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Ship weapon

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There are two different types of starship weapons: Energy Weapons and Kinetic Weapons. Energy Weapons do equal damage to both a starship's shields and hull. Kinetic Weapons do full damage to a starship's hull but shields have an innate 75% resistance to kinetic weapons, though some types of kinetic weapons have improved shield penetration. Energy and Kinetic weapons both have different damage subtypes — for example, Phaser and Plasma are two types of Energy Weapons.

Different ships will have different resistances to each damage subtype depending on hull plating and engineering modules equipped, if any.

Note: see also Shuttle Weapons.

See the "Ship Weapon Navigation Box" at the bottom of this page for specific ship weapon types and damage types.

Firing Arcs[edit | edit source]

Animation showing the firing arcs of various forward weapons

A weapon's firing arc is the angle of view, measured in degrees (°), inside which an enemy ship must be located. Targets outside of this arc cannot be fired upon by the weapon; you must turn so that the target is within the firing arc in order to fire. (Note that the firing arc for aft-mounted weapons is measured from the rear center, as opposed to the front center for fore weapons.)

You can preview a weapon's firing arc by holding the mouse cursor over that weapon's icon on your action bar. The firing arc only represents the angle at which the weapon can fire; it does not represent its range.

The following table shows the firing arcs of each weapon type in Star Trek Online:

Weapon firing arcs
45° 90° 180° 250° 360° No Arc

Broadside[edit | edit source]

Shows the region of overlap with beam arrays fore and aft

A vessel that equips Beam Arrays both fore and aft is most effective when firing from the Broadside i.e. either the port or starboard side of the ship. This is because the 250 degree firing arc of beam array weapons means that there is region where the forward and aft firing arcs overlap. As such, a ship can fire both fore and aft weapons at a target within that overlap region. As the ship is effectively moving sideways relative to the 70 degree overlap region on either side of the ship, it is easier to keep a target within the optimal broadside firing arc.

Cruisers are best suited to firing from the broadside, as they lack the maneuverability to use weapons with a narrower firing arc. Cruisers also have more weapon slots than other types of vessel at the same tier, and so can potentially deal more damage from the broadside. In a tier 5 Cruiser it is possible to fire eight beam arrays in a single shot to devastating effect, though this causes an enormous power drain.

Autofire and Firing Priorities[edit | edit source]

You can set your weapons to autofire, by right clicking on the weapon icons of your ship. The icon will have a green outline and the tool-tip should now read "Autofire enabled". The order in which you activate autofire also determines the firing priorities for weapons with shared cooldowns. This is especially important for torpedo weapons. In practice this means the weapon you enable autofire on first, will have higher priority over the weapons you selected last.

Spherical Damage Range[edit | edit source]

There are weapons that make a sphere of damage on impact. If otherwise mentionned, the impact affects every enemy currently in the sphere created from the impact point's coordinates. The Advanced Radiant Quantum Torpedo has the highest spherical damage range of all weapons with 10km in diameter.

Damage types and bonuses[edit | edit source]

See the damage types article for more information.

List of weapons[edit | edit source]

Special Note: The colors used below do not represent the actual colors of the weapons in game but rather the energy type of tactical consoles needed to boost their damage.

Energy weapons[edit | edit source]

  • Phaser: 2.5% chance to disable a random subsystem for 5 sec
  • Retrofit Phaser: 2.5% chance to disable a random subsystem for 5 sec
  • Andorian Phaser: 2.5% chance to disable a random subsystem for 5 sec
  • Bio-Molecular Phaser: 2.5% chance to reduce target's speed for 8 sec, on expiration applies radiation damage and 2.5% chance to disable a random subsystem for 5 sec
  • Phased Biomatter: 2.5% chance: 1km radius at target: phaser damage split among the primary target and 4 other foes
  • Elite Fleet Phaser: 2.5% chance to disable a random subsystem for 5 sec and 2.5% chance to heal shields on successful attack

  • Disruptor: 2.5% chance to lower the target's damage resistance by 10% for 15 sec
  • Plasma-Disruptor: 2.5% chance to lower the target's damage resistance by 10% for 15 sec and 2.5% chance to apply a non-stacking damage-over-time debuff for 15 sec
  • Spiral Wave Disruptor: 2.5% chance to disable a random subsystem for 5 sec and 2.5% chance to lower the target's damage resistance by 10% for 15 sec
  • Polarized Disruptor: 2.5% chance to lower the target's damage resistance by 10% for 15 sec and 2.5% chance to reduce all enemy subsystem power levels by 25 for 5 sec
  • Bio-Molecular Disruptor: 2.5% chance to reduce target's speed for 8 sec, on expiration applies radiation damage and 2.5% chance to lower the target's damage resistance by 10% for 15 sec
  • Nanite Disruptor: 2.5% chance to lower the target's damage resistance by 5% and increase shield bleedthrough by 2% for 15 sec
  • Elachi: 2.5% chance to ignore 100% of target's shields and 50% of target's damage resistance
  • Elite Fleet Disruptor: 2.5% chance to lower the target's damage resistance by 10% for 15 sec and 2.5% chance to increase damage to target's shields by 25% for 10 sec
  • Resonant Disruptor: 2.5% chance: 2 km radius at target: physical damage (100% shield penetration), -10% all damage resistance and increases damage to shields by 15% from all energy types for 8 sec (requires Resonance Amplifiers)

