Ship weapon
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.
Contents
 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]
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 aftmounted 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:
45°  90°  180°  250°  360°  No Arc 

Broadside[edit  edit source]
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 tooltip 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.
Firing Cycles[edit  edit source]
Energy weapon cycles can be divided into two parts: firing cycle and recharge cycle. During the firing cycle, weapon deals damage and power is drained from weapon subsystem. On cycle end, there is weapon lockout for 12 seconds during the recharge cycle when no damage or power drain will occur.
Weapon type  Base damage  Shots per cycle  Seconds per cycle  Base DPS 

Beam Array  100  4  5  80 
Dual Beam Bank  128  4  5  102 
Single Cannons  72  4  3  95 
Dual Cannons  86  4  3  115 
Dual Heavy Cannons  173  2  3  115 
Turret  45  4  3  60 
Torpedo launcher firing cycle is affected by global cooldown and type specific recharge time. Firing a Torpedo activates a recharge time (seen in the table below) before it can be used again. It also activates a shared cooldown of 2 seconds for all slotted Torpedoes. These intervals prevent multiple Torpedoes to be fired at the same time (like Energy weapons are used) and bound them to firing in a sequence.
Torpedo type  Recharge time/Reload 

Photon  6 seconds 
Quantum  8 seconds 
Plasma  8 seconds 
Chroniton  10 seconds 
Transphasic  10 seconds 
Tricobalt  30 seconds 
Rapid Reload Transphasic  8 seconds 
Gravimetric Photon  8 seconds 
Elachi Subspace (Tricobalt)  10 seconds 
Quantum Phase  10 seconds 
Crystalline Energy  12 seconds 
Neutronic (Quantum)  15 seconds 
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
 BioMolecular 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
 Agony Phaser: 2.5% chance to disable target for 2.5 sec (once per 10 sec) and deal 12.4 phaser damage per sec for 15 sec (Ignore shields)
 Quantum Phase: 2.5% chance to disable a random subsystem for 5 sec and 2.5% chance to drain enemy shields to restore your shields
 Disruptor: 2.5% chance to lower the target's damage resistance by 10% for 15 sec
 PlasmaDisruptor: 2.5% chance to lower the target's damage resistance by 10% for 15 sec and 2.5% chance to apply a nonstacking damageovertime 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
 BioMolecular 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)
 Coalition Disruptor: 2.5% chance 20 disruptor resistance rating for 30 sec (stacks up to 5 times)
 Plasma: 2.5% chance to apply a nonstacking damageovertime debuff for 15 sec
 Caustic Plasma: 2.5% chance to apply a nonstacking damageovertime debuff for 7.5 sec
 Romulan Plasma: 2.5% chance to apply a nonstacking damageovertime 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 nonstacking damageovertime 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
 Chronoplasma: 2.5% chance 33% flight speed and plasma damage each sec for 10 sec (ignores shields)
 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 nonstacking damageovertime 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
 Chronometric Polaron: 2.5% chance +15% shield penetration to self
 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
 Antichroniton: 2.5% chance to deal additional damage (Ignores shields) (Damage doubled and pierces resistances vs. Heralds)
 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
 Herald Antiproton: 2.5% chance on +7% Bonus Energy Damage to self for 20 sec, can stack 3 times
 Proton: 50% chance on critical hit to deal additional damage (100% Shield Penetration)
 Kinetic Cutting:
 Arc: This beam weapon has a 360 degree firing arc instead of 270. Cannot slot more than one of these of the same energy type
 Over: 2.5% chance to upgrade your next beam attack. Deals critical energy damage
 Wide Arc: This dual heavy cannon weapon has a firing arc of 90 degrees instead of 45. Cannot slot more than one of these of the same energy type
 Rapid: 2.5% chance to activate Rapid Fire mode for all cannons on your ship for 2 seconds
 Thrust: Self: +5% speed and turn rate when firing
 Snare: To target: 5% speed and turn rate on hit
Kinetic weapons[edit  edit source]
 Photon:
 Disrupting Photon: 5% chance: 10 All Damage Resistance for 15 sec, +20% Accuracy
 Gravimetric Photon: 33% chance on impact to create a 1km radius gravimetric rift for 3 sec that deals kinetic damage to any who enter
 BioMolecular Photon: lower target's speed by 23.1% for 8 sec, on expiration deals radiation damage and deals additional damage vs Undine
 Withering Photon: 33% Chance: Apply Withering Radiation, (Lasts for 60 sec, 5 stacks max) > _ Radiation Damage to target per stack of Withering Radiation
 Terran Task Force Photon: (Damage dealt increases as target's hull decreases, up to 200% damage at 25% hull); 33% Chance: Apply stack of Withering Radiation, (Lasts for 60 sec, 5 stacks max) > _ Radiation Damage to target per stack of Withering Radiation; +20% Critical Severity
 Quantum:
 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
 Neutronic: 3 km radius sphere radiation damage, Subsytem Power drain and lowered Power Transfer Rate for 6 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)
 Quantum Phase: to Foes: ___ All Shields in a 2km radius (Highyield Torpedo radius increased to 4km), +2% Critical Chance, +20 Crit Severity Bonus
 Plasma: Deals Plasma Damage over 10 sec
 Romulan HyperPlasma: 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 spacetime
 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 TransphasicChroniton: 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)
 Herald Transphasic: 25% chance: +7% Bonus Energy Damage to Self for 20 sec (Stacks up to 3 times)
 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%
 Krenim Chroniton: 25% chance: Significantly reduces Flight Speed and Turn Rate for 10 sec, ignore 100% of targets' shields, +20% Critical Severity
 Tricobalt: 1 km radius sphere Disables targets for 1.72.5 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
 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
 Radius: Mines affected by this mod have +0.5km explosion radius
 Spr: 7.5% chance to upgrade your next torpedo attack. Uses multiple torpedoes to attack an area of space. (Torpedo Spread I)
 Thrust: Self: +5% speed and turn rate when firing
 Snare: To target: 5% speed and turn rate on hit
Starship Energy Weapons [edit]
 

Energy Type  Beam  Cannon  
Array  Dual Bank  Turret  Single  Dual  Dual Heavy  Quad  
Standard Energy Weapons  
Antiproton


Disruptor  
Phaser


Plasma  
Polaron  
Proton  
Tetryon  
Kinetic  
Hybrid Energy Weapons (two standard procs)  
Dominion Polaron  
Phased Polaron  
Phased Tetryon  
PlasmaDisruptor  
Polarized Disruptor  
Protonic Polaron  
Spiral Wave Disruptor  
Romulan Plasma  
Special Energy Weapons (nonstandard procs)  
Antiproton based 

Disruptor based 

Phaser based 

Plasma based 

Polaron based 

Tetryon based 
Starship Projectile Weapons [edit]
 

Projectile Type → ↓ Damage Type 
Torpedo  Mine  Cluster Torpedo / Missile 
Chroniton  
Photon  
Plasma  
Quantum  
Transphasic  
Tricobalt  
Other 