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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.

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 Edit

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

Beams Edit

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 Edit

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 Edit

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 Edit

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 Edit

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

"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.

Pike Beam Edit

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.

Focus Beams Edit

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 Edit

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 Edit

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.
  • Starting weapon on the Noether (Zoltan B).

Maul Beam Edit

Maul Beam-0

Maul Beam

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

  • 4 power, 21s charge; 5 damage with 40% breach chance.
  • Costs 90 scrap, and has level 4 rarity.
  • CE's Stealth B starts with this weapon.

Adaptive Focus Beam Edit

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

Adaptive Focus Beam Mark I Edit

"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.
Adaptive Focus Beam Mark II Edit

*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 Edit

***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 Edit

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

Industrial Beams Edit

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 Edit

"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 Edit

"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 Edit

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 Edit

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.

Bo Beam Edit

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 Edit

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...

Fire Beams Edit

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

Fire Focus Beam Edit

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

  • 2 power, 20 seconds charge, deals no damage, pierces shields, medium fire chance.

Ion Weaponry Edit

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 Edit

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 Edit

"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 Edit

"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.

Heavy Ion Mark III Edit

"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 Edit

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 Edit

"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.

Ion Burst Mark II Edit

"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 Edit

"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 Edit

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 Edit

"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 Edit

"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 Edit

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.

Phase Ions Edit

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 Edit

"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 Edit

( 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 Edit

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 Edit

"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 Edit

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.

Heavy Effector Edit

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 Edit

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 Edit

Neural Stunners are a mix of Flak weapons and Effectors. Meaning 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 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 Edit

"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.

Neural Stunner Mark II Edit

"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 Edit

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 Edit

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

Auto Laser Mark I Edit

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

Auto Laser Mark II Edit

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 Edit

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 Edit

"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.

Old Dual Shot Laser Edit

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.

Basic Laser Mark I Edit

"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 Edit

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.
  • Has level 0 rarity, so it sells for 5 scrap.

Burst Lasers Edit

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 Edit

"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 Edit

"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 Edit

"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.

Burst Laser Mark IV Edit

"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 Edit

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

Dual Shot Laser Mark I Edit

"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 Edit

"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.

Heavy Lasers Edit

Double Damage Dealing lasers with low chance of causing fire, breach and stun. They are quite good at punching holes in systems early in a run. However they are less effective by late game where rapid firing or burst weapons are required to deal with shields.

Heavy Laser Mark I Edit

"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 Edit

"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 Edit

These laser weapons can charge multiple times, giving them additional projectiles. Charge Lasers generally are worse in cooldown for multiple shots when compared to Burst Lasers, but can vary in their shot output. Once shields go down, charge lasers release their havoc that is quick charge time for the first shot. Unlike single-shot lasers, which take 8-10 seconds to charge, charge lasers are quicker for their first charge. A final benefit to charge lasers is that if the weapon system gets hacked, charge lasers will maintain their charges.

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

Laser Charger (3 charges) Edit

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.

Compare to Burst Laser II

Heavy Charger (2 charges) Edit

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.

Compare to Heavy Laser II

Hull Lasers Edit

While different enough to be given their own section, hull lasers act very much the same as other burst lasers. They do double damage to systemless rooms and have a reasonable chance to cause breaches. Hull lasers also have a higher projectile speed than most other lasers, except for possibly some of the light lasers.

Hull Smasher Laser Mark I Edit

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.

Hull Smasher Laser Mark II Edit

"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 Edit

"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 Edit

Ba laser hullcrusher charged

Hull Crusher Laser

Sort of an in-between for the Artillery Lasers in every way except power, making it possibly viable (compare to Heavy Pierce). It does less damage than the Artillery Laser Mark I, but the same as the Artillery Laser Mark II if it hits an empty room. Its breach 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, its cost is the same as the Mark I and it has the same stun time as the Mark II.

"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.

Light Lasers Edit

Light laser weapons do no hull or system damage, but instead are designed to inflict damage to crew, whether to soften them up for your crew when boarding or to simply kill crew by themselves. These lasers also all have a chance to cause breaches.

< Regular Light Lasers needs a general description explaining strategy/use and detailing common stats >

Light Laser Mark I Edit

"Basic antipersonnel laser."

