Weapons
See Also: Missiles
Weapons are primarily designed to inflict damage on other ships. They play an obvious role in altering one's combat strategies, as they largely determine your ship's strengths and weaknesses in combat.
They may however be used to break up space debris, intercept missiles, and repair ships (with repair lasers).
Some weapons are very energy efficient, usually a result of requiring ammunition.
Direct fire weapons like those listed below can be characterized as either a beam, area of effect, or a bolt.
Contents
Weapon Types[edit]
Bolt weapons[edit]
- Fire discrete projectiles which travel through space at the listed speed.
- May fire repeatedly at the specified rate of fire.
- Accuracy depends on the bullet speed, which ranges from slow capital ship cannons to Flak that exceeds the speed of beam weapons.
- Most weapons fit into this category.
Beam weapons[edit]
- Are virtually impossible to evade because all beam weapons have a very high propagation speed.
- Generate a beam until the trigger is released or energy is depleted.
- Few Beam Weapons commonly seen in-game: The Alpha, Beta and Gamma Kyon Emitters, the Pulsed Beam Emitter and the Ion Disruptor.
Shockwave weapons[edit]
- Are almost impossible to evade since some can cover an area that is over 1 km wide.
- Fire a cone of destruction hitting victims multiple times, inflicting a huge multiplier on large targets.
- Often a source of friendly fire.
- Few Shockwave weapons available: Only the Phased Shockwave Generator and the Plasma Burst Generator are available.
Flak weapons[edit]
- Are primarily designed as anti-fighter weapons.
- Create a large damage area capable of seriously damaging fighters.
- Very few Flak Weapons are available: The Fragmentation Bomb Launcher, Flak Artillery Array, Starburst Shockwave Cannon and Cluster Flak Array
Ammunition Based Weapons[edit]
- Far more energy efficient than their equivalents, they require constant supplies of ammunition to fire.
- Each ammunition crate holds 200 rounds of ammunition. This means certain weapons use ammunition faster than others.
- Storing and re-equipping becomes a matter of logistics. OOS combat uses ammunition very quickly.
- Few Ammunition Based Weapons Available: The Mass Driver, Energy Bolt Chaingun, Matter/Anti-Matter Launcher (and P-M/AML) and the Gauss Cannon are the only weapons requiring Ammunition.
- Available Ammunition Types: Mass Driver Ammunition, Energy Bolt Chaingun Ammunition, Gauss Cannon Ammunition and Matter/Anti-Matter Warheads
Damage[edit]
Damage is inflicted in two ways.
Hull[edit]
Hulls are the outer shells of ships, they usually protect the equipment that makes a ship a ship rather than a blasted out derelict. Damage to the hull directly damages the ship and its equipment.
Shield[edit]
Shields are a protective energy field which primarily keeps micrometeorites and other debris from harming the hull in the course of normal navigation. They also protect the hull from weapons fire. Typically the shields must first be overcome to damage a ship.
Weapons List[edit]
A graphical table can be found at public.tableausoftware.com/views/X3Weapons/X3WeaponReport
Name | Shield Damage(Per second) | Shield (per MJ) | Hull Damage(Per second) | Hull (per MJ) | Energy (MJ/s) | Range (Km) | Speed (m/s) | Required ammo | Cargo type | Cargo Space |
---|---|---|---|---|---|---|---|---|---|---|
Fusion Beam Cannon | 9000 | 32 | 12800 | 46 | 278 | 6.63 | 2660 | no | L | 30 |
SPARE LASER 1 | 12000 | 182 | 1800 | 27 | 66 | 100 | 25000 | no | L | 33 |
SPARE LASER 2 | 2300 | 41 | 1100 | 20 | 56 | 1.79 | 5993 | no | S | 1 |
