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For the system see: Weapon Control.

There are currently 7 weapon types in FTL.

Missiles

Missile launchers are powerful weapons that fire physical projectiles that ignore shields and do damage directly to the target's hull, systems, and crew. Missile launchers require system power and consume 1 missile ammunition unit per weapon use. Most missile weapons fire one shot. However, those that fire more still only use one missile in a single use. The Zoltan supershield can block missiles but receives the base damage for the missile; for example, the Hull Missile does 2 damage to a supershield regardless of where you aimed it. Missiles can also be shot down by Defense Drones. All missiles except for the Swarm launcher use room-based targeting, while the swarm uses room-centered area targeting similar to a flak weapon. All missile have the chance to light fires, cause hull breaches, and stun crew.

See the available Missiles.

Lasers

Lasers are energy based projectiles, often used as general purpose anti-ship weapons capable of overwhelming shields and dealing hull, crew, and system damage. Lasers do not cost anything to fire but, like all weapons, require system power. Each laser bolt that makes contact with a shield depletes one level of it, and as such, many laser weapons fire multiple shots in succession to overwhelm shields and do hull damage before they can recharge. Many have small chances to start fires, and some may cause hull breaches. All lasers use room-based targeting, and can be shot down only by Mark II Defense Drones.

See the available Lasers.

Ions

Ion weapons, like lasers, fire energy projectiles. The primary difference is that ion weapons don't do hull, crew, or system damage, and instead do ion damage. When an ion projectile hits any system room, it deals an amount of ion damage based on the weapon (usually 1-4). Each point of ion damage forcibly evicts one bar of power from the afflicted system, and adds 5 seconds to the ion effect timer for that system. Ion damage can stack up to 5.5 (27.5 seconds). While under the ion effect, power cannot be added or removed from that system and it cannot be manned. Thus, a build-up of ion damage can severely weaken or disable a system. This is because if more ion damage is applied to an already ionised room, it merely refreshes the timer on the ion effect as well as evicting power, and preserves the effects of previous ion damage.  Ion projectiles which hit shields effectively hit the shield system, and can thus be used to disable shields. Zoltans are not affected by ion weapons and continue to provide power as normal. This means that a shield station manned by at least two Zoltans cannot have its shields taken entirely offline by ion weapons. Subsystems can be affected by ion damage, lowering their upgrade level for the duration of the ion effect. Zoltan supershields take double of the ion damage rating of any ion projectile which hits them. Ion projectiles use room-based targeting, and have the chance to stun crew in the effected room. They fly slower than laser shots, and can be shot down by Mark II Defense Drones.

See the available Ion weapons.

Beams

Beams are, as the name suggests, highly focused beams of energy, designed to deal massive damage to the hull and systems of a ship, or kill the crew. Beams do not require anything to fire except system energy. When targeting, a line will appear showing the direction of the beam's path, which can be angled to allow the player to chose which rooms to hit, and rooms that fall in the beam path will be highlighted by a yellow outline. Beams can penetrate shields without depleting them, but their base damage is reduced by 1 for each level of shielding they pass through. If a beam's base hull damage is reduced to zero by shields or is naturally zero (fire and anti-bio beams), It cannot pierce them. Beams hit instantly and track along their targeting path over the course of approximately one second. They are the only weapons that cannot miss, making cloaking or high evasion ineffective, and cannot be intercepted, since they do not use projectiles of any sort. Beams can hit multiple rooms in a single shot, dealing hull and system damage for every room hit. All beams hit supershields twice with their base damage, irrespective of targeting path. Beams with no base damage count as having a base damage of one against super shields. In addition, beams deal damage/start fires in the squares of the rooms they pass through. It is possible to create three fires in a 2x2 room by having a Fire Beam cut through three of four squares. Beams only damage crew that they directly move over, allowing rooms to be hit but sparing the crew.

See the available Beams.

Bombs

Bombs make use of built-in teleporting technology to transport explosives or canisters containing nanobots directly into enemy or allied ships. By teleporting into the enemy ship, bombs bypass all shields and defense drones, but they can still miss an evading ship and teleport into empty space where they explode harmlessly. They cannot get through the Zoltan supershield, but some bombs can deal damage to it. All bombs consume 1 missile ammunition unit per shot. Since bombs bypass the hull of the target ship, they do no direct hull damage, but most of them have some special effect (like igniting fires, causing hull breaches, doing ion damage to disable systems, or encasing the room in crystals). A bomb can be destroyed before detonation by a laser blast or missile that hits the room it is in, so be careful with timing. Bombs can target your own ship, making repair and heal bombs useful, and can be used to damage, stun, or trap boarding parties.

See the available Bombs.

