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Ion Damage Edit

To understand Ion Weapons, think of them as of Stun Weapons. They behave completely different from normal weapons, like lasers, beams, bombs and rockets.

The Ion damage is merely a lock-down rather than actual structural damage, leading to temporary degrade or disablement for certain time. Two subsystems in the game "stun themselves" for certain amount of time as part of normal cool-down operation: Teleporter and Cloak. On hit, all Ion Weapons cast the very same "stun damage" and cool-down timer on their target.

If the hit target had more health than the amount of "stun damage" it received, stun merely degrades the target until the cool-down ends. If the target had less or equal health, then its made completely inoperational, until its cool-down timer runs out: its state can't be changed, power can't be diverted from, it can't be manned or piloted. Once the timer ends - stun effect is removed.

The stun effect is cumulative: continuously stunned target will degrade further and for the longer period. This includes hitting Teleporter and Cloak device during their normal cool-down phase. On successful hit, one Ion Damage unit typically lasts for 5 seconds and re-hitting the target progresses and maintains the lock-down. The maximum lock-down countdown time of any target-able element is 27.5 seconds.

Note that most Ion Weapons have longer wait period between landed shots compared to the lock-down time they produce. Combining several of them and timing them to fire on same target asynchronously; using skilled crew; using Auto-Loader Augmentation can help overcome this caveat. Continuous firing on shields will lead to their disablement. Stunned crew won't be able to use FTL engines or evade.

Zoltan Shields initial energy barrier receives double damage from Ion Weapons. However Zoltan themselves are immune to Ion Damage and will continue to provide energy. That means, that any facility operated by a Zoltan (shields - two Zoltans) will be immune to Ion Weapons.

A good strategy with ion weapons is to set them to auto-fire on same target, usually enemy shields. Most ion weapons recharge very fast, so it may be difficult to keep track of their fire readiness and loose the cumulative momentum. This could lead to your ship losing an advantage.

Ion charges travel slower than laser shots and can be shot down by Mark II Defense Drones. Ion projectiles use room-based targeting, and have the chance to stun crew in the affected room.

Example calculation Edit

Ion Blast II (re-)fires every 4 seconds. If it hits the target, it applies 1 Ion Damage with 5 second count-down - effectively degrading the system for 1 point/power bar for 5 seconds. In case it re-hits the very same target, the remaining 1 second (difference between fire delay and applied count down) is increased by 5 seconds to 6 seconds. The 1 point of stun is increased to 2 points. Continuously firing Ion Blast II on same target will hence lead to its complete lock down for up to 27.5 seconds, except its operated by one or two(for shields) Zoltans.

See the available Ion weapons.

IonsEdit

Ion BlastEdit

Ion Blast

Ion Blast

"Ion weapons can disable systems without causing hull damage."

  • Costs 30 Ftlgame-scrap
  • Fires 1 shot with 1 Ion damage.
  • Has a low chance to stun crew (Advanced Edition).
  • Requires 1 power and takes 8 seconds to cool down.
  • Two of them come equipped on Noether.

Hint: better combined with same or similar Ion weapon firing asynchronously, otherwise stun effect will not be accumulated.

Heavy IonEdit

Heavy Ion

Heavy Ion

"Ion weapons can disable systems without causing hull damage."

  • Costs 45 Ftlgame-scrap
  • Fires 1 shot with 2 Ion damage.
  • Has a low chance to stun crew (Advanced Edition).
  • Requires 2 power and takes 13 seconds to cool down.
  • Comes equipped on The Vortex.

Hint: better combined with same or similar Ion weapon firing asynchronously, otherwise stun effect will not be accumulated.

Ion Blast Mark IIEdit

Ion Blast 2

Ion Blast Mark II

"Ion weapons can disable systems without causing hull damage."

  • Costs 70 Ftlgame-scrap
  • Fires 1 shot with 1 Ion damage.
  • Has a low chance to stun crew (Advanced Edition).
  • Requires 3 power and takes 4 seconds to cool down.
  • Comes equipped on The Torus.

Hint: fires faster than the stun count-down, thus can be used stand-alone, provided it does not miss.

Boss IonEdit

Boss Ion

Boss Ion

"1 damage ion 3 shots."

  • Costs 40 Ftlgame-scrap (cannot be bought or found)
  • Fires 3 shot with 1 Ion damage.
  • Requires 1 power and takes 28 seconds to cool down.
  • This is one of the weapons the Rebel Flagship uses. Can only be acquired via modding.

Advanced Edition IonsEdit

Ion Stunner Edit

Ion Stunner Weapon

Ion Stunner

"Ion weapons can cause system damage without causing hull damage. This ion weapon stuns crew inside the room for 5 seconds."

  • Costs 35 Ftlgame-scrap
  • Fires 1 shot with 1 ion damage
  • Requires 1 power and takes 10 seconds to recharge.
  • Stuns all crew in affected room for 5 seconds, this includes crew in the shields room if the shields themselves were hit.
  • Comes equipped on The Swallow, and Kruos.

Ion ChargerEdit

Charge Ion Weapon

Ion Charger

"This ion weapon can charge multiple times, giving it additional projectiles."

  • Costs 50 Ftlgame-scrap
  • Fires 1-3 (based upon charges) dealing 1 ion damage.
  • Requires 2 power, gains a charge every 6 seconds, can hold 3.
  • Comes equipped on Cerenkov.
  • If the autofire setting is on, it will fire a charge as soon as it is gained.
  • Can bring down shields if manned by skill 2 crew and does not miss.

Chain IonEdit

Chain Ion

Chain Ion

"This weapon's Ion damage increases each time it fires to a max of 4."

  • Costs 55 Ftlgame-scrap
  • Fires 1 shot, with each subsequent shot dealing 1 additional ion damage up to a maximum of 4.
  • Requires 3 power and takes 14 seconds to cool down.
  • This weapon fires does enough ion damage per seconds (ion stun duration is dependent on damage) to bring down any shields, unmanned (if it does not miss).

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