Weapons

In Interstellar Space: Genesis, weapons and the proper weapon type mean the difference between being completely unable to hit enemy ships; being destroyed before you ever get within range to fire your weapons; finding a fleet that is completely immune to your weapons (as with against ); or easily winning a battle unscathed.

Most weapons can be enhanced with, and all benefit from which reduces the amount of  they require as well as opening up some of the more powerful mods.

Weapon Types

 * are light but subject to both and  dissipation with distance;
 * avoid drop off but have the lowest accuracy.
 * suffer no range penalties or limitations, but must travel across the battlefield using your best engines and may be shot down.
 * are classified as Missiles but instantaneously reach their targets and are immune to destruction in flight.

As weapons are researched they may added to a ship class on the Ship Design Screen subject to the available on their respective. Existing ships may be retro-fitted at to the latest design using the construction queue of a colony in that system.

Each weapon on a ship hits or misses individually (even when combined into a single bank), and can even be targeted at different enemies by selecting groups on the Tactical Combat screen.

Beam Weapons
Beam weapons have a max range of 25 squares and drop off in both damage and accuracy with distance at 4% and 5% per square respectively. They tend to be smaller than other weapons and have a base of +25%. They fire focused beams of energy such as light.

Kinetic Weapons
Kinetic weapons have a max range of 25 squares and drop off in accuracy (5% per square) but not damage over distance. They are hard hitting but heavier than beams and have the lowest base at +0%. They fire actual projectiles at speeds which reach their targets instantaneously.

Missiles
Missiles have unlimited range with no distance penalties but must travel to their target using the best available drives. They have the highest accuracy of any weapon at 75%. They can be shot down (especially with weapons), though this can be countered somewhat by firing large salvos at once to overwhelm enemy defenses or by adding the  weapon mod. They can be evaded with an, which gives a -70% penalty to their change to hit.

Missiles have a limited number of rounds which can be selected on the screen between 2 and 20--the  values given below are for the default of 5 missiles and scales up or down depending on the number.

Torpedoes
Torpedoes are technically classified as Missiles and share their unlimited range and 75% but cannot be shot down. penalties, however, do apply to them. They have unlimited ammo but are the only class of weapons with no available and have a cool down period between firing.