| Name |
Weapon |
Description |
| Energy Weapons (EW) |
These weapons drain energy from your ship rather than ammo. As such, be careful, when using other equipment that also uses
energy, such as signature cloaks. Energy does not disperse like particles, providing superior aim. Also, they travel faster, so you do not need
to lead your target as much. |
| EW Disruptor Cannon |
 |
Used by scouts and fighters, the weapon is mainly used to disable the
strong shields of ships or weak stations, such as those of GigaCorp. |
| EW Galvonic Blaster |
 |
Used by advanced fighters, the galvonic blaster is ideal for taking down
small stations (Ops, Refs, Teles). It also inflicts greater damage to ships, and
is often used against capital ships. |
| EW Anti-Utility Cannon |
 |
Used by stealth fighters, this weapon is most and very effective on utility
ships such as miners, carriers and constructors, and has a lower signature
than regular weapons. |
| EW Sniper |
 |
Used by stealth fighters, this weapon is most and very effective on military
ships, and has a lower signature than most weapons. It has a good
range that can go up to about 900 meters, and has a fast firing rate. |
| EW Stinger |
 |
Used by the Rixian Unity's bombers and troop transports, this weapon
can quickly destroy stations. Being energy-based, the weapon allows
those ships to not have to reload after long expeditions. |
| EW Skyripper |
 |
Used by devastators and exceptionally by Rixian destroyers, the
Skyripper can damage bases. However, stronger stations may
require the ship to stop firing and recharge its energy,
which is dangerous. This weapon is also devastating to other capships. |
| EW Anti-Base Cannon |
TF |
Used by Technoflux bombers, this weapon fires at a high rate compared
to AB missiles (and don't need reload), leading to quick and efficient
destruction of bases. It is also widely used against other ships
due to the large energy waves. |
| EW Anti-Shield Cannon |
TF |
This Technoflux-only weapon is a replacement for the EMP Missile. Even
though is uses energy, it has no real advantage over the EMP missile,
other than that it does not raise the ship's signature when armed. |
| EW Nanite Repair System |
 |
Mounted on scouts and certain of Belters' ships, the
nanite repair system simply repairs hulls of ships and stations at the cost of energy. The
most common use is named after this weapon: nanning. See basics
for more info. |
| EW Heavy Base Cannon |
TF |
Used by Technoflux capitals, the heavy base cannon, as its name implies,
destroys bases. Since it is energy-based, the capital can go on
for a very long time without docking. |
| EW Pulse Laser |
 |
This Federation low-range energy weapon can inflict great damage and
allows excellent accuracy, making it excellent in dogfighting. |
| EW Gauss Gun |
TF |
This extremely high ranged Federation weapon can inflict great damage
at a very low rate. However, it raises the ship's signature greatly,
and shouldn't be used when stealth is crucial. |
| Particle Weapons (PW) |
| These weapons use the ammo stored on your ship. They are generally
more powerful than energy weapons. Particles do disperse (except plasma),
so your aim decreases as distance increases. Particles also travel slower,
so you have to lead your target more than you would with energy weapons. |
| PW Gattling Gun |
 |
Used by scouts, fighters, bombers and gunships, this is the standard
dogfighting weapon. It has a medium range (400-500 m), inflicts
medium damage, and has a medium firing rate. It can be used effectively
to lower the shields and hull of weak stations. |
| PW Plasma Gattling Gun |

|
Used by scouts, fighters, bombers and gunships, this standard weapon
can only be developed by Technoflux, and bullets do not disperse,
leading to extremely precise fire. Ships from other factions can
load it if they find it, but factions cannot replicate this superior
technology. |
| PW Mini-Gun |
 |
Mounted on interceptors and certain Belters ships, this short-range weapon
quickly inflicts considerable damage to other ships, making it the
ultimate dogfighting weapon, with a very high firing rate. |
| PW Plasma Mini-Gun |
TF |
The plasma equivalent of the mini-gun, this weapon suffers from no dispersion,
allowing deadly accuracy from interceptors. |
| PW EMP Cannon |
 |
Used by interceptors, the electromagnetic pulse cannon is used
to quickly disable the strong shields of ships or stations,
but has a slow firing rate. It inflicts area damage, and
can destroy minefields. |
| PW Plasma EMP Cannon |
TF |
This Technoflux equivalent of the EMP Cannon is based on all the
same principles, without dispersion. |
| PW Ion Blaster |
TF |
Used by Technoflux stealth bombers, this weapon, not being a missile,
does not raise signature. Coupled with a heavy cloak, TF stealth
bombers may fire from out of enemy detection. It can fire twice
before requiring reload, like AB missiles. |
| PW Mini Disruptor |
 |
This GT weapon is optimized to lower the shields of enemy ships and to
inflict damage to capital ships. |
| PW Striker |
 |
This GT weapon is mounted on destroyers to destroy small and medium class
ships at a long range. |
| PW Lancer |
 |
Mounted on Rixian Destroyers, this weapon is ideal for the destruction
of small and medium class ships at long range. |
| Turrets (also particle weapons) |
These weapons use the ammo stored on your ship, and are controlled
by gunners aboard a piloted ship. They are generally
the most powerful weapons. These also use particles.
Particles do disperse (except plasma), so your aim decreases as
distance increases. Particles also travel slower, so
you have to lead your shots more. |
| PW AC Turret |
 |
This is the standard turret weapon, with an average of 1500m of
range. It can quickly destroy enemy ships, mostly at close range.
Its high firing rate allows for better accuracy. |
| Plasma AC Turret |
TF |
This is the standard Technoflux turret. It is similar to the
regular AC turret, but bullets do not disperse, and is therefore
much more accurate. |
| Mini AC Turret |
 |
Mounted on heavy scouts and Mustangs, the mini AC turret behaves like a
bomber's turret. It is upgraded by upgrading the regular AC turret.
It is somewhat weaker, Mini AC3 being equivalent to AC1. |
| Skycap Turret |
 |
This turret weapon is usually used on capital ships, but heavy bombers
and gunships can also use it. It has a lower firing rate, but inflicts
more damage. The bullet is bigger and inflicts area damage, making
it very destructive. It can damage minefields. |
| Plasma Skycap Turret |
TF |
Used mostly on the Technoflux flagship, this is the plasma equivalent
of the Skycap turret, but suffers from no dispersion. It
also has area damage and can destroy minefields. |
| EW Hvy Nanite Cannon |
 |
Used on heavy scouts, a nanite turret can replace the Mini AC turret,
and used to either increase the repair power of the scout at greater
energy expense, or as the sole repair system of the ship, leaving
the pilot to fire at other targets using missiles. |