Interstellar Space: Genesis Wiki
Advertisement

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 Miniaturization22 Miniaturization which reduces the amount of Space22 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 Damage22 Damage dissipation with distance;
  • Kinetic Weapons avoid Damage22 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 Space22 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.

Beam Weapons
WeaponTreeMin DamageDamageSpaceModsNotes
LaserWeap 11420Auto Fire
Heavy Mount
Point Defense
Continuous
No Rng Disp
Fusion BeamWeap 22625Heavy Mount
Armor Piercing
Point Defense
Continuous
Ion CannonWeap 241030Continuous
  • Damage to shields and systems only
Neutron BeamWeap 341230Heavy Mount
Continuous
No Rng Disp
  • Chance to stun for 1 round when shields are down
Graviton FluxWeap 451530Heavy Mount
Continuous
  • 2x hull damage
PhasorWeap 572035Heavy Mount
Armor Piercing
Shield Piercing
Point Defense
Continuous
Plasma CannonWeap 7163570Auto Fire
Heavy Mount
  • 2x damage dissipation
Disruptor BeamWeap 8707070Heavy Mount
Point Defense
  • No damage dissipation
  • 2x accuracy dissipation
Death RayWeap 10175500200Heavy Mount
Chaos ChainRuins 2880150Heavy Mount
  • 2 extra random targets at less damage
Ion DischargerRuins 00150Heavy Mount
  • Disables shields, weapons, and engines for 2 turns, even with shields up
  • 2 turn cooldown

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.

Kinetic Weapons
WeaponTreeDamageSpaceModsNotes
Tungsten GunWeap 1725Auto Fire
Heavy Mount
Armor Piercing
Point Defense
Particle AcceleratorWeap 21040Auto Fire
Heavy Mount
Shield Piercing
RailgunWeap 41550Heavy Mount
Shield Piercing
  • -50% accuracy dissipation
Flak CannonWeap 51230Auto Fire
Point Defense
  • PD Only, +75% PD Accuracy (rather than base 25%)
Wurtzite CannonWeap 63550Auto Fire
Heavy Mount
Point Defense
Armor Piercing
  • 2x accuracy dissipation
Guass-Coil GunWeap 86080Auto Fire
Heavy Mount
Point Defense
Shield Piercing
  • No accuracy dissipation
Doom CannonWeap 9250180Auto Fire
Heavy Mount
Matter StreamerRuins 150125Heavy Mount
Armor Piercing
  • 2 turn cooldown

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 Space22 Space values given below are for the default of 5 missiles and scales up or down depending on the number.

Missiles
WeaponTreeDamageSpaceModsNotes
Nuclear MissileWeap 1730Heavy Armor
Fast
MIRV
Anti-ECM
Polaris MissileWeap 31430Heavy Armor
Fast
MIRV
Anti-ECM
Quantum MissileWeap 52230Heavy Armor
Fast
MIRV
Anti-ECM
Nightmare MissileWeap 74030Heavy 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.

Torpedoes
WeaponTreeDamageSpaceModsNotes
Photon TorpedoWeap 770100
  • FTL: instant hit at end of round
  • 1 turn cool down
Plasma TorpedoWeap 914090
  • -2 damage per square traveled
  • 1 turn cool down
Positron TorpedoRuins 150135
  • 2 turn cool down
Advertisement