FTL: Faster Than Light Guide

FTL: Faster Than Light - Weapons List for FTL: Faster Than Light

FTL: Faster Than Light – Weapons List

Overview

List of all weapons in FTL, including descriptions and stats.

Introduction

This is not a “guide” in-and-of-itself, but instead just a list of all the weapons in FTL, with stats attached to them. Enjoy.

* <- 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

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