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 Beam Weapons against Neutronium Armor Coating); or easily winning a battle unscathed.
Most weapons can be enhanced with Weapon Mods, and all benefit from Miniaturization which reduces the amount of Space they require as well as opening up some of the more powerful mods.
Weapon Types
- Beam Weapons are light but subject to both Accuracy and Damage dissipation with distance;
- Kinetic Weapons avoid Damage drop off but have the lowest accuracy.
- Missiles suffer no range penalties or limitations, but must travel across the battlefield using your best engines and may be shot down.
- Torpedoes 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 Space available on their respective Hull. Existing ships may be retro-fitted at Orbital Stations 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 Accuracy of +25%. They fire focused beams of energy such as light.
Weapon | Tree | Mods | Notes | |||
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Laser | Weap 1 | 1 | 4 | 20 | Auto Fire Heavy Mount Point Defense Continuous No Rng Disp | |
Fusion Beam | Weap 2 | 2 | 6 | 25 | Heavy Mount Armor Piercing Point Defense Continuous | |
Ion Cannon | Weap 2 | 4 | 10 | 30 | Continuous |
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Neutron Beam | Weap 3 | 4 | 12 | 30 | Heavy Mount Continuous No Rng Disp |
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Graviton Flux | Weap 4 | 5 | 15 | 30 | Heavy Mount Continuous |
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Phasor | Weap 5 | 7 | 20 | 35 | Heavy Mount Armor Piercing Shield Piercing Point Defense Continuous | |
Plasma Cannon | Weap 7 | 16 | 35 | 70 | Auto Fire Heavy Mount |
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Disruptor Beam | Weap 8 | 70 | 70 | 70 | Heavy Mount Point Defense |
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Death Ray | Weap 10 | 175 | 500 | 200 | Heavy Mount | |
Chaos Chain | Ruins | 28 | 80 | 150 | Heavy Mount |
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Ion Discharger | Ruins | 0 | 0 | 150 | Heavy Mount |
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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 Accuracy at +0%. They fire actual projectiles at speeds which reach their targets instantaneously.
Weapon | Tree | Mods | Notes | ||
---|---|---|---|---|---|
Tungsten Gun | Weap 1 | 7 | 25 | Auto Fire Heavy Mount Armor Piercing Point Defense | |
Particle Accelerator | Weap 2 | 10 | 40 | Auto Fire Heavy Mount Shield Piercing | |
Railgun | Weap 4 | 15 | 50 | Heavy Mount Shield Piercing |
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Flak Cannon | Weap 5 | 12 | 30 | Auto Fire Point Defense |
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Wurtzite Cannon | Weap 6 | 35 | 50 | Auto Fire Heavy Mount Point Defense Armor Piercing |
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Guass-Coil Gun | Weap 8 | 60 | 80 | Auto Fire Heavy Mount Point Defense Shield Piercing |
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Doom Cannon | Weap 9 | 250 | 180 | Auto Fire Heavy Mount | |
Matter Streamer | Ruins | 150 | 125 | Heavy Mount Armor Piercing |
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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 Point Defense weapons), though this can be countered somewhat by firing large salvos at once to overwhelm enemy defenses or by adding the Heavy Armor weapon mod. They can be evaded with an ECM Jammer, which gives a -70% penalty to their change to hit.
Missiles have a limited number of rounds which can be selected on the Ship Design screen between 2 and 20--the Space values given below are for the default of 5 missiles and scales up or down depending on the number.
Weapon | Tree | Mods | Notes | ||
---|---|---|---|---|---|
Nuclear Missile | Weap 1 | 7 | 30 | Heavy Armor Fast MIRV Anti-ECM | |
Polaris Missile | Weap 3 | 14 | 30 | Heavy Armor Fast MIRV Anti-ECM | |
Quantum Missile | Weap 5 | 22 | 30 | Heavy Armor Fast MIRV Anti-ECM | |
Nightmare Missile | Weap 7 | 40 | 30 | Heavy Armor Fast MIRV Anti-ECM |
Torpedoes
Torpedoes are technically classified as Missiles and share their unlimited range and 75% Accuracy but cannot be shot down. ECM Jammer penalties, however, do apply to them. They have unlimited ammo but are the only class of weapons with no available Weapon Mods and have a cool down period between firing.
Weapon | Tree | Mods | Notes | ||
---|---|---|---|---|---|
Photon Torpedo | Weap 7 | 70 | 100 |
| |
Plasma Torpedo | Weap 9 | 140 | 90 |
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Positron Torpedo | Ruins | 150 | 135 |
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