Please support us by liking us on facebook!

Weapons

From X3 Wiki
Jump to: navigation, search

[edit] Overview

Weapons are primarily designed to inflict damage on other ships.

They may however be used to break up space debris, intercept missiles, and repair ships (with repair lasers).

Some weapons are very energy efficient, usually a result of requiring ammunition.

Direct fire weapons like those listed below can be characterized as either a beam, area of effect, or a bolt.

[edit] Bolt weapons

  • Fire discrete projectiles which travel through space at the listed speed.
  • May fire repeatedly at the specified rate of fire.
  • Accuracy depends on the bullet speed, which ranges from slow capital ship cannons to Flak that exceeds the speed of beam weapons.

[edit] Beam weapons

  • Are virtually impossible to evade because all beam weapons have a very high propagation speed.
  • Generate a beam until the trigger is released or energy is depleted.

[edit] Shockwave weapons

  • Are almost impossible to evade since some can cover an area that is over 1 km wide.
  • Fire a cone of destruction hitting victims multiple times, inflicting a huge multiplier on large targets.
  • Often a source of friendly fire.

[edit] Flak weapons

  • Are primarily designed as anti-fighter weapons.
  • Create a large damage area capable of seriously damaging fighters.

[edit] Damage

Damage is inflicted in two ways.

[edit] Hull

Hulls are the outer shells of ships, they usually protect the equipment that makes a ship a ship rather than a blasted out derelict. Damage to the hull directly damages the ship and its equipment.

[edit] Shield

Shields are a protective energy field which primarily keeps micrometeorites and other debris from harming the hull in the course of normal navigation. They also protect the hull from weapons fire. Typically the shields must first be overcome to damage a ship.

[edit] Weapons List

A graphical table can be found at http://public.tableausoftware.com/views/X3Weapons/X3WeaponReport

Name Shield Damage (Per second) Hull Damage (Per second) Range (Km) Speed (m/s) Required ammo Cargo type Cargo Space
Fusion Beam Cannon 9000 12800 6.63 2660 no L 30
SPARE LASER 1 12000 1800 100 25000 no L 33
SPARE LASER 2 2300 1100 1.79 5993 no S 1
Matter/Anti-Matter Launcher 10000 3700 3.62 445 Matter/Anti-Matter Warhead M 21
Electro-Magnetic Plasma Cannon 5200 2000 2.0 588 no S 5
Prototype Starburst Shockwave Cannon 11700 1900 2.0 2000 no XL 28
Point Singularity Projector ** 25200 9500 6.42 321 no XL 200
Starburst Shockwave Cannon 13100 2100 2.0 2000 no L 28
Gamma Kyon Emitter 10700 6400 4.85 12143 no XL 25
Beta Kyon Emitter 5000 3000 3.41 9765 no M 5
Alpha Kyon Emitter 2300 1100 1.79 5993 no S 1
Experimental Electro-Magnetic Plasma Cannon 4600 1800 2.0 588 no S 5
Prototype Matter/Anti-Matter Launcher 8900 3300 3.62 445 Matter/Anti-Matter Warhead M 21
Phased Array Laser Cannon 9400 7000 6.37 2561 no L 32
Phased Shockwave Generator * 2500 134 1.44 254 no L 28
Cluster Flak Array 12000 1800 1.98 2200 no L 33
Repair Laser 0 100 2.2 4400 no - 1
Incendiary Bomb Launcher ** / *** 46200 8100 5.14 312 no XL 110
Phased Repeater Gun 7200 765 2.32 1560 no S 4
High Energy Plasma Thrower 9400 1500 2.31 431 no S 6
Tractor Beam 0 0 2.0 4000 no S 50
Particle Accelerator Cannon 6000 748 1.92 703 no S 3
Mobile Drilling System 118 325 4.83 84 no XL 100
Ion Pulse Generator 13000 544 3.88 347 no M 28
Energy Bolt Chaingun 8900 1400 2.81 604 Energy Bolt Chaingun Ammunition S 1
Plasma Beam Cannon 11900 4500 5.85 10644 no XL 120
Flak Artillery Array 12800 1900 2.11 7051 no L 30
Fragmentation Bomb Launcher 8800 1400 1.97 359 no S 5
Ion Shard Railgun 10200 3700 3.33 498 no M 22
Pulsed Beam Emitter 18100 673 0.977 6980 no M 8
Concussion Impulse Generator 9800 3200 3.46 420 no M 25
Plasma Burst Generator * 427 109 0.787 375 no S 7
Gauss Cannon 42200 17900 4.78 353 Gauss Cannon Ammunition XL 55
Ion Cannon** 66100 3800 5.12 387 no XL 150
Photon Pulse Cannon ** 46500 8200 6.62 333 no XL 100
Ion Disruptor 3300 10 0.938 2027 no M 10
Mass Driver 0 185 0.997 739 Mass Driver Ammunition S 1
Impulse Ray Emitter 1400 140 1.39 1162 no S 1
Tri-Beam Cannon 6.633 5630 no XL 135

* Actual damage much higher, an area of effect weapon. Will hit several/many targets and each many times. Very energy efficient.

** Capital weapon which can be charged up, using more energy but dealing more damage. For further details check out charging.

*** IBL "set the target on fire", adding burn damage. For 3 seconds, about 3000 damage per second are inflicted. This is not cumulative with multiple IBL hitting the target so it's barely noticable when firing 4-8 IBL simultaneously.

Personal tools