Laser
Cheap! Only 5mc per weapon. Does not get any exotic tech bonus for shield or armor drain. Shorts out pulsed lasers on target ship if this weapon hits the target's armor. When a target ship's armor is hit all pulsed lasers drop to an energy level of negative 20 and must be depolorized before they can be fired again.
Pulsed Laser
Fastest charge rate of all small ship weapons. Recharges in just 3 seconds. Does not get any exotic tech bonus for shield or armor drain.
Disrupter
400% more damaging to life support systems than any other small ship weapons. It kills the crew and has a short range. The weapon has an extra kill bonus against races other than Solar Federation, Crystals, Robots, and Stormers. The the target has no armor there is a 25% chance of 10 crew, 100 colonists, and 30 troops getting killed. If the target has full armor the odds drop to 0% of this kill bonus happening. The Stormers, Solar Federation, Crystals, and Robots are immune from this effect. This weapon can hit the target's soft spot and cause the target ship to explode.
Streak Missiles
Point defense systems have an easy time of intercepting streak missiles.The 35mm Vulcan has a 70% of doing so. It is the most accurate of all small ship weapons and is the only small ship weapon to use ordnance. It has a high blast level, very long range, a very slow recharge rate ( takes 30 seconds to recharge) and drains 5 shield units per hit. The have the advantage of overcoming any enemy evasive factors. A target ship's evasive rating will always be zero when fired on by a streak missile.
Phasor
Heavy damage to ships subspace engines. Solar Federation ships have a +40 change of hitting an enemy target with phasors.This weapon can hit the target's soft spot and cause the target ship to explode.
Positron
It has good accuracy, does heavy damage to the hyper drive jump engines, heavy damage to ships subspace engines, and destroys 3 armor units per hit. Any impact on an target ship's armor will result in a 40% chance of shorting out the power banks of the target ship's small weapons. When the banks are shorted out all power levels drop to negative 20 and the weapons must depolorized and recharge before they can fire again.
Meson Gun
Does a good amount of damage to ship control systems and arcs through 95 units of armor. An impact on the armor may drain the enemy's large weapon power banks slightly. If the target has full armor no large weapon power is drained. If the target has no armor there is a 25% chance that 5 points of large weapon energy will get drained from all large weapons. It is possible to force all the targets energy banks to go into a very negative state of charge keeping the large weapons from firing at all. The Stormers and Solar Federation are immune from this effect.
Xenon Beam
It does a good amount of damage to ship control systems, does a high amount of damage to ship parts and ship hull, kills the crew, has a very slow recharge rate ( takes 30 seconds to recharge ) , destroys 4 armor units per hit and shots arc through 50 shield units. Any impact one the target ship's armor will result in a 80% chance of the target ship's point defense weapon systems losing energy, for a few seconds as the target's point denfense power banks drop to negative 10 energy points. This weapon can hit the target's soft spot and cause the target ship to explode.
Tachyon Gun
It is hard to intercept with point defense systems, has a high blast level, has a very long range, draws 5 gw a second of power while recharging, shot arcs though 120 units of armor and does no damage at all to armor. In other words this weapon can not hurt a ship with 120 units or more of armor. Unless exotic tech is used to give the weapon a armor drain bonus. The have the advantage of overcoming any enemy evasive factors. A target ship's evasive rating will always be zero when fired on by a tachyon gun.
Plasma Gun
It does very heavy damage to ship control systems, heavy damage to the hyper drive jump engines, heavy damage to ships subspace engines, kills the crew. It has the highest blast level of all small weapons, has a very short range, draws 10 gw per second ( the heaviest power draw of all small weapons ), arcs through 100 units of ship armor, and drains the target`s shield of an impressive 10 units of shields with every hit. Every hit on a target ship's armor results in a 80% chance of draining 200 energy points out of the target ship's super weapon and a 2% chance of causing an energy loss in the target ship's large weapon systems. The plasma gun is twice as likely all all other small weapons to cause shields to loose power when hit than all other small weapons. The plasma gun does not suffer from the 50% chance of a glancing hit on the target's shields that all other small weapons suffer from. This weapon can hit the target's soft spot and cause the target ship to explode.
All small weapons can be countered
with 35mm Vulcan, Flake Cannon, Auto Blaster point defense
systems. Aczanny ECM systems can cause all small weapons systems
to loose 30% accuracy.
Laser 
Shorts out the Pulsed Laser. Exotic Tech bonus does not help this weapon. 
Shield Drain

