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


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.





LASER
Deals an average amount of damage with high accuracy. 




MISSILE
Deals a low amount of damage in an area over long distances with low accuracy. 






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. 





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.  



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. 


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.

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.



ELECTROMAGNETIC PULSE
Creates a burst of energy in the area, applying the Stun condition to all nearby enemies.  Has no effect on allies.


ENERGY WEB
Toggles on and off.  While it is active, all enemies in the area gain the Slow condition.