FTL: Captain's Edition Wiki
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Captain's Edition continues the work done in the original Balanced Arsenal mod, adding a variety of new weapons to the game, as well as adding new art to some of the vanilla weapons. These new weapons typically make use of unique weapon properties, such as chain power and AoE targeting, and further explore the mechanics lightly touched upon in vanilla FTL. Adapting to the many new weapons is one of the biggest challenges that the mod introduces.

Captain's Edition does not make excessive changes to existing weapon, even though it might appear like that, because CE sometimes introduces lower weapon tiers and then adjusts other weapon names accordingly. For example: CE introduced a low-tier one-power Flak gun, which became the new Flak Gun Mark I. The original vanilla Flak Gun Mark I is still in the game and largely unchanged, but is now called Flak Gun Mark II. And the original Flak Gun Mark II is now the Mark III accordingly.

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Captain's Edition also adds several artillery weapons available to player ships, whose artillery system can be purchased at shops (with the exception of the Vindicator Beam). These weapons are listed in this article under their respective categories, but have a dedicated article here.

Weapons Comparison[]

NOTE: This chart is no longer up to date, and no longer being worked on.

For a more detailed chart of the stats of all weapons available in Captain's Edition. Please follow this link.

NOTE: This chart is still WIP

NOTE: People need to edit this, people still play captains edition

NOTE: Does anybody have the models for each weapon?

Beams[]

Beam weapons have gained a variety of types, in addition to the new focus beam mechanic. Their damage is reduced by one for every shield bar the target ship has. Meaning strong beams can still effective through shields. With an inability to miss, they can be some of the most powerful weapons to have.

Normal Beams[]

Normal Beams are a powerful addition to the Captain's armory. Normal Beams deal full hull and system damage to every room on its firing path. These weapons are unique in that a Captain can target parts of a room allowing beams to graze rooms for full effect. Even with short beams it is possible to hit 3 rooms on most ships making low powered beams useful late into a run.

The Pike Beam and the Mini Beam from the vanilla game remain untouched, the only change to the Halberd Beam is the image when it hits the enemy ship, and the Glaive Beam now costs 120 scrap instead of 95 scrap along with the same image change.

Hasta Beam[]

Ba beam hasta

Hasta Beam

This weapon can be seen as a weaker version of the Mini Beam in nearly every way except possibly that it sells for more, but more importantly, the Mini Beam has a rarity of 0, and thus cannot be found in stores (while this weapon can). Since its pixel trail is reduced by 10, unlike the Mini Beam, which can possibly target 4 rooms on some ships, the max this can target is 3.

"Outdated beam weapon."

  • 1 power, 13s charge; 1 damage over a 35px trail, with a 10% chance to start a fire.
  • Costs 40 scrap, and has level 2 rarity.

Mini Beam[]

This vanilla weapon has been untouched, but still exists in Captain's Edition. It is detailed here for easy comparison to other similar weapons of its type.

"Extremely cheap and weak beam weapon."

  • 1 power, 12s charge; 1 damage over a 45px trail. Fires faster along its pixel trail than the Bardiche.
  • Has level 0 rarity, so it sells for 10 scrap.

Bardiche Beam[]

A faster but shorter version of the Pike Beam. Unlike the Pike Beam, it has a chance (albeit small) to start a fire.

Ba beam bardiche

Bardiche Beam

"Weak standard beam weapon."

  • 2 power, 13s charge; 1 damage over a 100px trail, with a 10% chance to start a fire.
  • Costs 40 scrap, and has level 2 rarity.
  • Starting weapon on the Noether (Zoltan B).

Pike Beam[]

This vanilla weapon has been untouched, but still exists in Captain's Edition. It is detailed here for easy comparison to other similar weapons of its type.

"Can cut across entire ships, assuming there's no shield to stop it."

  • 2 power, 16s charge; 1 damage over a 170px trail. Fires quite quickly along its pixel trail.
  • Costs 55 scrap, and has level 2 rarity.

Naginata Beam[]

Weaker than a Glaive Beam (which doesn't exist in Captain's Edition), but as fast as Pike Beam with a chance to start fire and breach.

Ba beam naginata

Naginata Beam

"Advanced beam weapon that can cut ships right in half."

  • 4 power, 22s charge; 2 damage over a 255px trail, with a 20% chance to start a fire and 10% breach chance. Fires quite quickly along its pixel trail.
  • Costs 100 scrap, and has level 4 rarity.
  • Starting weapon on the DASR-12 (Stealth B).

Focus Beams[]

Focus beams act like regular beams, but have a 1px trail, meaning they can only hit one room. Normal focus beams are named after armor piercing melee weapons.

Auto Focus Beam[]

BA BEAM AUTO-0

Auto Focus Beam

"Fast charging support beam designed to continually keep enemy ships under fire."

  • 2 power, 5s charge, 1 damage.
  • Costs 45 scrap, and has level 2 rarity.
  • Starting weapon on the Adjudicator (Zoltan A).

Pernach Beam[]

Pernach Beam-0

Pernach Beam

"Fast recharging focus-beam that can only hit one room."

  • 2 power, 12s charge; 2 damage with 20% breach chance.
  • Costs 50 scrap, and has level 3 rarity.

Maul Beam[]

Maul Beam-0

Maul Beam

"Highly focused beam weapon that can shoot right through enemy ships."

  • 4 power, 21s charge; 5 damage with 70% breach chance.
  • Costs 90 scrap, and has level 4 rarity.

Adaptive Focus Beam[]

"Every time the weapon fires, it gains damage, eventually allowing it pierce shields to a degree."

Adaptive Focus Beam Mark I[]
Ba beam adaptive 1

Adaptive Focus Beam Mark I

"Focused beam weapon; deals 1 damage to one room; damage increases the more it fires."

  • 1 power, 9s charge; .25 damage gained each time it fires to a cap of 2.
  • Costs 50 scrap, and has level 2 rarity.
  • Starting weapon on the Simo-H (Stealth C).
Adaptive Focus Beam Mark II[]
Ba beam adaptive 2

Adaptive Focus Beam Mark II

*Unlike the other Adaptive Focus Beams, the Mark II has a chance to cause a breach.*

"Advanced weapon system that adjusts its beam pattern to enemy shields. Gains 0.5 damage each time it fires up to a maximum of 3."

  • 2 power, 13s charge; .5 damage gained each time it fires to a cap of 3, with a 10% chance to cause a breach.
  • Costs 80 scrap, and has level 3 rarity.
Adaptive Focus Beam Mark III[]
Ba beam adaptive 3

Adaptive Focus Beam Mark III

***Unlike the other Focus Beams, this beam weapon has a 35px trail.***

While this seems to contradict the 1px trail definition of focus beams, once at full damage output it can deal more damage than a Glaive Beam, but less than a Maul. Thus when at full damage, its length is between the 1px of the Maul and the 80px trail of the Glaive Beam. However, it is faster than both the Maul Beam (by 3 seconds) and the Glaive Beam (by 7 seconds).

"This highly advanced weapon adjusts its beam pattern to enemy shields. It gains 1 damage each time it fires up to a maximum of 4."

  • 3 power, 18s charge; 1 damage gained each time it fires to a cap of 4.
  • Costs 100 scrap, and has level 5 rarity.

Hull Beams[]

Captain's Edition adds a smaller and shorter variant of the vanilla Hull Beam.

Hull Beam Mark I[]

Ba beam hull small

Hull Beam Mark I

"Fast charging beam that is most powerful when targeting empty sections of hull."

  • 1 power, 10s charge; 1 damage/ 2 damage to systemless room over 35px trail.
  • Costs 50 scrap, and has level 2 rarity.
  • Starting weapon on the Nesasio (Stealth A).

Hull Beam Mark II[]

"This beam is most powerful when targeting large, empty sections of hull."

  • 2 power, 14s charge; 1 damage/ 2 damage to systemless room over 100px trail.
  • Costs 70 scrap, and has level 3 rarity.

Industrial Beams[]

Industrial beams take a long time to charge and move extremely slow along their 260px trail, which makes them have the longest range out of all the beam weapons. This gives them a great damage potential, but also makes it difficult to use them effectively. Industrial beams are named after agriculture tools that can serve as pole-arms.

Scythe Beam[]

Ba beam scythe

Scythe Beam

"Re-purposed industrial beam with extreme range. Somewhat cumbersome to use in combat."

  • 1 power, 20s charge; 1 damage with 10% fire chance.
  • Costs 50 scrap, and has level 3 rarity.

Flail Beam[]

Ba beam flail

Flail Beam

"Fully militarized mining beam with extreme range. Slow recharging and somewhat cumbersome to use in battle."

  • 3 power, 28s charge; 2 damage with 10% breach chance.
  • Costs 90 scrap, and has level 4 rarity.

Particle Beams[]

Particle beams are beam weapons that neglect hull damage in favor of system damage and crew stunning. They are named after club and staff-like weapons, continuing the pole-arm name scheme that vanilla FTL introduced.

