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Weapons

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Revision as of 03:09, 29 January 2013 by Torchiest (talk | contribs) (Burst Lasers: forgot Mark I)
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Lasers

Lasers are relatively simple weapons; they consume no resources, are blocked by shields, and damage anything they hit. Lasers are, however, not likely to breach the enemy hull or to set fire to the enemy ship. Multiple types of lasers exist, each suitable for a specific role in space combat. It could be said that lasers are the most versatile weapons in the game, but they are often outclassed in a specific role.

Laser Types

Basic Lasers

The basic laser is the weakest laser in the game. It fires a single, low damage shot. The basic laser is unlikely to penetrate even the weakest shields, but it's cheap and only consumes a single power slot, so it could be worthwhile if you have extra power and weapon slots.

Name Power Cooldown Shots Damage Hull Bust Fire Chance Breach Chance SP Speed Scrap Cost Rarity Blueprint
Basic Laser 1 Power 10 1 1 0 1 low 0 low 0 60 20 Scrap 0 XML

Dual Lasers

A starter weapon on the "Nisos" Federation cruiser type B, this dual laser packs a punch for just one power.

Name Power Cooldown Shots Damage Hull Bust Fire Chance Breach Chance SP Speed Scrap Cost Rarity Blueprint Name
Dual Lasers 1 Power 10 2 1 0 1 low 0 0 60 25 Scrap 0 XML

Burst Lasers

Burst lasers are quite a step up from the basic laser. While they are a good choice against systems on the enemy ship, they are especially well-suited for penetrating shields due to the large number of projectiles they fire. While the Mark III may not seem significantly superior to the Mark II based simply on its damage per second, the salvo size is much more important when dealing with shields, which recharge in the time between volleys. The Burst Laser Mark III fires a volley of five shots, a force which is unstoppable by all but the most resilient shields. However, the Mark II is more efficient, with 1.5 shots per power unit, compared to the Mark III's 1.25 shots per power unit and the Mark I with just 1 shot per power unit. This, combined with its higher speed, means two Mark IIs can dish out six shots in 12 seconds compared to the Mark III's five shots per 19 seconds, for the same power cost, leading to almost double the damage per second (DPS). The Mark III's only advantage is that it only takes a single weapon slot.

Name Power Cooldown Shots Damage Hull Bust Fire Chance Breach Chance SP Speed Scrap Cost Rarity Blueprint Name
Burst Laser I 2 Power 11 2 1 0 1 low 0 0 60 50 Scrap 1 XML
Burst Laser II 2 Power 12 3 1 0 1 low 0 0 60 80 Scrap 4 XML
Burst L. III 4 Power Power 19 5 1 0 0 0 0 60 110 Scrap 4 XML

Heavy Lasers

Heavy lasers are more akin to missile launchers than to the other laser weapons in FTL, firing one or two high damage shots instead of a volley of lower damage ones. This makes heavy lasers ideal for destroying the enemy systems or hull, but they have trouble penetrating shields. Thus, it is a good strategy to destroy or weaken the shields with burst lasers, bombs, ion weapons or missiles and then firing the heavy laser.

Name Power Cooldown Shots Damage Hull Bust Fire Chance Breach Chance SP Speed Scrap Cost Rarity Blueprint Name
Heavy Laser I 1 Power 9 1 2 0 3 low 3 low 0 60 55 Scrap 2 XML
Heavy Laser II 3 Power Power 13 2 2 0 3 low 3 low 0 60 75 Scrap 4 XML
Heavy Laser I 1 Power 16 3 1 0 1 medium 1 medium 0 60 55 Scrap 0 XML
Boss Laser 1 Power 20 3 1 0 1 low 1 low 0 60 55 Scrap 0 XML

Heavy Pierce Lasers

Heavy pierce lasers are notable for their ability to penetrate certain amount of shield layers.

Rock cruiser Shivan starts with Heavy Pierce Laser I.

Name Power Cooldown Shots Damage Hull Bust Fire Chance Breach Chance SP Speed Scrap Cost Rarity Blueprint Name
Heavy Pierce I 2 Power 10 1 2 0 3 low 3 low 1 60 55 Scrap 0 XML

Hull Lasers

Hull lasers are best used against systemless rooms, as they deal double damage<ref name="hull">It has not yet been tested if a modified damage values will affect this ratio.</ref> to them. This and their reasonable volley size make them sound weapons for many different purposes. It is not rare for hull lasers to penetrate shields, but they are still better used when the shields are down, as they don't deal double damage to shields.

