hit
* Increases damage by 1 each time it fires, with no limit
* Has a beam length of 80px
* Has a beam speed of 5
* Low (20%) chance of breach
* Requires 4 power
* Starting weapon on
	+ Stealth B

### Pro-Hull Beam

*"A seemingly oxymoronic weapon, this beam repairs the enemy hull. Also does minor crew damage, but is meant to aid your other hull damaging weapons in crew killing."*

* Costs 50
* Fires 1 beam with 14s cooldown
* Damage: -2 hull plus 15 crew per room hit
* Has a beam length of 150px
* Has a beam speed of 5
* Requires 2 power
* Starting weapon on
	+ Illesctrian C

### 'Faucon' Rad-Beam

*"This terrifying beam does no physical damage, but rips through organic material, dealing heavy damage to crew members."*

* Costs 50
* Fires 1 beam with 13s cooldown
* Damage: 60 crew per room hit
* Pierces 1 shield
* Has a beam length of 140px
* Has a beam speed of 30
* Moderate (30%) chance of breach
* Requires 2 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
	+ Sodium B
	+ Vanilla Slug A

### 'Corbin' Rad-Beam

*"This terrifying beam does no physical damage but rips through organic material, dealing heavy damage to crewmembers. Does more damage with each shot."*

* Costs 50
* Fires 1 beam with 17s cooldown
* Cooldown is reduced by 3.5s per shot, to a minimum of 6.5s
* Damage: 60 crew per room hit
* Pierces 1 shield
* Has a beam length of 140px
* Has a beam speed of 30
* Moderate (30%) chance of breach
* Requires 2 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
	+ Guild B
	+ Pleasure Flagship

### 'Partisan' Beam

*"This terrifying beam does no physical damage but paralyses crew."*

* Costs 50
* Fires 1 beam with 14s cooldown
* Damage: 30 crew per room hit
* Pierces 1 shield
* Has a beam length of 140px
* Has a beam speed of 25
* Guaranteed stun (17s)
* Requires 2 power
* Starting weapon on
	+ Stealth C
	+ Guild C
	+ Geniocracy Science A

### 'Fauchard' Beam

*"This terrifying beam does both crew and system damage, making it universally frightening."*

* Costs 90
* Fires 1 beam with 20s cooldown
* Damage: 2 system plus 60 crew per room hit
* Has a beam length of 90px
* Has a beam speed of 15
* Low (10%) chance of breach
* Requires 3 power

### 'Fauchard' Beam🗲

*"This terrifying beam does both crew and system damage, making it universally frightening."*

* Costs 90
* Fires 1 beam with 20s cooldown
* Damage: 2 system plus 60 crew per room hit
* Has a beam length of 90px
* Has a beam speed of 15
* Low (10%) chance of breach
* Requires 2 power
* Starting weapon on
	+ Rebel C
	+ Bishop B

### 'Glaive' Beam

*"One of the most powerful weapons of war ever created. Known to take out some ships in a single blast."*

* Costs 95
* Fires 1 beam with 23s cooldown
* Damage: 3 per room hit
* Has a beam length of 80px
* Has a beam speed of 5
* Low (10%) chance of fire and moderate (40%) chance of breach
* Requires 4 power
* Starting weapon on
	+ Angel B
	+ Vanilla Stealth B

### 'Voulge' Beam

*"The heaviest hitting Beam ever conceived, made in direct response for a poor fool who dared utter that the Glaive might be as strong as it gets.*

* Costs 125
* Fires 1 beam with 30s cooldown
* Damage: 4 per room hit
* Has a beam length of 100px
* Has a beam speed of 5
* Low (10%) chance of fire and high (50%) chance of breach
* Requires 5 power
* Starting weapon on
	+ Sylvan C

### 'Torch' Beam

*"This terrifying beam does no physical damage but ignites fires."*

* Costs 50
* Fires 1 beam with 18s cooldown
* No damage
* Has a beam length of 150px
* Has a beam speed of 5
* High (80%) chance of fire
* Requires 2 power
* Starting weapon on
	+ Geniocracy C
	+ Eargen C

### 'Torch' Beam🗲

*"This terrifying beam does no physical damage but ignites fires."*

* Costs 50
* Fires 1 beam with 18s cooldown
* No damage
* Has a beam length of 150px
* Has a beam speed of 5
* High (80%) chance of fire
* Requires 1 power
* Starting weapon on
	+ Federation C
	+ Spider Hunter C
	+ Imperial C
	+ Sylvan B

### Piercing 'Torch' Beam

*"A modified version of the Torch beam, which is capable of piercing 2 shield layers."*

* Costs 65
* Fires 1 beam with 22s cooldown
* No damage
* Pierces 2 shields
* Has a beam length of 150px
* Has a beam speed of 5
* High (80%) chance of fire
* Requires 2 power
* Starting weapon on
	+ Angel C