Weapons

There are a wide variety of weapons available to use, each with their own positives and negatives.

**Pulse cannons**: They fire red energy ammunition in a straight line. They have great range, fast projectile speed, fast firing rate, but low damage per shot and are a good all-around weapon. They are the most commonly found weapon and show up on one of your three initial ships, so they are the baseline for comparison to all other weapons. Inflicts kinetic damage.

**Neutron blasters**: They fire green energy ammunition in a straight line. They have less range, firing rate and velocity than pulse weapons, but do greater damage. Inflicts kinetic damage.

**Ion cannons:** A recently released weapon type that came with the release of The Empire faction, they are Cannon-type weapons of either a 2x3 or 2x4 size, already limiting what ships can fit them. In exchange for a somewhat smaller raw damage output yet moderately high energy cost and slightly scattered fire (greatly improved with a Targeting Unit), they are long-range and have a projectile speed second only to instant Laser or beam weapons. TU-assisted Ion Cannons are nearly impossible to dodge from quite a long-range, allowing for very efficient fire. They inflict Energy damage.

**Plasma cannons**: They rapidly fire tiny balls of plasma at a short-range with a small spread. They are also considerably lower damaging than other weapons. Larger versions have a slower fire rate but have considerably higher range and DPS. Inflicts heat damage

**Mass drivers**: They fire green ammunition that does significant damage with good range, but has very high recoil preventing them from being used for long salvos into tough targets. Most commonly used by the Jurgan faction. Inflicts kinetic damage.

**Missile launchers**: They fire anywhere from one high-damage warhead to many low-damage ones. Higher damage missiles have greater range but are slower in exchange, especially in turning rate which can allow smaller faster ships to frequently outmanoeuvre them. The higher the damage of the missile, the wider the AoE. Inflicts heat damage.

**Torpedoes**: Proton torpedoes fire high-damage, long-range energy balls which explode in a small area of effect. Plasma torpedoes launch penetrating energy balls that damage any enemy it comes into contact until all its energy is dissipated. EMP torpedoes fire ammunition similar to the proton torpedoes, in addition, they remove the opponents' energy. Anti-matter Torpedoes fires variable range and damage torpedo depending on charging time. Quantum Torpedoes fire slow-moving high-damage energy homing energy balls. Plasma Torpedoes deal heat damage while other variants deal energy damage. Also worth noting is the speed of the various torpedoes, in the descriptions listed later there is little variation (mostly 5-12 velocity) but in game terms, the difference is far greater with proton types travelling quite quickly and are easy to put onto target at range and the plasma/quantum types travelling so slowly that a heavy ship can turn and/or outrun these.

**Plasma throwers**: These are short-range, flamethrowers like weapons, doing heavy damage-per-second as long as they're active or another type which produces a cloud of plasma that deals very high damage as the enemy passes through it. Both variants deal heat damage.

**Laser beams**: They fire a continuous energy beam over a short distance. They do less damage than plasma throwers but have greater range. Inflicts heat damage.

**Rays**:Weapons like the Tachyon Beam and the Death Ray are similar to Laser weapons, except they have a charging mechanic, similar to the Anti-matter Torpedo. The longer you charge, the more range and damage it deals. These long-range beams have some of the highest damage and range values in the game, accompanied by huge energy costs and a low rate of fire. They inflict heat damage.

**Lightning cannons**: They fire a short-range, high damage lightning bolt. Some versions fire in a wide arc and can be sustained. Inflicts energy damage.

**Stasis fields**: They fire energy balls which paralyze the engines of the ships they hit, stopping the ship immediately and preventing both acceleration and turning. Weapons are unaffected. Inflicts energy damage.

**Fusion beams:** They fire a persistent lightning bolt over the medium range with varying effects, such as draining hull to heal the user and to drain the energy of the target. They also have the unique property of locking onto an enemy once they make contact. So long as the beam is maintained and remains in the range, it will follow the enemy in any direction. Inflicts energy damage.