Baton Beam[]

Baton Beam

Baton Beam

"Modified particle beam that incapacitates ships and crew. Often used by law enforcement units."

  • 1 power, 12s charge; 1 system damage and 15 crew damage; fires in a 35px trail.
  • Costs 35 scrap, and has level 3 rarity.
  • Starting weapon on The Swallow (Kestrel C).

Bo Beam[]

Bo Beam

Bo Beam

"Advanced particle beam that can incapacitate ships and crew without dealing hull damage."

  • 2 power, 16s charge; 1 system damage and 15 crew damage; fires in a 170px trail.
  • Costs 35 scrap, and has level 3 rarity.

Anti-Bio Beams[]

Captain's Edition adds two new anti-bio beams, a shorter but faster Anti-Bio Beam Mark I, with the vanilla Anti-Bio Beam taking up place as the Mark II, and a special Focus Anti-Bio Beam...

Anti-Bio Beam Mark I[]

Ba beam bio 2

Anti-Bio Beam Mark I

"This fast charging anti-bio weapon does no physical damage but rips through organic material, dealing damage to crew members."

  • 2 power, 10s charge; 45 crew damage over 190px trail.
  • Costs 50 scrap, and has level 5 rarity.

Anti-Bio Beam Mark II[]

"This terrifying beam does no physical damage but rips through organic material, dealing heavy damage to crew members."

  • 2 power, 16s charge; 60 crew damage over 140px trail.
  • Costs 50 scrap, and has level 5 rarity.

Anti-Bio Focus Beam[]

Ba beam bio focus

Anti-Bio Focus Beam

"This horrifying focus beam does no physical damage but incinerates organic material, dealing heavy damage to a single crew member."

  • 4 power, 12s charge; 60 crew damage, pierces shields.
  • Cost 50 scrap, and has level 5 rarity.

Fire Beams[]

Captain's Edition adds two new fire beams, a new Fire Beam and a Fire Focus Beam...

Fire Beam Mark I[]

"This terrifying beam does no physical damage but ignites fires."

  • 2 power, 20s charge; 80% fire chance over 140px trail.
  • Costs 70 scrap, and has level 3 rarity.

Fire Beam Mark II[]

Ba beam fire 2

Fire Beam Mark II

"Infernal beam that ignites fires and also damages crew."

  • 3 power, 20s charge; 15 crew damage and 100% fire chance over 140px trail.
  • Costs 85 scrap, and has level 4 rarity.

Fire Focus Beam[]

***Unlike the other Focus Beams, this beam weapon has a 35px trail.***

This means that it is capable of setting fire to up to 3 squares on the enemy ship at once. Remember that small rooms are made up of 2 squares, and large rooms are made up of 4 squares, and that fire beams can only start fires in the specific square they hit.

Ba beam fire focus

Fire Focus Beam

"Dangerous focus-beam that pierces shields and ignites fires"

  • 2 power, 20s charge; deals no damage, pierces all shields, medium fire chance.
  • Cost 50 scrap, and has level 4 rarity.

Ion Weaponry[]

Ion weapons can vary from your standard disabling system weapons to ones that can stun enemy crew as well, to others that can phase through shields in order to ion systems and shields at the same time.

Heavy Ions[]

Heavy Ions are ion weapons that deal powerful ion damage with single shot projectiles. They deal 2 less system damage than their base ion damage, but take a considerable amount of time to charge up, as well as using plenty of power bars for usage. New AE additions to the heavy ion family, such as the chain heavy ion, have made the heavy ion series more usable, and less of a power drain.

Heavy Ion Mark I[]

"Ion weapons can disable systems without causing hull damage."

  • 2 power, 13 second charge; 2 ion damage with a 20% chance to stun crew.
  • Costs 45 scrap, and has level 3 rarity.

Heavy Ion Mark II[]

Ba ion heavy 2

Heavy Ion Mark II

"Powerful but slow ion cannon that can disable and damage systems without causing hull damage."

  • 2 power, 16 second charge; 3 ion damage and 1 system damage, with a 20% chance to stun crew.
  • Costs 65 scrap, and has level 3 rarity.
  • Projectile speed is 75% slower than the Mark I.
  • Starting weapon on The Torus (Engi A).

Heavy Ion Mark III[]

Ba ion heavy 3

Heavy Ion Mark III

"Massive ion cannon that can disable and damage systems without causing hull damage."

  • 3 power, 16 second charge; 4 ion damage and 2 system damage, with a 40% chance to stun crew and a 20% chance to start a fire.
  • Costs 75 scrap, and has level 4 rarity.
  • Projectile speed is 66% slower than the Mark II and 50% slower than the Mark I.

Burst Ions[]

Burst Ions fire multiple ion projectiles with one charge, similar to burst lasers. Their overall ion dps/power/cooldown is slightly better than that of vanilla Ion weaponry, especially for the higher tier Ion Bursts.

Ion Burst Mark I[]

Ba ion burst 1

Ion Burst Mark I

"Ion weapons can disable systems without causing hull damage."

  • 1 power, 15 second charge; fires 2 shots that do 1 ion damage each with a 10% chance to stun crew.
  • Costs 40 scrap, and has level 3 rarity.
  • Starting weapon on the Noether (Zoltan B).

Ion Burst Mark II[]

Ba ion burst 2

Ion Burst Mark II

"Ion weapons can disable systems without causing hull damage."

  • 3 power, 15 second charge; fires 3 shots that do 1 ion damage each with a 10% chance to stun crew.
  • Costs 70 scrap, and has level 4 rarity.

Ion Burst Mark III[]

Ba ion burst 3

Ion Burst Mark III

"Powerful ion weapons that can deeply disrupt enemy ships with its massive salvos."

  • 4 power, 12 second charge; fires 4 shots that do 1 ion damage each with a 10% chance to stun crew.
  • Costs 100 scrap, and has level 5 rarity.

Ion Flaks[]

Ion Flaks are ion weapons that fire multiple ions inaccurately over a designated area. They excel at out shields and closely connected rooms.

Ion Flak Mark I[]

Ba shotgun ion 1

Ion Flak Mark I

"Fires ion blasts across a random area doing up to 2 ion damage. Good at taking down shields but hard to aim."

  • 2 power, 11 second charge, 55px radius, fires 2 blasts that do 1 ion damage each with a 10% chance to stun crew.
  • Costs 50 scrap, and has level 3 rarity.

Ion Flak Mark II[]

Ba shotgun ion 2

Ion Flak Mark II

"Scatters ion blasts across the enemy ship doing up to 3 ion damage. Excellent at taking down shields but very hard to aim."

  • 3 power, 12 second charge, 70 px radius, fires 3 blasts that do 1 ion damage each with a 10% chance to stun crew.
  • Costs 60 scrap, and has level 4 rarity.

Stun Ions[]

Stun Ions work in the same way as normal ion weapons. They have the same power requirements and damage values as their normal Ion counterparts, but come with longer cooldowns and always stun crew. Chaining stun ions with other ion equipment can make for a very powerful ion cruiser.

Ion Blast Stunner[]

"Ion weapons can disable systems without causing hull damage. This ion weapon stuns crew inside the room for 5 seconds."

  • 1 power, 10 second charge; 1 ion damage which stun for 5 seconds.
  • Costs 35 scrap, and has level 4 rarity.

Ion Burst Stunner[]

Ba ion burst 1 stun

Ion Burst Stunner

"Ion weapons can disable systems without causing hull damage. This ion weapon fires two shots that stun crew inside the room for 5 seconds."

  • 1 power, 18 second charge; fires 2 shots that do 1 ion damage each which stun for 5 seconds.
  • Costs 45 scrap, and has level 4 rarity.
  • Starting weapon on the Cerenkov (Zoltan C).

Heavy Ion Stunner

Ba ion 2 stun

Heavy Ion Stunner

"Ion weapons can disable systems without causing hull damage. This ion weapon stuns crew inside the room for 10 seconds."

  • 2 power, 16 second charge; 2 ion damage which stun for 10 seconds.
  • Costs 50 scrap, and has level 4 rarity.

Phase Ions[]

Phase Ions pass through shields, dealing ion damage in the process. Afterwards they can still hit a system to deal additional ion damage. They take a middle ground between normal Ion weapons and Effectors, allowing the player to disrupt systems unhindered by shields and at the same time lowering the enemy defences ever so slightly. Their actual ion damage is generally low and is delivered with a long cooldown.

Phase Ions are treated like most other ion weapons, which are treated as only ion damaging lasers. The way they phase is by having 5 shield piercing and also dealing ion damage.

Phase Ion Mark I[]

Ba ion phase 1

Phase Ion Mark I

"This weapon's ion projectiles phase through shields, ionizing them as well as any system they hit afterwards."

  • 1 power, 17 second charge, fires 1 all shield-piercing shot that does 1 ion damage with a 10% chance to stun crew.
  • Costs 40 scrap, and has level 3 rarity.

Phase Ion Mark II[]

Ba ion phase 2

Phase Ion Mark II

( a faster Phase Ion Mark I but has double the power cost )

"This weapon's ion projectiles phase through shields, ionizing them as well as any system they hit afterwards."

