Weapon components

Version

This article has been verified for the current PC version (3.10) of the game.

Ships

Ship

Ship designer

Core components

**Weapon components**

Utility components

Weapon components are devices that can be attached to military ships and are used to attack, damage and destroy other ships, specifically any ships that have been designated as valid targets.

## Overview

In-game, a weapon has the following stats:

* Cost: How many resources the weapon requires in order to be built and operated.
* Power Usage: How much power the weapon will consume when installed.
* Type: What category of weapons this particular weapon belongs to.
* Damage: How much damage the weapon will deal per hit if it hits its target at 100% efficiency.
* Cooldown: After attacking, every weapon has a mandatory time delay it has to go through before it can attack again.
* Accuracy: The base chance of the weapon hitting a target, assuming the target has 0% evasion. Certain weapons are easier to aim than others.
* Tracking: How much of the target's evasion the weapon will ignore when firing at its target. If this value is higher than the target's evasion value, the weapon will enjoy base accuracy.
* Range: The maximum and minimum distance the weapon can be used at. A target must be within this firing range in order for a weapon to be able to engage it.
* Average Damage: How much damage the weapon will deal per in-game day, assuming the target has no evasion.
* Damage modifiers: How effective the weapon is against a given type of defense.

Most weapons come in multiple sizes. As a rule of thumb, larger sizes usually have **lower**  tracking, but **greater**  weapons range, damage per hit and damage per day, while smaller sizes conversely have **higher**  tracking but **lesser**  weapons range and damage output. This means that larger weapons are generally more effective against larger, slower ships, and smaller weapons are more effective against smaller, evasive ships.

Strategic Resource Edicts: Strategic Resources enable Strategic Resource Edicts, which include military edicts that can boost weapon or defense systems. Strategic Resources can thus increase the effective damage of key weapons in the early game for a decisive edge in key battles. Lithoid Empires can begin the game with access to any one strategic resource on the Market via their Silicate traits, while normal organics can only have access to Exotic Gas via the Inorganic Breath trait as part of the Toxoids DLC. Weapon and defense types to resource include:

* Rare Crystals: Energy Weapons, Sensor Range
* Volatile Motes: Kinetic Weapons, Explosive Weapons, Armor
* Exotic Gases: Shields, Sublight Speed

Archaeotech Weapons: As of Patch 3.7, the Ancient Relics DLC also introduces Archaeotech Weapons, which are unlocked by the Archaeotech Society Research tree. Archaeotech weapons are generally slightly stronger than Tier 3 equivalent weapons, but with special mechanical rules or modifiers that make them better or worse in different situations. All Archaeotech weapons receive +33% weapon damage with the Archaeo-Engineering Ascension perk, and +15% weapon damage with the Rubricator relic, which makes them close to Tier 5 weapons in power. Archaeotech weapons can thus be powerful, but limited due to expense of Minor Artifact cost. Note that Menacing ships unlocked by Becoming the Crisis do not pay component special resource costs due to their mineral cost dynamic.

## Energy weapons

Based on  Physics technology, energy weapons use energy-based attacks and are generally effective against armor and hull but ineffective against shields. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating.

Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Advanced energy weapons require  Rare Crystals and  Exotic Gases to build and operate. Because energy weapons are both anti-hull and anti-armor, and will target non-shielded ships if able, it can be advantageous to have a bias of more energy weapons than anti-shield weapons over your fleet of ships.

### Anti-Armor

Standard energy weapons are effective against armor, moderately effective against hull and ineffective against shields. Lasers, Plasma launchers and Lances belong to this category.

#### Laser

Lasers are the basic energy weapon. They fire focused beams of super-concentrated light at targets, causing damage through the generation of intense heat. They are effective against armor and hull but are ineffective against shields. Compared to other weapons, they trade strength for versatility, sporting an average range with no minimum, no extreme strengths or crippling weaknesses, and average damage output.