Flak

Flak weapons fire normally useless debris, not even fit to be called scrap, in a deadly salvo. They require no ammunition, and fire multiple shots simultaneously that each deal standard damage to shields and hull, similar to laser bolts. They do not cause fires or hull breaches. All flak weapons are area of effect weapons. They are most effective at knocking down shields to allow other weapons to get through, though are inaccurate at hitting individual rooms. Flak shots fly slower than lasers, making synchronization between flak and lasers somewhat tricky. Individual flak debris can be shot down by any mark of defense drone. Flak weapons also fire small, harmless bits at the enemy with their normal shots. These are merely for visual effect and cause no damage of any kind. Flak weapons were introduced in Advanced Edition.

See the available Flak weapons.

Crystals

Launching sharp, hard crystals with slight shield piercing properties, crystal weapons are a unique technology only used by the crystalmen. Crystal weapons function similarly to laser weapons. However, all weapons of this type have one level of shield piercing, (i.e, they ignore the lowermost level of any enemy's shield.) If they can not pierce a shield, they instead lower it by one level. They can only be obtained in the hidden crystal sector, or by playing as the Crystal Cruiser Type A or Rock Cruiser Type C. The crystal vengeance augmentation also fires a shot of this type.

See the available Crystal weapons.

General notes

Lasers, ion bolts, flak debris, crystals, asteroids, drones, hacking drones, and missiles can collide in space, destroying each other. Beams do not affect drones or projectiles.

Flak, lasers, crystals, and ion blasts can shoot down attacking drones. This can happen either accidentally, when a drone flies into the line of fire (and perhaps disrupting a carefully timed volley), or by design, requiring careful aim and timing (and most likely using Pause). Taking out attacking drones can have a tactical advantage beyond the obvious defence of the ship: destroying a combat drone can lure the opposing ship into deploying its limited supply of drones outside the ship, which leaves no replacements for destroyed boarding, system repair, or anti-personnel drones.

Crew damage depends on the weapon type used; beam weapons only damage the crew if the beam directly hits the crewman, while all the other weapons do damage to everyone in the room they hit. Every 1 point of system damage from a weapon deals 15 damage to a crewman.

Rarity in the tables means harder to obtain the higher the number is. The exception is zero, which means a weapon can't be obtained in-game (can't be bought or randomly found).

Volley Control

Volley Control refers to shooting your weapons in the most effective volley possible. Effective depends on what weapons you have, how strong the enemy defenses are (shields, drones, dodge rates, rock plating, and cloak), and what damage you want to do. In general, you want your volleys to be as tight as possible with as little time possible between when the first shot hits to when the last shot hits (assuming no misses). This lowers the likelihood of a shield regenerating. When you fire 3 weapons or more, your more forward weapons will likely hit first. Ships like the Kestrel (either layout) or the Federation Cruiser (either layout) have a good distance between the forward weapons and the weapons in the wings. In order to have a tight volley, you will want to fire the wing weapons, pause-unpause-pause the game until your first shots are roughly parallel with your forward weapons, when that happens, you can fire your forward weapons.

There are times when you will be better off not having a tight volley. One example would be if you face a manned ship with a level 2 or 3 cockpit, little hull left (2 or 3 points) and the ship is about to jump (screen says 'imminent jump'). Also, the ship only has one shield (you may have partially destroyed the shield already) and you have the Red Tail (Kestrel layout B) with its original weapons (4 x basic lasers). In this case, you are better off firing all your weapons once and targeting the cockpit. With a little luck, your first 2 shots hit. The moment the cockpit is damaged is the moment the enemy pilot begins repairing it. As soon as the repairs begin, the pilot is no longer manning the cockpit, which means the ship's dodge rate takes a nose dive. If the ship has a level 3 cockpit, the ship can still dodge even when reduced to a level 2 (a level 1 cockpit only helps if its being manned; not repaired, and a unmanned level 1 or destroyed cockpit means the ship can't dodge). Your next 2 shots have a much better chance, if not guaranteed, to hit the ship. If you had tried to hit the ship with a tight volley, there wouldn't be enough time between shots for the dodge rate to drop (the game declares a miss before it registers damage).

Another pair of concerns for volley control are projectile speed and weapon type, but that's more connected to weapon order.  It's worth noting that Ion Lasers have a noticeably slower projectile speed than standard weaponry - if you need a tight volley to get past a Defense Drone II, or if you need your ion bolts to arrive first, you will need to take the projectile speed difference in consideration.