  • 2 power, 12 second charge, fires 1 all shield piercing shot that does 1 ion damage with a 10% chance to stun crew.
  • Costs 50 scrap, and has level 3 rarity.

Effectors[]

Effectors are the cheapest, most reliable way of dealing ion damage to systems. Since they are treated like bombs, they can bypass enemy shields and can't be intercepted by drones, but do not require missiles. They can miss just like any other weapon.

Effector Mark I[]

Ba effector 1

Effector Mark I

"Basic ion field projector that can pierce shields and continuously disrupts systems."

  • 2 power, 16 second charge, fires 1 all shield-piercing shot that does 2 ion damage.
  • Costs 40 scrap, and has level 3 rarity.

Effector Mark II[]

Ba effector 2

Effector Mark II

Unlike the other effectors, this one fires quickly, but as a result does the least ion damage each time it fires.

"Fast charging projector device that generates ion fields inside the enemy ship to disrupt systems."

  • 2 power, 8 second charge, fires 1 all shield-piercing shot that does 1 ion damage.
  • Costs 60 scrap, and has level 4 rarity.
  • 'Starting weapon on the The Vortex (Engi B).'

Heavy Effector[]

Ba effector 3

Heavy Effector

This effector draws parallels to the ion bomb, dealing the same amount of ion damage. Unlike the ion bomb, this weapon does not require missiles, but is also slower to charge up.

"Slow-charging ion field projector that can deeply disrupt ship systems."

  • 2 power, 26 second charge, fires 1 all shield-piercing shot that does 4 ion damage.
  • Costs 70 scrap, and has level 3 rarity.

Adaptive Effector[]

Ba effector adaptive

Adaptive Effector

This effector is like a cross between the Chain Ion and the other effectors, increasing ion damage each time it fires but not to a max of 4 like the Chain Ion, but being able to pass through all shield bubbles.

"Intelligent field projector that quickly adapts to enemy defenses and gains ion damage each time it fires up to a maximum of 3."

  • 3 power, 14 second charge, fires 1 all shield-piercing shot that starts at 1 ion damage, increasing each time it fires to a max of 3 ion damage.
  • Costs 70 scrap, and has level 4 rarity.

Neural Stunners[]

Neural Stunners are a mix of Flak weapons and Effectors, meaning that they fire over an AoE (Area of Effect) and always have 5 shield piercing. What differentiates them from standard Ion weapons is that their projectiles, while numbering greater than any other weapon, can only stun enemy crewmembers.

Neural Stunners are best used to either distract enemy crew, for purposes like having them lose the manning bonus as well as stalling on repairs, or in conjunction with a boarding strategy.

The Mark I has a small enough AoE radius to be able to hit small ships only partially, placing your own boarders away from fire and taking advantage of the situation, attacking stunned enemy crew. On the other hand, the Mark II's larger radius gives way to stun more crewmembers and for twice as long, stalling movement and giving way to possible damage by fire or lack of oxygen.

Another strategy to use in conjunction with stun is Lanius Boarding, able to absorb oxygen from rooms even if they are stunned, restricting enemy crew movement while also asphyxiating.

Neural Stunner Mark I[]

Ba stungun 1

Neural Stunner Mark I

"Experimental field generation device that pierces shields and can knock out multiple enemy crewmen."

  • 1 power, 15s charge; fires 15 shots that stun crewmembers for 5 seconds (stun time is not cumulative), over an area with a 105px radius.
  • Costs 50 scrap, and has level 3 rarity.
  • Starting weapon on the Kruos (Lanius A).

Neural Stunner Mark II[]

Ba stungun 2

Neural Stunner Mark II

"Advanced field generation device that pierces shields and can incapacitate entire ship crews."

  • 2 power, 20s charge; fires 45 shots that stun crewmembers for 10 seconds (stun time is not cumulative), over an area with a 175px radius.
  • Costs 70 scrap, and has level 5 rarity.

Lasers[]

Lasers have received a large expansion in Captain's Edition. At their core, these new lasers are still energy projectile weapons, but CE adds several specialized and alternate versions of the lasers in vanilla FTL.

Auto Lasers[]

Fastest firing single shot lasers good for keep down shields and punishing repair crews.

Auto Laser Mark I[]

Ba laser auto 1 charged

Auto Laser Mark I

"Fast charging support laser designed to continually lay down fire on enemy ships."

  • 2 power, 5 second charge; fires 1 shot that does 1 damage, with a 10% chance to start a fire.
  • Costs 20 scrap, and has level 1 rarity.
  • Starting weapon on the Red-Tail (Kestrel B).

Auto Laser Mark II[]

Ba laser auto 2 charged

Auto Laser Mark II

"Very fast charging support laser that can keep enemy ships constantly under fire."

  • 3 power, 3.5 second charge; fires 1 shot that does 1 damage, with a 10% chance to start a fire.
  • Costs 50 scrap, and has level 3 rarity.

Old & Basic Lasers[]

These are obsolete weapons are found equipped on some ships at the beginning. Good as low reactor cost solutions, in early to mid-game, captains should look to upgrade as soon as possible.

Old Laser[]

Ba laser1 old

Old Laser

"This weapon has seen better days."

  • 1 power, 10 second charge; fires 1 shot that does 1 damage, with a 10% chance to start a fire.
  • Has level 0 rarity, so it sells for 7 scrap.
  • Starting weapon on the Red-Tail (Kestrel B).

Old Dual Shot Laser[]

Ba laser dual old charged

Old Dual Shot Laser

"Derelict weak dual lasers. Still better than nothing."

  • 1 power, 10 second charge; fires 2 shots that do 1 damage each, with a 10% chance to start a fire.
  • Has level 0 rarity, so it sells for 12 scrap.
  • Starting weapon on The Vortex (Engi B).

Basic Laser Mark I[]

"Very weak laser."

  • 1 power, 10 second charge; fires 1 shot that does 1 damage, with a 10% chance to start a fire.
  • Has level 0 rarity, so it sells for 10 scrap.

Basic Laser Mark II[]

Basic Laser II

Basic Laser Mark II

"Simple military laser."

  • 1 power, 8 second charge; fires 1 shot that does 1 damage, with a 30% chance to start a fire.
  • Costs 10 scrap, and has level 1 rarity.
  • Starting weapon on the Tetragon (Engi C) and Ariolimax (Slug C).

Burst Lasers[]

This family of laser weapons has been largely untouched from vanilla. The notable exception being the vanilla tier 3 bumped up to tier 4, and in its place a balanced tier 3 weapon was added. High number of shots per charge make these weapons excel at alpha striking combos.

Burst Lasers fill the bulk of laser weapons in CE and vanilla. Burst lasers are characterized by dealing direct damage to systems, hull and crew. They are a very well rounded weapon type, but have little to no chance to start fires and cannot cause breaches.

Burst Laser Mark I[]

"This simple burst laser isn't flashy but it gets the job done."

  • 2 power, 11 second charge; fires 2 shots that do 1 damage each, with a 10% chance to start a fire.
  • Costs 50 scrap, and has level 1 rarity.

Burst Laser Mark II[]

"Slightly improved version of the burst laser that fires more shots per charge."

  • 2 power, 12 second charge; fires 3 shots that do 1 damage each, with a 10% chance to start a fire.
  • Costs 80 scrap, and has level 4 rarity.

Burst Laser Mark III[]

Laser4

Burst Laser Mark III

"Powerful burst laser that fires a notable volley of shots."

  • 3 power, 16 second charge; fires 4 shots that do 1 damage each.
  • Costs 80 scrap, and has level 4 rarity.
  • Starting weapon on The Osprey (Federation A).

Burst Laser Mark IV[]

"Powerful burst laser that fires off an impressive barrage."

  • 4 power, 19 second charge; fires 5 shots that do 1 damage each.
  • Costs 95 scrap, and has level 4 rarity.

Dual Lasers[]

Strait Damage dealing Lasers with good recharge and low power consumption.

Dual Shot Laser Mark I[]

"Basic weak dual lasers. Often used by transport ships that can't afford better."

  • 1 power, 10 second charge; fires 2 shots that do 1 damage each, with a 10% chance to start a fire.
  • Has level 0 rarity, so it sells for 12 scrap.

Dual Shot Laser Mark II[]

Ba laser dual 2

Dual Shot Laser Mark II

"Military version of the dual laser."

  • 2 power, 8 second charge; fires 2 shots that do 1 damage each, with a 10% chance to start a fire.
  • Costs 70 scrap, and has level 4 rarity.
  • 'Starting weapon on The Kestrel (Kestrel A) and the Man of War (Slug A).'

Heavy Lasers[]

Double Damage Dealing lasers with low chance of causing fire, breach and stun. They are quite good at punching holes in systems in the first few sectors due to their high damage output, but tend to lose effectiveness later on in a run where rapid fire or burst weapons are needed to deal with shields.

Heavy Laser Mark I[]

"Heavy lasers can wreak more havoc than their smaller, burst laser counterparts."