* Can fit into  Small,  Medium and  Large slots
* **90%** accuracy
* **50%** damage against  shield
* **150%** damage against  armor
* **125%** damage against  hull

#### Ancient Cavitation Collapser

This is an archaeotech weapon. Damage will be increased by 33% with the Archaeo-Engineers ascension perk, and 15% with the Rubricator relic. While sharing identical Cooldown, Range, and Tracking stats with Lasers, it has an additional 25% damage effectiveness against armor, and lacks the 25% damage against hull. However, due to ignoring 50% armor, it can begin applying damage directly to hull earlier, which slows down a vessel's fire rate. Due to higher tier armors providing armor points than the vessel has hull, this can allow Cavitation Collapsers to destroy later-game ships before their armor fails. This is exceptionally expensive in minor relics, but is more affordable with Menacing ships.

* Can fit into  Small,  Medium and  Large slots
* **90%** accuracy
* **50%** damage against  shield
* **150%** damage against  armor
* **Ignore** **50%**  armor
* **100%** damage against  hull

#### Plasma Launcher

Plasma launchers launch balls of highly energized and destructive plasma. They are extremely effective against armor and very effective against hull, but highly ineffective against shields. Compared to standard lasers, they trade versatility for strength, with more extreme damage modifiers and slightly higher power draw.

* Can fit into  Small,  Medium and  Large slots
* **80%** accuracy
* **25%** damage against  shield
* **200%** damage against  armor
* **150%** damage against  hull

#### Lance

Lances are heavy energy weapons that fire large, focused beams of highly energized particles and cause massive damage. Essentially a hybrid between lasers and plasma launchers, they are extremely effective against armor and very effective against hull but are ineffective against shields. Lances are unique as unlike most long-range weapons, they do not have a minimum range.

* Can fit into  Extra-Large slots
* **9.95** day cooldown
* **85%** accuracy
* **50%** damage against  shield
* **200%** damage against  armor
* **150%** damage against  hull

### Anti-Hull

Energy weapons that are specialized in dealing damage to a ship's hull. As ships take hull damage, their fire rate slows, and they may withdraw if below 50% hull. Mining Lasers, Launchers and Matter Disintegrators belong to this category.

#### Mining Laser

Salvaged from ancient mining drones, these weapons use strong-focus lenses in combination with an oscillating firing frequency to create lasers strong enough to allow them to mine asteroids, or mine ships, destroying them. They are highly effective against hull and armor but are ineffective against shields. They compare favorably to other energy weapons unlocked with T2 technology, but are mostly outclassed by the Tier 3 energy weapons. As an alternative to Plasma Throwers guaranteed by debris, they provide an early-game advantage by allowing you to invest early Physics research into ship components other than the Laser line while still having an energy weapon option.

In the early game, the Mining Laser can combo particularly well with the Energy Siphon on early Corvettes or Destroyers. Both space fauna weapons are guaranteed research options slightly more powerful than their Tier 2 counterparts, meaning they can allow early tech research to prioritize other ship systems or economic techs while being available for research later for a military buildup if needed. As energy weapons, both weapons can also benefit from the +25% Energy Weapon damage Focusing Crystal strategic weapon edict that uses Rare Crystals, which Lithoids can start the game with via the Scintillating Skin trait.

* Can fit into  Small and  Medium slots
* **50%** damage against  shield
* **150%** damage against  armor
* **150%** damage against  hull

#### Particle Launcher

These weapons fire projectile-like energy packets carrying an explosive payload of tightly concentrated protons or neutrons, capable of causing immense damage to the hull of enemy ships. Unlike most G slot weapons, these are not missiles, and so the projectiles have no travel time and cannot be shot down by point defense.

They are extremely effective against hull and very effective against armor but are ineffective against shields. Compared to other energy weapons, launchers trade damage and versatility for a powerful alpha-strike, doing immense damage per shot from a long range, but having relatively low sustained damage output against anything smaller than a battleship, and a significant minimum range.

* Can fit into  Torpedo Slot
* **21.25** day cooldown
* **75%** accuracy
* **50%** damage against  shield
* **150%** damage against  armor
* **175%** damage against  hull
* Additional multiplicative damage based on **100%** of the target's ship size
	+ **2x** damage against corvettes and frigates, **3x** damage against destroyers, **5x** damage against cruisers, **9x** damage against battleships.

