Weapon
Weapons and weapon systems.
| Name | Rarity | Size | Base Value | Description | |
|---|---|---|---|---|---|
| Autocannon I | 10 | 710 cr | Rapid-fire kinetic weapon. Good against armor. | ||
| Autocannon II | 10 | 1,800 cr | Dual-barrel autocannon with improved fire rate. | ||
| Blood Reaver | 10 | 8,700 cr | Crimson Fleet weapon that converts damage dealt into repairs. | ||
| Dark Matter Projector | 10 | 52,000 cr | Projects concentrated dark matter that annihilates conventional matter. | ||
| EM Disruptor I | 10 | 3,900 cr | Disrupts enemy systems, reducing their effectiveness. | ||
| EM Smartbomb | 10 | 6,400 cr | Area-effect EMP device that damages all nearby ships. | ||
| EMP Cannon I | 10 | 3,000 cr | Electromagnetic pulse weapon that disrupts ship electronics. | ||
| EMP Missile Launcher | 10 | 5,600 cr | Fires guided EMP warheads that disable target modules on impact. | ||
| EMP Pulse I | 10 | 3,800 cr | Electromagnetic pulse that temporarily disables ship systems. | ||
| EMP Pulse II | 10 | 6,800 cr | Enhanced EMP device with longer disruption duration. | ||
| EMP Pulse III | 10 | 41,000 cr | Military-grade EMP that can cripple capital ships. | ||
| Explosive Smartbomb | 10 | 4,200 cr | Detonates a shaped charge affecting all nearby ships. | ||
| Flak Cannon I | 10 | 4,200 cr | Anti-munition weapon that intercepts drones and missiles. | ||
| Flak Cannon II | 10 | 5,300 cr | Improved flak system with wider coverage arc. | ||
| Flak Cannon III | 10 | 26,000 cr | Advanced flak battery that creates a defensive perimeter. | ||
| Focused Beam I | 10 | 8,700 cr | Continuous beam weapon that bypasses shields. | ||
| Focused Beam II | 10 | 17,000 cr | Advanced beam weapon with improved shield penetration. | ||
| Focused Beam III | 10 | 27,000 cr | Elite beam weapon with 60% shield penetration. | ||
| Fury Cannon | 10 | 37,000 cr | Crimson Fleet weapon that deals more damage as your hull decreases. | ||
| Heavy Mass Driver | 10 | 25,000 cr | Accelerates massive projectiles using gravity manipulation. | ||
| Heavy Pulse Laser | 10 | 27,000 cr | Capital-class energy weapon with devastating output. | ||
| Heavy Torpedo | 10 | 4,000 cr | Slow but devastating capital ship killer. | ||
| Ion Beam Array | 10 | 11,000 cr | Multi-emitter ion array that systematically disables enemy ship systems. | ||
| Ion Blaster I | 10 | 3,900 cr | Ionized particles that disrupt shield generators and drain capacitors. | ||
| Ion Blaster II | 10 | 7,200 cr | Enhanced ion weapon that cripples enemy shield regeneration. | ||
| Ion Blaster III | 10 | 11,000 cr | Military ion weapon that completely neutralizes shield systems. | ||
| Ion Cannon I | 10 | 2,600 cr | Ionized particle weapon that drains enemy capacitor systems. | ||
| Ion Cannon II | 10 | 5,400 cr | Improved ion weapon with stronger capacitor disruption. | ||
| Judgment Beam | 10 | 40,000 cr | The ultimate Solarian weapon of righteous destruction. | ||
| Jury-Rigged Cannon | 10 | 2,500 cr | Outer Rim heavy weapon cobbled together from salvage. | ||
| Kinetic Smartbomb | 10 | 3,800 cr | Releases a shrapnel burst damaging all nearby ships. | ||
| Mass Driver | 10 | 12,000 cr | Capital-class railgun with extreme range and damage. | ||
| Mine Launcher I | 10 | 1,800 cr | Deploys proximity mines that detonate when ships approach. | ||
| Mine Launcher II | 10 | 4,000 cr | Advanced mine deployment system with larger payload capacity. | ||
| Missile Launcher I | 10 | 1,800 cr | Basic missile launcher. Area damage. | ||
| Missile Launcher II | 10 | 6,500 cr | Multi-warhead missile system. | ||
| Neural Disruptor | 10 | 10,000 cr | Advanced EM weapon that disrupts ship systems. | ||
| Null Cannon | 10 | 46,000 cr | Creates localized areas of null-space that erase matter. | ||
| Phase Disruptor | 10 | 21,000 cr | Voidborn weapon that shifts between dimensions to strike. | ||
| Piercing Railgun I | 10 | 5,000 cr | Electromagnetic accelerator that fires dense metal slugs at extreme velocity. Bypasses 50% of armor. | ||
| Piercing Railgun II | 10 | 15,000 cr | High-velocity railgun with improved magnetic coils and penetrating power. Bypasses 65% of armor. | ||
| Plasma Cannon I | 10 | 2,200 cr | Superheated plasma projectiles that burn through armor. | ||
| Plasma Cannon II | 10 | 3,800 cr | Enhanced plasma weapon with improved containment fields. | ||
| Plasma Cannon III | 10 | 8,100 cr | Military-grade plasma weapon with devastating thermal output. | ||
| Plasma Cannon IV | 10 | 9,500 cr | Capital-class plasma weapon that liquefies enemy hulls. | ||
| Plasma Repeater I | 10 | 2,400 cr | Rapid-fire plasma weapon with lower damage per shot. | ||
| Plasma Repeater II | 10 | 4,900 cr | Advanced rapid-fire plasma system with improved heat dissipation. | ||
| Plasma Torpedo Launcher | 10 | 7,500 cr | Fires slow but devastating plasma-charged torpedoes. | ||
| Proximity Mine Launcher | 10 | 3,500 cr | Deploys smart mines with enhanced detection radius. | ||
| Pulse Laser I | 10 | 2,500 cr | Entry-level energy weapon. Reliable but weak. | ||
| Pulse Laser II | 10 | 6,900 cr | Improved energy weapon with better focusing optics. | ||
| Pulse Laser III | 10 | 13,000 cr | Military-grade pulse laser with rapid fire capability. | ||
| Railgun I | 10 | 5,000 cr | Electromagnetic accelerator. High damage, slow fire. | ||
| Railgun II | 10 | 9,500 cr | Advanced railgun with armor-piercing rounds. | ||
| Scrapgun | 10 | 1,100 cr | Outer Rim improvised weapon that fires salvaged debris. | ||
| Siege Railgun | 10 | 30,000 cr | Capital-class electromagnetic cannon designed for station bombardment. | ||
| Solar Lance | 10 | 27,000 cr | Solarian weapon that harnesses the power of stars. | ||
| System Disabler | 10 | 8,800 cr | Targeted EMP that disables specific enemy modules. | ||
| Thermal Smartbomb | 10 | 4,800 cr | Releases superheated plasma in all directions. | ||
| Tracking Mine Launcher | 10 | 8,000 cr | Deploys mines that actively pursue nearby targets. | ||
| Void Cannon | 10 | 25,000 cr | Fires concentrated void energy that ignores conventional defenses. | ||
| Void Lance II | 10 | 40,000 cr | Advanced void weapon that tears through any defense. | ||
| Void Laser | 10 | 143,000 cr | Legendary weapon that tears holes in the fabric of space-time. | ||
| Void Mine Launcher | 10 | 56,000 cr | Deploys dimensional rift mines that bypass conventional shields entirely. | ||
| Void Torpedo Launcher | 10 | 108,000 cr | Phase-shifted warheads that bypass shields entirely. |