  • 1 power, 9 second charge; fires 1 shot that does 2 damage, with a 30% chance to start a fire, a 30% chance to cause a breach and 20% stun chance.
  • Costs 55 scrap, and has level 2 rarity.

Heavy Laser Mark II[]

"This heavy laser fires two shots in quick succession, each dealing 2 damage."

  • 3 power, 13 second charge; fires 2 shots that do 2 damage each with a 30% chance to start a fire, 30% chance to cause a breach and 20% stun chance.
  • Costs 65 scrap, and has level 4 rarity.

Charge Lasers[]

Charge lasers (as their name implies) are laser weapons that can charge multiple times, giving them additional projectiles. Charge Lasers generally have slightly longer cooldowns for multiple shots when compared to Burst Lasers, but have a variable shot output - you can charge as many or as little shots as you want. Once shields go down, charge lasers release the havoc that is quick charge time for the first shot. A final benefit to charge lasers is that they will maintain their charges if your weapons system gets hacked.

CE introduces two new charge weapons, leaving the vanilla charge weapons untouched.

*Need to add info on the 2 vanilla laser chargers & their stats (rarity especially)*

Laser Charger Mark II (3 charges)[]

Ba laser charger medium charged

Laser Charger

"This laser weapon can charge three times, giving it additional projectiles."

  • 2 power, 5 second charge, 1 damage per charge with a 10% chance to start a fire.
  • Costs 70 scrap, and has level 4 rarity.
  • Starting weapon on the Simo-H (Stealth C) and Kruos (Lanius A).

Compare to Burst Laser II

Heavy Charger (2 charges)[]

Ba laser charger heavy onecharge

Heavy Charger

"This heavy laser can charge two times, giving it an additional projectile."

  • 3 power, 7 second charge, 2 damage per charge with a 30% chance to start a fire, a 30% to cause a breach, and a 20% stun chance.
  • Costs 80 scrap, and has level 4 rarity.
  • Starting weapon on the Ariolimax (Slug C).

Compare to Heavy Laser II

Hull Lasers[]

While different enough to be given their own section, hull lasers are essentially a subset of burst lasers. They act like burst lasers in almost every way imaginable except for two: their shots will deal double damage when aimed at systemless rooms and also have a decent chance to cause hull breaches. Hull laser shots also move noticeably faster than burst laser shots do, so you should take the increased projectile speed into account when timing your weapon salvos.

Hull Smasher Laser Mark I[]

Ba laser hull small charged

Hull Smasher Laser Mark I

"Fires 1 shot that deals 1 damage to rooms with a system or subsystem and double damage to rooms without either."

  • 1 power, 9 second charge; fires 1 shot that does 1 damage/ 2 damage to systemless rooms, with a 50% chance to cause a breach.
  • Costs 30 scrap, and has level 1 rarity.
  • Starting weapon on the Nisos (Federation B).

Hull Smasher Laser Mark II[]

"Fires 2 shots that deal 1 damage to rooms with a system or subsystem and double damage to rooms without either."

  • 2 power, 14 second charge; fires 2 shots that do 1 damage/ 2 damage to systemless rooms, with a 20% chance to cause a breach.
  • Costs 65 scrap, and has level 2 rarity.

Hull Smasher Laser Mark III[]

"Designed to maximize hull damage."

  • 3 power, 15 second charge; fires 3 shots that do 1 damage/ 2 damage to systemless rooms, with a 30% chance to cause a breach.
  • Costs 75 scrap, and has level 3 rarity.

Hull Crusher Laser[]

Ba laser hullcrusher charged

Hull Crusher Laser

This weapon acts as sort of an in-between for the 2 Artillery Lasers in almost every way except power usage, making it possibly viable in certain scenarios. It does less direct damage than the Artillery Laser Mark I, but can deal as much damage as the Artillery Laser Mark II if aimed at an empty room. Its breach/stun chance is the same as the Mark II and its fire chance is slightly above that of the Mark I. Its cooldown is also right in between the two. Lastly, it costs the same amount to buy in stores as the Artillery laser Mark I.

"This modified artillery laser fires 1 shot that deals 3 damage to rooms with a system or subsystem and double damage to rooms without either."

  • 2 power, 15 second charge; fires 1 shot that does 3 damage/ 6 damage to systemless rooms, with an 80% chance to cause a breach, 40% chance to start a fire and a 5 second stun.
  • Costs 80 scrap, and has level 4 rarity.

Compare to Heavy Pierce I

Light Lasers[]

Light laser weapons cannot deal hull or system damage, but are instead designed specifically to damage enemy crew, whether to soften them up for your boarding crew or to simply kill crew by themselves. These lasers also all have a chance to cause breaches and will completely ignore Zoltan shields.

Light Laser Mark I[]

Ba laser light 1

Light Laser Mark I

"Basic antipersonnel laser."

  • 1 power, 12 second charge; fires 2 shots that pierce 2 shields and deal 15 crew damage each, with a 10% chance to cause a breach.
  • Costs 20 scrap, and has level 3 rarity.
  • Starting weapon on The Fregatidae (Federation C).

Light Laser Mark II[]

Ba laser light 2

Light Laser Mark II

"High-energy anti-personnel laser."

  • 1 power, 14 second charge; fires 3 shots that pierce 2 shields and deal 15 crew damage each, with a 10% chance to cause a breach.
  • Costs 45 scrap, and has level 3 rarity.
  • Starting weapon on the Man of War (Slug A).

Light Laser Mark III[]

Ba laser light 3

Light Laser Mark III

"Rapid fire anti-personnel laser that decimates enemy crew."

  • 2 power, 14 second charge; fires 4 shots that pierce 2 shields and deal 15 crew damage each, with a 10% chance to cause a breach.
  • Costs 50 scrap, and has level 4 rarity.

< Light Auto Laser needs a brief description explaining strategy/use and what sets it apart >

Light Auto Laser[]

Ba laser light auto

Light Auto Laser

"Very fast charging antipersonnel laser that can keep enemy crew constantly under fire."

  • 1 power, 4.5 second charge; fires 1 shot that pierces 2 shields and does 15 crew damage, with a 10% chance to cause a breach.
  • Costs 50 scrap, and has level 3 rarity.

Light Scatter Lasers[]

Light scatter lasers are sort of like a cross between heavy and light lasers, trading in the large amount of projectiles for a single high-damage shot. They have worse shield piercing than their standard light laser cousins but have a slightly shorter cooldown and better effect chances.

Light Scatter Laser Mark I[]

Ba laser light scatter 1

Light Scatter Laser Mark I

"Basic antipersonnel scatter laser. Can penetrate weak shields."

  • 1 power, 11 second charge; fires 1 shot that pierces 1 shield and does 30 crew damage, with a 30% chance to cause a breach and a 10% chance to stun crew.
  • Costs 25 scrap, and has level 3 rarity.

Light Scatter Laser Mark II[]

Ba laser light scatter 2

Light Scatter Laser Mark II

"High-energy antipersonnel scatter laser that pierces hull but cannot damage ships structural integrity or deplete shields."

  • 1 power, 12 second charge; fires 1 shot that pierces 1 shield and does 45 crew damage, with a 40% chance to cause a breach and a 20% chance to stun crew.
  • Costs 50 scrap, and has level 3 rarity.
  • Starting weapon on The Gila Monster (Mantis A).

Light Scatter Laser Mark III[]

Ba laser light scatter 3

Light Scatter Laser Mark III

"Devastating anti-personnel laser that shreds crew to bits."

  • 2 power, 12 second charge; fires 1 shot that pierces 1 shield and does 60 crew damage, with a 50% chance to cause a breach and a 20% chance to stun crew.
  • Costs 60 scrap, and has level 4 rarity.

< Light Artillery Laser needs a brief description detailing how it is different from the light scatter lasers above yet similar. > (90 speed for this laser as opposed to 100 speed of above)

Light Artillery Laser[]

Ba laser light artillery

Light Artillery Laser

"Advanced anti-personnel laser that pierces shields and devastates crew."

  • 2 power, 14 second charge; fires 1 shot that pierces 3 shields and does 60 crew damage, with a 40% chance to cause a breach and a 20% chance to stun crew.
  • Costs 90 scrap, and has level 4 rarity.

Light Chain Vulcan[]

Ba laser light chain

Light Chain Vulcan

Captain's Edition also add another Vulcan type weapon in form of an anti-personnel weapon. Similar to the original Chain Vulcan, the Light Chain Vulcan decreased it's charge each time a shot is fired and will reset its charge when it's offline during battle.

"This light laser takes a while to spin up. But will eventually shred crew with constant fire."

  • 3 power, 7s initial charge; fires 1 shot that pierces 2 shields and does 15 crew damage, with a 10% chance to case a breach.
  • Each shot decreased it's charge by 1s with the maximum amount of 6 reduction (7s, 6s, 5s, 4s, 3s, 2s, 1s).
  • Costs 70 scrap, and has level 5 rarity.