  • 1 power, 12 second charge; fires 2 shots that pierces 2 shields and deal 15 crew damage each, with a 10% chance to cause a breach.
  • Costs 20 scrap, and has level 3 rarity.

Light Laser Mark II Edit

"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.

Light Laser Mark III Edit

"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 Edit

"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 needs a general description explaining strategy/use and detailing common stats >

As the Mark level increases, better crew damage, breach chance and stun (only for Mark I to Mark II).

Common stats: same speed (100), 1 shot that pierces 1 shield, and similar cooldown.

Light Scatter Laser Mark I Edit

"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 Edit

"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.

Light Scatter Laser Mark III Edit

"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 Edit

"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.

Artillery Lasers Edit

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.

Artillery Laser Mark I Edit

"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 cause a breach.
  • Costs 80 scrap, and has level 4 rarity.

Artillery Laser Mark II Edit

"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 120 scrap, and has level 4 rarity.

Burst Scatter Lasers Edit

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 Edit

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 Edit

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 Edit

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 Edit

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 Edit

"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 Edit

"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 Edit

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 Edit

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

Leto Missiles Edit

"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 Edit

***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.

Artemis Missiles Edit

"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 Edit

"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 Edit

***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 Edit

"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 Edit

"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 Edit

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

Hull Missile Mark I Edit

"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 Edit

"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 Edit

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 Edit

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.

Cockatrice Missile Edit

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.

Pegasus Missile Edit

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 Edit

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 Edit

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 Edit

"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.

Ifrit Missile Launcher Edit

"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 Edit

"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.

Swarm Missiles Edit

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 Edit

"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.

Leviathan Missile Battery Edit

"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 Edit

"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 Edit

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. (If a mine is fired at a fully damaged system, it will heal the system while dealing hull damage.)

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 Edit

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 Edit

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 Edit

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 Edit

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.

Charge Missiles Mark I Edit

"If given time to prepare, the charge launcher can replicate a secondary warhead for immidiate follow-up strikes."

  • 1 power, 8 seco nd 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.

Charge Missiles Mark II Edit

"If given time to prepare, the charge 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.

Chafflauncher Edit

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. Has level 0 rarity, which usually means you can't buy it, but you can from the nebula pirate trader if you inquire about "special tech".

Bombs Edit

Normal Bombs Edit

( to be added )

Cluster Bombs Edit

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 Edit

"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 do 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 Edit

"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 do 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 Edit

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

  • 1 power, 14 second charge, fires 3 bombs that do 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 Edit

"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 do 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.

Flak Weapons Edit

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 needs more stats )

Flak Gun Mark I Edit

"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.
  • Sells for 22 scrap.

Flak Gun Mark II Edit

"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.
  • Cost 65 scrap, sells for 32.

Flak Gun Mark III Edit

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

Plasma Throwers Edit

< 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 con's 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 >

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.

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

( Both Plasma Throwers have the same projectile speed of 30, whatever that means... )

< 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 Edit

"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.

Plasma Thrower Mark II Edit

"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.

Crystal Weaponry Edit

< details about crystal weaponry, including that it can get shot down by level 1 defense drones, but more importantly, the new types introduced in CE >

Light Crystal Weapons Edit

< about light crystal weapon type. compare with other crystal weaponry. (90 speed in common) >

Light Crystal Mark I Edit

"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 do 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.'

Light Crystal Mark II Edit

"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 do 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 Edit

< about crystal lockdown weapon type. compare with other crystal weaponry. (50 speed in common) >

Crystal Lockdown Blast Mark I Edit

"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, does 1 damage, and locks the targeted room down, with a 10% chance to cause a breach and a 10% chance to stun crew.
  • Costs 50 scrap, and has level 3 rarity in the Hidden Crystal Worlds.

Crystal Lockdown Blast Mark II Edit

"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, does 2 damage, and locks the targeted room down, with a guaranteed breach (100% chance) and stuns crew for 10 seconds.
  • 'Costs 100 scrap, and has level 5 rarity in the Hidden Crystal Worlds.'

< more crystal weaponry, e.g. Heavy Crystal and Crystal Burst weaponry >

Crystal Burst Weapons Edit

to be added...

Heavy Crystal Weapons Edit

to be added...

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