Overview
List of all weapons in FTL, including descriptions and stats.
Introduction
* <- Means the damage is doubled when targeting systemless rooms.
Burst Lasers
Basic Laser
“Very weak laser.”
Damage Per Shot: 1
Shot Per Charge: 1
Charge Time: 10
Power Required: 1
Fire Chance: 10%
Breach Chance: 0%
Stun Chance: 0%
Cost: 20
Shop Rarity: Not Purchasable
Dual Lasers
“Basic, weak dual lasers. Often used by transport ships that can’t afford better.”
Damage Per Shot: 1
Shot Per Charge: 2
Charge Time: 10
Power Required: 1
Fire Chance: 10%
Breach Chance: 0%
Stun Chance: 0%
Cost: 25
Shop Rarity: Not Purchasable
Burst Laser I
“This simple burst laser isn’t flashy, but gets the job done.”
Damage Per Shot: 1
Shot Per Charge: 2
Charge Time: 11
Power Required: 2
Fire Chance: 10%
Breach Chance: 0%
Stun Chance: 0%
Cost: 50
Shop Rarity: Very Common
Burst Laser II
“Slightly improved version of the burst laser that fires more shots per charge.”
Damage Per Shot: 1
Shot Per Charge: 3
Charge Time: 12
Power Required: 2
Fire Chance: 10%
Breach Chance: 0%
Stun Chance: 0%
Cost: 80
Shop Rarity: Rare
Burst Laser III
“A powerful burst laser that fires off an impressive barrage.”
Damage Per Shot: 1
Shot Per Charge: 5
Charge Time: 19
Power Required: 4
Fire Chance: 10%
Breach Chance: 0%
Stun Chance: 0%
Cost: 95
Shop Rarity: Rare
Heavy Lasers
Heavy Laser I
“Heavy lasers can wreak more havoc than their smaller, burst laser counterparts.”
Damage Per Shot: 2
Shot Per Charge: 1
Charge Time: 9
Power Required: 1
Fire Chance: 30%
Breach Chance: 30%
Stun Chance: 20%
Cost: 55
Shop Rarity: Common
Heavy Laser II
“This heavy laser fires off 2 shots in quick succession, each dealing 2 damage.”
Damage Per Shot: 2
Shot Per Charge: 2
Charge Time: 13
Power Required: 3
Fire Chance: 30%
Breach Chance: 30%
Stun Chance: 20%
Cost: 65
Shop Rarity: Rare
Hull Lasers
Hull Smasher Laser I
“A powerful laser designed to maximize hull damage.”
Damage Per Shot: 1*
Shot Per Charge: 2
Charge Time: 14
Power Required: 2
Fire Chance: 0%
Breach Chance: 20%
Stun Chance: 0%
Cost: 55
Shop Rarity: Common
Hull Smasher Laser II
“This powerful counterpart to the Hull Smasher Laser Mark 1 fires more projectiles per shot.”
Damage Per Shot: 1*
Shot Per Charge: 3
Charge Time: 15
Power Required: 3
Fire Chance: 20%
Breach Chance: 30%
Stun Chance: 0%
Cost: 75
Shop Rarity: Uncommon
Charge Lasers
Laser Charger I
“This laser weapon can charge two times, giving it an additional projectile.”
Damage Per Shot: 1
Shot Per Charge: 1 > 2
Charge Time: 6
Power Required: 2
Fire Chance: 10%
Breach Chance: 0%
Stun Chance: 0%
Cost: 55
Shop Rarity: Uncommon
Laser Charger II
“This laser weapon can charge multiple times, giving it an additional projectiles.
Damage Per Shot: 1
Shot Per Charge: 1 > 2 > 3 > 4
Charge Time: 5
Power Required: 3
Fire Chance: 10%
Breach Chance: 0%
Stun Chance: 0%
Cost: 70
Shop Rarity: Uncommon
Chain Lasers
Chain Burst Laser
“This dual shot laser decreases in cooldown each time it fires. After 3 volleys it only takes 7 seconds to charge.”
Damage Per Shot: 1
Shot Per Charge: 2
Charge Time: 16 > 13 > 10 > 7
Power Required: 2
Fire Chance: 10%
Breach Chance: 0%
Stun Chance: 0%
Cost: 65
Shop Rarity: Uncommon
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 sheilds.”