Artillery Lasers[]

The Artillery family of lasers concentrates lots of damage into a single shot, and has limited shield-piercing capabilities. Because of this, they're good weapons early-game if you can find them, but require more support against shielded enemies.

*Needs info on stun chance/duration; also needs clarification on breach chance*

Artillery Laser Mark I[]

Ba laser artillery 1

Artillery Laser Mark I

"Artillery lasers cause even more destruction than heavy lasers."

  • 3 power, 13 second charge; fires 1 shot that has 1 shield pierce, that does 4 damage with 30% chance to start a fire and a 30% chance cause a breach.
  • Costs 80 scrap, and has level 4 rarity.
  • Starting weapon on the Shivan (Rock B).

Artillery Laser Mark II[]

Ba laser artillery 2

Artillery Laser Mark II

"This advanced artillery laser charges slowly but deals a lot of damage."

  • 4 power, 18 second charge; fires 1 shot that has 1 shield pierce, that does 6 damage with 80% chance to start a fire and cause a breach.'
  • Costs 100 scrap, and has level 4 rarity.

Burst Scatter Lasers[]

Burst Scatter Lasers are only able to deal hull damage -- no system or crew damage whatsoever. Burst Scatter Lasers are best for taking down shields for other weapons.

Burst Scatter Laser Mark I[]

Ba laser burst scatter charged

Burst Scatter Laser Mark I

"This simple scatter laser fires spreading projectiles to bring down shields for other weapons."

  • 1 power, 10 second cooldown; fires 2 "projectile blasts" that deal 1 hull damage each, but are unable to damage systems or crew.
  • Costs 60 scrap, and has level 1 rarity.

Burst Scatter Laser Mark II[]

Ba laser burst scatter 2 charged

Burst Scatter Laser Mark II

"Powerful burst scatter laser that fires a massive volley of laser pellets."

  • 3 power, 14 second cooldown; fires 4 "projectile blasts" that deal 1 hull damage each, but are unable to damage systems or crew.
  • Costs 70 scrap, and has level 3 rarity.

Scatter Laser Flak Gun[]

Ba shotgun scatter

Scatter Laser Flak Gun

What happens when you combine a Burst Scatter Laser with a Flak Gun. You get the high amount of projectiles for low power but only hull damage, combined with the AoE (Area of Effect) style aiming as well as the chaff style extra projectiles to mask the actual damage dealers. The radius is rather large which means all shots landing is rather unlikely, however, as a scatter laser, it doesn't really matter what specific systems are hit as they can't be damaged for system damage anyways (and the same goes for crew damage).

"Blasts scatter laser pellets across a wide area doing up to 5 damage. Excellent at taking down shields but hard to aim and can only damage ships' hull."

  • 2 power, 18 second cooldown; fires 5 projectiles at once that deal 1 hull damage each, but are unable to damage systems or crew, along with 4 fake projectiles to confuse defense drones, over an area with a radius of 80px. (60 speed)
  • Costs 70 scrap, and has level 3 rarity.

Heavy Scatter Lasers[]

Heavy Scatter Lasers are sort of like merging scatter laser damage with points of regular damage. The Mark I is like combining a Basic Laser with one scatter laser shot (1 damage + 1 hull damage), whereas the Mark II is like combining a Heavy Laser with one scatter laser shot (2 damage + 1 hull damage). The Mark II has a better chance to start a fire, but also costs 1 more power and 3 seconds of charge for 1 damage.

Heavy Scatter Laser Mark I[]

Ba laser heavy scatter 1

Heavy Scatter Laser Mark I

"Heavy scatter deal a lot of damage to ship hulls, but less damage to systems and crew."

  • 1 power, 8 second charge; fires 1 shot that does 2 hull damage, but only 1 system damage and 15 crew damage (instead of 30), with a 10% chance to start a fire.
  • Costs 40 scrap, and has level 1 rarity.

Heavy Scatter Laser Mark II[]

Ba laser heavy scatter 2

Heavy Scatter Laser Mark II

"Slightly improved version of the heavy scatter laser that fires a larger volley and therefore deals more damage."

  • 2 power, 11 second charge; fires 1 shot that does 3 damage, but only 2 system damage and 30 crew damage (instead of 45), with a 30% chance to start a fire.
  • Costs 60 scrap, and has level 3 rarity.

Missiles and Mines[]

Captain's Edition adds several new missile weapons, and introduces the new "cloaked missile" mechanic. It also introduces mines, slow-moving missile-type weapons that do massive hull damage.

Normal Missiles[]

These missile launchers fire one missile capable of piercing all shields.

Leto Missiles[]

"This launcher is outdated and weak, but can still be effective."

  • 1 power, 9 second charge, 1 damage with a 10% chance to start a fire, a 10% chance of causing a breach, and a 3 second stun.
  • Costs 20 scrap, and has level 1 rarity.

Asteria Missiles[]

Ba missiles asteria

Asteria Missile

***Enemies cannot use this weapon, because it would deal "too much hard-to-avoid early damage".***

"Weak but fast reloading launcher. Consumes ammo quickly."

  • 1 power, 5 second charge, 1 damage with with a 10% chance to start a fire, a 10% chance of causing a breach, and a 3 second stun.
  • Costs 30 scrap, and has level 2 rarity.
  • Starting weapon on the Nisos (Federation B).

Artemis Missiles[]

"Standard missile launcher on most Federation ships."

  • 1 power, 11 second charge, 2 damage with a 10% chance to start a fire, a 10% chance of causing a breach, and a 4 second stun.
  • Costs 40 scrap, and has level 1 rarity.

Hermes Missile[]

"Standard but powerful missile."

  • 3 power, 14 second charge, 3 damage with a 30% chance to start a fire, a 20% chance to cause a breach, and a 5 second stun.
  • Costs 50 scrap, and has level 2 rarity.

Ares Missile[]

***Enemies now have a 3-power version of this weapon, since it was a sucker punch to the player at 2.***

It remains 2 power for the player, to provide a heavy damage dealer that is low-powered and slightly faster compared to its 3-powered variants (below), but as such cannot boast nearly as good effect chances ("boring").

"Powerful but boring missile."

  • 2 power, 20 second charge, 4 damage with a 30% chance to start a fire, a 20% chance to cause a breach, and a 3 second stun.
  • Costs 60 scrap, and has level 3 rarity.

Breach Missiles[]

"These missiles are designed to cause maximum destruction to ship hull armor."

  • 3 power, 22 second charge, 4 damage with a 30% chance to start a fire, an 80% chance to cause a breach, and a 6 second stun.
  • Costs 70 scrap, and has level 3 rarity.

Fire Missiles[]

"These missiles are designed to cause maximum damage and ignite fires."

  • 3 power, 22 second charge, 4 damage with a 100% chance (is guaranteed) to start a fire, and a 3 second stun.
  • Costs 80 scrap, and has level 4 rarity.

Hull Missiles[]

These missiles are like normal missiles, except they do double damage to systemless rooms.

Hull Missile Mark I[]

"Minor hull damage plus a decent breach chance."

  • 1 power, 10 second charge, 1 damage/ 2 damage to systemless rooms with a 10% chance to start a fire, a 30% chance to cause a breach, and a 3 second stun.
  • Costs 30 scrap, and has level 2 rarity.

Hull Missile Mark II[]

"High hull damage plus a decent breach chance."

  • 2 power, 17 second charge, 2 damage/ 4 damage to systemless rooms with a 10% chance to start a fire, a 30% chance to cause a breach, and a 4 second stun.
  • Costs 75 scrap, and has level 3 rarity.

Burst Missiles[]

These missile launchers fire multiple missiles, while still using only one unit of ammo, piercing all shields. While the weapons get slower as they can output

They are all named after mythical winged beasts, inspired by the vanilla "Pegasus" missile launcher.

Peryton Missile[]

Ba missiles peryton

Peryton Missiles

Like double-barreled Leto Missiles...

"Inventive but outdated missile design allows for two projectiles for the cost of one."

  • 2 power, 12 second charge, fires 2 missiles that do 1 damage each with a 3 second stun.
  • Costs 45 scrap, and has level 2 rarity.
  • Starting weapon on The Kestrel (Kestrel A).

Cockatrice Missile[]

Ba missiles cockatrice

Cockatrice Missile

Like triple-barreled Leto Missiles...

"Innovative missile design allows for three projectiles for the cost of one."

  • 3 power, 15 second charge, fires 3 missiles that do 1 damage each with a 3 second stun.
  • Costs 55 scrap, and has level 3 rarity.
  • Starting weapon on the Bulwark (Rock A).

Pegasus Missile[]

Like double-barreled Artemis Missiles. The missile counterpart to the Heavy Laser II, complete with the better effect chances of heavy lasers.

"Creative missile design allows for two projectiles for the cost of one!"

  • 3 power, 20 second charge, fires 2 missiles that do 2 damage each with a 30% chance to start a fire, a 20% chance to cause a breach, and a 4 second stun.
  • Costs 80 scrap, and has level 3 rarity.

