Weapon Types

FTL: Multiverse adds a huge array of weapons to the game, including some entirely new forms of weaponry as well.

* For a page filled with tables containing the stats of the weapons, see Weapon Tables

## Vanilla Weapon Types

### Laser Weapons

"*These lasers might not be flashy, but they get the job done."*

Lasers are general-purpose energy weapons. Each laser shot temporarily removes a shield layer. Once all shields are down, lasers can hit rooms and deal system, hull, and crew damage.

Like any projectile weapon, lasers can miss. Lasers can only be shot down by Defense Drones (not Guardian Drones).

### Missile Weapons

Missile weapons shoot large, shield-piercing missiles at enemy ships, dealing system, hull, and crew damage to the targeted room. They consume 1 missile ammunition each time they fire, but completely ignore enemy shields.

Most missiles have a chance to light fires, cause hull breaches, and stun crew (though certain missiles are designed specifically for these tasks).

Typically, missile weapons should only be used in a supporting role, as continuously firing them will rapidly exhaust your ammunition. While bombs tend to be better support weapons than missiles, they can still be a useful tool nonetheless.

### Ion Weapons

*"Ion weapons can disable systems without causing hull damage."*

Ion weapons deal *ion damage*, which disables systems by forcing power out of them. When ion weapons are blocked by shields, 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, although some of them have a chance to stun crew.

### Beam Weapons

Beam weapons cut across multiple rooms, allowing them to damage several systems and deal large amounts hull damage. Some beams deal no damage to systems or hull, but instead start fires or hurt crew.

Beams do not deplete shield layers, and most are completely blocked by shields, making them ineffective without support.

Beams are the most common type of weapons that never miss. They hit the first room instantly, then rapidly track along their path. As they are not projectiles, beams cannot collide with anything; for example, they cannot be intercepted by a stray laser or asteroid.

### Bomb Launchers

Bomb launchers fire a teleporting bomb directly onto the ship, bypassing all shields and defense drones, and dealing damage to systems and enemy crew. Like missile weapons, they consume 1 missile when fired. They can also target your own ship (cluster bombs will only shoot once and no bomb will miss in this case).

Many bomb weapons apply a unique effect to the room they explode in.

### Flak Weapons

Flak guns shoot several scraps of junk to the enemy ship. Whilst several projectiles are fired, only a few (1/2 or less) can actually cause damage and pop shield bubbles. All projectiles can be targeted by even basic defense drones, much the same as missiles, even though the flak guns don't consume ammunition. This makes them a good weapon to use for distracting defense drones.

Flak weapons often charge faster than their laser counterparts, but are quite innacurate. Instead of aiming for a specific room, each projectile lands within a certain radius of the aimed room, sometimes causing the projectiles to hit a nearby room (or even miss entirely!).

### Crystal Weapons

Crystal weapons fire crystal shards that can pierce straight through one shield, bypassing it entirely to deal damage to hull, systems and crew. Against ships with multiple shield layers, crystal shards will deplete a layer of shields instead (just like a laser). These weapons can only be found in crystalline-controlled sectors. FTL: Multiverse also adds elite, red-colored variants of crystal weapons that can pierce an additional shield layer (for a total of 2) while also applying lockdown to the room hit.

## **New Weapon Types**

### Mine Launchers

"*Minelaunchers reload faster than regular missiles, but also have slower projectiles. Generally disliked by most of the galaxy."*

Minelaunchers function very similarly to missile weapons, i.e. the projectile can pierce any number of shields for the cost of consuming a missile when fired. Unlike missiles, a minelauncher can launch mines quite quickly (normally around 7-12 seconds per volley at most). The projectiles themselves travel very slowly (moving at half the speed of vanilla ion shots), and deal no damage to enemy systems however.

Minelaunchers are only found on trapper enemies (or as a trade from Sylvan), which usually spawn in unique sectors. Trappers will always drop a random minelauncher weapon when defeated (with a few exceptions).

### Energy Cannons

*"Energy weapons can disable systems while also causing hull damage."*

Energy weapons inflict an equal amount of ion and hull damage to the enemy, at the cost of inflicting zero damage to systems or crew. They excel at damaging Zoltan Shields, as the shield will take damage equal to the hull damage + 2x the ion damage. They also pop shield bubbles like lasers. However, they cannot inflict any system damage directly, resorting to the occasional fire chance instead.

### Pinpoint Weapons

Pinpoint weapons (previously known as focus guns) are a sub-class of beam weapons whose "trails" are only 1 pixel long. This means that they can only hit one room at a time, but usually deal more damage with a shorter cooldown as a result. Effectively acts like a cross between a lasers and beams, fusing the single-target nature of laser weapons with the perfect accuracy and partial shield piercing of beam weapons.

