Kernel Weapons

Kernel weapons are produced and primarily used by the Orchids. Kernel weapons are a unique line of organic missile launchers which shoot usually low damage kernels that pierce all shields and stuns enemy crew. Kernel weapons all have have a chance to not use missile ammunition, making them very resource-efficient - especially when combined with augments such as the kernel greenhouse. Some kernel weapons also have a darker elite variant with a shorter cooldown and longer stun.

## List of Kernels

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.

### Kernel MK I

*"This weapon uses kernels of giant plants from Orchid home planet as ammunition. Kernels pierce shields, but also have a 25% chance to ignore their ammunition cost."*

* Costs 40
* Fires 1 shot with 10s cooldown
* Damage: 1 per shot
* Medium chance of breach and stun
* Requires 1 power
* Pierces all shields
* Has a 25% chance to not use up a missile resource
* Starting Weapon on the Asparagales.

### Kernel MK II

*"This weapon uses kernels of giant plants from Orchid home planet as ammunition. Kernels pierce shields, but also have a 25% chance to ignore their ammunition cost."*

* Costs 50
* Fires 2 shot with 15s cooldown
* Damage: 1 per shot
* Low chance of breach and stun
* Requires 2 power
* Pierces all shields
* Has a 25% chance to not use up a missile resource
* Starting Weapon on the Asparagales.

### Heavy Kernel

*"This weapon uses kernels of giant plants from Orchid home planet as ammunition. Kernels pierce shields, but also have a 25% chance to ignore their ammunition cost."*

* Costs 60
* Fires 1 shot with 15s cooldown
* Damage: 3 per shot
* Medium chance of breach and stun
* Requires 2 power
* Pierces all shields
* Has a 25% chance to not use up a missile resource

### Solar Kernel

*"This weapon uses kernels of giant plants from Orchid home planet as ammunition. This modified kernel weapon will always create a fire instead of a breach."*

* Costs 60
* Fires 1 shot with 14s cooldown
* Damage: 2 per shot
* Guaranteed fire, and low chance of stun
* Requires 2 power
* Pierces all shields
* Has a 25% chance to not use up a missile resource

### Chain Kernel

*"This weapon uses kernels of giant plants from Orchid home planet as ammunition. Kernels pierce shields, but also have a 25% chance to ignore their ammunition cost."*

* Costs 60
* Fires 1 shot with 12s initial cooldown
* Damage: 1 per shot
* Cooldown decreases by 3s with each shot, down to a minimum of 3s
* Low chance of breach and stun
* Requires 3 power
* Pierces all shields
* Has a 25% chance to not use up a missile resource
* Starting Weapon on the Aveloz.

### Charge Kernel

*"A modified Kernel Launcher that can charge up to 2 shots."*

* Costs 50
* Fires 1 shot with 8s cooldown per charge
* Damage: 1 per shot
* Can charge up to two shots
* Low chance of breach and stun
* Requires 2 power
* Pierces all shields
* Has a 25% chance to not use up a missile resource

### Elite Kernel MK I

*"This weapon uses kernels of giant plants from Orchid home planet as ammunition. Powerful elite version with a longer stun and higher chance to ignore their ammo cost."*

* Costs 40
* Fires 1 shot with 8s cooldown
* Damage: 1 per shot
* Medium chance of breach and guaranteed 7s of stun
* Requires 1 power
* Pierces all shields
* Has a 50% chance to not use up a missile resource

### Elite Kernel MK II

*"This weapon uses kernels of giant plants from Orchid home planet as ammunition. Powerful elite version with a shorter cooldown and longer stun."*

* Costs 75
* Fires 2 shot with 13s cooldown
* Damage: 1 per shot
* High chance of breach and guaranteed 7s of stun
* Requires 2 power
* Pierces all shields
* Has a 50% chance to not use up a missile resource
* Starting Weapon on The Last Straw, and the Autumn.

### Elite Heavy Kernel

*"This weapon uses kernels of giant plants from the Orchid home planet as ammunition. Powerful elite version with a shorter cooldown and longer stun."*

* Costs 75
* Fires 1 shot with 14s cooldown
* Damage: 3 per shot
* Guaranteed breach and 9s of stun
* Requires 2 power
* Pierces all shields
* Has a 50% chance to not use up a missile resource

### Elite Chain Kernel

*"The only thing that can stop this weapon is lack of ammunition. Powerful elite version with a shorter cooldown and longer stun."*

* Costs 60
* Fires 1 shot with 10s initial cooldown
* Damage: 1 per shot
* Cooldown decreases by 3s with each shot, down to a minimum of 1s
* Low chance of breach and guaranteed 7s of stun
* Requires 3 power
* Pierces all shields
* Has a 50% chance to not use up a missile resource

### Elite Charge Kernel

*"A modified Kernel Launcher that can charge up to 2 shots. Powerful elite version with a shorter cooldown and longer stun."*

* Costs 50
* Fires 1 shot with 7s cooldown per charge
* Damage: 1 per shot
* Can charge up to two shots
* Low chance of breach and guaranteed 7s of stun
* Requires 2 power
* Pierces all shields
* Has a 50% chance to not use up a missile resource
* Starting Weapon on the Autumn.