#### Matter Disintegrator

Salvaged from Extradimensional Invaders, Matter Disintegrators work by applying 5th-dimensional energy manipulation principles on lower dimensional planes to create highly powerful energy shots. Similar to Plasma Launchers, Matter Disintegrators have relatively short range, are very effective against hull and armor, but are very ineffective against shields. They also deal slightly more damage to larger ships.

* Can fit into  Small,  Medium and  Large slots
* **4.25** day cooldown
* **90%** accuracy
* **75%** damage against  shield
* **50%** damage against  armor
* **50%** damage against  hull
* Additional multiplicative damage based on **10%** of the target's ship size
	+ **1.1x** damage against corvettes and frigates, **1.2x** damage against destroyers, **1.4x** damage against cruisers, **1.8x** damage against battleships.

### Penetrating

Exotic energy weapons that ignore shields and armor completely, dealing damage directly to the hull. Their potential damage per shot is very high but is also highly unpredictable. Due to any non-penetrating weapons having to defeat all shields and armor before contributing to hull damage, it is recommended to have a fleet of pure penetrating weapons or none at all. Disruptors, Cloud Lightning and Arc Emitters belong to this category.

These weapons fire bolts of unstable and chaotic high-energy particles that damage and destroy the molecular bonds holding the target's constituent atoms together. The unstable and chaotic nature of the fired energy bolts allows them to slip right through both shields and armor to wreak havoc directly on the ship's hull and crew, but it also causes their damage output to be highly unpredictable.

#### Disruptor

Disruptors fire energy bolts that damage and destroy the molecular bonds holding the target's constituent atoms together. They completely ignore shields and armor and deal base damage directly to the hull. Unlike most weapons, they get less efficient when used in larger slots.

* Can fit into  Small and  Medium slots
* **100%** accuracy
* **100%** penetration against  shield and  armor
* **100%** damage against  hull

#### Cloud Lightning

Salvaged from Void Clouds, this weapon is essentially a scaled-up Disruptor that use a special gas composition together with a specialized conduit to emit powerful lightnings. They ignore both shields and armor and deal base damage directly to the hull. However, even compared to basic Disruptors, Cloud Lightning does much less damage for an equivalent number of slots, and the only upside is a small increase in range.

* Can fit into  Large slots
* **7.15** day cooldown
* **100%** accuracy
* **100%** penetration against  shield and  armor
* **100%** damage against  hull

#### Arc Emitter

A scaled-up version of the Cloud Lightning, itself a scaled-up version of the Disruptor, these weapons launch lightning arcs of chaotic and unstable energy at targets, ignoring armor and shields. They ignore both shields and armor and deal base damage directly to the hull. Unlike Cloud Lightning, Arc Emitters are much more efficient compared to an equivalent number of disruptor slots and are tied for the longest-range weapons in the game, making them significantly more viable.

* Can fit into  Extra-Large slots
* **10.1** day cooldown
* **100%** accuracy
* **100%** penetration against  shield and  armor
* **100%** damage against  hull

### Anti-Shield

Energy weapons that specialize in dealing damage to shields at the expense of their damage output against armor and hull. Related technologies can only be obtained from events or salvages.

#### Energy Siphon

Based on  Society technology, this weapon drains energy from enemy ships by adapting the Tiyanki method of siphoning energy from gaseous matter. They are extremely effective against shields but extremely ineffective against armor. Due to their low damage they are almost strictly outclassed by small coilguns against hull, but their marginally higher range and higher shield-damage modifier means that even a single per vessel in a fleet can quickly expose smaller Corvettes or Destroyers to more dedicated anti-armor and anti-hull weapons. As a guaranteed Society research option following First Contact, they can provide an early-game military advantage by allowing the Engineering tree to research military technologies other than coilguns while leveraging Society research for the early-game anti-shield role.

In the early game, the Energy Siphon can combo particularly well with the Mining Laser on early Corvettes or Destroyers. Both space fauna weapons are guaranteed research options slightly more powerful than their Tier 2 counterparts, meaning they can allow early tech research to prioritize other ship systems or economic techs while being available for research later for a military buildup if needed. As energy weapons, both weapons can also benefit from the +25% Energy Weapon damage Focusing Crystal strategic weapon edict that uses Rare Crystals, which Lithoids can start the game with via the Scintillating Skin trait.

