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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.
Players who prefer beam array weapons favor the broadside technique, and will often circle their target, keeping them within the broadside arc at all times.

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 or tier 6 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 in the space battle UI below the "Fire all beams/ Fire all torpedoes/ Fire all weapons" buttons. 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 mentioned, 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 weapons[edit | edit source]

Energy weapon cycles can be divided into two parts: firing cycle and recharge cycle. During the firing cycle, a weapon deals damage and power is drained from weapon subsystem. On cycle end, there is a weapon lockout for a few seconds during the recharge cycle when no damage or power drain will occur. All energy weapons have a 5-second cycle, and fire thusly:

  • Beam weapons fire 4 times per cycle, at one shot per second, and then recharge for 1 second. Thus, their DPS is 80% (4/5) of their base damage.
    • When using Beam Array: Fire at Will, beams fire 5 times per cycle.
    • When using Beam Array: Overload, beams initially fire a single shot and then recharge for 1 second, for a two-second initial firing cycle, before returning to a normal cycle for the duration of the ability.
    • When using Energy Weapons: Surgical Strikes, beams fire 2 times per cycle, with each shot doing twice the damage as before.
  • Light cannons fire 3 times per cycle, at 2 shots per second, for a total of 6 shots, and then recharge for 2 seconds. Thus, their DPS is 120% (6/5) of their base damage.
    • When using Cannon: Rapid Fire, light cannons fire 3 times per cycle, at 3 shots per second, for a total of 9 shots.
    • When using Energy Weapons: Surgical Strikes, light cannons fire 3 times per cycle, at one shot per second, with each shot doing twice the damage as before.
  • Heavy cannons fire 2 times per cycle, at 2 shots per second, for a total of 4 shots, and then recharge for 3 seconds. Thus, their DPS is 80% (4/5) of their base damage.
    • When using Cannon: Rapid Fire, heavy cannons fire 2 times per cycle, at 3 shots per second, for a total of 6 shots.
    • When using Energy Weapons: Surgical Strikes, heavy cannons fire 2 times per cycle, at one shot per second, with each shot doing twice the damage as before.
Beams
Weapon type Base
damage
Base
DPS
Beam Array 200 160
Dual Beam Bank 260 208
Omni-Directional Beam Array (non-set) [1] 200 160
Omni-Directional Beam Array (set) [2] 176 140.8
Omni-Directional Support Beam Array [3] 140.8 112.64
Light cannons
Weapon type Base
damage
Base
DPS
Turret 100 120
Single Cannon 160 192
Dual Cannons 192 230.4
Quad Cannons [4] 197.76 237.312
Heavy cannons
Weapon type Base
damage
Base
DPS
Dual Heavy Cannons [5] 288 230.4
Heavy Turret [6] 150 120
Heavy Support Turret [7] 120 96
Wing Cannons [8] 998.4 266.24
  1. eg. Omni-Directional Phaser Beam Array
  2. eg. House Martok Disruptor 360-Degree Energy Weapon
  3. eg. Omni-Directional Tetryon Support Beam Array
  4. Quad Cannons previously had the same base damage as dual cannons and four [Dmg] modifiers, but with the addition of re-engineering, one of the [Dmg] modifiers was integrated into the weapon, increasing the base damage by 3%.
  5. Includes Wide Arc Dual Heavy Cannons and Aux Dual Heavy Cannons, eg. Aux Plasma Dual Heavy Cannons
  6. eg. Heavy Bio-Molecular Phaser Turret
  7. eg. Tetryon Heavy Support Turret
  8. The Kumari Phaser Wing Cannons fire 2 times per cycle. Their DPS is 26.(6)% (1.(3)/5, or 1/3.75) of their base damage. Under the effects of Cannon: Rapid Fire, Cannon: Scatter Volley or Energy Weapons: Surgical Strikes, they fire at the same rate as Dual Cannons.
  • Prior to the Season 13 balance pass, cannons had a 3-second firing cycle and different base damage values.
  • The same patch also re-balanced the effect of your weapon subsystem power level on damage output, making 100 weapon power the baseline.
  • When viewing a weapon's stats in space, the game will act as if it is being affected by no skills, set bonuses or traits, and at 50 weapon power.

