Weapon Modules are Modules that can be installed on Battleships to attack other ships. Some Weapon Modules deal continuous damage on one target at a time while others may increase damage over time while firing on two ships simultaneously. Weapon Module blueprints are obtained by researching Orbs. A Battleship can only carry one weapon module.

Most Cerberus Ships are also equipped with a Weapon Module. Sometimes they use Weapon Modules unobtainable by the player, and they may also use weapons that are available for the player but with unobtainable values.

The effectiveness of weapons are typically measured in damage per second, often abbreviated as DPS.

Weak Battery[edit | edit source]

WeakBattery.png

A weak weapon that does damage to a single target at a time.

The Weak Battery is the first weapon-type module you 'research', and cannot be leveled beyond Level 1. As one can infer from its one level capability, it becomes relatively useless as one progresses in the game and is largely meant solely as a tutorial item. Every Battleship created at the Shipyard is equipped with a Weak Battery by default; however, it is not possible to reinstall the Weak Battery once replaced. It is the only weapon that does not add hydrogen usage when installed.

Attack Range: 120AU

Level Damage Per Second Damage Per Hour (White Star) Install Price
1 80 480 0

Battery[edit | edit source]

Battery.png

Does damage to a single target at a time.

The Battery is a reliable module and likely the first 'real' weapon to be researched. It can only fire on one target a time. Battery can be used reliably far throughout one's journey, but may require support in higher-level Red Star missions to keep up with greater numbers of Cerberus opponents.

Blueprints are obtained by researching level 1+ Orbs.

Attack Range: 120AU

Level Blueprints Required Unlock Price Research Time Damage Per Second Damage Per Hour (White Star) Additional Hydrogen Use Install Price
1 1 1,000 2m 100 600 0.4/100AU 500
2 4 5,000 1h 120 720 0.8/100AU 1,500
3 50 12,500 4h 140 840 1.6/100AU 2,500
4 200 25,000 1d 160 960 2.8/100AU 4,000
5 1,000 50,000 2d 180 1,080 4.0/100AU 7,500
6 4,000 100,000 3d 210 1,260 6.0/100AU 10,000
7 10,000 250,000 4d 250 1,500 9.0/100AU 15,000
8 20,000 500,000 5d 285 1,710 12.0/100AU 17,500
9 30,000 750,000 6d 315 1,890 16.0/100AU 20,000
10 40,000 1,000,000 7d 340 2,040 20.0/100AU 22,500
11 55,000 2,500,000 10d 365 2,190 24.0/100AU 25,000
12 70,000 5,000,000 10d 390 2,340 28.0/100AU 27,500

Laser[edit | edit source]

Laser.png

A powerful weapon that does increasingly higher damage the longer it stays focused on a single target.

The Laser takes 45 seconds of continuous firing on a single target to reach its maximum DPS. If it must retarget for any reason, it must start over at minimum DPS again. It is commonly used against ships with high hull durability such as the Cerberus Base or Colossus.

Blueprints are obtained by researching level 2+ Orbs.

Attack Range: 120AU

Level Blueprints Required Unlock Price Research Time Damage Per Second Maximum Damage Per Second Time to Maximum Damage

(Red Star)

Damage Per Hour (White Star) Maximum Damage Per Hour (White Star) Time to Maximum Damage

(White Star

Time to Maximum Damage

(Blue Star)

Additional Hydrogen Use Install Price
1 1 8,000 4h 80 200

45s

480 1,200 7h 30min 30s 1.0/100AU 1,000
2 50 12,000 8h 90 240 540 1,440 2.0/100AU 1.500
3 200 25,000 16h 100 280 600 1,680 3.0/100AU 2,500
4 600 50,000 1d 120 325 720 1,950 4.0/100AU 4,000
5 1,500 100,000 2d 140 360 840 2,160 7.0/100AU 7,500
6 4,000 250,000 3d 160 400 960 2,400 10.0/100AU 10,000
7 10,000 500,000 4d 180 500 1,080 3,000 13.0/100AU 15,000
8 20,000 1,000,000 5d 200 600 1,200 3,600 16.0/100AU 20,000
9 30,000 2,000,000 6d 225 700 1,350 4,200 20.0/100AU 25,000
10 40,000 4,000,000 7d 250 800 1,500 4,800 24.0/100AU 27,500
11 55,000 6,000,000 10d 275 900 1,650 5,400 25.0/100AU 30,000
12 70,000 8,000,000 10d 300 1000 1,800 6,000 26.0/100AU 32,500

Mass Battery[edit | edit source]

MassBattery.png

Simultaneously fires on multiple enemies within firing range.