Matter/Anti-Matter Launcher | 10000 | 10000 | 3700 | 3700 | 1 | 3.62 | 445 | Matter/Anti-Matter Warhead | M | 21 |
Electro-Magnetic Plasma Cannon | 5200 | 64 | 2000 | 25 | 81 | 2.0 | 588 | no | S | 5 |
Prototype Starburst Shockwave Cannon | 11700 | 17 | 1900 | 3 | 679 | 2.0 | 2000 | no | XL | 28 |
Point Singularity Projector ** | 25200 | 101 | 9500 | 38 | 250 | 6.42 | 321 | no | XL | 200 |
Starburst Shockwave Cannon | 13100 | 17 | 2100 | 3 | 759 | 2.0 | 2000 | no | L | 28 |
Gamma Kyon Emitter | 10700 | 15 | 6400 | 9 | 714 | 4.85 | 12143 | no | XL | 25 |
Beta Kyon Emitter | 5000 | 17 | 3000 | 10 | 300 | 3.41 | 9765 | no | M | 5 |
Alpha Kyon Emitter | 2300 | 41 | 1100 | 20 | 56 | 1.79 | 5993 | no | S | 1 |
Experimental Electro-Magnetic Plasma Cannon | 4600 | 64 | 1800 | 25 | 72 | 2.0 | 588 | no | S | 5 |
Prototype Matter/Anti-Matter Launcher | 8900 | 8900 | 3300 | 3300 | 1 | 3.62 | 445 | Matter/Anti-Matter Warhead | M | 21 |
Phased Array Laser Cannon | 9400 | 34 | 7000 | 25 | 278 | 6.37 | 2561 | no | L | 32 |
Phased Shockwave Generator * | 2500 | 4 | 134 | 0.2 | 569 | 1.44 | 254 | no | L | 28 |
Cluster Flak Array | 12000 | 17 | 1800 | 3 | 692 | 1.98 | 2200 | no | L | 33 |
Repair Laser | 0 | 0 | 100 | 1 | 100 | 2.2 | 4400 | no | - | 1 |
Incendiary Bomb Launcher ** / *** | 46200 | 97 | 8100 | 17 | 478 | 5.14 | 312 | no | XL | 110 |
Phased Repeater Gun | 7200 | 52 | 765 | 6 | 138 | 2.32 | 1560 | no | S | 4 |
High Energy Plasma Thrower | 9400 | 50 | 1500 | 8 | 188 | 2.31 | 431 | no | S | 6 |
Tractor Beam | 0 | 0 | 0 | 0 | 2000 | 2.0 | 4000 | no | S | 50 |
Particle Accelerator Cannon | 6000 | 50 | 748 | 6 | 120 | 1.92 | 703 | no | S | 3 |
Mobile Drilling System | 118 | 6 | 325 | 16 | 20 | 4.83 | 84 | no | XL | 100 |
Ion Pulse Generator | 13000 | 27 | 544 | 1 | 475 | 3.88 | 347 | no | M | 28 |
Energy Bolt Chaingun | 8900 | 1483 | 1400 | 233 | 6 | 2.81 | 604 | Energy Bolt Chaingun Ammunition | S | 1 |
Plasma Beam Cannon | 11900 | 35 | 4500 | 13 | 336 | 5.85 | 10644 | no | XL | 120 |
Flak Artillery Array | 12800 | 20 | 1900 | 3 | 629 | 2.11 | 7051 | no | L | 30 |
Fragmentation Bomb Launcher | 8800 | 46 | 1400 | 7 | 192 | 1.97 | 359 | no | S | 5 |
Ion Shard Railgun | 10200 | 21 | 3700 | 8 | 476 | 3.33 | 498 | no | M | 22 |
Pulsed Beam Emitter | 18100 | 67 | 673 | 3 | 269 | 0.977 | 6980 | no | M | 8 |
Concussion Impulse Generator | 9800 | 32 | 3200 | 10 | 307 | 3.46 | 420 | no | M | 25 |
Plasma Burst Generator * | 427 | 9 | 109 | 2 | 50 | 0.787 | 375 | no | S | 7 |
Gauss Cannon | 42200 | 42200 | 17900 | 17900 | 1 | 4.78 | 353 | Gauss Cannon Ammunition | XL | 55 |
Ion Cannon** | 66100 | 131 | 3800 | 8 | 503 | 5.12 | 387 | no | XL | 150 |
Photon Pulse Cannon ** | 46500 | 111 | 8200 | 20 | 420 | 6.62 | 333 | no | XL | 100 |
Ion Disruptor | 3300 | 20 | 10 | 0.1 | 164 | 0.938 | 2027 | no | M | 10 |
Mass Driver | 0 | 0 | 185 | 15 | 12 | 0.997 | 739 | Mass Driver Ammunition | S | 1 |
Impulse Ray Emitter | 1400 | 54 | 140 | 5 | 26 | 1.39 | 1162 | no | S | 1 |
Tri-Beam Cannon | 11100 | 30 | 7800 | 21 | 374 | 6.19 | 5630 | no | XL | 135 |
* Actual damage much higher, an area of effect weapon. Will hit several/many targets and each many times. Very energy efficient.
** Capital weapon which can be charged up, using more energy but dealing more damage. For further details check out charging.
*** IBL "set the target on fire", adding burn damage. For 3 seconds, about 3000 damage per second are inflicted. This is not cumulative with multiple IBL hitting the target so it's barely noticable when firing 4-8 IBL simultaneously.