Projectile weapons[edit | edit source]

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 (Antiproton) 12 seconds
Neutronic (Quantum) 15 seconds
Agony Phaser Energy 10 seconds
Thermionic 10 seconds

Mark level[edit | edit source]

As the Mark (Mk) level of a weapon increases, it gets a damage boost. The boost is as follows, using the example of a Phaser Beam Array at 100 weapon power:

Mark Increase Cumulative Boost
Phaser Beam Array icon.png
Common icon.png
Example
Standard Issue 0 0 200.0
Mk I 8.163254% 8.163254% 216.3
Mk II 10.204068% 18.367322% 236.7
Mk III 10.204068% 28.571390% 257.1
Mk IV 10.204068% 38.775458% 277.6
Mk V 10.204067% 48.979525% 298.0
Mk VI 10.204068% 59.183593% 318.4
Mk VII 10.204068% 69.387661% 338.8
Mk VIII 10.204068% 79.591729% 359.2
Mk IX 10.204068% 89.795797% 379.6
Mk X 10.204067% 99.999864% 400.0
Mk XI 10.204068% 110.203932% 420.4
Mk XII 10.204068% 120.408% 440.8
Mk XIII 54.796% 175.204% 550.4
Mk XIV 54.796% 230.000% 660.0
Mk XV 54.796% 284.796% 769.6

This damage boost in the same 'category' as tactical consoles and many other boosts, i.e. if you have a Phaser Beam Array that boosts Phaser damage by 25%, simply add that 25% to the total given above.

Damage types and bonuses[edit | edit source]

See the damage types article for more information.

Special Note: The colors used below only represent the colors of the standard energy weapon types (Phaser, Disruptor, Plasma, Polaron, Tetryon and Antiproton) and their tactical consoles needed to boost the damage of them. They do not represent the colors of the subtypes.

Energy weapon types[edit | edit source]

  • Phaser: 2.5% chance to disable a random subsystem for 5 sec
  • Single Phaser: 2.5% chance to disable a random subsystem for 5 sec
  • Twin 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
  • 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
  • Kelvin Timeline Phaser: 2.5% chance to knock back +20 meters and hold for sec (half duration vs player) to all foes within 1 km of target

  • 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)
  • Coalition Disruptor: 2.5% chance -20 disruptor resistance rating for 30 sec (stacks up to 5 times)
  • Nausicaan Disruptor: 2.5% chance: Hold for 5 sec (On Hold: 320.4 Disruptor Damage per sec for 5 sec with Nausicaan Weaponry Augmentation set bonus.); to target: -2 to all subsystems; to self: +2 to all subsystems; 2.5% chance to lower the target's damage resistance by 10% for 15 sec

  • 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
  • Chronoplasma: 2.5% chance -33% flight speed and plasma damage each sec for 10 sec (ignores shields)
  • Isolytic Plasma: 2.5% chance to pull enemies near target, confuse mines and torpedoes near target, and deal bonus Plasma damage.

  • 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
  • Chronometric Polaron: 2.5% chance +15% shield penetration to self; +20% critical severity

  • 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
  • Temporal Defense Chroniton: 2.5% chance to apply Chroniton Stabilization to self for 60 sec: +5% Flight Speed and Turn Rate; Reduces damage to shields by 3% (Effects Stack up to 5 times)

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

  • Kinetic Cutting: kinetic damage, no modifiers

Energy weapon modifiers[edit | edit source]

  • standard:
    • Acc: +10% Accuracy
    • CrtD: +20% Critical Severity
    • CrtH: +2% Critical Chance
    • Dmg: +X Damage
  • special:
    • Arc: Only appears on Omni-Directional Beam Arrays, Kinetic Cutting Beam and crafted Dual Heavy Cannons.
    • Over: 2.5% chance to upgrade your next beam attack. Deals critical energy damage. Only appears on crafted beam weapons.
    • Rapid: 2.5% chance to activate Rapid Fire mode for all cannons on your ship for 2 seconds. Only appears on crafted cannon weapons.
    • Pen: All attacks with this weapon ignore 10 Armor Rating. Only appears on crafted weapons.
    • Thrust: Self: +5% speed and turn rate when firing. Only appears on crafted weapons.
    • Snare: To target: -5% speed and turn rate on hit. Only appears on crafted weapons.