Weapon Order

These are guidelines; not rules. It is assumed the enemy craft started with a shield. Suggested firing order of your weapons:

  1. Missiles/Bombs (Be careful of Defense Drones)  
  2. Ion Lasers  (To disable shields)
  3. Flak  (To knock down shields)
  4. Standard Lasers
  5. Hull Lasers OR Crystal (Depends on your payload, target, and your enemy's shields)
  6. Heavy Lasers
  7. Beam Weapons (You can fire your beam as soon as shields are reduced to zero)


Both Missiles and Bombs bypass shields, allowing you to harm the ship's hull and systems directly. They are good weapons to open with because they can soften the enemies’ defenses. A successful hit on their shield can reduce their shields by one while a successful hit on their engines or cockpit will reduce their dodge ability. Even if you aren't targeting those systems with your missiles/bombs, the damage you do has a chance of peeling off enemy crew members from those manned systems, which removes the manned bonus. In that case, the enemy loses 5% in dodge or shields regenerate roughly 0.2 seconds slower.

There will always be wrinkles and exceptions to using missiles-bombs first. For missiles, there is the obvious exception involving defense drones. Defense drones have a slight chance of missing an incoming missile, especially in an asteroid field. Also, the Defense Drone Mark II tries to stop all incoming projectiles (missiles, lasers, and crystals). You may be able to trick the Mark 2 by shooting another weapon followed by the missile. If you have the Pegasus or multiple missile launchers, you can get a missile by a single drone.

As for bombs, Ion bombs won't weaken the enemy ship defenses' unless you target those 3 systems directly or the enemy has a Zoltan Shield. However, the enemy medbay or drone room (Anti-Personnel Drones are such a pain) might be more important. Healing bombs have no offensive use unless you have an away party. Lockdown bombs are tricky because they can be used in a lot of ways. You can protect your away team, or deny enemy crew a chance to heal. Also, you can lock the enemy crew out of a room (engines, shields, medbay).

Why use Ion lasers second and flak third?
If the enemy ship has shields active, ion lasers will always target them as they strike - not the system you were aiming the lasers at. If you want to use the ion damage to stun a system, then shoot your other weapons first to allow your ion laser to get past the shields. If the enemy has a Zoltan Shield, it is wise to use your ion weapons first as they deal double damage, but keep in mind that ion damage will affect the shield system if it destroys the Zoltan shield. When one layer of shields is ionized, the other layers regenerate without the manned bonus (0.2 seconds slower).

Flak is a new weapon type introduced in the Advanced Edition. It has some advantages since it delivers all its damage in a much tighter volley than laser/crystal/missiles weapons do but it can only be half aimed and it can miss with 0% evasion. The lack of aim and the tight volley make it the preferred weapon to hit shields behind ion weapons.

Why use hull lasers after regular lasers?
Regular lasers don't do any extra damage and only have a slight chance of causing a fire. Hull lasers can do double damage to systemless rooms. Even when targeting system rooms, it is worth using the hull lasers after regular lasers. Hull laser can still cause fire but also hull breaches. Because of the hull breaches, hull lasers can be particularly useful in fights with Automated Rebel ships, especially during long fights. The Auto-Rebels can't repair hull breaches and any system with a hull breach is permanently damaged.

Why use crystals after regular lasers?
Crystals are odd and useful weapons. They bypass one layer of shield. They have a slight chance of causing a hull breach. Both defense drones and shields can stop their shots. This is a great weapon to take out the enemy shield generator. Use a weapon to lower the enemy's shield to 1, then use your Crystal weaponry to strike their shields system, dealing damage to the hull and the system. If you have a couple of Crystal Burst (either Mark I or II), consider firing your crystal weapons at the shield room, then use your other laser weapons. If you have a beam weapon, remember it loses power if one shield is up.

However, if you plan to use beam weapons to take out a ship (or also if using the Anti-Bio Beam to kill the crew, or the Fire Beam to destroy enemy systems and crew), firing crystal weapons first is a better idea.  That way a regular laser can take down the shields to clear the way for beam weapons.

Why use heavy lasers after regular lasers?
Heavy lasers do 2 points of hull/system damage, but only do 1 point of regular shield damage. For this reason, you really want them to hit the hull and not the shield. They also can cause fire and hull breaches. When you have a Heavy Laser Mark I and face an enemy with Zoltan shields, use the Mark I to take down the Zoltan shield as they do 2 points of damage to the Zoltan shield and have a very short cooldown (9 seconds at most).

Why fire beams last?
Because shields block them. If during your volley, you knock the shield down to nothing, pause the game immediately and fire your beam to its full devastating potential.

Weapon Pairing and Damage Effect

Granted in a rogue game like FTL, you can’t control what random weapons you will find, but when possible, look carefully into Weapon Pairing. You want your weapons to work well together, which means taking into account weapon charge time and Damage Effect. You normally want to charge up all your weapons, and then fire one very powerful burst all together or over a couple of seconds. Sometimes however you get a couple of Ion Blast I (8 seconds) and a Halberd beam (17 seconds),  or some Burst Lasers I/II (11/12 seconds)  and a Glaive Beam (25 seconds). These examples have lesser weapons with charge time less than half of the more powerful weapon, which means you can do an intermediate burst between your big burst without delaying your big burst.

