WEAPONS
Active Components
WEAPONS
A weapon is any component with an active ability that can be used. The most common weapons deal damage, but some weapons can be used to repair allies or shape the battlefield.
A ship can equip a maximum of two weapons, even if they have extra components available.
Heavy Weapons
Some one-slot weapons have a "Heavy" variant that takes two slots
Damage is 2.4x the base weapon
Mass is 3x the base weapon
Below are summaries of each weapon and mod. The most accurate and detailed information can be found in The Spreadsheet.
MODS
A mod is a special kind of component that changes the behavior of your ship's weapons of the same type.
A ship can equip a maximum of one mod, even if they have extra components available.
Mods are an advanced feature and should be used with a specific purpose. Without a specific plan in mind, a unit is typically better adding larger weapons or more defenses.
CORE WEAPONS
AUTOCANNON
Deals high damage with low mass value, but has a short range.
AresMod - "Warcannon"
Autocannons gain 100 range ignore 50% of the unit's block value
KratosMod - "Impact Cannon"
Autocannons replace burst fire with one big shot that Stops enemy movement for 1 frame
AchillesMod - "Final Shot"
Autocannons instantly destroy any enemy below a minimum structure
HadesMod - "Stygian Shot"
Autocannons apply Decay for 24 seconds, preventing repair and reducing buff durations
LASER
Deals an average amount of damage with high accuracy.
PoisedonMod - "Tidal Blast"
Lasers deal bonus damage equal to 2.5% of Shields and knock the target back on hit
EosMod - "Dawnlance"
Lasers have 100% accuracy
HadesMod - "Stygian Shot"
Lasers apply Decay for 24 seconds, preventing repair and reducing buff durationsZeusMod - "Lightning Strike"
Lasers gain 300 maximum range, but only have 25% accuracy.
MISSILE
Deals a low amount of damage in an area over long distances with low accuracy.
ArtemisMod - "Artemissile"
Missiles gain 200 range
CerberusMod - "Inferno Launcher"
Missiles apply Burning for 8 seconds, dealing damage over time. Duration of condition is reduced based on distance from the center of the explosion.
HermesMod - "Swiftflight Missiles"
Missiles have 80% of their use time converted to cooldown
NyxMod - "Dark Missile"
Missiles apply Blind for 10 seconds, reducing enemy range and accuracy. Duration of condition is reduced based on distance from the center of the explosion.
AthenaMod - "Tactical Missile"
Increases the radius of area effects by 30%
REPAIR BEAM
Can be used to repair the structure and plating of an ally in range. The repairbeam cannot target enemies or the unit carrying it.
ApolloMod - "Solar Beam"
Repairbeams apply Glory for 4 seconds, amplifying healing and reducing debuff durations.
DionysusMod - "RevelryBeam"
Repairbeams apply Revelry for 4 seconds, boosting speed and damage.
PerseusMod - "AegisMod"
Repairbeams restore damaged shields and apply Fortify for 1 seconds, reducing damage and granting immunity to knockback and pull.
PythiaMod - "Omen Beam"
Repairbeams apply Omen for 8 seconds, increasing range and accuracy.
COLLECTOR
Pulls in the nearest resource toward the ship and collects it into storage.
DRILLBEAM
A weapon that can break apart asteroids to release resources. Can be used as a weapon against enemy ships in a pinch, but it is not very effective.
SPECIAL WEAPONS
BARRIER
Creates a temporary barrier that grants the Fortified condition, reducing incoming damage and making the user immune to knockback and pull effects.
NarcissusMod - "Mirror Drive"
Doubles the effectiveness of self-targeted buffs
SPEED BOOSTER
Grants the user the Fast condition, giving them a major boost to speed, acceleration, and making them immune to pull effects and energy web zones.
NarcissusMod - "Mirror Drive"
Doubles the effectiveness of self-targeted buffs
COMMAND RELAY
Toggles on and off. While it is active, it provides a damage bonus to all allied units in the area. This bonus does not stack with other command auras.
AthenaMod - "Tactical Relay"
Increases the radius of area effects by by 30%
ANTI-MISSILE SYSTEM
Deals damage to incoming missiles, attempting to destroy them. Missiles have health based on their damage, and when a missile is destroyed it still deals splash damage.
PULLBEAM
Pulls the target toward the user.
GRAVITATIONAL RIFT
Targets a unit and creates a Rift zone at the target's location. All units in the area are pulled toward the center of the zone for a limited duration.
SisyphusMod - "Rift Repeater"
Reduces cooldown by 50%
ELECTROMAGNETIC PULSE
Creates a burst of energy in the area, applying the Stun condition to all nearby enemies. Has no effect on allies.
SisyphusMod - "EMP Repeater"
Reduces cooldown by 50%AthenaMod - "Tactical Pulse"
Increases the radius of area effects by by 30%
ENERGY WEB
Toggles on and off. While it is active, all enemies in the area gain the Slow condition.
AthenaMod - "Tactical Web "
Increases the radius of area effects by by 30%