Name Power Cooldown Shots Damage Hull Bust Fire Chance Breach Chance SP Speed Scrap Cost Rarity Blueprint Name
Hull Laser I 2 Power 14 2 1 1 0 2 low 0 75 65 Scrap 2 XML
Hull Laser II 3 Power Power 15 3 1 1 1 low 3 low 0 90 100 Scrap 3 XML

<references />

Drone Lasers

Drones are so tightly integrated with their weapons that their weapons are incomplete without them. Template:Todo

Name Power Cooldown Shots Damage Hull Bust Fire Chance Breach Chance SP Speed Scrap Cost Rarity Blueprint Name
Drone Laser 1 1 1 low 0 0 XML
Drone Laser 2 1 1 1 low 0 120 0 XML

Laser Gallery

Ion

Ion weapons temporarily disable systems without causing hull or system damage. Systems hit with an ion weapon are shown in a light blue colour with a countdown until the impairment expires. For each ion damage a weapon causes, the cooldown increases by five seconds. All crew bonuses all for the system are lost for the duration of the ion damage. Powered down systems are not affected. Hitting shields with ion damage counts as hitting the shield system. Ion weapons deal twice the damage to Zoltan shields.

For each ion damage point one power bar is disabled.

Name Power Cooldown Shots Ion Damage locked Damage Scrap Cost Rarity Blueprint
Ion Blast 1 Power 8 1 1 1 30 30 Scrap 3 XML
Heavy Ion 2 Power 13 1 2 1 40 45 Scrap 3 XML
Ion Blast Mark II 3 Power Power 4 1 1 1 30 80 Scrap 4 XML
Ion Bomb <ref name="missile">Requires a missile; Can target your own ship.</ref> 1 Power 18 1 4 1 65 Scrap 3 XML
Heavy Ion <ref>Used only by the Rebel Flagship</ref> 1 Power 28 3 1 1 40 40 Scrap 0 XML
Ion Blast <ref>Used only by a drone</ref> 1 1 30 0 XML

<references />

Ion Gallery

Beams

Beam weapons are aimed differently from the other weapon types.

To fire a beam weapon, the player must first target a point on the enemy ship and then indicate the direction they would like the laser to travel over the enemy ship. Beam weapons deal damage based on the number of rooms hit, so it is a good idea to pause the game and find the optimal route for your beam to travel.

Shield bubbles will subtract 1 damage of a beam without discharging themselves. Most beams are unable to damage ships until other weapons first take out their shields. Once the shields are down, however, all beams are devastating weapons. Only the Glave Beam has enough strength to reliably overwhelm shields.

Unlike missiles and lasers, most beams behave in a similar fashion and only differentiate themselves with special attributes and beam duration.

  • Beam weapons do damage based on the number of rooms they hit.
  • Each Shield bubble will block 1 damage of a beam.
  • It's best to use beams when their shields are down.
  • Beam weapons cannot be evaded and will always hit. Ships with the Rock Plating augment may still resist the damage.
Name Power Cooldown Damage Length Fire Chance Breach Chance Speed Scrap Cost Rarity Blueprint
Mini Beam 1 Power 12 1 45 1 small 0 3 20 Scrap 0 XML
Halberd Beam 3 Power Power 17 2 80 0 1 small 70 Scrap 2 XML
Pike Beam 2 Power 16 1 170 0 0 13 60 Scrap 2 XML
Fire Beam<ref name="fire">Very high fire chance.</ref> 2 Power 20 0 140 8 high 0 70 Scrap 3 XML
Glaive Beam <ref name"glaive">Cuts through shields. Damage -1 per shield layer.</ref> 4 Power Power 25 3 80 0 0 120 Scrap 5 XML
Anti-Bio Beam <ref name="damage">Deals 4 damage to crewmembers.</ref> 2 Power 16 0 140 0 0 13 50 Scrap 5 XML
Hull Beam <ref name="hull">2x damage to systemless rooms w/ Hull Burst = 1.</ref> 2 Power 14 1 100 0 2 low 70 Scrap 3 XML
Boss Beam 1 Power 26 2 100 0 1 small 70 Scrap 0 XML
Drone Beam 1 20 1 small 0 3 0 XML

<references />

Beam Gallery

Missiles

Missiles are shield piercing, can ignore shields to do significant damage but can be shot down by defence drones.