As for damage effect, you want all your different damage effects to work together. For example, weak beam weapons (bio, fire, hull, or pike) would work poorly with missiles, bombs, or crystals because the latter weapons don’t take down shields unless they target, and destroy or neutralize the shield system. While it wouldn’t be horrible in the early sectors, the late sectors enemies can have up to five shields and would require multiple hits to the shield room for the weak beam to work. Lasers of any type would work much more effective, as their ability to bring down multiple levels of shields synergizes well with beam weapons.

In some cases, the enemy ship or crew will affect how your weapons perform sometimes for the worse and sometimes for the better. For example, breach making weapons have less effect on slug ships because the slug repair gel augment eventually seals the breach automatically. Meanwhile, such weapons have added effectiveness against AI rebel ships and an AI-controlled rebel flagship, as they are unable to autorepair any system with a breach. You sometimes need to be familiar with how the computer will react to damage. For example, enemy crew leave any 2x2 room that has 4 fire squares, even if the crew are Rockmen and therefore would be immune to fire damage.

Finally, consider how your weapons and their respective damage effects work with your drones and boarding parties. For example, fire beams or fire drones become stronger when you board the enemy ship with fire immune Rockmen. Along similiar lines, a breach bomb attack followed by your Lanius boarding party will quickly deplete the O2 in any room.

Weapons

See Weapons/Tables for comparisons.

Missiles

Note: Missiles go through all shields so they are effective at taking out shields on an enemy ship.

Leto Missiles

The Leto is the default missile launcher for the type B Federation Cruiser, Nisos, and the type A Zoltan cruiser, The Adjudicator.

"Outdated but still effective missile."

  • Cost: 20 Ftlgame-scrap
  • Fires 1 missile at 1 damage, with low chance of fire and breach.
  • Requires 1 power, taking 9 seconds to cool down
  • Like all missiles, the Leto penetrates all shields, having 5 piercing.
  • Cannot be bought or randomly dropped in game.

Note: Leto, Artemis, and Pegasus Missile launchers all have the same appearance. The only way to identify the specific launcher being used is when they fire and deal damage.

The image is outdated for the update

Artemis Missiles

There are two variants of the Artemis missile. The Kestrel and the Bulwark both start with a special version that has an 11 second cooldown instead of the standard 10 and requires only one power instead of two.

"Standard missile launcher on most Federation ships."
Artemis, Pegasus Missiles

Artemis Missiles

  • Costs 38 Ftlgame-scrap
  • Fires 1 missile at 2 damage, with low chance of fire and breach.
  • Requires 1 or 2, depending on the variant, power, and takes 11 or 10 seconds to cool down.
  • Shield piercing 5
  • The two-power variant is available on enemy ships, but cannot be bought in stores or found as a random weapon drop, and the one-power variant is only a starting weapon and also cannot be bought or found.

Hermes Missile

"Standard but powerful missile."
Hermes, Breach, Hull Missiles

Hermes Missile

  • Costs 45 Ftlgame-scrap
  • Fires 1 missile at 3 damage, with low chance of fire and breach.
  • Requires 3 power, and takes 14 seconds to cool down
  • Shield piercing 5

Breach Missile

"These missiles are designed to cause maximum destruction to ship hull armor."
Hermes, Breach, Hull Missiles

Breach Missiles

  • Costs 65 Ftlgame-scrap
  • Fires 1 missile at 4 damage, with low chance of fire and high chance of breach.
  • Requires 3 power and takes 22 seconds to cool down.
  • Shield piercing 5

Hull Missile

Hermes, Breach, Hull Missiles

Hull Missile

  • Costs 65 Ftlgame-scrap
  • Fires 1 missile at 2 damage, with low chance of fire and has a low chance of breach.
  • Requires 2 power and takes 17 seconds to cool down.
  • Shield piercing 5
  • Special: Double damage on systemless rooms.
  • Comes equipped on the Bulwark

Pegasus Missile

"Creative missile design allows for two projectiles for the cost of one!"
Artemis, Pegasus Missiles

Pegasus Missile

  • Costs 60 Ftlgame-scrap
  • Fires 2 missiles (for the cost of 1) at 2 damage each, with low chance of fire and breach.
  • Requires 3 power and takes 20 seconds to cool down
  • Shield piercing 5

Boss Missile

"Artillery that fires 3 missiles that deal 1 damage."
  • Sell price 40 Ftlgame-scrap
  • Fires 3 missile at 1 damage, with low chance of fire and breach.
  • Requires 1 power, and takes 23 seconds to cool down
  • Shield piercing 5
  • Does not consume any missiles
  • This is one of the weapons the Rebel Flagship uses. Can only be acquired via cheating.