1 
Shield Arc 
1 
Armor Drain 
1 
Armor Arc 
0 
Charge Draw 
1 
Full Charge 
4 
Charge Time 
4 
Max Range 
376 
Blast 
1 
Kill 
1 
Damage Parts

1 
Damage Eng 
1 
Damage Hyp 
1 
Damage Sys 
1 
Damage Life 
1 
Ord Usage 
0 
Accuracy 
40 
PointD Odds 
40 
Hardness 
10 
Cost 
5 
Mass 
1 
Duranium 
0 
Tritanium 
0 
Molybdenum 
0 
Tech Level 
1 
Cost of Tech

100 
Pulsed
Laser 
Exotic
tech does not help this weapon. 
Shield Drain

2 
Shield Arc 
0 
Armor Drain 
2 
Armor Arc 
0 
Charge Draw 
1 
Full Charge 
3 
Charge Time 
3 
Max Range 
355 
Blast 
1 
Kill 
1 
Damage Parts

2 
Damage Eng 
1 
Damage Hyp 
1 
Damage Sys 
1 
Damage Life 
1 
Ord Usage 
0 
Accuracy 
40 
PointD Odds 
40 
Hardness 
20 
Cost 
10 
Mass 
1 
Duranium 
0 
Tritanium 
0 
Molybdenum 
0 
Tech Level 
2 
Cost of Tech

120 
Disrupter

Every impact on target ship's armor kills 2 crew, 3 troops and 10 colonists. Feds, Crystals and Robots immune. 
Shield Drain

1 
Shield Arc 
0 
Armor Drain 
1 
Armor Arc 
0 
Charge Draw 
1 
Full Charge 
8 
Charge Time 
8 
Max Range 
290 
Blast 
1 
Kill 
3 
Damage Parts

3 
Damage Eng 
1 
Damage Hyp 
1 
Damage Sys 
1 
Damage Life 
4 
Ord Usage 
0 
Accuracy 
45 
PointD Odds 
35 
Hardness 
76 
Cost 
20 
Mass 
1 
Duranium 
0 
Tritanium 
0 
Molybdenum 
0 
Tech Level 
3 
Cost of Tech

200 
Streak
Missiles 
Ignores target ship's evasive rating 
Shield Drain

5 
Shield Arc 
0 
Armor Drain 
1 
Armor Arc 
0 
Charge Draw 
1 
Full Charge 
30 
Charge Time 
30 
Max Range 
950 
Blast 
5 
Kill 
2 
Damage Parts

2 
Damage Eng 
2 
Damage Hyp 
1 
Damage Sys 
1 
Damage Life 
1 
Ord Usage 
1 
Accuracy 
70 
PointD Odds 
80 
Hardness 
55 
Cost 
50 
Mass 
1 
Duranium 
0 
Tritanium 
0 
Molybdenum 
0 
Tech Level 
4 
Cost of Tech

300 
Phasor 
Feds get a 40% increased chance to hit target when using phasors 
Shield Drain

2 
Shield Arc 
0 
Armor Drain 
1 
Armor Arc 
0 
Charge Draw 
1 
Full Charge 
10 
Charge Time 
10 
Max Range 
495 
Blast 
2 
Kill 
1 
Damage Parts

3 
Damage Eng 
4 
Damage Hyp 
1 
Damage Sys 
1 
Damage Life 
1 
Ord Usage 
0 
Accuracy 
45 
PointD Odds 
30 
Hardness 
40 
Cost 
52 
Mass 
1 
Duranium 
0 
Tritanium 
0 
Molybdenum 
0 
Tech Level 
5 
Cost of Tech