Kinetic weapon types[edit | edit source]

  • Photon: kinetic damage, no modifiers
  • 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
  • Bio-Molecular 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
  • Kelvin Timeline Photon: Recharge Time reduced by 2 sec

  • Quantum: kinetic damage, no modifiers
  • 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 (High-yield Torpedo radius increased to 4km), +2% Critical Chance, +20 Crit Severity Bonus

  • 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)
  • 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
  • Temporal Defense Chroniton: 33% chance to apply Chroniton Stabilization to self for 60 sec: +5% flight speed/turn rate and reduces damage to shields by 3% (effects stack up 5 times)

  • 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
  • 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
  • Agony Phaser Energy: 45.3 Phaser Damage per sec for 10 sec (Ignores shields), 40% chance disable for 4 sec (once per 10 sec)

Kinetic weapon modifiers[edit | edit source]

  • standard:
    • Acc: +10% Accuracy
    • CrtD: +20% Critical Severity
    • CrtH: +2% Critical Chance
    • Dmg: +X Damage
  • special:
    • Arc: Only appears on Wide Angle Quantum Torpedo Launcher and Wide Angle Voth Transphasic-Chroniton Torpedo Launcher.
    • Spr: 7.5% chance to upgrade your next torpedo attack. Uses multiple torpedoes to attack an area of space.
    • Pen: All attacks with this weapon ignore 10 Armor Rating. Only appears on crafted weapons.
    • Thrust: Self: +5% speed and turn rate when firing. Only appears on crafted weapons.
    • Snare: To target: -5% speed and turn rate on hit. Only appears on crafted weapons.

Ship weapon table[edit | edit source]


Starship Energy Weapons
[edit]
Energy Type Beam Cannon
Array & Omni Dual Bank Turret Single Dual & Quad Dual Heavy
Standard Energy Weapons
Cosmetics Energy Weapons (different visuals)
Hybrid Energy Weapons (two standard procs)
Elite Fleet Energy Weapons (standard + extra proc)
Special Energy Weapons (standard + extra proc)
Special Energy Weapons (non-standard proc[s])
See also Fleet Space Weapons23rd Century Space WeaponsSets
Starship Projectile Weapons
[edit]
Projectile Type →
↓ Damage Type
Torpedo Mine Cluster Torpedo / Missile
Chroniton
Chroniton Torpedo Launcher icon.png
Common icon.png
Elite Fleet Dranuur Chroniton Torpedo Launcher icon.png
Ultra rare icon.png
Chroniton Flux Torpedo Launcher icon.png
Rare icon.png
Temporal Disruption Device icon.png
Rare icon.png
Krenim Chroniton Torpedo Launcher icon.png
Very rare icon.png
Temporal Defense Chroniton Torpedo Launcher icon.png
Very rare icon.png
Advanced Temporal Defense Chroniton Torpedo Launcher icon.png
Very rare icon.png
Chroniton Mine Launcher icon.png
Common icon.png
Elite Fleet Dranuur Chroniton Mine Launcher icon.png
Ultra rare icon.png
 
Photon
Photon Torpedo Launcher icon.png
Common icon.png
Elite Fleet Dranuur Photon Torpedo Launcher icon.png
Ultra rare icon.png
Photon Torpedo Launcher (23c) 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
Mk XII icon.png
Bio-Molecular Photon Torpedo Launcher icon.png
Very rare icon.png
Enhanced Bio-Molecular Photon Torpedo Launcher icon.png
Very rare icon.png
Disrupting Photon Torpedo Launcher icon.png
Rare icon.png
Withering Photon Torpedo Launcher icon.png
Rare icon.png
Terran Task Force Photon Torpedo Launcher icon.png
Very rare icon.png
Kelvin Timeline Photon Torpedo Launcher icon.png
Very rare icon.png
Advanced Piezo-Photon Torpedo Launcher icon.png
Very rare icon.png
Advanced Piezo-Photon Torpedo Launcher icon.png
Very rare icon.png
Saboteur Delivery Vehicle Photon Torpedo icon.png
Very rare icon.png
Photon Mine Launcher icon.png
Common icon.png
Elite Fleet Dranuur Photon Mine Launcher icon.png
Ultra rare icon.png
Bio-Molecular Photon Mine Launcher icon.png
Rare icon.png
 
