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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 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:
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 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 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 weapon lockout for 1-2 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
- 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:
- 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
- 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:
- 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
- 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
- Reload: Recharge time reduced by 2 sec
Starship Energy Weapons [edit]
| ||||||
---|---|---|---|---|---|---|
Energy Type | Beam | Cannon | ||||
Array & Omni | Dual Bank | Turret | Single | Dual & Quad | Dual Heavy | |
Standard Energy Weapons | ||||||
Phaser | ||||||
Disruptor | ||||||
Plasma | ||||||
Tetryon | ||||||
Polaron | ||||||
Antiproton | ||||||
Proton | ||||||
Kinetic | ||||||
Cosmetics Energy Weapons (different visuals) | ||||||
These weapons are functionally identical to the Standard Energy Weapons above, but are visually different when firing. This includes all 23rd-century weaponry, with the exception of the 23rd century Plasma Torpedo Launcher in the section below. | ||||||
Phaser | ||||||
Disruptor | ||||||
Plasma | ||||||
Hybrid Energy Weapons (two standard procs) | ||||||
Disruptor -based |
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Plasma -based |
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Tetryon -based |
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Polaron -based |
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Proton -based |
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Elite Fleet Energy Weapons (standard + extra proc) | ||||||
Phaser | ||||||
Disruptor | ||||||
Plasma | ||||||
Tetryon | ||||||
Polaron | ||||||
Antiproton | ||||||
Special Energy Weapons (standard + extra proc) | ||||||
Phaser -based |
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Disruptor -based |
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Tetryon -based |
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Special Energy Weapons (non-standard proc[s]) | ||||||
Phaser -based |
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Disruptor -based |
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Plasma -based |
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Tetryon -based |
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Polaron -based |
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Antiproton -based |
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See also | Fleet Space Weapons • 23rd Century Space Weapons • Sets |
Starship Projectile Weapons [edit]
| |||
---|---|---|---|
Projectile Type → ↓ Damage Type |
Torpedo | Mine | Cluster Torpedo / Missile |
Chroniton | |||
Photon | |||
Plasma | |||
Quantum | |||
Transphasic | |||
Tricobalt | |||
Other |
Starship Experimental Weapons [edit]
| |||
---|---|---|---|
Build Type → ↓ Damage Type |
Standalone | With matching console | |
Proton | |||
Electrical | |||
Kinetic | |||
Physical | |||
Radiation |