Advanced Edition Missiles

Swarm

Screenshot 1
"If given time to prepare, the 'Swarm' launcher can replicate multiple warheads."
  • Costs 65 Ftlgame-scrap
  • Fires 1-3 missiles (based upon charges) dealing 1 damage, with low chance of fire and breach
  • Requires 2 power, gains a charge every 7 seconds, can hold 3
  • Aims in an area, which can cause shots to miss small rooms
  • If the autofire setting is on, it will fire a charge as soon as it is gained
  • If the Explosive Replicator augment is in effect, each individual missile fired has a 50% chance of not using a missile
  • Only consumes one missile per volley, with a maximum efficiency of 3 shots per missile
  • Shield piercing 5

Lasers

Basic Laser

"Very weak laser."
Basic Laser

Basic Laser

  • Costs 20 Ftlgame-scrap But cannot be bought.
  • Fires 1 shot at 1 damage, with low chance of fire.
  • Requires 1 power and takes 10 seconds to cool down.
  • Four of them come equipped on the Kestrel Type B.
  • Called "Defense Laser Mark 1" in the description.

Dual Lasers

"Basic weak dual lasers. Often used by transport ships that can't afford better."
Burst Laser I

Dual Lasers

Burst Laser Mark I

"This simple burst laser isn't flashy but it gets the job done."
Burst Laser I

Burst Laser Mark I

  • Costs 50 Ftlgame-scrap
  • Fires 2 shots at 1 damage each, with low chance of fire.
  • Requires 2 power and takes 11 seconds to cool down.
  • Looks the same as the Dual Lasers, there is no way to know which one it is on an enemy ship before it shoots.

Burst Laser Mark II

"Slightly improved version of the burst laser that fires more shots per charge.
Burst Laser II

Burst Laser Mark II

  • Costs 80 Ftlgame-scrap
  • Fires 3 shots at 1 damage each, with low chance of fire.
  • Requires 2 power and takes 12 seconds to cool down.
  • Comes equipped on The Kestrel and The Osprey

Burst Laser Mark III

"Powerful burst laser that fires off an impressive barrage."
Burst Laser III

Burst Laser Mark III

  • Costs 95-110 Ftlgame-scrap
  • Fires 5 shots at 1 damage each.
  • Requires 4 power and takes 19 seconds to cool down.

Heavy Pierce Mark I

  • Costs 55 Ftlgame-scrap
  • Fires 1 shot at 2 damage, with low chance of fire and breach and ignoring 1 shield.
    Heavy Peirce Weapon

    Heavy Pierce Mark I

  • Requires 2 power and takes 10 seconds to cool down.
  • Comes equipped on the Rock Cruiser Type B.
  • Cannot be found in game.

Heavy Laser Mark I

"Heavy lasers can wreak more havoc than their smaller, burst laser counterparts."
Heavy Laser I

Heavy Laser Mark I

  • Costs 55 Ftlgame-scrap
  • Fires 1 shot at 2 damage, with low chance of fire and breach.
  • Requires 1 power and takes 9 seconds to cool down.

Heavy Laser Mark II

"This heavy laser fires two shots quick succession, each dealing 2 damage"
Heavy Laser II

Heavy Laser Mark II

  • Costs 75 Ftlgame-scrap
  • Fires 2 shots at 2 damage, with low chance of fire and breach.
  • Requires 3 power and takes 13 seconds to cool down.

Heavy Laser Mark 1 (Boss)

"Heavy lasers can wreak more havoc than their smaller, burst laser counterparts."
  • Sell Price 27 Ftlgame-scrap
  • Fires 3 shot at 1 damage, with low chance of fire and breach.
  • Requires 1 power and takes 16 seconds to cool down.
  • This may be one of the weapons the Rebel Flagship uses. It uses the same graphics as the heavy laser burst on the Flagship and the Boss Laser. Can only be acquired via cheating.

Boss Laser

"ssss"
  • Sell Price 27 Ftlgame-scrap
  • Fires 3 shot at 1 damage, with low chance of fire and breach.
  • Requires 1 power and takes 20 seconds to cool down.
  • This may be one of the weapons the Rebel Flagship uses. It uses the same graphics as the heavy laser burst on the Flagship and the other Heavy Laser Mark 1. Can only be acquired via cheating.
  • In game description is "ssss."

Hull Smasher Laser

Hull Laser 1&2

Hull Smasher Laser

"Fires 2 shots that deal 1 damage to rooms with a system or subsystem and double damage to rooms without either."
  • Costs 65 Ftlgame-scrap
  • Fires 2 shots at 1 damage, with low chance of breach.
  • Requires 2 power and takes 14 seconds to cool down.
  • Special: double damage on systemless rooms.

