WEAPONS
Active Components
This page is under construction.
See the spreadsheet for complete weapons data.
INTRODUCTION
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 2.5x the base weapon
Mass is 3.5x the base weapon
BASIC WEAPONS
AUTOCANNON
Kinetic
Deals high damage and is lightweight, but has a short range.
Mods
AresMod - Range and block pen
KratosMod - Adds stop
HadesMod - Adds decay
LASER
Energy
Deals an average amount of damage with high accuracy.
Mods
EosMod - Adds accuracy
PoseidonMod - Adds knockback
HadesMod - Adds decay
MISSILE
Explosive
Deals a low amount of damage in an area over long distances with low accuracy.
COLLECTOR
Economy
Pulls in the nearest resource toward the ship and collects it into storage.
DRILLBEAM
Economy
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.
ADVANCED WEAPONS
REPAIR BEAM
Utility
Can be used to repair the structure and plating of an ally in range. The repairbeam cannot target enemies or the unit carrying it.
BARRIER
Utility
Creates a temporary barrier that grants the Fortified condition, reducing incoming damage and making the user immune to push and pull effects.
SPEED BOOSTER
Utility
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.
COMMAND RELAY
Utility
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.
ANTI-MISSILE SYSTEM
Utility
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
Utility
Pulls the target toward the user.
GRAVITTATIONAL RIFT
Utility
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.
ELECTROMAGNETIC PULSE
Utility
Creates a burst of energy in the area, applying the Stun condition to all nearby enemies. Has no effect on allies.
ENERGY WEB
Utility
Toggles on and off. While it is active, all enemies in the area gain the Slow condition.