300 
Positron 
Any impact on a target ship's armor results in a 40% chance shorting out the ship's small weapon systems. (Negative 20) 
Shield Drain

1 
Shield Arc 
0 
Armor Drain 
3 
Armor Arc 
0 
Charge Draw 
1 
Full Charge 
10 
Charge Time 
10 
Max Range 
550 
Blast 
1 
Kill 
1 
Damage Parts

1 
Damage Eng 
5 
Damage Hyp 
4 
Damage Sys 
1 
Damage Life 
1 
Ord Usage 
0 
Accuracy 
67 
PointD Odds 
35 
Hardness 
40 
Cost 
55 
Mass 
1 
Duranium 
0 
Tritanium 
0 
Molybdenum 
0 
Tech Level 
6 
Cost of Tech

300 
Meson Gun

Any impact on a target ship's armor results in a chance of draining the ship's large weapon systems slightly. If the ship has full armor there is no chance of a power drain. If the target has no armor there is a 25% chance that 5 points of large weapon power will be drained. It can cause the weapon to go negative. 
Shield Drain

2 
Shield Arc 
0 
Armor Drain 
2 
Armor Arc 
95 
Charge Draw 
1 
Full Charge 
10 
Charge Time 
10 
Max Range 
365 
Blast 
2 
Kill 
2 
Damage Parts

1 
Damage Eng 
1 
Damage Hyp 
1 
Damage Sys 
5 
Damage Life 
1 
Ord Usage 
0 
Accuracy 
40 
PointD Odds 
35 
Hardness 
40 
Cost 
30 
Mass 
1 
Duranium 
0 
Tritanium 
0 
Molybdenum 
0 
Tech Level 
7 
Cost of Tech

550 
Xenon
Beam 
Any impact on a target ship's armor results in a 80% chance shorting out the ship's point defense systems (Negative 10 energy) 
Shield Drain

2 
Shield Arc 
50 
Armor Drain 
4 
Armor Arc 
20 
Charge Draw 
1 
Full Charge 
30 
Charge Time 
30 
Max Range 
370 
Blast 
4 
Kill 
5 
Damage Parts

8 
Damage Eng 
2 
Damage Hyp 
1 
Damage Sys 
5 
Damage Life 
1 
Ord Usage 
0 
Accuracy 
50 
PointD Odds 
10 
Hardness 
70 
Cost 
150 
Mass 
1 
Duranium 
0 
Tritanium 
0 
Molybdenum 
0 
Tech Level 
8 
Cost of Tech

1020 
Tachyon
Gun 
This weapon effectively ignores the target's evasive rating. Needs exotic tech to do any damage to the target's armor. 
Shield Drain

1 
Shield Arc 
10 
Armor Drain 
0 
Armor Arc 
120 
Charge Draw 
5 
Full Charge 
40 
Charge Time 
8 
Max Range 
950 
Blast 
5 
Kill 
1 
Damage Parts

2 
Damage Eng 
2 
Damage Hyp 
1 
Damage Sys 
4 
Damage Life 
1 
Ord Usage 
0 
Accuracy 
60 
PointD Odds 
0 
Hardness 
90 
Cost 
160 
Mass 
1 
Duranium 
0 
Tritanium 
0 
Molybdenum 
0 
Tech Level 
9 
Cost of Tech

1765 
Plasma
Gun 
Any impact on a target ship's armor results in a 80% chance shorting out the ship's super weapon system as well as a 2% chance of draining 5 energy points from the target's large weapon's systems. Always drains shields, unlike all other small weapons, which have a 50% chance of a glancing blow. 
Shield Drain

10 
Shield Arc 
0 
Armor Drain 
2 
Armor Arc 
100 
Charge Draw 
10 
Full Charge 
100 
Charge Time 
10 
Max Range 
200 
Blast 
9 
Kill 
5 
Damage Parts