* Can fit into  Small slots
* **4.25** day cooldown
* **75%** accuracy
* **200%** damage against  shield
* **25%** damage against  armor
* **100%** damage against  hull

#### Null Void Beam

Can be learnt from the null void (a possible outcome of the interdimensional portal event chain), this weapon possesses the unique ability to destroy energy by harnessing the entropic nature of the null void. It has some of the longest ranges for its weapon size, all but ensuring they are the first weapons engaged on a target or allowing smaller variants to complement larger primary weapons. It is absurdly effective against shields but highly ineffective against both armor and hull. A few Null Void Beams in a fleet can allow a higher percentage of weapon slots to be dedicated to anti-armor and anti-hull weapons that are typically stopped by shields.

* Can fit into  Small,  Medium and  Large slots
* **90%** accuracy
* **400%** damage against  shield
* **25%** damage against  armor
* **25%** damage against  hull

## Kinetic weapons

Based on  Engineering technology, kinetic weapons use various means of propulsion (such as Electromagnets, Electromagnetic Coils, and Electromagnetic Rails) to accelerate and fire solid projectiles. They're good against shields but poor against armor.

Kinetic weapons generally have slightly lower accuracy, higher damage and longer range compared to energy weapons, making them a good complement to energy weapons. Advanced kinetic weapons require  Volatile Motes to build.

### Mass Driver

Mass Drivers are the basic kinetic weapons. These projectile launchers use various systems of electromagnets to accelerate and fire solid armor-piercing projectiles towards targets at high speeds. They are very effective against shields but very ineffective against armor. Compared to other weapons, mass drivers are a jack of all trades - they have average range, no extreme strengths or weaknesses to difference defense types, and low damage.

* Can fit into  Small,  Medium and  Large slots
* **75%** accuracy
* **150%** damage against  shield
* **50%** damage against  armor
* **100%** damage against  hull

### Ancient Macro Batteries

This is an archaeotech weapon. Damage will be increased by 33% with the Archaeo-Engineers ascension perk, and 15% with the Rubricator relic. While this weapon is 25% less accurate than the Mass Driver kinetic weapon line, despite identical cooldown and tracking rates, the L-slot Macro Battery has no minimum range, compared to the 45-100 range of L-slot Mass Drivers. This allows the L-slot macro-battery to have greater close-range anti-shield capabilities than Mass Drivers, while also having longer-range and initial burst damage compared to L-slot Auto Cannon. This makes the L-slot Macro Battery uniquely suited for close-range ambush engagements of enemy Cruisers and above, such as if camping a hyperlane, a relay, or de-cloaking.

* Can fit into  Small,  Medium and  Large slots
* **50%** accuracy
* **150%** damage against  shield
* **50%** damage against  armor
* **100%** damage against  hull

### Autocannon

Autocannons are a smaller, rapid-fire version of the Mass Driver that fires very small solid projectiles at a very rapid rate. Their main advantage is their extremely high damage output, but they are limited by high power usage, low range, and low damage against armor. They are very effective against shields, fairly effective against hull and severely ineffective against armor. Their extremely short range but high DPS makes them well suited for ambush tactics such as camping the entry point into a system.

Due to how the game calculates naval power, Autocannons are increase fleet power scores higher than their general effectiveness in combat. This can be used to artificially increase an empire's military strength rating for political power in the Galactic Community, or to persuade other empires to willingly become vassals.

Nanite Autocannons are only accessible as salvage from defeating the Scavenger Bot.

* Can fit into  Small,  Medium and  Large slots
* **85%** accuracy
* **150%** damage against  shield
* **25%** damage against  armor
* **125%** damage against  hull

### Kinetic Launcher

Kinetic Launchers are a bigger, slower-firing version of the Mass Driver that is capable of launching very big and very powerful solid projectiles over extreme distances. Their main advantage is their sheer destructive power coupled with an impressive range, but their design limits them to large slots. They are extremely effective against shields, somewhat effective against hull and very ineffective against armor.

