Conservative Weapons

Conservative Weapons are a new weapon type added in FTL:Multiverse, they are similar to the basic versions of different types of weapons, but they use up no power†. They have a longer cooldown to compensate.

† *Due to game limitations, the weapon requires the Weapon system itself to have any power to work, meaning it either needs a power consuming weapon with it OR have a crewmember that gives power to their current room in the Weapons room to fire. If neither of those conditions is met, the conservative weapon will still charge and "fire" but their shots will not come out (it will queue them up instead). The moment the Weapons system gains any power they will fire all of their "queued" up shots, which can be exploited*

## List of Conservatives

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.

### Conservative Laser

*"Slow charging 2 shot laser weapon. Conservative weapons use no power but require another weapon to be powered."*

* Costs 40
* Fires 2 shots with 16s cooldown
* Damage: 1 per shot
* Low chance of fire
* Starting weapon on Zacchaeus, The Albatross, Skojare and Toor Koo Koo.

### 'Spontoon' Beam

*"Slow charging, decent sized Beam weapon. Conservative weapons use no power but require another weapon to be powered."*

* Costs 50
* Fires a 65px long beam with 17s cooldown, 6 beam speed
* Damage: 1 per room hit
* Starting weapon on The Bad and Ugly.

### Conservative Ion

*"Slow charging 1 damage ion weapon. Conservative weapons use no power but require another weapon to be powered."*

* Costs 35
* Fires 1 shot with 12s cooldown
* Damage: 1 ion damage per shot
* Low chance of stun
* Starting weapon on Jolly Ranger,The Faraday, Deviant and Phoenix Jones.

### 'Tyche' Missiles

*"Slow charging 2 damage Missile weapon. Conservative weapons use no power but require another weapon to be powered.*

* Costs 35  (cannot be bought)
* Fires 1 missile with 14s cooldown
* Consumes 1 missile per shot
* Damage: 2 damage per shot
* Low chance of fire, breach and stun
* Starting weapon on Ast Infestatio and G. Roddenberry.

### Conservative Bomb

*"Slow charging teleporting Bomb that damages system and crew but not the hull. Conservative weapons use no power but require another weapon to be powered."*

* Costs 50
* Fires 1 bomb with 16s cooldown
* Consumes 1 missile per shot
* Damage: 2 system damage, 30 crew damage per bomb
* Low chance of fire
* Starting weapon on Hymenopus, The Big Nog and Mollusca.

### Conservative Energy

*"Slow charging energy weapon that does 1 ion and 1 hull damage, but none to systems or crew. Conservative weapons use no power but require another weapon to be powered."*

* Costs 55
* Fires 1 shot with 13s cooldown
* Damage: 1 hull damage and 1 ion damage per shot
* Low chance of fire
* Starting weapon on The Adjudicator, C-F-B-31, Zixiang Maodun and Pol-84-209.

### 'Pelta' Rad-Beam

*"Slow charging 60 damage anti-crew Beam. Conservative weapons use no power but require another weapon to be powered."*

* Costs 55
* Fires a 100px long beam with 17s cooldown, 10 beam speed
* Damage: 60 crew damage on each tile hit
* Starting weapon on Ecto-1