Mass Battery deals the same DPS to every target regardless of the number of targets. This makes Mass Battery useful for crowd control against low-health enemies (i.e. Sentinels).

Mass Battery is also used in White Stars to destroy multiple enemy transports and miners. Because it targets multiple at the same time, a defender would need to position multiple battleships to absorb damage or risk Mass Battery targeting utility ships and destroying them immediately.

Mass Battery is usually fitted on "assassins," WS battleships that are designed for their speed and the ability to charge through an enemy's defenses and attack loaded transports and other ships. They are usually equipped with Delta Shield, Impulse, and Barrier to run right through gaps in enemy battleship formations. Barrier helps block any ships that might use an EMP and stop the assassin in its tracks, and Mass Battery attacks multiple ships at the same time, making it very difficult to counter.

Blueprints are obtained by researching level 3+ Orbs.

Attack Range: 120AU

Level Blueprints Required Unlock Price Research Time Damage Per Second Damage Per Hour (White Star) Max Targets

Additional Hydrogen Use

Install Price
1 1 15,000 8h 60 360 3 2.0/100AU 1,000
2 25 25,000 16h 75 450 3 5.0/100AU 1,500
3 100 50,000 1d 90 540 3 8.0/100AU 5,000
4 200 100,000 2d 110 660 3 11.0/100AU 7,500
5 600 200,000 3d 120 720 4 14.0/100AU 10,000
6 1,200 350,000 4d 140 840 4 17.0/100AU 15,000
7 2,500 550,000 5d 160 960 4 20.0/100AU 20,000
8 5,000 800,000 6d 180 1,080 5 23.0/100AU 25,000
9 10,000 2,000,000 7d 210 1,260 5 26.0/100AU 30,000
10 20,000 5,000,000 7d 240 1,440 5 29.0/100AU 35,000
11 35,000 6,000,000 10d 270 1,620 6 32.0/100AU 37,500
12 50,000 8,000,000 10d 300 1,800 6 35.0/100AU 40,000

Dual Laser[edit | edit source]

DualLaser.png

Fires a laser beam against up to two enemies within range. Damage ramps up over time if both beams are active. If there are multiple targets in range, the laser will not reset after destroying a target and switching to another one.

The Dual Laser is, as its name implies, similar to the Laser. It differs from the latter in that it is capable of firing continuously upon two ships simultaneously. The two lasers' counts towards maximum DPS are independent of one another, but like Mass Battery, do not stack if only one enemy can be targeted.

Blueprints are obtained by researching level 4+ Orbs.

Attack Range: 120AU

Level Blueprints Required Unlock Price Research Time Damage Per Second Maximum Damage Per Second Time to Maximum Damage Damage Per Hour (White Star) Maximum Damage Per Hour (White Star) Time to Maximum Damage (White Star) Time to Maximum Damage (Blue Star) Max Targets

Additional Hydrogen Use

Install Price
1 1 25,000 12h 80 250 45s 480 1,500 7h 30m 30s 2 2.0/100AU 5,000
2 10 50,000 1d 90 300 540 1,800 5.0/100AU 7,500
3 40 75,000 2d 100 350 600 2,100 8.0/100AU 10,000
4 100 100,000 3d 110 400 660 2,400 11.0/100AU 12,500
5 250 200,000 4d 120 450 720 2,700 14.0/100AU 15,000
6 500 350,000 5d 130 500 780 3,000 17.0/100AU 17,500
7 1,000 700,000 6d 140 550 840 3,300 20.0/100AU 20,000
8 2,000 1,000,000 7d 160 600 960 3,600 23.0/100AU 25,000
9 4,000 2,500,000 7d 180 650 1,080 3,900 26.0/100AU 30,000
10 8,000 5,000,000 7d 200 700 1,200 4,200 29.0/100AU 35,000
11 16,000 6,000,000 10d 220 750 1,320 4,500 32.0/100AU 37,500
12 32,000 8,000,000 10d 240 800 1,440 4,800 35.0/100AU 40,000

Barrage[edit | edit source]

Barrage.png

A battery that does additional damage to its single target when there are more enemy ships in the sector. Each time it changes target have 1 second cooldown (10 min in WS) before firing again.