5 
Damage Eng 
5 
Damage Hyp 
5 
Damage Sys 
8 
Damage Life 
1 
Ord Usage 
0 
Accuracy 
50 
PointD Odds 
40 
Hardness 
100 
Cost 
165 
Mass 
1 
Duranium 
0 
Tritanium 
0 
Molybdenum 
0 
Tech Level 
10 
Cost of Tech

1900 
Shield
Drain 

Laser 
1 
Pulsed Laser

2 
Disrupter 
1 
Streak
Missiles 
5 
Phasor 
2 
Positron 
1 
Meson Gun 
2 
Xenon Beam 
2 
Tachyon Gun 
1 
Plasma Gun 
10 
Shield
Arc 

Laser 
1 
Pulsed Laser

0 
Disrupter 
0 
Streak
Missiles 
0 
Phasor 
0 
Positron 
0 
Meson Gun 
0 
Xenon Beam 
50 
Tachyon Gun 
10 
Plasma Gun 
0 
Armor
Drain 

Laser 
1 
Pulsed Laser

2 
Disrupter 
1 
Streak
Missiles 
1 
Phasor 
1 
Positron 
3 
Meson Gun 
2 
Xenon Beam 
4 
Tachyon Gun 
0 
Plasma Gun 
2 
Armor Arc


Laser 
0 
Pulsed Laser

0 
Disrupter 
0 
Streak
Missiles 
0 
Phasor 
0 
Positron 
0 
Meson Gun 
95 
Xenon Beam 
20 
Tachyon Gun 
120 
Plasma Gun 
100 
Charge
Draw 

Laser 
1 
Pulsed Laser

1 
Disrupter 
1 
Streak
Missiles 
1 
Phasor 
1 
Positron 
1 
Meson Gun 
1 
Xenon Beam 
1 
Tachyon Gun 
5 
Plasma Gun 
10 
Full
Charge 

Laser 
4 
Pulsed Laser

3 
Disrupter 
8 
Streak
Missiles 
30 
Phasor 
10 
Positron 
10 
Meson Gun 
10 
Xenon Beam 
30 
Tachyon Gun 
40 
Plasma Gun 
100 
Charge
Time 

Laser 
4 
Pulsed Laser

3 
Disrupter 
8 
Streak
Missiles 
30 
Phasor 
10 
Positron 
10 
Meson Gun 
10 
Xenon Beam 
30 
Tachyon Gun 
8 
Plasma Gun 
10 
Max Range


Laser 
376 
Pulsed Laser

355 
Disrupter 
290 
Streak
Missiles 
950 
Phasor 
495 
Positron 
550 
Meson Gun 
365 
Xenon Beam 
370 
Tachyon Gun 
950 
Plasma Gun 
200 
Blast 

Laser 
1 
Pulsed Laser

1 
Disrupter 
1 
Streak
Missiles 
5 
Phasor 
2 
Positron 
1 
Meson Gun 
2 
Xenon Beam 
4 
Tachyon Gun 
5 
Plasma Gun 
9 
Kill 

Laser 
1 
Pulsed Laser

1 
Disrupter 
3 
Streak
Missiles 
2 
Phasor 
1 
Positron 
1 
Meson Gun 
2 
Xenon Beam 
5 
Tachyon Gun 
1 
Plasma Gun 
5 
Damage
Parts 

Laser 
1 
Pulsed Laser

2 
Disrupter 
3 
Streak
Missiles 
2 
Phasor 
3 
Positron 
1 
Meson Gun 
1 
Xenon Beam 
8 
Tachyon Gun 
2 
Plasma Gun 
5 
Damage
Eng 

Laser 
1 
Pulsed Laser

1 
Disrupter 
1 
Streak
Missiles 
2 
Phasor 
4 
Positron 
5 
Meson Gun 
1 
Xenon Beam 
2 
Tachyon Gun 
2 
Plasma Gun 
5 
Damage
Hyp 

