Weapon Modules

Weapon Modules are Modules that can be installed on Battleships to attack other ships. Some Weapon Modules deal continuous damage on one target at a time while others may increase damage over time while firing on two ships simultaneously. A Battleship can only carry one weapon module. *Removed modules* may be viewed here, and *pre-2023.1 update* modules may be viewed here.

Most Cerberus Ships are also equipped with a Weapon Module. Sometimes they use Weapon Modules unobtainable by the player, and they may also use weapons that are available for the player but with unobtainable values.

The effectiveness of weapons are typically measured in damage per second, often abbreviated as DPS.

### **Laser****:**

A single-target weapon that fires a laser beam against the enemy. The beam starts out weak, but will move to higher stages of damage the longer it stays locked to the same target. Damage will reset to the first stage when the weapon switches targets.

 Stage 3

Blueprints are obtained by researching level 2+ Weapon Artifacts.

 **DPS** = *Damage Per Second* **DPH** = *Damage Per Hour*

\*needs white star DPH adjusting

### **Mass Battery**

    A versatile weapon that will deal constant damage to three enemies in range.

Blueprints are obtained by researching level 3+ Weapon Artifacts.

**DPS** = *Damage Per Second*

**DPH** = *Damage Per Hour*

### **Battery**

A single-target weapon that does constant damage to its target. 2 second target switch delay normally, 20 minutes in White Star.

Blueprints are obtained by researching level 4+ Weapon Artifacts.

### **Dual Laser**

Fires a laser beam against up to two enemies within range. The damage the two beams apply will ramp up to higher stages in lockstep, while both beams stay locked to an active target. Damage will reset to the first stage when there are less than two enemy targets in range.

 Stage 3

Blueprints are obtained by researching level 5+ Weapon Artifacts.

### **Barrage**

This weapon does additional damage to its single target when there are other enemy ships in the sector. It becomes very powerful on sectors busy with enemies, and very weak when the sector is almost clear of enemy ships.

 **WS** | 4
 **BLS** | 2

Blueprints are obtained by researching level 6+ Weapon Artifacts.

### **Dart Launcher**

Launches a DART missile against the targeted enemy ship at regular intervals. The missile can be neutralized by any enemy ship using normal targeting rules. When the missile reaches its destination it will deal direct weapon damage to the target ship only, and only if the target ship is still within the impact area. This weapon will only fire on enemy ships. Rockets and Cerberus stations are ignored.

Blueprints are obtained by researching level 8+ Weapon Artifacts.

### **Chain Ray**

UnlinkedLinkedDefaultThis Ray weapon is longer range than most other weapons. By default, it does constant damage to its single target. Alternatively, the Ray can be set to Support mode, where it becomes linked to a friendly Battleship in range that is also equipped with Chain Ray. When in Support mode, the Chain Ray does not target any ships but instead greatly increases the damage output and range of the target supported Battleship. A single Chain Ray can be supported by up to 2 additional rays.

**Range**: 160 AU

**Target Switch Delay**: 3s Default, 30m (WS)

Blueprints are obtained by researching level 9+ Weapon Artifacts.

### **Rocket Launcher**

Regularly launches a single powerful rocket against the closest enemy target in range. The launcher has a large range, but it also has a minimum range, making it unable to fire against very close targets.

**Cooldown**: 6s, or 12s in BLS, or 1h in WS

**Max Effect Range**: 380 AU, or 500 AU in WS

**Minimum Effect Range**: 240 AU

Blueprints are obtained by researching level 11+ Weapon Artifacts.

### **Pulse**

Applies a Pulse blast around the ship's current location at a slow frequency, dealing area damage to all enemy ships in range (120 AU).

All levels cost 20,000,000

**Cooldown**: 12s, or 2h in WS

Blueprints are obtained by researching level 12+ Weapon Artifacts.

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 https://userxinos.github.io/HadesSpace/Nebula/shield