  • Plasma: 2.5% chance to apply a non-stacking damage-over-time debuff for 15 sec
  • Caustic Plasma: 2.5% chance to apply a non-stacking damage-over-time debuff for 7.5 sec
  • Romulan Plasma: 2.5% chance to apply a non-stacking damage-over-time debuff and 2.5% chance to lower the target's damage resistance by 10% for 15 sec
  • Corrosive Plasma: 2.5% chance to lower the target's damage resistance by 1% to 20% over 20 sec (increases each sec) and 2.5% chance to apply a non-stacking damage-over-time debuff for 15 sec
  • Plasmatic Biomatter: 2.5% chance: 1km radius at target: plasma damage per sec for 10 sec (ignores shields) and -50% flight speed for 10 sec

  • Polaron: 2.5% chance to reduce all enemy subsystem power levels by 25 for 5 sec
  • Phased Polaron: 2.5% chance to reduce all enemy subsystem power levels by 25 for 5 sec and 2.5% chance to disable a random subsystem for 5 sec
  • Dominion Polaron: 2.5% chance to reduce all enemy subsystem power levels by 25 for 5 sec and 2.5% chance to deal additional shield damage
  • Vaadwaur Polaron: 2.5% chance to reduce enemy shield hardness by 10% vs energy weapons, and by 50% vs kinetic for 10 sec
  • Protonic Polaron: 2.5% chance to reduce all enemy subsystem power levels by 25 for 5 sec and 25% chance on critical to deal additional damage
  • Thoron Infused Polaron: 2.5% chance to apply a non-stacking damage-over-time debuff, lower the target's critical chance by 1% and critical severity by 15% for 5 sec and placate the target once every 15 sec

  • Tetryon: 2.5% chance to deal additional shield damage
  • Phased Tetryon: 2.5% chance to deal additional shield damage and 2.5% chance to disable a random subsystem for 5 sec
  • Resonating Tetryon: 5% chance to deal additional shield damage
  • Piercing Tetryon: 2.5% chance to deal additional shield damage and 2.5% chance for 50% of attack to ignore enemy shields
  • Refracting Tetryon: 2.5% chance to deal additional shield damage and 2.5% chance to deal damage to next nearest enemy target
  • Destabilizing Tetryon: 2.5% chance to drain target's shields for 15 sec

  • Antiproton: +20% critical severity
  • Fluidic Antiproton: 2.5% chance to repel and deal physical damage
  • Voth Antiproton: 25% chance on critical hit to reduce enemy damage output by 9.1% for 10 sec
  • Chroniton: +20% critical severity and 2.5% chance to lower the target's speed and turn rate
  • Radiant Antiproton: +10% critical severity and 2.5% chance on hit: +1.000 temporary hit points for 15 sec, can stack 5 times

  • Proton: 50% chance on critical hit to deal additional damage (100% Shield Penetration)

  • Kinetic Cutting: 2.5% chance: lesser of -30 or -30% able crew and 1% chance: lesser of -15 or -15% alive crew

Kinetic weapons[edit | edit source]

  • Photon: 50% chance -20 Able crew
  • Bio-Molecular Photon: lower target's speed by 23.1% for 8 sec, on expiration deals radiation damage and deals additional damage vs Undine
  • Gravimetric Photon: 33% chance on impact to create a 1km radius gravimetric rift for 3 sec that deals kinetic damage to any who enter

  • Quantum: 10% chance -10 Alive crew
  • Thoron Infused Quantum: 10% chance to apply radiation damage, lower the target's critical chance by 1% and critical severity by 15% for 5 sec and Placate the target once every 15 sec
  • Radiant Quantum: +10% Critical Severity and 33% chance on hit: +1.000 temporary hit points, can stack 5 times
  • Advanced Radiant Quantum: +10% Critical Severity, 33% chance on hit: +1.000 temporary hit points, can stack 5 times and 33% chance: chain to 2 additional targets within 5 km to deal radiation damage (100% shield penetration)