Kinetic launchers almost strictly outperform tech equivalent large mass drivers, as they have both higher range and damage. The only noteworthy weakness is the slightly higher minimum range, and loss of 5% tracking.

* Can fit into  Large slots
* **7.15** day cooldown
* **75%** accuracy
* **200%** damage against  shield
* **50%** damage against  armor
* **100%** damage against  hull

### Mega Cannon

Essentially scaled-up Kinetic Launchers, Mega Cannons are enormous mass accelerators that can only be placed in a spinal mount and fires huge, monstrously powerful disc-shaped projectiles over extreme distances. They are very effective against shields, and severely ineffective against armor.

While they have a smaller shield damage multiplier than kinetic artillery, their higher base damage means that they strictly outperform a slot equivalent number of kinetic artillery in all situations - even against shields.

* Can fit into  Extra-Large slots
* **11.4** day cooldown
* **75%** accuracy
* **150%** damage against  shield
* **75%** damage against  armor
* **100%** damage against  hull

### Ancient Saturator Artillery

This is an archaeotech weapon. Damage will be increased by 33% with the Archaeo-Engineers ascension perk, and 15% with the Rubricator relic. The Saturator Artillery has the same firing profile in firing rate, range, accuracy, and tracking, as the Giga Cannon, with a tradeoff of more shield and hull damage but less armor damage. This makes it better at knocking down the shields or finishing the hull of enemy capital ships, but increases the dependence on other anti-armor weapons against heavily armored foes. This makes it worse against the Prethoryn Scourge end-game crisis, and better against the Extradimensional Invaders crisis. A note about this weapon is that the unlocking tech can unlock X-slot weapons for battleships before you even research battleships, when most X-slot weapons require Battleships to already be researched before they can be rolled for research, allowing for earlier X-slot damage.

* Can fit into  Extra-Large slots
* **11.4** day cooldown
* **75%** accuracy
* **250%** damage against  shield
* **25%** damage against  armor
* **125%** damage against  hull

## Explosive weapons

Based on  Engineering technology, explosive weapons fire guided projectiles that carry an explosive payload.

Explosive weapons can be divided into 3 categories: Missiles, Swarmer missiles and Torpedoes. Missiles have very long range compared to other weapons of similar size and ignore shields. They have 100% accuracy and decent Tracking, but their projectiles can be shot down by point defense weapons, so their actual Average Damage depends on the enemy's point-defense capabilities.

Missiles fit into  Small slots, Swarmer Missiles fit into  Medium slots, and Torpedoes and Scourge Missiles can be installed in  Torpedo slots.

Most advanced explosive weapons require  Volatile Motes to build.

### Missiles

Space-to-space missiles equipped with various warheads. Although based on old pre-space technology, these fire-and-forget weapons can be surprisingly effective at range. Compared to other missiles, they deal low damage over time and have moderate survivability against point defense. Relative to their size, they offer marginally better per-shot damage than Swarmer Missiles when used in pairs, offering some niche utility in certain cases.

* Can fit into  Small slots
* **8.5** day cooldown
* **100%** accuracy
* **18** speed
* **100** retargeting range
* **100%** penetration against  shield
* **100%** damage against  armor
* **100%** damage against  hull

### Ancient Nano-Missile Cloud Launcher

This is an archaeotech weapon. Damage will be increased by 33% with the Archaeo-Engineers ascension perk, and 15% with the Rubricator relic. While this weapon does direct hull damage, it is most effective as a means to swarm point defense and enable other missiles to get through. A few nano-missiles from a long-range vessel will significantly increase the effectiveness of other dedicated missile ships against enemies with significant point defense, such as Fallen Empires.

* Can fit into  Small slots
* **0-100**  Range
* **0.85** day cooldown
* **100%** accuracy
* **18** speed
* **100** retargeting range
* **Ignore** **100%**  shield and  armor
* **125%** damage against  hull

### Swarmer Missiles

These smaller missiles are launched in large volleys and have been specifically designed to saturate and overwhelm enemy point-defense systems through sheer numbers. In previous versions, swarmer missiles did less damage than normal missiles, but this is no longer the case - swarmer missiles are now almost strictly better than normal missiles, with longer range, higher individual damage, shorter cooldown, better power efficiency, higher tracking, and extremely high survivability against point-defense.