Simurgh Missile[]

Ba missiles simurgh n

Simurgh Missile

Like quadruple-barreled Leto Missiles. The missile counterpart to the Burst Laser Mark III. Just like a comparison between the Burst Laser Mark III and the Heavy Laser Mark II, while the Simurgh Missile has a better chance to deal more damage, it can't deal any effect chances as a result.

"Cleverly designed missile battery that fires four projectiles for the cost of one."

  • 3 power, 22 second charge, fires 4 missiles that do 1 damage each with a 3 second stun.
  • Costs 85 scrap, and has level 4 rarity.

Cloaked Projectile Weapons[]

These weapons are, technically speaking, lasers that consume ammo and have 5 shield pierce. Hence, only advanced defense drones, such as the Defense II, are capable of shooting them down. They are named after daemon-like entities.

Oni Missile Launcher[]

Ba missiles oni

Oni Missile Launcher

"High-tech cloak-missile launcher that scrambles the targeting systems of enemy defense drones."

  • 12 second charge time, fires 1 projectile that does 2 damage.
  • Costs 45 scrap, and has level 4 rarity.
  • Starting weapon on the Adjudicator (Zoltan A).

Ifrit Missile Launcher[]

Ba missiles ifrit

Ifrit Missile Launcher

"Brilliantly designed high-tech missile launcher that fires four projectiles for the cost of one. Its cloaked missiles can only be shot down by the most advanced defense drones."

  • 4 power, 18 second charge time, fires 4 projectiles that each do 1 damage.
  • Costs 100 scrap, and has level 5 rarity.

Baal Minelauncher[]

Ba minelauncher tech

Baal Minelauncher

"Drops a cloaked tech-mine that homes in on the enemy ship and detonates in close proximity. Can only deal hull damage."

  • 2 power, 14 second charge time, fires 1 projectile that does 3 hull damage but -3 system and -3 crew damage.
  • Costs 40 scrap, and has level 5 rarity.
  • Starting weapon on The Stormwalker (Slug B).

Swarm Missiles[]

Swarm missile batteries fire scattered swarms of small missiles. They all deal reduced damage to systems and crew and have lower special effect chances than same tier vanilla missiles, but reload slightly faster. The swarm missile is the heavy scatter laser of the missile family. All swarm missiles are named after mythical giants.

Ogre Missile Battery[]

Ba missiles barrage 1

Ogre Missile Battery

"Basic battery that fires a small swarm of missiles that deals 2 damage to hull, but only half that damage to systems and crew."

  • 1 power, 10 second charge, fires 1 swarm that deals 2 hull damage but only 1 system and 1 crew damage with a 10% chance to start a fire and a 3 second stun.
  • Costs 30 scrap, and has level 1 rarity.
  • Starting weapon on the Bulwark (Rock A).

Leviathan Missile Battery[]

Ba missiles barrage 2

Leviathan Missile Battery

"Heavy artillery battery that fires a swarm of missiles that deals 3 damage to hull, but much less damage to systems and crew."

  • 2 power, 13 second charge, fires 1 swarm that deals 3 hull damage but only 1 system and 1 crew damage with a 20% chance to start a fire, a 10% chance to cause a breach, and a 3 second stun.
  • Costs 40 scrap, and has level 2 rarity.

Titan Missile Battery[]

Ba missiles barrage 3

Titan Missile Battery

"Huge artillery battery that releases a massive swarm of missiles. Deals 4 damage to hull, but only half that damage to systems and crew."

  • 2 power, 18 second charge, fires 1 swarm that deals 4 hull damage but only 2 system and 2 crew damage with a 30% chance to start a fire, a 20% chance to cause a breach, and a 4 second stun.
  • Costs 50 scrap, and has level 3 rarity.

Minelaunchers[]

Mines fired by minelaunchers deal large amounts of hull damage, but move quite slowly and cannot do system damage. All minelaunchers do negative amounts of system and crew damage, matching the hull damage done: for example, a 3 damage mine will have -3 system and crew damage. (This is to cancel out the 3 damage because of how FTL handles system and hull damage. If the value weren't negative, the 3 damage would be dealt to the system as well.)

Minelaunchers' projectiles are the slowest in the game, not counting certain boarding drones. Because of this, minelaunchers are very easily thwarted by even basic defense drones.

All minelaunchers enable the player to place minefields at empty beacons. This option will slow down the Rebel fleet for the cost of missiles.

Oya Minelauncher[]

Ba minelauncher small

Oya Minelauncher

The Oya Minelauncher takes its name from a spirit in the Yoruba religion.

"Drops a pair of small mines that home in on the enemy ship and detonate in close proximity. Only damages hull."

  • 1 power, 13 second charge, launches 2 mines that do 1 hull damage but -1 system and -1 crew damage each.
  • Costs 10 scrap, and has level 2 rarity.

Frigg Minelauncher[]

Ba minelauncher medium

Frigg Minelauncher

The Frigg Minelauncher takes its name from a goddess in Germanic mythology who is the wife of Odin.

"Drops a mine that slowly homes in on the enemy ship and detonates in close proximity. Only damages hull."

  • 1 power, 12 second charge, launches 1 mine that does 3 damage but -3 system and -3 crew damage each.
  • Costs 20 scrap, and has level 2 rarity.

Hadur Minelauncher[]

Ba minelauncher big

Hadur Minelauncher

The Hadur Minelauncher takes its name from the Hungarian God, Hadúr, god of war.

"Drops a huge mine that slowly homes in on the enemy ship and detonates in close proximity. Only damages hull."

  • 1 power, 20 second charge, launches 1 mine that does 4 damage but -4 system and -4 crew damage.
  • Costs 15 scrap, and has level 3 rarity.

Charge Missiles[]

This missile type includes the vanilla Swarm Missile Launcher, however, there is a new smaller variant. The vanilla Swarm Missiles was renamed to Charge Missiles otherwise they would conflict with the new Swarm Missile type (the missile batteries such as Ogre or Leviathan). This type of missile consumes one missile every time it fires, but multiple charges do not require multiple missiles. However, this missile type has an AoE (Area of Effect) much like the Flak weapon type, meaning some missiles may miss the target.

Swarm Missiles Mark I[]

Ba missiles charger small

Charge Missiles Mark I

"If given time to prepare, the 'Swarm' launcher can replicate another warhead."

  • 1 power, 8 second charge, fires up to 2 charges dealing 1 damage each with a 10% chance to start a fire and a 10% chance to cause a breach, over an area with a 34px radius.
  • Costs 50 scrap, and has level 4 rarity.
  • Starting weapon on the Tektite (Rock C).

Swarm Missiles Mark II[]

"If given time to prepare, the 'Swarm' launcher can replicate multiple warheads."

  • 2 power, 5 second charge, fires up to 3 charges dealing 1 damage each with a 10% chance to start a fire and a 10% chance to cause a breach, over an area with a 31px radius.
  • Costs 65 scrap, and has level 4 rarity.

Missile Flak Launcher[]

Ba shotgun missile

Missile Flak Launcher

Similar to the Scatter Laser Flak Gun, this weapon is a combination between missile weaponry and Flak Gun. Unlike the Scatter Laser Flak Gun, this weapon is more focused with taking down large ship with its high amount of projectile, the capability of dealing system damage, and its shield piercing property.

"Fires swarms of missiles across a very wide area doing up to 6 damage. Very hard to aim and therefore ineffective against smaller ships."

  • 3 power, 23 second charge; fires 6 shot at once that deal 1 damage each over an area of 100px (35 speed), pierces all shield.
  • Costs 70 scrap, and has level 3 rarity.

Chafflauncher[]

Ba missiles chafflauncher

Chaff Launcher

The purpose of this weapon is to confuse enemy defense drones by making them target the chaff instead of the missile weapon you wish to send with it, enabling the missile(s) to get through defense drones.

The chafflauncher takes its name from real life chaff which distracts radar-based targeting, unlike flares which deal with infrared-based (heat-seeking) missiles, which gives rise to the lore tidbit that defense drones target using some form of radar rather than infrared.

"Support weapon that fires a huge amount of laser chaff in order to confuse all enemy defense drones."

  • 1 power, 10s charge; fires 6 chaff shots that distract enemy defense drones to pave the way for other missile(s). Does not use missiles.
  • Costs 30 scrap from the Black Market Weapon Trader if you inquire about "special tech".

Bombs[]

Normal Bombs[]

Small Bomb[]

"Self-teleporting explosive that damages systems and crew but not the hull. Can target your own ship."

  • 1 power, 13 second charge, 30 crew damage and 2 system damage.
  • Costs 45 scrap, and has level 1 rarity.

Big Bomb[]

Ba bomblauncher big

Big Bomb

"Reloads and deploys slower than small bomb-launchers, but does more damage. Can target your own ship."

  • 1 power, 18 second charge, 70 crew damage and 3 system damage.
  • Costs 70 scrap, and has level 3 rarity.
  • Starting weapon on The Gila Monster (Mantis A).