Hull Smasher Laser Mark II

Hull Laser 1&2

Hull Smasher Laser Mark II

"Designed to maximize hull damage."
  • Costs 75 Ftlgame-scrap
  • Fires 3 shots at 1 damage, with low chance of fire and breach.
  • Requires 3 power and takes 15 seconds to cool down.
  • Special: double damage on systemless rooms.

Advanced Edition Lasers

Chain Burst Laser

"This dual shot laser decreases in cooldown the more it fires. After 3 volleys it only takes 7 seconds to charge."
Chain Laser Weapon 2-1

Chain Laser I

  • Costs 65 Ftlgame-scrap
  • Fires 2 shots at 1 damage, with a low chance of fire.
  • Requires 2 power, has an initial cooldown of 16 seconds and reduces the cooldown by 3 seconds with each volley. Caps at a 7 second cooldown after 3 volleys.

Chain Vulcan

"This laser weapon takes a long time to warm up. Each time it fires it decreases the cooldown, eventually able to take down any amount of shields."
  • Costs 95 Ftlgame-scrap
  • Fires 1 shot at 1 damage, with a low chance of fire.
  • Requires 4 power, has an initial cooldown of 11.1 seconds and reduces the cooldown by 2 seconds with each volley. Caps at a 1.1 second cooldown after 5 volleys.
  • The cooldown will become nearly instantaneous allowing the Vulcan to penetrate all shields with a constant stream of lasers

Laser Charger (S)

"This laser weapon can charge two times, giving it an extra projectile."
  • Costs 55 Ftlgame-scrap
  • Fired 1-2 (based upon charges) dealing 1 damage each, with low chance of fire
  • Requires 2 power, and gains 1 charge every 6 seconds, can hold up to 2.
  • If the autofire setting is on, it will fire a charge as soon as it is charged.

Laser Charger (L)

"This laser weapon can charge multiple times, giving it additional projectiles."
  • Costs 70 Ftlgame-scrap
  • Fired 1-4 (based upon charges) dealing 1 damage each, with low chance of fire
    Charge Laser II Weapon
  • Requires 3 power, and gains 1 charge every 5 seconds, can hold up to 4.
  • If the autofire setting is on, it will fire a charge as soon as it is charged.

Ions

Ion Blast

Ion
"Ion weapons can disable systems without causing hull damage."
  • Costs 30 Ftlgame-scrap
  • Fires 1 shot with 1 Ion damage.
  • Requires 1 power and takes 8 seconds to cool down.

Ion Blast Mark II

"Ion weapons can disable systems without causing hull damage."
Ion Blast 2
  • Costs 80 Ftlgame-scrap
  • Fires 1 shot with 1 Ion damage.
  • Requires 3 power and takes 4 seconds to cool down.
  • Comes equipped on the The Torus
  • This weapon fires fast enough to take down any amount of shields, if it does not miss.

Heavy Ion

Heavy ion
"Ion weapons can disable systems without causing hull damage."
  • Costs 45 Ftlgame-scrap
  • Fires 1 shot with 2 Ion damage.
  • Requires 2 power and takes 13 seconds to cool down.
  • Comes equipped on The Vortex

Heavy Ion (Boss)

"1 damage ion 3 shots."
  • Sell Price 20 Ftlgame-scrap
  • 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 cheating.

Advanced Edition Ions

Ion Stunner

"Ion weapons can cause system damage without causing hull damage. This ion weapon stuns crew inside the room for 5 seconds."
Ion Stunner Weapon
  • Costs 35 Ftlgame-scrap
  • Fires 1 shot with 1 ion damage
  • Requires 1 power and takes 10 seconds to recharge
  • Stuns all crew in an effected room, this includes crew in the shields room if the shields themselves were hit.

Ion Charger

"This ion weapon can charge multiple times, giving it additional projectiles."
Charge Ion Weapon
  • 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
  • If the autofire setting is on, it will fire a charge as soon as it is gained

Chain Ion

"This weapon's Ion damage increases each time it fires to a max of 4."
Chain Ion
  • 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 fast enough to take down any amount of shields, if it does not miss.

Beams

Mini Beam

Minibeam

Mini Beam

"Extremely cheap beam weapon."
  • Costs 50 Ftlgame-scrap
  • Damages each room hit for 1 damage, with low chance of fire.
  • Requires 1 power and takes 12 seconds to cool down.
  • Beam length: about 3 character tiles.
  • Can only be found as a starting weapon for The Nesasio, the Type A Stealth Cruiser.
  • (Advanced Edition only) Can also be found as a starting weapon on Simo-H, the Type C Stealth Cruiser

Pike Beam

"Can cut across entire ships, assuming there's no shield to stop it."
Pike Beam

Pike Beam

  • Costs 60 Ftlgame-scrap
  • Damages each room hit for 1 damage.
  • Requires 2 power and takes 16 seconds to cool down.
  • Beam length: 6 character tiles long.
  • Comes equipped on the Noether, the Type B Zoltan Cruiser.