Damage Per Shot: 1
Shot Per Charge: 1
Charge Time: 11.1 > 9.1 > 7.1 > 5.1 > 3.1 > 1.1
Power Required: 4
Fire Chance: 10%
Breach Chance: 0%
Stun Chance: 0%
Cost: 95
Shop Rarity: Very Rare
Missiles
Leto Missiles
“This launcher is outdated and weak, but can still be effective.”
Damage Per Shot: 1
Shot Per Charge: 1
Charge Time: 9
Power Required: 1
Fire Chance: 10%
Breach Chance: 10%
Stun Chance: 10%
Cost: 20
Shop Rarity: Not Purchasable
Artemis Missiles
“Standard missile launcher on most federation ships.”
Damage Per Shot: 2
Shot Per Charge: 1
Charge Time: 11
Power Required: 1
Fire Chance: 10%
Breach Chance: 10%
Stun Chance: 10%
Cost: 38
Shop Rarity: Not Purchasable
Hermes Missiles
“Standard but powerful missle launcher.”
Damage Per Shot: 3
Shot Per Charge: 1
Charge Time: 14
Power Required: 3
Fire Chance: 30%
Breach Chance: 20%
Stun Chance: 10%
Cost: 45
Shop Rarity: Common
Breach Missiles
“These missile are designed to cause maximum destruction to ship hull armor.”
Damage Per Shot: 4
Shot Per Charge: 1
Charge Time: 22
Power Required: 3
Fire Chance: 30%
Breach Chance: 80%
Stun Chance: 10%
Cost: 65
Shop Rarity: Uncommon
Pegasus Missiles
“Creative missile design allows for 2 projectiles at the cost of 1.”
Damage Per Shot: 2
Shot Per Charge: 2
Charge Time: 20
Power Required: 3
Fire Chance: 30%
Breach Chance: 20%
Stun Chance: 10%
Cost: 60
Shop Rarity: Uncommon
Swarm Missiles
“If given time to prepare, the swarm missle launcher can replicate multiple warheads.”
Damage Per Shot: 1
Shot Per Charge: 1 > 2 > 3
Charge Time: 7
Power Required: 2
Fire Chance: 10%
Breach Chance: 10%
Stun Chance: 0%
Cost: 65
Shop Rarity: Rare
Hull Missiles
“High hull damage plus a decent breach chance.”
Damage Per Shot: 2*
Shot Per Charge: 1
Charge Time: 17
Power Required: 2
Fire Chance: 10%
Breach Chance: 30%
Stun Chance: 10%
Cost: 65
Shop Rarity: Uncommon
Beams
To put beam lengths into perspective, one room tile on a ship is about 35 units long and wide.
Mini Beam
“Extremely cheap and weak beam weapon.”
Damage Per Room: 1
Beam Length: 45
Charge Time: 12
Power Required: 1
Fire Chance: 10%
Cost: 20
Shop Rarity: Not Purchasable
Pike Beam
“Can cut across entire ships, assuming there’s no sheild to stop it.”
Damage Per Room: 1
Beam Length: 170
Charge Time: 16
Power Required: 2
Fire Chance: 0%
Cost: 55
Shop Rarity: Common
Halberd Beam
“Slow but reliably powerful standard beam weapon.”
Damage Per Room: 2
Beam Length: 80
Charge Time: 17
Power Required: 3
Fire Chance: 0%
Cost: 65
Shop Rarity: Common
Glaive Beam
“One of the most powerful weapons of war ever created, known to take out some ships in a single blast.”
Damage Per Room: 3
Beam Length: 80
Charge Time: 25
Power Required: 4
Fire Chance: 0%
Cost: 95
Shop Rarity: Very Rare
Hull Beam
“This beam is most powerful when targeting large, empty sections of hull.”
Damage Per Room: 1*
Beam Length: 100
Charge Time: 14
Power Required: 2
Fire Chance: 0%
Cost: 70
Shop Rarity: Uncommon
Fire Beam
“This terrifying weapon does not physical damage, but ignites fires.”
