Energy Weapons

*"Energy weapons can disable systems while also causing hull damage."*

An energy weapon inflicts an equal amount of Ion and hull damage to the enemy, at the cost of inflicting zero damage to systems or crew.

When coming in contact with a normal shield, energy projectiles will simultaneously pop a shield layer (like a Laser) and also ionize the shield system. This results in one of two behaviors depending on the enemy shield system's current power level:

* If the energy projectile hits a fully powered shield layer, half that layer's power will be ionized and cause the layer to disappear, and it will not regenerate until the ionization clears.
* If the energy projectile hits a shield that still has half power for the shield layer above it (such as having 1 ion damage), the shield layer will instead pop and begin to regenerate, and the higher layer of power will be ionized.

Overall, this means that energy weapons have greater shield clearing power than that of both Laser and Ion weaponry, possessing the strengths of both.

Energy weapons are also excellent at damaging Zoltan Shields, as they do the hull damage + doubled ion damage to the Zoltan Shield with each shot.

## How Ion Damage Works

Each point of ion damage forces 1 power out the system for 5 seconds, along with doing 1 hull damage; the power is later returned to the reactor. While under the ion effect, the system is "locked" so that power cannot be added or removed. When the ion timer expires, the system is "unlocked" and functions normally. The ion timer is limited to 25 seconds, but there is no limit to the amount of ion damage that can be applied to a system, meaning that any system can be completely disabled with enough ion.

The ion timer is shown by a light-blue "ticking clock" circle overlaying the system icon, with a number in the middle. This number represents the 1/5 the remaining ion time (for example, "3" represents 15 seconds). This number is also equal to the amount of ion damage applied to the system, unless it received more than 5 ion damage.

When an ionized system is hit by more ion damage, the ion damage stacks: it forces more power out the system, and adds to the current ion timer, keeping the system locked down. Some weapons fire quickly enough that they can *self-stack*: their ion damage will not wear off before the next shot arrives, so they can disable a system completely by themselves.

## List of Energy 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.

### Energy Cannon I

*"Energy weapons can disable systems while also causing hull damage."*

* Costs 50
* Fires 1 shot with 9s cooldown
* Deals 1 ion and hull damage
* Has a 30% chance to start fires
* Requires 1 power
* Starting Weapon on the Ast Infestatio and The Peacekeeper.

### Energy Cannon II

*"Energy weapons can disable systems while also causing hull damage."*

* Costs 60
* Fires 2 shots with 12s cooldown
* Deals 1 ion and hull damage
* Has a 20% chance to start fires
* Requires 2 power

### Energy Cannon II🗲

*"Energy weapons can disable systems while also causing hull damage."*

* Costs 60  (cannot be bought)
* Fires 2 shots with 12s cooldown
* Deals 1 ion and hull damage
* Has a 20% chance to start fires
* Requires 1 power
* Starting Weapon on the Carolinensis.

### Energy Cannon III

*"Energy weapons can disable systems while also causing hull damage."*

* Costs 70
* Fires 3 shots with 16s cooldown
* Deals 1 ion and hull damage
* Has a 10% chance to start fires
* Requires 3 power
* Starting Weapon on the TGD-225GW.

### Heavy Energy

*"Energy weapons can disable systems while also causing hull damage. This one does additional hull damage on systemless rooms."*

* Costs 60
* Fires 2 shots with 12s cooldown
* Deals 1 ion and hull damage
* Does double hull damage on systemless rooms
* Has a 40% chance to start fires
* Requires 2 power

### Energy Stunner

*"Energy weapons can disable systems and cause hull damage. This ion weapon stuns crew inside the room for 14 seconds."*

* Costs 55
* Fires 2 shots with 14s cooldown
* Deals 1 ion and hull damage
* Will stun all crew in the room for 14s, upon impact
* Requires 2 power

### Energy Stunner🗲

*"Energy weapons can disable systems and cause hull damage. This ion weapon stuns crew inside the room for 14 seconds."*

* Costs 55
* Fires 2 shots with 14s cooldown
* Deals 1 ion and hull damage
* Will stun all crew in the room for 14s, upon impact
* Requires 1 power
* Starting Weapon on the Damadian and the Skojare

### Chain Energy

*"This weapon's damage increases each time it fires to a max of 4, as well as doing one hull damage."*

* Costs 57
* Fires 1 shot with 14s cooldown
* Deals 1 initial ion and hull damage
* Hull damage increases by 1 with each successive volley, up to a max of 4 - ion damage remains at 1
* Has a 20% chance to start fires
* Requires 2 power

### Energy Charger

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

* Costs 65
* Fires 1 shot with 5.5s cooldown
* Can charge up to 3 shots
* Deals 1 ion and hull damage
* Has a 20% chance to start fires
* Requires 3 power
* Starting Weapon on The Peacekeeper and the Cyriopagopus.

### Energy Charger🗲

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

* Costs 65
* Fires 1 shot with 5.5s cooldown
* Can charge up to 3 shots
* Deals 1 ion and hull damage
* Has a 20% chance to start fires
* Requires 2 power
* Starting Weapon on The Trinity.

## Trivia

* In 4.10.3, the energy cannons had a rework in design. The old sprites can be seen here