Halberd Beam

"Slow but reliably powerful standard beam weapon."
Halberd Beam

Halberd Beam

  • Costs 70 Ftlgame-scrap
  • Damages each room hit for 2 damage.
  • Requires 3 power and takes 17 seconds to cool down.
  • Special: Can go through shields, lowering its damage by 1 for each shield layer.
  • Beam length: 80 (4 tiles long).
  • Can be found as a starting weapon for The Adjudicator, the Type A Zoltan Cruiser.

Fire Beam

"This terrifying beam does no physical damage but ignites fires."
Fire Beam

Fire Beam

  • Costs 70 Ftlgame-scrap
  • Deals no damage, but has high chance of fire.
  • Requires 2 power and takes 20 seconds to cool down.
  • Beam Length: About 5 tiles long.

Hull Beam

"This beam is most powerful when targeting large, empty sections of hull."
Hull Beam

Hull Beam

  • Costs 70 Ftlgame-scrap
  • Damages each room for 1 damage (2 for empty).
  • Requires 2 power and takes 14 seconds to cool down.
  • Special: double damage on systemless rooms.
  • Beam length: 100 (4 character tiles long).

Glaive Beam

"One of the most powerful weapons of war ever created. Known to take out some ships in a single blast."
Glaive

Glaive Beam

  • Costs 95 Ftlgame-scrap
  • Damages each room hit for 3 damage.
  • Requires 4 power and takes 25 seconds to cool down.
  • Special: Can go through shields, lowering its damage by 1 for each shield layer.
  • Beam length: 80 (4 tiles long).
  • DA-SR 12 starts off with this weapon.

Anti-Bio Beam

"This terrifying beam does no physical damage, but rips through organic material, dealing heavy damage to crew members."
Antibiobeam

Anti-Bio Beam

  • Costs 50 Ftlgame-scrap
  • Obtained during a special event in the Slug Nebula when making pirates surrender. (Can also be found naturally) They can offer this as a new weapon, and you get it if you don't ask for information on the Slug Cruiser.
  • Does 60 damage to crewmembers of either ship.
  • Does half (ie 30) damage to drones (Including your boarding drones)
  • Cannot target your own ship.
  • Damages each room for 0 damage.
  • Requires 2 power and takes 16 seconds to cool down.
  • Man of War starts with this weapon.
  • Beam length: About 5 tiles long

Boss Beam

"2 damage beam with a long trail."
  • Sell Price 35  Ftlgame-scrap
  • Damages each room hit for 2 damage, with low chance of breach.
  • Requires 1 power and takes 26 seconds to cool down.
  • Beam length: 5 character tiles long.
  • This is one of the weapons the Rebel Flagship uses. Can only be acquired via cheating.
  • Appearance resembles that of the Halberd Beam.

Vindicator Beam

"This overcharged beam uses a new technology to cut through all shields. However targeting abilities have been sacrificed."
  • Sell Price 0  Ftlgame-scrap
  • Damages each room hit for 1 damage and ignores all standard shields.
  • Requires 1 power and takes 40 seconds to cool down.
  • Beam length: 10 or more character tiles long.
  • This is a version of the Federation cruiser artillery beam. This version can only be acquired via cheating. It operates just like a normal weapon.
  • Sell price is 0, you can dump the item at shops but receive no scrap.

Bombs

Healing Burst

"Self-teleporting healing unit that instantly heals all friendly crew in the room. Can target your own ship."
Healing Burst

Healing Burst

  • Costs 40 Ftlgame-scrap
  • Heals personnel for 150 damage.
  • Requires 1 power and takes 18 seconds to cool down.

Small Bomb

"Self-teleporting explosive that damages systems and crew but not the hull. Can target your own ship."
S

Small Bomb

  • Costs 55 Ftlgame-scrap
  • Damages personnel for 30 and systems for 2, with low chance of fire.
  • Requires 1 power and takes 13 seconds to cool down.

Fire Bomb

"Self-teleporting explosive designed to damage crew members and light fires. Can target your own ship."
Firebomb

Fire Bomb

  • Costs 55 Ftlgame-scrap
  • Damages personnel for 30 damage with high chance of fire.
  • Requires 2 power and takes 15 seconds to cool down.

Ion Bomb

"Self-teleporting explosive that uses ion damage to disable systems. Can target your own ship."
Ion Bomb

Ion Bomb

  • Costs 65 Ftlgame-scrap
  • Causes 4 Ion damage to targeted system.
  • Has a chance to stun.
  • Requires 1 power and takes 21 seconds to cool down.

Breach Bomb I

"Self-teleporting explosive designed to damage systems and causes a breach. Can target your own ship."
Breach Bomb 1&2

Breach Bomb I

  • ​Costs 70 Ftlgame-scrap
  • Damages personnel for 30 and systems for 1, with high chance of breach.
  • Requires 1 power and takes 9 seconds to cool down.