Damage Per Room: 0
Beam Length: 140
Charge Time: 20
Power Required: 2
Fire Chance: 80%
Cost: 50
Shop Rarity: Uncommon
Anti-Bio Beam
“This beam does no physical damage, but rips through organic material, doing heavy damage to crew members.”
Damage Per Room: 0
Crew Damage: 60
Beam Length: 140
Charge Time: 16
Power Required: 2
Fire Chance: 0%
Cost: 50
Shop Rarity: Very Rare
Ions
Ion Blast I
“Ion weapons can disable systems without causing hull damage.”
Ion Damage Per Shot: 1
Shots Per Charge: 1
Charge Time: 8
Power Required: 1
Stun Chance: 10%
Cost: 30
Shop Rarity: Uncommon
Ion Blast II
“Ion weapons can disable systems without causing hull damage.”
Ion Damage Per Shot: 1
Shots Per Charge: 1
Charge Time: 4
Power Required: 3
Stun Chance: 10%
Cost: 70
Shop Rarity: Rare
Heavy Ion
“Ion weapons can disable systems without causing hull damage.”
Ion Damage Per Shot: 2
Shots Per Charge: 1
Charge Time: 13
Power Required: 2
Stun Chance: 20%
Cost: 45
Shop Rarity: Uncommon
Ion Stunner
“This ion weapon stuns crew inside the room for 5 seconds.”
Ion Damage Per Shot: 1
Shots Per Charge: 1
Charge Time: 10
Power Required: 1
Stun Chance: 100%
Cost: 35
Shop Rarity: Rare
Charge Ion
“This ion weapon can charge multiple times, giving it additional projectiles.”
Ion Damage Per Shot: 1
Shots Per Charge: 1 > 2 > 3
Charge Time: 6
Power Required: 2
Stun Chance: 0%
Cost: 50
Shop Rarity: Uncommon
Chain Ion
“This weapons ion damage increases each time it fires, to a max of 4.
Ion Damage Per Shot: 1 > 2 > 3 > 4
Shots Per Charge: 1
Charge Time: 14
Power Required: 3
Stun Chance: 0%
Cost: 55
Shop Rarity: Rare
Flak
To put the targeting radius size into perspective, one room tile on a ship is about 35 units long and wide.
Flak Gun I
“Fires a blast of debris at a random area doing up to 3 damage, good for taking down sheilds, but hard to aim.”
Damage Per Shot: 1
Shots Per Charge: 3
Charge Time: 10
Power Required: 2
Targeting Radius: 42
Cost: 65
Shop Rarity: Very Common
Flak Gun II
“Fires a blast of debris at a random area doing up to 7 damage, good for taking down sheilds, but hard to aim.
Damage Per Shot: 1
Shots Per Charge: 7
Charge Time: 21
Power Required: 3
Targeting Radius: 55
Cost: 80
Shop Rarity: Rare
Bombs
Small Bomb
“Self-teleporting explosive that damages systems and crew, but not the hull. Can target your own ship.”
System Damage: 2
Crew Damage: 30
Charge Time: 13
Power Required: 1
Fire Chance: 10%
Breach Chance: 0%
Stun Chance: 0%
Cost: 45
Shop Rarity: Very Common
Breach Bomb I
“Self-teleporting explosive that designed to damage systems and cause a breach. Can target your own ship.”
System Damage: 1
Crew Damage: 30
Charge Time: 9
Power Required: 1
Fire Chance: 0%
Breach Chance: 100%
Stun Chance: 0%
Cost: 50
Shop Rarity: Not Purchasable
Breach Bomb II
“Slower than the Mark 1 but does more damage to systems and crew. Can target your own ship.”
System Damage: 3
Crew Damage: 45
Charge Time: 17
Power Required: 2
Fire Chance: 0%
Breach Chance: 100%
Stun Chance: 0%
Cost: 60
Shop Rarity: Rare
Fire Bomb
“Self-teleporting explosive designed to damage crew and start fires. Can target your own ship.”
System Damage: 0
Crew Damage: 30
Charge Time: 15
Power Required: 2
Fire Chance: 100%
Breach Chance: 0%
Stun Chance: 0%
Cost: 50
Shop Rarity: Common
Ion Bomb
“Self-teleporting explosive that uses ion damage to disable systems. Can target your own ship.”