The apparent chief advantage of normal missiles over swarmer missiles is their evasion, which is largely moot as point-defense weapons of the same tier always have enough tracking to ignore it.

* Can fit into  Medium slots
* **4.25** day cooldown
* **100%** accuracy
* **18** speed
* **100** retargeting range
* **100%** penetration against  shield
* **100%** damage against  armor
* **100%** damage against  hull

### Torpedoes

Torpedoes are essentially very large, slow-moving missiles, equipped with more powerful warheads. Torpedoes have extremely low range, low fire rate and travel slowly, but deal huge amounts of damage, especially to large ships. Compared to other missiles, torpedoes have significantly worse range and point defense survivability, but deal significantly more damage, especially against large ships.

* Can fit into  Torpedo slots
* **20.75** day cooldown
* **100%** accuracy
* **100** retargeting range
* **100%** penetration against  shield
* **150%** damage against  armor
* **100%** damage against  hull
* Additional multiplicative damage based on **100%** of the target's ship size.
	+ **2x** damage against corvettes and frigates, **3x** damage against destroyers, **5x** damage against cruisers, **9x** damage against battleships.
	+ Additional damage is also dealt against starbases, scaling with the size of the starbase.

### Scourge Missiles

Salvaged from Prethoryn Scourge and based on  Society technology, scourge missiles are a hybrid of missile and torpedo.

* **5.7** day cooldown
* **100%** accuracy
* **18** speed
* **120** retargeting range
* **100%** penetration against  shield
* **80%** damage against  armor
* **100%** damage against  hull
* Additional multiplicative damage based on **50%** of the target's ship size
	+ **1.5x** damage against corvettes and frigates, **2x** damage against destroyers, **3x** damage against cruisers, **5x** damage against battleships.

## Strike Craft

Based on  Engineering technology, strike craft hangars do not attack the enemy directly, but instead launch small spaceships to attack. Like explosive weapons, strike craft ignore shields but can be shot down by P slot weapons, being especially vulnerable to flak. Strike craft can also target other strike craft, though unlike P slot weapons they cannot target missiles. All strike craft go in a special  hangar slot. Outside of combat, strike craft regenerate at the rate displayed in game to the hanger capacity, but in combat, they regenerate at 20% of the rate in game continually and can exceed their hangar capacity if not destroyed quickly enough.

The DPS takes into account the number of strike craft per hangar. However, this number is at best a rough estimation of how much damage they can do, as strike craft are often shot down before they can reach their targets. In addition to this, strike craft continually spawn as mentioned above, leading to potentially much higher DPS during long battles against a fleet without point defense.

Fire rate, Weapon damage, and Strike craft damage modifiers only affect military power of the strike craft themselves.

### Regular Strike Craft

These manned strike craft are launched from a hangar or carrier mothership and rely on their speed, agility and small size to survive long enough to attack their targets. Strike craft have relatively high DPS for their slot size, can attack a long distance from their mothership, aren't weak to any defense type, and have effectively perfect tracking, making them extremely threatening against small ships that rely on evasion. However, they have poor survivability against flak.

* **8** units per hangar
* **2.3** day cooldown
* **100%** accuracy
* **10** attack range
* **100%** penetration against  shield
* **150%** damage against  armor
* **100%** damage against  hull

### Amoeba

Based on  Society technology, an empire can breed Space Amoebae and use its Flagella as strike craft. They are the only strike craft not to have 100% accuracy, instead having 70%. They are very effective against armor. Compared to regular strike craft, they're broadly stronger than T2, but have less tracking, and since they have low evasion and no shields, they are vulnerable to point defense in addition to flak.

* **8** units per hangar
* **5.0** day cooldown
* **70%** accuracy
* **10** attack range
* **100%** penetration against  shield
* **150%** damage against  armor
* **100%** damage against  hull

### Swarm Strikers

Based on  Society technology, these cloned and miniaturized Prethoryn specimen can be controlled and used as strike craft. They ignore 66% of the target's armor points, allowing them to deal damage directly to the hull, albeit with a 33% damage reduction.