Fire Bomb Mark I[]

Ba bomblauncher fire small

Fire Bomb Mark I

"Small self-teleporting explosive designed to damage crew members and ignite fires. Can target your own ship."

  • 1 power, 10 second charge, 15 crew damage.
  • Costs 40 scrap, and has level 1 rarity.
  • Starting weapon on the Shivan (Rock B).

Fire Bomb Mark II[]

"Self-teleporting explosive designed to damage crew members and light fires. Can target your own ship."

  • 2 power, 15 second charge, 30 crew damage.
  • Costs 55 scrap, and has level 2 rarity.

Fire Bomb Mark III[]

Ba bomblauncher fire 2

Fire Bomb Mark III

"Slightly slower than normal fire bomb-launchers, but does more damage to crew and also deals initial damage to systems. Can target your own ship."

  • 2 power, 19 second charge, 45 crew damage and 1 system damage.
  • Costs 55 scrap, and has level 3 rarity.

Anti-Bio Bomb[]

Ba bomblauncher bio

Anti-Bio Bomb

"Self-teleporting explosive that does no physical damage but destroys organic material, dealing heavy damage to crew members. Can target your own ship."

  • 1 power, 8 second charge, 60 crew damage.
  • Cost 50 scrap, and has level 4 rarity.
  • Is also an option in the Giant Alien Spiders event.
  • Starting weapon on the Man of War (Slug A).

Lockdown Bomb Mark I[]

"Self-teleporting explosive that does no damage but creates a dense wall preventing movement in or out of the room. Can target your own ship"

  • 1 power, 15 second charge; fires a projectile that deal no damage but lock the room, preventing crewmember to enter or leave the room.
  • Costs 40 scrap, and has level 3 rarity in the Hidden Crystal Worlds and level 4 rarity in the Rock Homeworlds.

Lockdown Bomb Mark II[]

Ba bomblauncher lockdown 2

Lockdown Bomb Mark II

"Self-teleporting explosive that crystallizes an entire room. Causes breaches, locks doors and also stuns and injures crew. Can target your own ship."

  • 2 power, 21 second charge; fires a projectile that deal 15 crew damage but lock the room, preventing crewmember to enter or leave the room, has 10% breach chance and stun for 10 second.
  • Costs 70 scrap, and has level 4 rarity in the Hidden Crystal Worlds.
  • Starting weapon on The Theseus (Mantis C).

Hull Repair Blast

Hull Repair Blasts are fast charging bombs that repair both hull and system damage, essentially turning any missiles acquired into free hull repair. They are mostly useful outside of combat since they take up weapon slots, but can be helpful in a pinch if you absolutely need to fix a system and have weapon slots to spare. Their resource-to-hull conversion rate is a little bellow the rate of Hull Repair Drones, but they are more accessible since every ship starts with a weapon system. The repair effect happens with a slight delay after the bombs have been deployed.

Hull Repair Blast Mark I[]

Ba bomblauncher nano 1

Hull Repair Blast Mark I

"Self-teleporting nano repair unit that instantly restores one hull damage and one system damage of the system it is teleported to. Designed to target your own ship."

  • 1 power, 3 second charge, restores 1 hull and 1 system damage.
  • Costs 80 scrap, and has level 3 rarity.
  • Can be aquired for 60 scrap at the "Engi Medical Station" quest, aquired by talking to Engi crew in green sectors.
  • Can be engineered for 120 scrap at empty beacons if you have the Hull Repair Kit augment.
  • Starting weapon on The Stormwalker (Slug B).
  • Is a possible reward during the "Zoltan Eye" event.

Hull Repair Blast Mark II

Ba bomblauncher nano 2

Hull Repair Blast Mark II

"Self-teleporting nano repair unit that restores two hull damage and two system damage of the system it is teleported to. Designed to target your own ship."

  • 2 power, 6 second charge, restores 2 hull and 2 system damage.
  • Costs 100 scrap, and has level 4 rarity.
  • Is a possible reward during the "Zoltan Eye" event.

Cluster Bombs[]

Cluster bombs teleport multiple payloads past shields and defense drones to land directly on the ship. They cost one missile to launch and never damage hull, but can be effective at disrupting crew and systems. Launching them at your own ship will only teleport one bomb. The chance of an effect applies to each bomb fired not the overall effect. For example if the Cluster Bomb has a medium breach chance, then that means that each bomb has a medium breach chance, not a medium chance overall for all 3 bombs to cause a breach.

The main advantage of the cluster bomb is being able to at least get some of total payload over if any of the shots miss, whereas on normal bombs only one bomb is fired, and if it misses, no effect happens. However, some cluster bombs don't actually mimic their normal bomb "counterpart" in terms of total effect.

The other side to this is that each bomb will fire separately, so if the target is to eliminate enemy crew, the first bomb could go over and hit enemy crew but they can just as well move out of that room after and then the other payloads will go to waste. On a normal bomb with the same total effect, all the damage happens at once.

Cluster Bomb[]

Ba bomblauncher cluster 1

Cluster Bomb

"Deploys 3 self-teleporting explosives that damage systems and crew but not the hull. Can target your own ship."

  • 1 power, 18 second charge, fires 3 bombs that deal 1 system and 1 crew damage each with a 10% chance to start a fire and a 3 second stun.
  • Costs 65 scrap, and has level 3 rarity.
  • Similar to the Big Bomb in terms of total effect and charge time.

Fire Cluster Bomb[]

Ba bomblauncher cluster fire

Fire Cluster Bomb

"Deploys 3 small self-teleporting explosives that are designed to damage crew members and ignite fires."

  • 2 power, 18 second charge, fires 3 bombs that deal 1 crew damage each with a 50% chance to start a fire and a 3 second stun.
  • Costs 55 scrap, and has level 2 rarity.
  • Similar to the Fire Bomb family of bombs with a total effect of 3 crew damage like the Fire Bomb Mark III but no system damage like the Fire Bomb Mark I and II. However, it is different in that instead of a guaranteed fire like the normal Fire Bombs, each bomb of the Fire Cluster Bomb has a 50% chance to start a fire.

Ion Cluster Bomb[]

Ba bomblauncher cluster ion

Ion Cluster Bomb

"Deploys 3 self-teleporting explosives that use ion damage to disable systems."

  • 1 power, 14 second charge, fires 3 bombs that deal 1 ion damage each with a 20% chance to stun crew.
  • Costs 50 scrap, and has level 2 rarity.
  • Similar to the Ion Bomb in terms of effect but deals 1 less ion damage overall, though its recharge time is significantly faster.

Breach Cluster Bomb[]

Ba bomblauncher cluster breach

Breach Cluster Bomb

"Deploys 3 self-teleporting explosives designed to damage systems and causes breaches. Can target your own ship."

  • 2 power, 22 second charge, fires 3 bombs that deal 1 system and 1 crew damage each with a 50% chance to cause a breach and a 3 second stun.
  • Costs 70 scrap, and has level 5 rarity.
  • Similar to the Breach Bomb Mark II in terms of total effect, but has a longer cooldown. Like the Fire Cluster Bomb, each bomb of the Breach Cluster Bomb has a 50% chance to cause a breach, unlike the guaranteed breach of the Breach Bomb Mark II.

Healing Cluster Burst[]

Ba bomblauncher heal 2

Healing Cluster Burst

"Deploys 3 self-teleporting healing units that instantly heal all friendly crew in the room. Only deploys one unit when targeting your ship."

  • 1 power, 18 second charge, fires 3 bombs that heal 60 crew damage.
  • Costs 40 scrap, and has level 3 rarity.
  • Starting weapon on The Stormwalker (Slug B).

Stun Cluster Bomb[]

Ba bomblauncher cluster flashbang

Stun Cluster Bomb

"Deploys 3 self-teleporting explosives that stun all crew inside the room. Can target your own ship."

  • 2 power, 20 second charge, fires 3 bombs that deal no damage but stun for 15 second.
  • Costs 55 scrap, and has level 3 rarity.
  • Enemy's bomb explosion will create a "flashbang" effect in your ship.
  • Starting weapon on The Theseus (Mantis C).

Flak Weapons[]

Captain's Edition introduces a new weapon as the Flak Gun Mark I that fires 2 shots for 1 power, bumping the vanilla Flak I and Flak II to Flak II and Flak III, respectively. As they are otherwise unchanged from vanilla, the complete description for them can be found on the Vanilla FTL wiki.

Flak Gun Mark I[]

Ba shotgun small

Flak Gun Mark I

"Fires a small load of debris across a random area doing up to 2 damage. Good at taking down shields but hard to aim."

  • 1 power, 14 seconds charge, 2 shots per charge for 1 damage each.
  • Costs 45 scrap, and has level 1 rarity.
  • Starting weapon on The Swallow (Kestrel C) and The Shrike (Lanius B).

Flak Gun Mark II[]

"Fires a blast of debris across a random area doing up to 3 damage. Good at taking down shields but hard to aim."

  • 2 power, 10 seconds charge, 3 shots per charge for 1 damage each.
  • Costs 65 scrap, and has level 2 rarity.