Ion Damage: 4
Charge Time: 22
Power Required: 1
Fire Chance: 0%
Breach Chance: 0%
Stun Chance: 20%
Cost: 55
Shop Rarity: Uncommon
Healing Burst
“Self-teleporting healing unit that heals all friendly crew in the room. Can target your own ship.”
System Damage: 0
Crew Damage: -150
Charge Time: 18
Power Required: 1
Fire Chance: 0%
Breach Chance: 0%
Stun Chance: 0%
Cost: 40
Shop Rarity: Uncommon
Repair Burst
“Self-teleporting units that flood the room with nanobots capable of completely healing any system damage.”
System Damage: -8
Crew Damage: 0
Charge Time: 14
Power Required: 1
Fire Chance: 0%
Breach Chance: 0%
Stun Chance: 0%
Cost: 40
Shop Rarity: Uncommon
Stun Bomb
“Self-teleporting explosive that does 1 ion damage and stuns all crew in the room. Can target your own ship.”
Ion Damage: 1
Charge Time: 17
Power Required: 1
Fire Chance: 0%
Breach Chance: 0%
Stun Chance: 100%
Cost: 45
Shop Rarity: Common
Crystal Lockdown Bomb
“Self-teleporting explosive that creates a dense wall, preventing movement in and out of the room. Can target your own ship.”
System Damage: 0
Crew Damage: 0
Charge Time: 15
Power Required: 1
Fire Chance: 0%
Breach Chance: 0%
Stun Chance: 0%
Cost: 45
Shop Rarity: Only sold in Rock Sectors
Crystal Weapons
These weapons can only be bought/found in the hidden crystal sector.
Crystal Burst I
“Modified projectile weapon that fires 2 sheild piercing crystals.”
Damage Per Shot: 1
Shots Per Charge: 2
Charge Time: 15
Power Required: 2
Fire Chance: 0%
Breach Chance: 10%
Stun Chance: 10%
Cost: 20
Shop Rarity: Very Common
Crystal Burst II
“Modified projectile weapon that fires 3 sheild piercing crystals.
Damage Per Shot: 1
Shots Per Charge: 3
Charge Time: 17
Power Required: 3
Fire Chance: 0%
Breach Chance: 10%
Stun Chance: 10%
Cost: 20
Shop Rarity: Rare
Crystal Heavy I
“Modifed projectile weapon that fires a sheild piercing large crystal.”
Damage Per Shot: 2
Shots Per Charge: 1
Charge Time: 13
Power Required: 1
Fire Chance: 0%
Breach Chance: 10%
Stun Chance: 20%
Cost: 20
Shop Rarity: Common
Crystal Heavy II
“Modifed projectile weapon that fires a sheild piercing large crystal.”
Damage Per Shot: 4
Shots Per Charge: 1
Charge Time: 19
Power Required: 3
Fire Chance: 0%
Breach Chance: 100%
Stun Chance: 20%
Cost: 20
Shop Rarity: Very Rare
Extra Weapons
These weapons will never be encountered normally, and are only avaliable by starting the game with a specific ship layout.
Heavy Pierce I
“Heavy lasers can wreak more havoc than their smaller burst laser counterparts. This modified version can pierce one layer of shields.”
This weapon comes pre-installed on the Shivan.
Damage Per Shot: 2
Shot Per Charge: 1
Charge Time: 10
Power Required: 2
Fire Chance: 30%
Breach Chance: 30%
Stun Chance: 0%
Cost: 55
Shop Rarity: Not Purchasable
Adv. Flak Gun
“Fires a blast of debris across a random area, doing up to 3 damage. Good for taking down shields but hard to aim.”
This weapon comes pre-installed on the Shrike.
Damage Per Shot: 1
Shot Per Charge: 3
Charge Time: 8
Power Required: 1
Targeting Radius: 40
Cost: 60
Shop Rarity: Not Purchasable
Laser Charger
“This laser weapon can charge 2 times, giving it an additional projectile. This improved version only requires 1 power.”
This weapon comes pre-installed on the Simo-H.
Damage Per Shot: 1
Shot Per Charge: 1 > 2
Charge Time: 5.5
Power Required: 1
Fire Chance: 0%
Breach Chance: 0%
Stun Chance: 0%
Cost: 30
Shop Rarity: Not Purchasable