**Plasma webs:** These weapons are new to the 0.12.1 update and were first seen used by veteran and double veteran ISS Corvettes. They belong to The Empire and are a first tier research item. They create a large AoE field much like the Black Hole Generator, but will instead slow anything inside, and deal damage over time. Inflicts heat damage.

**Rocket Launchers:** The brothers of missiles without the in-built tracking mechanism. Occupy M weapon(red) slots. Effectively a missile version of the Ion Cannons, they are quite long range, reasonable firing rate with a slight scattering of their fire which is greatly assisted with Targeting Units. Inflict heat damage.

**Special weapons:** These weapons fit the S slots and are generally "out of the ordinary." These weapons include but are not limited to: Black Hole Generators, which creates a black hole that sucks in until an enemy ship enters it. Acid Cannons which deal damage over time. Energy Siphons which suck the energy from the enemy (but it doesn't transfer it to you) and Tractor beams that can latch on to a ship to be able to "grab" them. These "Special" weapons are generally found in the Taraniak and Daazen factions.

## Weapon Stats

**Damage Type:** Has 3 types: Kinetic, Heat, and Energy type. There is a fourth type which is unnamed and ignores all types of resistance.

**Damage:** Number of Hit Points removed when hitting a target, given as a damage-per-second rate for constant beam weapons

**Energy Con.:** Amount of energy consumed for one shot, or amount of energy consumed per second for a constant beam.

**Fire Rate:** Number of shots fired per second with the trigger held down. Event Horizon Frontier has switched this to **Reload Time**, which is the amount of time spent between shots and is the inverse of Fire Rate. Charged weapons which include the Tachyon Beams, Death Ray and Heavy Anti-Matter Torpedo have stats shown for a maximum-charge shot; firing them early will have notably lesser effects in both range and damage.

**Range:** Distance shots will travel before dissipating, or the length of a beam.

**Weight:** Weight of the module. Typically 50 per module slot.

**Velocity:** How quickly the shot flies through space.

**Area of effect:** The radius of explosions and area of effect weapons.

**Impulse:** Amount of knock-back shots will inflict on targets. May also indicate weapon recoil to your ship.

**Duration:** Also known as lifetime, how long the weapon lasts. Normally 1 second and as such unlisted here. Multiply damage by this value for more-accurate numbers. For some weapons this is just how long it'll stick around until hit at which point it vanishes. BHG for example doesn't deal 750 damage over time.

* Universal Weapons
* L-Type
* C-Type
* M-Type
* T-Type
* S-Type
### Universal Weapons

Universal weapons are as the name implies, being able to be equipped in any weapon slot. Encountered from the start, these weapons are mostly small and weak but several have unique effects.

### L-Weapons

L-Weapons, or laser/lightning weapons have infinite velocity. They are impossible to evade when at a certain range of reach. They are mainly used by lots of light ships, and most of the Capital Ships in the game.

### C-Weapons

C-Weapons, or cannon weapons, are mostly used by the Veniri, Zumbalari and Neganari factions and they are very common early on.

### M-Weapons

M-Weapons or missile weapons are weapons that fire anywhere from one big missile to several smaller ones that home in on opponent ships. Their damage output can be considered variable, due to the fact that missiles don't always hit an enemy ship head-on, but can still do damage when hit by the blast wave albeit lower when compared to a direct hit. They are drawn to sources of heat, and so are easily beaten by using ECM Jammers or Pulsars.

Missiles also have better turning rates when the player acquires reduced projectile weight modules which can lead to very high accuracy in the case of -80% projectile weight.

### T-Weapons

T-Weapons, or torpedo weapons, are ball-shaped projectiles that explode (with a significant blast radius) and are most commonly used by the Koreran faction.

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### S-Weapons

S-weapons or Special Weapons, are mostly used by the living ships and could also been seen as a miscellaneous category.