Weapon

In *Rebel Galaxy Outlaw*, **weapons** are the offensive armaments that can be equipped on ships once you have docked on a station with an equipment bay service.

## Hardpoint weapons

Hardpoint weapons are the types of weapons that are equipped on a ship's hardpoints. Usually, they are some form of projectile or directed-energy weapon.

Hardpoint weapons include:

**Notes**:

* *DPS = Damage per second*
* The global DPS indicated in the game already considers an average damage with continuous fire and reload time (distributed on a cycle period) between damage to Shields and to Armor for the given weapon.
* The shield and armor penetration increases/decreases the effective damage of weapons against Shields/Armor. To illustrate this there are two additional columns to show the rounded effective damage for each weapon specifically against Shields and Armor (their average is the DPS shown in game).
* The speed parameter indicates the travel time of the projectile/energy blast, so weapons with higher speed have also higher hit rate (because the target is moving while you fire and a slower projectile has a larger chance to miss).
* Having weapons with different projectile speeds will significantly reduce your hit rate % when the target is moving laterally (compared to your directions), because you can fire only in one direction and the slower projectile will get the interception point in a different moment than the faster one (so one of them will miss the target. If you use a radar with ITTS you can see different estimated aim points for weapons with different speeds and those points can be very distant from each other. The problem is that we can fire just at one of them at the time. Take this into account!
* The Auto-cannon and Tracer use 30/75-slug canisters and require additional 3/5s respectively to reload when they are empty. In general this won't impact your offensive performance if you have mixed weapons installed, as there is always something firing and applying average damage (especially in relation to the above point). Also, half of the time you are tracking enemy ship movements without firing (or you are evading incoming enemy fire), so there are windows where you either fire at nothing or have some time for the automatic reload. Lastly the Auto-cannon has a huge bonus to armor penetration (200%) so enemy ships explode quite quickly when you hit them.

## Launchers

Launchers are the types of weapons equipped in launcher slots. Generally, these are missile or torpedo launchers.

* Weapons with modified max payload can be bought at the Bountiful Vista station in the Eureka system after the player unlocks the equipment bay there.
* The global DPS indicated in the game already considers an average damage between damage to Shields and to Armor for the given weapon.
* The shield and armor penetration increases/decreases the effective weapon damage against Shields/Armor. To illustrate this there are two additional columns to show the rounded effective damage for each weapon specifically against Shields and Armor (their average is the DPS shown in game).
* Swarm Launcher fires 6 missiles at once, so it can fire 10 times before exhausting its capacity.
* Emp Javelin causes just a temporary stun to the enemy ship, which might not be really useful in practice. Your choice, pilot!

## Minitorp Launcher

The Minitorp launcher is a hybrid of a hardpoint and a launcher weapon; it takes up a hardpoint slot, but is otherwise treated as a launcher weapon, such as being fired with the secondary weapon trigger button and being selected in the same list as the launchers. Like the full-sized Torpedo Launcher it is cheap, slow, and has a relatively small damage, but can be fired very quickly and can be a good choice on missions where you expect to fight against capital ships, as firing them from point-blank range against a target that fills most of your screen removes most of the downsides of this weapon system. The rest of the time it's best kept on the surplus list.

The Minitorp Launcher:

(game v1.18d)
(meter)
(m/s)
time (s)
assist
penetration
penetration
against shields
against armor
payload
payload
modified (\*)
time
range

## Turrets

Turrets are a type of weapon that can be equipped on Turret hardpoints on ships that have them. They can be controlled manually, but most of the time they automatically shoot at enemies in range and use a separate power system, avoiding the main power generator.

Available Turrets:

* Laser turret
* Combat turret
* Mass Driver Turret
* Tracer Turret
* Mining Turret

## Statistics

### Weapon damage

Legend

* **DPS**: Calculated DPS from damage and reload rate
* **Shield DPS**: Values based on in-game bonus damage to shield
* **Hull DPS**: Values based on in-game bonus damage to hull
* **Average DPS**: Average of shield and hull DPS
* **TTK 500/500**: Time to kill a target with 500 shields and 500 hull
* **TTK 250/750**: Time to kill a target with 250 shields and 750 hull
* **TTK 750/250**: Time to kill a target with 750 shields and 250 hull
* **Shot speed**: Projectile speed as per value shown in equipment bay
* **Cost**: Cost in Credits

Note that these values are based upon continuous fire with a perfect hit rate, which will happen exceptionally rarely, apart from firing at stationary or very slow targets. Actual DPS will be lower and times to kill longer in nearly all cases. All values are rounded to one decimal place.

The Minitorp Launcher is omitted due to its slow speed and limited payload; it is more like a rapid-fire dumbfire missile launcher than a standard directed-fire weapon. *In theory*, for the six seconds until the payload is exhausted, it is capable of a massive 933.3 DPS based on single-torpedo damage and its reload rate, but anything close to this is only likely against a large slow-moving target at near point-blank range.

### Energy efficiency of weapon damage

Legend

* **DPS**: Calculated DPS *(Damage per second)* from damage and reload rate
* **Shield DPS**: Values based on in-game bonus damage to shield
* **Hull DPS**: Values based on in-game bonus damage to hull
* **Average DPS**: Average of shield and hull DPS
* **EPS**: Energy use per second during continuous fire
* **Shield DPS/(GJ/s)**: Shield DPS per energy cost in GJ/s
* **Hull DPS/(GJ/s)**: Hull DPS per energy cost in GJ/s
* **Average DPS/(GJ/s)**: Average DPS per energy cost in GJ/s
* **Shot speed**: Projectile speed as per value shown in equipment bay

Note that these values are based upon continuous fire with a perfect hit rate, which will happen exceptionally rarely, apart from firing at stationary or very slow targets. Actual DPS will be lower and times to kill longer in nearly all cases. All values are rounded to one decimal place.

The Tracer, Auto-Cannon, and Flak Cannon are not included because they do not draw on the ship's power while firing. They essentially have infinite energy efficiency, but they have a special reload cycle (5s and 3s respectively) that occurs after firing a certain number of shots (75 and 30 respectively), during which time the weapon will not fire. The Minitorp Launcher also does not draw on the ship's power, but has limited ammunition. Lastly the Mining Laser also fires without drawing the ship's power.