Ion Weapons

Ion weapons deal *ion damage*, which disables systems by forcing power out of them. Ion weapons are blocked by shields, and the ion damage is applied directly to the shield system instead of the targeted room.

Ion weapons do not usually damage hull, systems, or crew.

## How Ion Damage Works

Each point of ion damage forces 1 power out the system for 5 seconds; the power is 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 ionised 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 ion 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 (usually shields).

## List of Ions

### Simple Ion

*"A simple ion weapon which can temporarily take down a shield barrier."*

* Costs 40
* Fires 1 shot with 9s cooldown
* Damage: 1 ion per shot
* Low (10%) chance of stun
* Requires 1 power
* Starting Weapon on:
	+ Tuco A
	+ Geniocracy B
	+ Retail A
	+ Vanilla Zoltan B x2

### Ion Barrage MK I

*"A simple ion weapon which can keep a shield barrier offline."*

* Costs 40
* Fires 1 shot with 7s cooldown
* Damage: 1 ion per shot
* Low (10%) chance of stun
* Requires 1 power
* Starting Weapon on:
	+ MV Rebel A
	+ Innovation A
	+ Illesctrian B
	+ Peacekeeper C
	+ Unoptomized B

### Ion Barrage MK II

*"An upgraded ion weapon which can keep multiple shield barriers offline."*

* Costs 60
* Fires 1 shot with 5s cooldown
* Damage: 1 ion per shot
* Low (10%) chance of stun
* Requires 2 power
* Starting Weapon on:
	+ Vanilla Engi A

### Ion Barrage MK III

*"An advanced ion weapon which can keep many shield barriers offline."*

* Costs 80
* Fires 1 shot with 3s cooldown
* Damage: 1 ion per shot
* Low (10%) chance of stun
* Requires 4 power

### Heavy Ion

*"A heavy hitting ion weapon which charges much slower, but does significantly more ion damage on impact."*

* Costs 55
* Fires 1 shot with 15s cooldown
* Damage: 3 ion per shot
* Moderate (30%) chance to stun
* Requires 2 power
* Starting Weapon on:
	+ Rebel B
	+ Vanilla Engi B

### Tri-Ion

*"A less accurate ion weapon efficient at taking down shields, but not quite as useful against targeted systems. You can call it a Trion, if you'd like."*

* Costs 55
* Fires 3 shots with 13s cooldown
* Damage: 1 ion per shot
* Has a targeting radius of 60px
* Low (10%) chance of stun
* Requires 2 power
* Starting Weapon on:
	+ Federation C
	+ Geniocracy Management A

### Adaptive Ion

*"This weapon's Ion damage increases each time it fires to a max of 4."*

* Costs 55
* Fires 1 shot with 13.5s cooldown
* Damage: 2 ion per shot
* Ion damage increases by 1 with each shot, up to a max of 4
* Requires 2 power
* Starting Weapon on:
	+ Revolutionary C

### Ion Charger

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

* Costs 50
* Fires 1-3 shots with 6s cooldown
* Charges up to 3 shots
* Damage: 1 ion per shot
* Requires 2 power
* Starting Weapon on:
	+ Vanilla Zoltan C

### Ion Charger II

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

* Costs 65
* Fires 1-4 shots with 5s cooldown
* Charges up to 4 shots
* Damage: 1 ion per shot
* Requires 3 power
* Starting weapon on:
	+ Engi A

### Stunner MK I

*"Stun weapons function much like normal ions, but also temporarily paralyze crew in the same room that they hit."*

* Costs 40
* Fires 1 shot with 8s cooldown.
* Damage: 1 ion per shot
* Guaranteed stun (9s)
* Requires 1 power
* Starting Weapon on:
	+ Engi B
	+ Separatist A
	+ Monk B
	+ Guild C
	+ Engineer C
	+ Coalition C
	+ Vanilla Kestrel C
	+ Vanilla Lanius A

### Stunner MK II

*"Stun weapons function much like normal ions, but also temporarily paralyze crew in the same room that they hit."*

* Costs 50
* Fires 1 shot with 6s cooldown.
* Damage: 1 ion per shot
* Guaranteed stun (7s)
* Requires 2 power
* Starting Weapon on:
	+ Spook Chaser A

### Heavy Stunner

*"A heavy hitting ion weapon which charges much slower, but does significantly more ion damage on impact. Also has additional stun properties."*

* Costs 65
* Fires 1 shot with 16s cooldown
* Damage: 3 ion per shot
* Guaranteed stun (18s)
* Requires 2 power
* Starting Weapon on:
	+ Turzil's Crewser

### Charge Stunner

*"This ion weapon can charge multiple times, giving it additional projectiles. Also has additional stun properties."*

* Costs 50
* Fires 1-3 shot with 6.5s
* Charges up to 3 shots
* Damage: 1 ion per shot
* Guaranteed stun (8s)
* Requires 2 power
* Starting Weapon on:
	+ Milita B
	+ Suzerain C

### Charge Stunner🗲

*"This ion weapon can charge multiple times, giving it additional projectiles. Also has additional stun properties."*

* Costs 50  (cannot be bought)
* Fires 1-3 shot with 6.5s
* Charges up to 3 shots
* Damage: 1 ion per shot
* Guaranteed stun (8s)
* Requires 1 power
* Starting Weapon on:
	+ Bishop C

### Disco Phaser

*"Phasers pierce additional shield layers, dealing ion damage for the first layer of shields, as well as additional damage to whatever system hit."*

* Costs 50  (cannot be bought or found)
* Fires 1 shot with 11s cooldown
* Damage: 1 ion per shot
* Pierces all shield layers, ionizing both the shields and the target.
* Requires 1 power
* Starting Weapon on:
	+ Pleasure Barge B

### Phaser MK I

*"Phasers pierce additional shield layers, dealing ion damage for the first layer of shields, as well as additional damage to whatever system hit."*

* Costs 50
* Fires 1 shots with 11s cooldown
* Damage: 1 ion per shot
* Pierces all shield layers, ionising both the shields and the target.
* Requires 1 power

### Phaser MK II

*"Phasers pierce additional shield layers, dealing ion damage for the first layer of shields, as well as additional damage to whatever system hit."*

* Costs 70
* Fires 1 shots with 7s cooldown
* Damage: 1 ion per shot
* Pierces all shield layers, ionising both the shields and the target
* Requires 2 power
* Starting Weapon on:
	+ Proto-MV A
	+ Clairvoyant Cruiser

### Fire Ion Blast

*"Ion weapons can disable systems without causing hull damage. This one starts fires in the system it hits."*

* Costs 55
* Fires 1 shot with 11.5s cooldown
* Damage: 2 ion per shot
* Guaranteed fire, low (10%) chance of stun
* Requires 2 power
* Starting Weapon on:
	+ Lost Sun C

### Radion Barrage

*"What's a radion you ask? Well, it's an ion, but with radiation. Something like that. Very useful for asphyxiation kills."*

* Costs 70
* Fires 1 shot with 6s cooldown.
* Damage: 1 ion plus 15 crew per shot
* 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:
	+ Kleptocracy C