Laser 
1 
Pulsed Laser

1 
Disrupter 
1 
Streak
Missiles 
1 
Phasor 
1 
Positron 
4 
Meson Gun 
1 
Xenon Beam 
1 
Tachyon Gun 
1 
Plasma Gun 
5 
Damage
Sys 

Laser 
1 
Pulsed Laser

1 
Disrupter 
1 
Streak
Missiles 
1 
Phasor 
1 
Positron 
1 
Meson Gun 
5 
Xenon Beam 
5 
Tachyon Gun 
4 
Plasma Gun 
8 
Damage
Life 

Laser 
1 
Pulsed Laser

1 
Disrupter 
4 
Streak
Missiles 
1 
Phasor 
1 
Positron 
1 
Meson Gun 
1 
Xenon Beam 
1 
Tachyon Gun 
1 
Plasma Gun 
1 
Ord Usage


Laser 
0 
Pulsed Laser

0 
Disrupter 
0 
Streak
Missiles 
1 
Phasor 
0 
Positron 
0 
Meson Gun 
0 
Xenon Beam 
0 
Tachyon Gun 
0 
Plasma Gun 
0 
Accuracy 

Laser 
40 
Pulsed Laser

40 
Disrupter 
45 
Streak
Missiles 
70 
Phasor 
45 
Positron 
67 
Meson Gun 
40 
Xenon Beam 
50 
Tachyon Gun 
60 
Plasma Gun 
50 
PointD
Odds 

Laser 
40 
Pulsed Laser

40 
Disrupter 
35 
Streak
Missiles 
80 
Phasor 
30 
Positron 
35 
Meson Gun 
35 
Xenon Beam 
10 
Tachyon Gun 
0 
Plasma Gun 
40 
Hardness 

Laser 
10 
Pulsed Laser

20 
Disrupter 
76 
Streak
Missiles 
55 
Phasor 
40 
Positron 
40 
Meson Gun 
40 
Xenon Beam 
70 
Tachyon Gun 
90 
Plasma Gun 
100 
Cost 

Laser 
5 
Pulsed Laser

10 
Disrupter 
20 
Streak
Missiles 
50 
Phasor 
52 
Positron 
55 
Meson Gun 
30 
Xenon Beam 
150 
Tachyon Gun 
160 
Plasma Gun 
165 
Mass 

Laser 
1 
Pulsed Laser

1 
Disrupter 
1 
Streak
Missiles 
1 
Phasor 
1 
Positron 
1 
Meson Gun 
1 
Xenon Beam 
1 
Tachyon Gun 
1 
Plasma Gun 
1 
Duranium 

Laser 
0 
Pulsed Laser

0 
Disrupter 
0 
Streak
Missiles 
0 
Phasor 
0 
Positron 
0 
Meson Gun 
0 
Xenon Beam 
0 
Tachyon Gun 
0 
Plasma Gun 
0 
Tritanium


Laser 
0 
Pulsed Laser

0 
Disrupter 
0 
Streak
Missiles 
0 
Phasor 
0 
Positron 
0 
Meson Gun 
0 
Xenon Beam 
0 
Tachyon Gun 
0 
Plasma Gun 
0 
Molybdenum


Laser 
0 
Pulsed Laser

0 
Disrupter 
0 
Streak
Missiles 
0 
Phasor 
0 
Positron 
0 
Meson Gun 
0 
Xenon Beam 
0 
Tachyon Gun 
0 
Plasma Gun 
0 
Tech
Level 
Laser 
1 
Pulsed Laser

2 
Disrupter 
3 
Streak
Missiles 
4 
Phasor 
5 
Positron 
6 
Meson Gun 
7 
Xenon Beam 
8 
Tachyon Gun 
9 
Plasma Gun 
10 
Cost Of
Tech 
Laser 
100 
Pulsed Laser

120 
Disrupter 
200 
Streak
Missiles 
300 
Phasor 
300 
Positron 
300 
Meson Gun 
550 
Xenon Beam 
1020 
Tachyon Gun 
1765 
Plasma Gun 
1900 
Dec 24, 2003