Every ship carries a limited supply of missiles which are also consumed by bomb weapons. If using autofire keep an eye on the missile count.

Name Power Cooldown Shots Missiles Damage Hull Burst Fire Chance Breach Chance SP Speed Scrap Cost BP Rarity Blueprint
Leto 1 Power 9 1 1 1 1 low 1 low 5 35 20 Scrap 2 0 XML
Artemis <ref name="artemis">There appears to be a second variant only found on enemy ships.</ref> 1 Power 11 1 1 2 1 low 1 low 5 35 38 Scrap 5 0 XML
Artemis <ref name="artemis" /> 2 Power 10 1 1 2 1 low 1 low 5 35 38 Scrap 5 0 XML
Hermes 3 Power Power 14 1 1 3 3 low 2 low 5 35 50 Scrap 6 2 XML
Breach 3 Power Power 22 1 1 4 3 low 8 high 5 35 70 Scrap 7 3 XML
Hull Mi. <ref name="hull">2x damage to systemless rooms.</ref> 2 Power 17 1 1 2 1 1 low 3 low 5 35 75 Scrap 6 3 XML
Pegasus <ref name="pegasus">Fires two missiles.</ref> 3 Power Power 20 2 1 2 3 low 2 low 5 35 80 Scrap 7 3 XML
BossM. 1 Power 23 3 0 1 3 low 2 low 5 35 80 Scrap 7 0 XML
Drone M. 0<ref name="Mi0">This should never appear in the store.</ref> 1 1 1 low 1 low 5 0 XML

<references/>

Missile Gallery

Crystal

Modified projectile weapons that fire shield piercing crystals.

Name Power Cooldown Shots Damage Fire Chance Breach Chance SP Speed Scrap Cost BP Rarity<ref name="CRYSTAL_HOME">Outside of Hidden Crystal Worlds rarity is 0.</ref> Blueprint
Crystal 1 Power 9 1 1 0 1 5 35 20 Scrap 2 0 XML
Crystal B. I 2 Power 15 2 1 0 1 1 50 20 Scrap 2 1 XML
Crystal B. II 3 Power Power 17 3 1 0 1 1 50 20 Scrap 2 4 XML
Crystal H. I 1 Power 13 1 2 0 1 1 50 20 Scrap 2 2 XML
Crystal H. II 3 Power Power 19 1 4 0 10 1 50 20 Scrap 2 5 XML

<references/>

Crystal Gallery

Bomb Weapons

Bombs are self-teleporting explosive devices that consume a missile to fire, and can target your own ship.

Like the crew-teleporter bombs bypass shields and defense drones. However, bombs can also miss their target and will often materialize harmlessly in space.

Bombs do no direct damage to a ship's hull, but do affect crew, systems and special targets (such as defenceless farming settlements, you monster).

Name Power Cooldown System Damage Crew Damage Fire Chance Breach Chance Scrap Cost BP Rarity Blueprin
S. Bomb 1 Power 13 2 2 1 low 0 55 Scrap 4 1 XML
Breach 1 1 Power 9 1 2 0 10 high 70 Scrap 4 0 XML
Breach II 2 Power 17 3 3 0 10 high 70 Scrap 4 4 XML
Fire B. 2 Power 15 0 2 10 high 0 55 Scrap 5 2 XML
I. Bomb<ref name="ION_BOMB">Deals 4 ion damage.</ref> 1 Power 18 0 0 65 Scrap 4 3 XML
Heal B. <ref name="BOMB_HEAL">Heals nearby crew members.</ref> 1 Power 18 0 -10 0 0 40 Scrap 4 3 XML
Lock B. <ref name="LOCK_B">Prevents movement in or out of room.</ref> 1 Power 15 0 0 0 0 60 Scrap 4 3<ref name="BOMB_LOCK">Outside of Hidden Crystal Worlds rarity is 0</ref> XML

<references/> For all bomb weapons these are set as indicated.

  • locked = 1
  • Shots = 1
  • Missiles = 1
  • Damage = 0
  • SP = 0


Bomb Gallery