  • Plasma: Deals Plasma Damage over 10 sec
  • Romulan Hyper-Plasma: Deals Plasma Damage every 1 sec for 15 sec
  • Omega Plasma: Deals Plasma Damage over 10 sec and if target ship is destroyed by plasma fire it is removed from space-time
  • Particle Emission Plasma: Deals Plasma Damage over 10 sec and creates a plasma cloud on impact that lasts for 6 seconds that deals plasma damage every 1 sec to foes within
  • Corrosive Plasma: 10% chance to deal plasma damage every sec for 20 sec and -1 to -20 damage resistance rating over 20 sec (increases each sec)
  • Corrosive Plasma Blast: 3 km radius spherical damage, -1 to -20 damage resistance rating over 20 sec (increases each sec) and deals plasma damage every 1 sec for 20 sec
  • Plasmatic Biomatter: 1km radius at target: plasma damage per sec for 10 sec (ignores shields) and -50% flight speed for 10 sec

  • Transphasic: 40% Bonus Shield Penetration
  • Adaptive Transphasic: 40% Bonus Shield Penetration and deals additional damage vs Borg
  • Voth Transphasic-Chroniton: 40% Bonus Shield Penetration and 33% chance to significantly reduce Flight Speed and Turn Rate for 10 sec
  • Resonant Transphasic: 40% Bonus Shield Penetration, 33% chance on impact: 2 km radius at target: physical damage (100% shield penetration), -10% all damage resistance and increases damage to shields by 15% from all energy types for 8 sec (requires Resonance Amplifiers)

  • Chroniton: 33% chance to significantly reduce Flight Speed and Turn Rate for 10 sec
  • Temporal Disruption: 100% chance to reduce Flight Speed and Turn Rate by 33%

  • Tricobalt: 1 km radius sphere Disables targets for 1.7-2.5 sec and +50 Repel
  • Elachi Subspace: 10 % chance to Disable target for 2 sec

  • Hargh'peng: Applies Radiation damage to hull for 15 sec and 10.000 damage to Doomsday Machine
  • Neutronic: 3 km radius sphere radiation damage, Subsytem Power drain and lowered Power Transfer Rate for 6 sec
  • Concentrated Tachyon: To all targets within 1 km of impact: Deals damage to all shield facings of the target instead of kinetic damage to its hull and increases damage to shields from all energy types by 2.5% for 10 sec
  • Thermionic: 15% chance to drain -15 Weapon and Engine power for 12 sec
  • Crystalline Energy: +20% Critical Severity

Starship Energy Weapons
[edit]
Energy Type Beam Cannon
Array Dual Bank Turret Single Dual Dual Heavy Quad
Standard Energy Weapons
Hybrid Energy Weapons (two standard procs)
Special Energy Weapons (non-standard procs)
Starship Projectile Weapons
[edit]
Projectile Type →
↓ Damage Type
Torpedo Mine Cluster Torpedo / Missile
Chroniton
Chroniton Torpedo Launcher icon.png
Common icon.png
Temporal Disruption Device icon.png
Rare icon.png
Chroniton Flux Torpedo Launcher icon.png
Rare icon.png
Chroniton Mine Launcher icon.png
Common icon.png
 
Photon
Photon Torpedo Launcher icon.png
Common icon.png
Bio-Molecular Warhead Launcher icon.png
Rare icon.png
Gravimetric Photon Torpedo Launcher Mk XII icon.png
Very rare icon.png
Bio-Molecular Photon Torpedo Launcher icon.png
Rare icon.png
Enhanced Bio-Molecular Photon Torpedo Launcher icon.png
Very rare icon.png
Disrupting Photon Torpedo Launcher icon.png
Rare icon.png
Photon Mine Launcher icon.png
Common icon.png
Bio-Molecular Photon Mine Launcher icon.png
Common icon.png
 
Plasma
Plasma Torpedo Launcher icon.png
Common icon.png
Omega Plasma Torpedo Launcher icon.png
Very rare icon.png
Romulan Hyper-Plasma Torpedo Launcher icon.png
Very rare icon.png
Particle Emission Plasma Torpedo Launcher icon.png
Common icon.png
Plasma Mine Launcher icon.png
Common icon.png
 
Quantum
Quantum Torpedo Launcher icon.png
Common icon.png
Wide Angle Quantum Torpedo Launcher icon.png
Very rare icon.png
Thoron Infused Quantum Torpedo Launcher icon.png
Common icon.png
Quantum Mine Launcher icon.png
Common icon.png
Tethered Quantum Mine Launcher icon.png
Rare icon.png
Thoron Infused Quantum Mine Launcher icon.png
Common icon.png
 