As swarm strikers have armor instead of shields, they are exceptionally effective at fighting conventional strike craft, and are not vulnerable to flak. Point defense works well, but has less inherent tracking, and struggles to hit the high evasion swarm strikers without additional modifiers.

* **10** units per hangar
* **2.0** day cooldown
* **100%** accuracy
* **10** attack range
* **100%** penetration against  shield
* **66%** penetration against  armor
* **100%** damage against  hull

### Ancient Driller Drones

This is an archaeotech weapon. Damage will be increased by 33% with the Archaeo-Engineers ascension perk, and 15% with the Rubricator relic. Unlike most fighters, Ancient Driller Drones do not penetrate Shields, but do penetrate armor. This makes them particularly effective in Pulsar systems where shields are stripped, against certain Leviathans that lack shields, against recently-cloaked fleets, and against the Prethroryn Scourge crisis.

* **8** units per hangar
* **2.30** day cooldown
* **100%** accuracy
* **10** attack range
* **50%** damage against  shield
* **100%** penetration against  armor
* **125%** damage against  hull

## Point-defense weapons

Point-defense weapons are small turrets that are capable of targeting and destroying incoming missiles and strike craft, preventing them from dealing damage to the ship. They can be hard to use against full-size warships, however, as they have very low range compared to other weapons. They come in two types: Flak Guns and Point-Defense, both of which are capable of attacking enemy ships, missiles and strike craft.

Flak Guns have high tracking and are extremely effective against shields and ineffective against armor, making them extremely effective at destroying strike craft, which rely on evasion and shields to survive. Point-Defense is the opposite - low tracking, and high damage to armor at the expense of shields. This makes them best for destroying missiles and torpedoes, which use armor instead of shields and have low evasion.

All point-defense weapons use  Point-Defense slot.

### Flak Gun

Based on  Engineering technologies, these gun batteries fire small-size explosive fragmentation rounds that create shrapnel at close range detonation, allowing them to easily destroy enemy strike craft.

Nanite Flak Batteries are only accessible as salvage from defeating the Scavenger Bot, and unlike Nanite Autocannons do not need nanites to build.

* **0.5** day cooldown
* **75%** accuracy
* **200%** damage against  shield
* **Ignore** **25%**  shield
* **25%** damage against  armor
* **100%** damage against  hull

### Point-Defense

Based on  Physics technologies, these hull-mounted turrets fire energy shots that detonate target payloads prematurely, allowing them to destroy incoming missiles.

Note: The Ancient Defensive Web Slinger is an archaeotech weapon based on  Society technologies, and is accessible only with  Ancient Relics DLC enabled.

* **0.5** day cooldown
* **75%** accuracy
* **25%** damage against  shield
* **200%** damage against  armor
* **Ignore** **25%**  armor
* **100%** damage against  hull

## Titanic weapons

These weapons are used by Titans and Ion Cannons. They are energy weapons, being good at destroying targets with low evasion.

### Perdition Beam

This is the basic titanic weapon and can destroy a normal enemy ship of any size in a single hit from extreme range.

* **25.5** day cooldown
* **85%** accuracy
* **75%** damage against  shield
* **150%** damage against  armor
* **125%** damage against  hull

### Ancient Ruination Glare

This is an archaeotech weapon. Damage will be increased by 33% with the Archaeo-Engineers ascension perk, and 15% with the Rubricator relic. Its faster fire rate, greater armor damage, and potential Archaeo-Engineer bonus make it stronger than the Perdition beam. Its shorter range will move the vessel into artillery range, increasing the risk of being targeted by enemy artillery.

* **14.5** day cooldown
* **85%** accuracy
* **50%** damage against  shield
* **175%** damage against  armor
* **125%** damage against  hull

## World Devastator weapons

See Colossus and Star-Eater.

Although technically mounted on a weapon slot and used by a spaceship, these weapons are not used in ship-to-ship combat. Instead, they affect celestial bodies.