Flak Gun Mark III[]

"Fires a blast of debris across a random area doing up to 7 damage. Good at taking down shields but hard to aim."

  • 3 power, 21 seconds charge, 7 shots per charge for 1 damage each.
  • Costs 80 scrap, and has level 4 rarity.

Plasma Throwers[]

< needs a better, fully fleshed out description. someone who has used these before please discuss a strategy here as well as describe its pro's and cons better. explain AoE (Area of Effect) damage's pro's and con's as they relate to this weapon type. are these situational weapons? they definitely aren't very good against auto-scouts, especially with AoE. draw parallels with other fire-based weapons at least in terms of DPS, possibly power. bolded the description only to make it stand out among these notes >

<So random guy here, but it sounds to me like this is flak style fire weapon with an AoE that only have a chance to cause fires with a near guarantee at Mark II. If it can't break shields, then it sounds like a bomb is much more worthwhile. On smaller ships with rooms clustered together, it sounds like if the shots landed you could set the whole thing aflame with one shot if there wasn't a shield in the way. If they do damage shields though, it could be a good alternative to flak weapons that could deal fire damage rather than hull damage to the ships>

Plasma Throwers are a new weapon type introduced in Captain's Edition. Their projectiles are unable to deal any damage, making them unable to get through shields on their own, but have a high chance (not a guaranteed 100%) to start fires, making them good at creating havoc by burning down ships. Like with any other fire-based weapon, Rock boarding complements it well.

Compared with fire bombs, plasma throwers have slightly longer charge time, and are less guaranteed to cause fires while dealing no crew damage and being unable to pierce shields. However, the large number of projectiles means that more tiles can be set on fire in a single salvo, and on top of that, they don't require missiles to fire.

The fact that the Plasma projectiles are packed like Flak projectiles make them harder to be shot down by defense drones, and since these are not debris like flak, they cannot be shot down by level 1 defense drones.

While a random spread would be considered a disadvantage for most weapons, it actually serves as a plasma thrower's most powerful advantage. Plasma throwers have enough projectiles to still hit even if there's a fair amount of empty space in their targeting circle, and the random spread introduces the chance of setting fire to adjacent rooms as well as the targeted room, quickly turning the entire enemy ship into a hopeless firestorm.

( Both Plasma Throwers have the same projectile speed of 30, meaning they both have medium-speed projectiles that travel about as quickly as flak shots.)

< discuss Mark II in comparison with Mark I. compare and contrast/draw parallels with flak weapons and possibly charge missiles (aka other AoE type weapons) >

Plasma Thrower Mark I[]

Ba plasma thrower 1

Plasma Thrower Mark I

"Fires a concentrated blast of plasma that deals no physical damage but has a good chance to ignite fires."

  • 1 power, 16 second cooldown; fires 4 projectiles each with a 60% chance to start a fire over an area with a 40px radius.
  • Costs 40 scrap, and has level 2 rarity.
  • Like a cross between a flak launcher and a fire bomb.
  • Especially effective when targeting 2X2 rooms, as these take up almost the whole targeting circle and can be lit with as many as four different fires - one for each projectile.
  • No damage, but the fires started will quickly burn up crew and systems.
  • Completely stopped by even level 1 shields. Slow projectiles mean you will have to "lead" your shots a bit; you may need to fire this weapon before your other shots actually hit the enemy shield in order for it to arrive at the enemy ship before their shield reforms. Consider pairing with ion weapons or burst lasers.

Plasma Thrower Mark II[]

Ba plasma thrower 2

Plasma Thrower Mark II

"Fires multiple blasts of plasma across a random area with a chance to light fires in every room that is hit."

  • 2 power, 20 second cooldown; fires 9 projectiles each with a 90% chance to start a fire over an area with a 65px radius.
  • Costs 50 scrap, and has level 3 rarity.
  • Has an extremely wide aim circle that can easily hit multiple rooms. With so many projectiles, one successful salvo will start a huge amount of fires on the enemy ship, likely causing a large amount of crew and system damage before they can be put out.
  • Most effective when targeting densely packed clusters of rooms, but still highly effective when there's a large amount of empty space in its targeting circle. The high number of projectiles makes it hard to miss.
  • Has much more spread than the mark I, but more than twice as many projectiles. As effective at targeting a specific room as the mark 1, with more capability for hitting multiple rooms.
  • Completely stopped by even level 1 shields. Slow projectiles mean you will have to "lead" your shots a bit; you may need to fire this weapon before your other shots actually hit the enemy shield in order for it to arrive at the enemy ship before their shield reforms. Consider pairing with ion weapons or burst lasers.

Crystal Weaponry[]

Captain's Edition introduces two type of Crystal weaponry: Light Crystal weapons and Crystal Lockdown Weapons. Similar to the original version, these Crystal weapons projectile can be shot down by level 1 Defense drones. Besides using Crystal/Rock C Cruiser and buying them in Crystal sectors, Captain's Edition also added another way of obtaining Crystal weaponry by talking to your Crystal crewmember in an empty beacon.

Light Crystal Weapons[]

These weapon are the crystal counterpart to the anti-personnel laser weapon. The projectile fired by these weapon have nearly double the speed than most crystal weapon. The projectile fired by Light Crystal weaponry can still be shot down by defense drone.

Light Crystal Burst Mark I[]

Crystal burst 1 b

Light Crystal Mark I

"Modified projectile weapon that fires 3 shield piercing antipersonnel crystals. Cannot damage ships' structural integrity or deplete shields."

  • 1 power, 15 second charge; fires 3 crystals that pierce 3 shields and deal 15 crew damage each with a 20% chance to cause a breach.
  • Costs 40 scrap, and has level 1 rarity in the Hidden Crystal Worlds.
  • Starting weapon on the Carnelian (Crystal B).

Light Crystal Burst Mark II[]

Crystal burst 2 b

Light Crystal Mark II

"Modified projectile weapon that fires 4 shield-piercing antipersonnel crystals. Cannot damage ships' structural integrity or deplete shields."

  • 2 power, 17 second charge; fires 4 crystals that pierce 3 shields and deal 15 crew damage each with a 30% chance to cause a breach.
  • Costs 50 scrap, and has level 2 rarity in the Hidden Crystal Worlds.

Crystal Lockdown Weapons[]

These weapon fires projectile that crystallizes the room, prevents movement in or out of the room.

Crystal Lockdown Blast Mark I[]

Crystal heavy 1

Crystal Lockdown Blast I

"Shoots a shield-piercing crystal that creates a dense wall preventing movement in or out of the room it hits. Vulnerable to Defense drones."

  • 1 power, 13 second charge; fires 1 crystal that pierces 1 shield and deal 1 damage, and locks the targeted room down, with a 10% chance to cause a breach and stun crew.
  • Costs 50 scrap, and has level 3 rarity in the Hidden Crystal Worlds.
  • Starting weapon on the Tektite (Rock C) and Bravais (Crystal A).

Crystal Lockdown Blast Mark II[]

Crystal heavy 2

Crystal Lockdown Blast II

"A powerful projectile weapon that crystallizes an entire room. Causes breaches, locks doors and also stuns and injures crew. Vulnerable to Defense drones."

  • 3 power, 19 second charge; fires 1 crystal that pierces 1 shield and deal 2 damage, and locks the targeted room down, with a guaranteed breach chance(100%) and stuns crew for 10 seconds.
  • Costs 100 scrap, and has level 5 rarity in the Hidden Crystal Worlds.
  • Starting weapon on the Bravais (Crystal A).

Crystal Burst Weapons[]

These burst weapon are largely unchanged from the original version.

Crystal Burst Mark I[]

"Modified projectile weapon that fires 2 shield piercing crystals."

  • 2 power, 15 second charge; fires 2 crystal that pierces 1 shield and deal 1 damage with a 10% chance to cause breach and stun crew.
  • Costs 20 scrap, and has level 1 rarity in the Hidden Crystal Worlds.

Crystal Burst Mark II[]

"Modified projectile weapon that fires 3 shield piercing crystals."

  • 3 power, 17 second charge; fires 3 crystal that pierces 1 shield and deal 1 damage with a 10% chance to cause breach and stun crew.
  • Costs 20 scrap, and has level 4 rarity in the Hidden Crystal Worlds.

Heavy Crystal Weapons[]

These heavy crystal weapon are largely unchanged from the original version.

Heavy Crystal Mark I[]

"Modified projectile weapon that fires a shield piercing large crystal."

  • 1 power, 13 second charge; fires 1 crystal that pierces 1 shield and deal 2 damage with a 10% chance to cause breach and 20% chance to stun crew.
  • Costs 20 scrap, and has level 2 rarity in the Hidden Crystal Worlds.

Heavy Crystal Mark II[]

"Modified projectile weapon that fires a shield piercing large crystal."

  • 3 power, 19 second charge; fires 1 crystal that pierces 1 shield and deal 4 damage with a guaranteed breach chance(100%) and 20% chance to stun crew.
  • Costs 20 scrap, and has level 5 rarity in the Hidden Crystal Worlds.
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