### Kernel Weapons

*"This weapon uses kernels of giant plants from Orchid home planet as ammunition."*

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, stun enemy crew, consume missiles, and have a chance (typically 35% or 50%) of not consuming ammo. Kernel weapons also have dark green and gold elite variants with shorter cooldowns, longer stun, and an increased chance to save ammunition.

### Particle Weapons

*"These weapons shoot a streamlined burst of accelerated particles which can annihilate systems and start fires but does no hull or crew damage."*

Particle weapons are a small class of weapons designed to wreck enemy systems and set them on fire, at the cost of dealing no hull or crew damage. This also makes their projectiles and beams unable to deplete or pierce shield layers by themselves.

### Old Weapons

*"Old weapons are rusty and have much worse aim."*

Old weapons are (as their name implies) old and dinged-up, having stood the test of time and failed utterly. They are very similar to modern-day Laser and Missile weapons, but have generally worse stats than their newer counterparts: longer cooldown times and flak-style area targeting. However, their antiquity and poor performance make them usually quite cheap to buy at stores (though they only spawn in certain sectors), and can serve as some temporary fire support until you find a better weapon.

### Conservative Weapons

*"Conservative weapons use no power but require another weapon to be powered."*

Conservative weapons are weapons that cost no power to use, at the cost of being quite weak and slow. Despite them not needing reactor power to function, your weapons system must still be powered for them to work, which can be done by either turning another non-conservative weapon online or by using power-supplying crewmembers (like zoltans). The weapon will still charge without power in the system, but will delay firing until the system is turned back on.

### Preemptive Weapons

Preemptive weapons are a small group of weapons that can be fired preemptively. Most excel at taking down shield layers and can be used right at the start of the battle, but can only be fired once per encounter. Similarly to conservative weapons, they require the weapon system to be powered.

### Modular Weapons

Modular weapons are the proud creation of Hektar Industries(tm). Coming in 4 different base types (laser, beam, missile and ion), these weapons can be customized by adding various modules to them (also courtesy of Hektar). These can range from shield piercing and fire starting to increased hull damage or fire rate. Each weapon will accept up to 1 attribute module and 1 status module, there are 5 status modules and 4 attribute modules as of date.

### Spore Weapons

Spore Launchers are a partly-organic bomb variant created by the Vampweeds. Similarly to Kernels, these weapons also have a chance (typically 35%) to replicate their ammunition, conserving the resource and essentially firing 'for free'. They are usually geared towards multiple payloads per volley, along with increased crew damage when compared to regular bomb launchers.

*"Ssstranger, you might not want to look at thisss now..."*

This article contains important spoilers that can ruin your experience while playing  FTL: Multiverse! Read at your own risk.

### New Gen Weapons

New Gen weapons are a rare and powerful group of weapons spanning multiple weapon classes, they are currently only obtainable via events and serve as stronger versions of already existing weapons (such as Heavy Lasers and Beams) updated with reverse-engineered Aether tech. Next-gen weapons can only be obtained from angel or legionnaire ships, or by starting with one

### Aether Weapons

Aether Weapons are some of the rarest and most powerful weapons in the entire Multiverse. They span across many weapon types, packing a serious punch while also being power efficient for their output. Aether weapons are mostly obtained from the ancient questline, but can occasionally be found through other means, and many ships start with them

## Special Weapons

### Event Weapons

Event weapons are special weapons that can only be found from certain specific events. Few and far between, these weapons can pack a pretty sizeable punch - if you can even manage to get them, that is.

### Transport Loot

Loot weapons are special weapons that can be found as loot by killing the crew of the various faction Transport Ships. For the most part, these weapons are simply buffed versions of already existing weapons, repainted to match the faction's color scheme.

### Math Loot

Math weapons are a select group of weapons that act as sidegrades to regular weapons found in Multiverse. These colorful algebra-themed weapons are dropped by Callie the Calculator once she is defeated.

### Renegade Loot

Renegade Loot is a special group of weapons (and even drones) that span multiple weapon classes, and are essentially unique weapon variants. As their name implies, their primary method of obtention is by defeating Multiverse Renegade Cruisers, though they can also sometimes be sold by Sylvan.

### C.U.R.A Loot

Completing hard C.U.R.A Tasks yields loot as a reward, these weapons are unique and directly related to the specific task they are obtained from.

### Nexus Loot

Multiple Nexus Events yield very unique weapons, typically much more powerful than any other category of weapon, even aether weapons