Max damage calculated as cap at 16 additional enemies (17 total).

Maximum additional enemies for white stars is 8 (9 total).

Blueprints are obtained by researching level 5+ Orbs.

Attack Range: 120AU

Level Blueprints Required Unlock Price Research Time Damage Per Second Additional Damage Per Enemy Maximum Damage Damage Per Hour (White Star) Additional Damage Per Enemy (White Star) Maximum Damage (White Star)

Additional Hydrogen

Install Price
1 1 120,000 1d 80 60 1,040 480 360 3,360 4.0/100AU 5,000
2 30 300,000 2d 90 65 1,130 540 390 3,660 8.0/100AU 7,500
3 60 400,000 3d 100 70 1,220 600 420 3,960 12.0/100AU 10,000
4 120 500,000 4d 110 80 1,390 660 480 4,500 16.0/100AU 12,500
5 300 600,000 5d 120 90 1,560 720 540 5,040 20.0/100AU 15,000
6 600 800,000 6d 135 100 1,735 810 600 5,610 24.0/100AU 17,500
7 1,250 1,000,000 7d 150 110 1,910 900 660 6,180 28.0/100AU 20,000
8 2,500 3,500,000 7d 170 120 2,090 1,020 720 6,780 32.0/100AU 25,000
9 5,000 6,000,000 7d 185 130 2,265 1,110 780 7,350 36.0/100AU 30,000
10 10,000 7,000,000 7d 200 140 2,440 1,200 840 7,920 40.0/100AU 35,000
11 20,000 8,000,000 10d 220 150 2,620 1,320 900 8,520 44.0/100AU 37,500
12 35,000 9,000,000 10d 240 160 2,800 1,440 960 9,120 48.0/100AU 40,000

Dart Launcher[edit | edit source]

DartLauncher.png

Launches a DART missile against the targeted enemy ship at regular intervals.

The missile can be neutralized by any enemy ship using normal targeting rules.

When the missile reaches its destination it will apply direct weapon damage to the target ship only, and only if the target ship is still within the impact area.

This weapon will only fire on enemy ships. Rockets and Cerberus stations are ignored.

Blueprints are obtained by researching level 9+ Orbs.

Speed: 840AU/m in Red Star. 84AU/h in White Star.

Cooldown: 10s in Red Star. 1h 40m in White Star.

Level Blueprints Required Unlock Price Research Time Hull Strength Explosion Damage Explosion Range Effect Range Additional Hydrogen Use Install Price
1 1 4,000,000 5d 250 4,100 60AU 150AU 24.0/100AU 40,000
2 15 4,500,000 6d 5,000 28.0/100AU 42,000
3 40 5,000,000 7d 6,000 32.0/100AU 44,000
4 100 5,500,000 8d 7,000 36.0/100AU 46,000
5 400 6,000,000 9d 8,000 40.0/100AU 48,000
6 600 6,500,000 10d 9,000 44.0/100AU 50,000
7 900 7,000,000 10d 10,000 48.0/100AU 52,000
8 1,250 7,500,000 10d 11,000 52.0/100AU 54,000
9 1,600 8,000,000 10d 12,000 56.0/100AU 56,000
10 2,000 8,000,000 10d 13,000 60.0/100AU 58,000
11 2,500 8,000,000 10d 14,000 64.0/100AU 60,000
12 3,000 8,000,000 10d 16,000 68.0/100AU 62,000

Unobtainable Weapon Modules[edit | edit source]

Below is a list of modules that are unobtainable by players, and are only found on Cerberus Ships.

Bomber Rocket[edit | edit source]

BomberRocket.png

Launches one Bomber Rocket towards each enemy player that has ships in the Bomber's sector or any adjacent sectors. Each rocket travels towards the enemy player's closest ship. This module is equipped on Cerberus Bombers.

Level Hull Strength Explosion Damage Explosion Range Neutralized Damage Neutralized Damage Range Cooldown Speed
1 1,000 4,000 120AU 1,250 80AU 20s 540AU/m

Dart Barrage[edit | edit source]

DartBarrage.png

Regularly fires a fast Dart missile against all enemy ships in range. Once the missile reaches its destination, it will apply damage to the target ship if that ship is still within the explosion range. This module is equipped on Cerberus Storms.

Level Hull Strength Explosion Damage Explosion Range Cooldown Speed
1 350 2,500 80AU 5s 1,800AU/m
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