Transphasic
Transphasic Torpedo Launcher icon.png
Common icon.png
Rapid Reload Transphasic Torpedo Launcher icon.png
Very rare icon.png
Adaptive Transphasic Torpedo icon.png
Very rare icon.png
Transphasic Mine Launcher icon.png
Common icon.png
Breen Transphasic Cluster Torpedo icon.png
Rare icon.png
Tricobalt
Tricobalt Torpedo Launcher icon.png
Common icon.png
Tricobalt Mine Launcher icon.png
Common icon.png
Vaadwaur Cluster Torpedo icon.png
Very rare icon.png
Other
Bio-neural Warhead icon.png
Rare icon.png
Hargh'peng Torpedo Launcher icon.png
Very rare icon.png
Thermionic Torpedo Launcher icon.png
Rare icon.png
Crystalline Energy Torpedo Launcher icon.png
Rare icon.png
Concentrated Tachyon Mine Launcher icon.png
Rare icon.png
Nukara Web Mine Launcher icon.png
Very rare icon.png
Tractor Beam Mine Launcher icon.png
Rare icon.png
Rapid Fire Missile Launcher icon.png
Rare icon.png

Starship Components
[edit]
Deflectors Regular: StandardGravitonPositronTachyonNeutrino
Special: NeodymiumTal Shiar
Set: Aegis GravitonAssimilated(Breen) Polarized ParabolicCounter-CommandDelta AllianceHonor Guard PositronJem'HadarKobaliM.A.C.O. GravitonOmega Force TachyonReman PrototypeRomulan PrototypeNukara
Fleet: Fleet Deflector Array
Secondary Deflectors Regular: DeterioratingInhibitingResonating
Set: Solanae
Fleet: Strategic Secondary Deflectors
Impulse Engines Regular: StandardCombatHyper
Special: EfficientCombat HyperDynamic ReroutePrototype Gravitic ModulationTetryon-Plasma (small craft)
Set: Aegis HyperAssimilated Subtranswarp (Standard)(Breen) Supercooled CombatCounter-Command HyperDelta Alliance Hyper-EfficientHonor Guard (Combat)Jem'Hadar CombatKobali HyperM.A.C.O. StandardOmega Force HyperReman Prototype (Combat)Romulan PrototypeNukara
Fleet: Fleet Engines
Warp Cores
Matter/Anti-Matter
Regular: StandardField StabilizingHyper InjectionOverchargedPlasma Integrated
Special: (Breen) Cryoplasma InfusedCounter-Command Hyper InjectionDelta Alliance TrajectorKobali Field Stabilizing
Set: Tal Shiar Adapted BorgObelisk Subspace RiftDyson Field Stabilizing Warp Core
Fleet: Fleet Warp Cores
Warp Cores
Singularity
Regular: StandardField StabilizingHyper InjectionOvercharged
Special: (Breen) Cryoplasma InfusedCounter-Command Hyper InjectionDelta Alliance TrajectorDual InjectionKobali Field Stabilizing
Set: Dyson Field Stabilizing Singularity Core
Fleet: Fleet Singularity Cores
Shield Arrays Regular: StandardCovariantRegenerativeResilient
Special: Metaphasic (small craft)Numiri RegenerativeParatrinic
Set: Aegis CovariantAssimilated Regenerative(Breen) Dielectric Oscillation ResilientCounter-Command CovariantDelta Alliance UnimatrixHonor Guard CovariantJem'Hadar ResilientKobali RegenerativeM.A.C.O. ResilientOmega Force StandardReman Prototype CovariantRomulan Prototype CovariantNukara Crystalline Resilient
Fleet: Fleet Space Shields
Ship Weapons Regular: Beam ArrayDual Beam BankTurretCannonDual CannonsDual Heavy CannonsQuad CannonsTorpedo LauncherMine LauncherMissile
Fleet: Fleet Space Weapons
Devices Consumable: BatteriesDeuterium SurplusDewan Herbal Life Support AdditiveHargh'peng Torpedo LauncherPrototype Ablative Jevonite HardpointsSatellite Turrets and Torpedo PlatformsScorpion Fighters
Permanent: Nimbus Pirate Distress CallNon-combat petsRed Matter CapacitorSubspace Field ModulatorTemporal Negotiator
Consoles Regular: Engineering ConsolesScience ConsolesTactical ConsolesUniversal Consoles
Fleet: Advanced Engineering Armor ConsolesAdvanced Engineering RCS ConsolesWeapon Signature Nullifiers and AmplifiersAdvanced Tactical Vulnerability ConsolesParticle Focuser Science Consoles
Hangar Bays Carrier Pets