Breach Bomb II

"Slower than Mark 1 but breaches and does more damage to systems. Can target your own ship. "
Breach Bomb 1&2

Breach Bomb II

  • ​Costs 70 Ftlgame-scrap
  • Damages personnel for 45. Damages systems for 3 High chance of breach. Low chance of fire.
  • Requires 2 power and takes 17 seconds to cool down.

Crystal Lockdown Bomb

"Self-teleporting explosive that does no damage but creates a dense wall preventing movement in or out of the
FTL Lock B.

Crystal Lockdown Bomb

room. Can target your own ship.
"
  • ​Costs 60 Ftlgame-scrap
  • Requires 1 power and takes 15 seconds to cool down.
  • Can be purchased outside of the crystal sector, obtained as a reward or loot, and is one of the starting weapons in the Mantis Cruiser Type C

Advanced Edition Bombs

Repair Burst

"Self-teleporting unit that floods a room with nanobots  capable of repairing all system damage."
  • Cost 40 Ftlgame-scrap
  • Requires 1 power and takes 14 seconds to cool down
  • Repairs 8 bars of system damage.
  • Does not put out fires or seal hull breaches

Stun Bomb

  • Costs 45 Ftlgame-scrap
  • Causes 1 ion damage to targeted system or subsystem
  • Stuns all enemy and player crew in effected room for 15 seconds.

Flak

(Advanced Edition)

Flak Gun I

"Fires a blast of debris across a random area doing up to 3 damage. Good at taking down shields but hard to aim."
  • Costs 65
  • Fires 3 shots simultaneously, shots deal 1 damage with low chance of fire
  • Requires 2 power and takes 10 seconds to cool down

Flak Gun II

"Fires a blast of debris across a random area doing up to 7 damage. Good at taking down shields but hard to aim."
  • ​Costs 85
  • Fires 7 shots simultaneously, shots deal 1 damage with low chance of fire
  • Requires 3 power and takes 21 seconds to cool down

Adv. Flak Gun

"Fires a blast of debris across a random area doing up to 3 damage. Good at taking down shields but hard to aim."
  • Is not purchasable, costs 60 Ftlgame-scrap
  • Fires 3 shots simultaneously, shots deal 1 damage with low chance of fire
  • Requires 1 power and takes 8 seconds to cool down
  • Has a smaller target area than Flak Gun II and Flak Gun I as well
  • Only comes equipped on The Shrike

Crystals

Crystal Shard

"Should Never See This Description."

FTL Crystal 2

Crystal Shard

  • This weapon corresponds to the crystal from the Crystal Vengeance augmentation. There is very little chance of finding it as loot from a battle or as reward for rescuing civilian ships in the Crystal sector.
  • Costs 20 (Not sold) Ftlgame-scrap
  • Fires 1 shot at 1 damage, with low chance of breach and piercing 5 shields. 
  • Requires 1 power and takes 9 seconds to cool down.
  • Normally, it can only be activated by the Crystal Vengeance augmentation on the Crystal Cruiser (Bravais/Carnelian)

Crystal Burst Mark I

"Modified projectile weapon that fires shield piercing crystals."

FTL Crystal B

Crystal Burst Mark I

  • Costs 20 Ftlgame-scrap
  • Fires 2 shots at 1 damage, with low chance of breach and 1 shield piercing.
  • Requires 2 power and takes 15 seconds to cool down.
  • Can be shot down by Defense Drone Mark 1.

Crystal Burst Mark II

"Modified projectile weapon that fires shield piercing crystals."

Crystal Burst 2

Crystal Burst Mark II

  • Costs 20 Ftlgame-scrap
  • Fires 3 shots at 1 damage, with low chance of breach and 1 shield piercing.
  • Requires 3 power and takes 17 seconds to cool down.
  • Can be shot down by Defense Drone Mark 1.

Heavy Crystal Mark I

"Modified projectile weapon that fires shield piercing crystals."

Heavy Crystal 1

Heavy Crystal Mark I

  • Costs 20 Ftlgame-scrap
  • Fires 1 shot at 2 damage, with low chance of breach and 1 shield piercing.
  • Requires 1 power and takes 13 seconds to cool down.
  • Can be shot down by Defense Drone Mark 1.

Heavy Crystal Mark II

"Modified projectile weapon that fires shield piercing crystals."

Heavy Crystal 2

Heavy Crystal Mark II

  • Costs 20 Ftlgame-scrap
  • Fires 1 shot at 4 damage, with high chance of breach and 1 shield piercing.
  • Requires 3 power and takes 19 seconds to cool down.
  • Can be shot down by Defense Drone Mark 1.
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