Plasma
Plasma Torpedo Launcher icon.png
Common icon.png
Elite Fleet Dranuur Plasma Torpedo Launcher icon.png
Ultra rare icon.png
Plasma Torpedo Launcher (23c) 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
Very rare icon.png
Corrosive Plasma Torpedo Launcher icon.png
Rare icon.png
Plasma Mine Launcher icon.png
Common icon.png
Elite Fleet Dranuur Plasma Mine Launcher icon.png
Ultra rare icon.png
Corrosive Plasma Blast Mine Launcher icon.png
Rare icon.png
 
Quantum
Quantum Torpedo Launcher icon.png
Common icon.png
Elite Fleet Dranuur Quantum Torpedo Launcher icon.png
Ultra rare icon.png
Wide Angle Quantum Torpedo Launcher icon.png
Very rare icon.png
Thoron Infused Quantum Torpedo Launcher icon.png
Rare icon.png
Neutronic Torpedo Launcher icon.png
Very rare icon.png
Radiant Quantum Torpedo Launcher icon.png
Rare icon.png
Advanced Radiant Quantum Torpedo Launcher icon.png
Very rare icon.png
Quantum Phase Torpedo icon.png
Very rare icon.png
Delphic Distortion Torpedo icon.png
Very rare icon.png
Quantum Mine Launcher icon.png
Common icon.png
Elite Fleet Dranuur Quantum Mine Launcher icon.png
Ultra rare icon.png
Tethered Quantum Mine Launcher icon.png
Rare icon.png
Thoron Infused Quantum Mine Launcher icon.png
Rare icon.png
Modulating Competition Mine Launcher icon.png
Very rare icon.png
 
Transphasic
Transphasic Torpedo Launcher icon.png
Common icon.png
Elite Fleet Dranuur Transphasic Torpedo Launcher icon.png
Ultra rare icon.png
Rapid Reload Transphasic Torpedo Launcher icon.png
Very rare icon.png
Adaptive Transphasic Torpedo icon.png
Very rare icon.png
Resonant Transphasic Torpedo Launcher icon.png
Very rare icon.png
Voth Transphasic-Chroniton Launcher icon.png
Common icon.png
Voth Transphasic-Chroniton Launcher icon.png
Very rare icon.png
Herald Transphasic Torpedo icon.png
Common icon.png
House Martok Transphasic Torpedo Launcher 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
Elite Fleet Dranuur Tricobalt Torpedo Launcher icon.png
Ultra rare icon.png
Bio-neural Warhead icon.png
Rare icon.png
Elachi Subspace Torpedo Launcher icon.png
Rare icon.png
Trilithium Tricobalt Torpedo Launcher icon.png
Very rare icon.png
Tricobalt Mine Launcher icon.png
Common icon.png
Elite Fleet Dranuur Tricobalt Mine Launcher icon.png
Ultra rare icon.png
Vaadwaur Cluster Torpedo icon.png
Very rare icon.png
Other
Thermionic Torpedo Launcher icon.png
Rare icon.png
Hargh'peng Torpedo Launcher icon.png
Very 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
Kentari Mass-Produced Missile Launcher icon.png
Very rare icon.png
Energy
Agony Phaser Energy Torpedo Launcher icon.png
Very rare icon.png
Nausicaan Energy Torpedo Launcher icon.png
Very rare icon.png
Plasmatic Biomatter Torpedo Launcher icon.png
Rare icon.png
Advanced Diffusive Tetryon Torpedo Launcher icon.png
Very rare icon.png
Crystalline Energy Torpedo Launcher icon.png