FTL: Faster Than Light Wiki
FTL: Faster Than Light Wiki
For the table(s) of weapons for all enemy ship types, see Enemy ships weaponry or Enemy ships weaponry (tables).

Lasers are general-purpose energy weapons. Each laser shot temporarily removes a shield layer. Once all shields are down, lasers can hit rooms and deal system, hull, and crew damage. Like any projectile weapon, lasers can miss. They can only be shot down by Mark II Defense Drones, but can also collide with other hostile projectiles (including asteroids and Crystal Vengeance shards) and outer drones.

Lasers, like most other weapons, deal 15 HP damage to crew per 1 system/hull damage. Hull Lasers' crew damage is not increased if they hit crew in systemless rooms. Onboard drones take half HP damage.

Types of lasers[]

All laser shots deplete a single shield layer, but some (Heavy Lasers or Hull Lasers vs systemless rooms) can do additional damage when shields are down. Others (Chain Lasers and Charge Lasers) have different firing mechanics that can affect their tactical use.

  • Basic Laser: just one shot, for 1 damage.
  • Burst Lasers: multiple-shot lasers, where all shots are fired in quick succession. Each shot does 1 damage.
  • Charge Lasers: like burst lasers, but you can choose to fire a partial charge sooner (for fewer shots), giving some tactical flexibility. Each shot does 1 damage.
  • Chain Lasers: each time they fire, the charging time is reduced for the next volley (down to a minimum charge time). Each shot does 1 damage.
  • Heavy Lasers: each shot does 2 damage. They also have a high chance of starting a fire or causing a breach.
  • Hull Lasers: each shot does 2 hull damage when hitting a systemless room. They also have a moderate chance of causing a breach, and travel faster than other lasers.

Heavy Lasers are best used as damage-dealers rather than shield-breakers, due to the additional system damage and the high chance of fires or breaches. Note that the 30% fire chance is rolled first, then (if no fires started) the 30% breach chance. That means Heavy Laser shots have a 51% chance of causing either a fire or a breach.

The Heavy Pierce Laser, unique to the Rock B, ignores one shield layer (just like Crystal weapons).

Laser weapons table[]

Weapon Price Power Charge time Shots Damage Fire, breach[1], stun % Speed Rarity
Basic Laser
Sells for
10
1 10 1 1 10, 0, 0 60 0
Dual Lasers [2]
Sells for
12
1 10 2 1 10, 0, 0 60 0
Burst Laser I
50 2 11 2 1 10, 0, 0 60 1
Burst Laser II
80 2 12 3 1 10, 0, 0 60 4
Burst Laser III
95 4 19 5 1 0, 0, 0 60 4
Heavy Laser I
50 1 9 1 2 30, 21, 20 60 2
Heavy Pierce I [2]
Sells for
27
2 10 1* 2 30, 21, 0 60 0
Heavy Laser II
65 3 13 2 2 30, 21, 20 60 4
Hull Laser I [2]
55 2 14 2 1* 0, 20, 0 75 2
Hull Laser II [2]
75 3 15 3 1* 10, 27, 0 90 3
Chain Laser [3]
65 2 16-7* 2 1 10, 0, 0 60 3
Chain Vulcan [3]
95 4 11.1-1.1* 1 1 10, 0, 0 60 5
Laser Charger (S) [2][3]
Sells for
15
1 5.5 1-2 1 0, 0, 0 60 0
Laser Charger [3]
55 2 6 1-2 1 0, 0, 0 60 3
Laser Charger II [3]
70 3 5 1-4 1 10, 0, 0 60 3
Boss Laser
N/A varies[4] 10 -- 25* 3 1 10, 9, 0 60 0
Weapon Price Power Charge time Shots Damage Fire, breach[1], stun % Speed Rarity
  1. 1.0 1.1 Actual chance: a shot cannot cause both fire and breach, and fire chance rolls first.
  2. 2.0 2.1 2.2 2.3 2.4 Enemies never use these weapons.
  3. 3.0 3.1 3.2 3.3 3.4 Advanced Edition Content.
  4. The Rebel Flagship boss: level 3 in phase 1 and 2, level 4 in phase 3. The Rebel Flagship prototype: level is ranging from 2 to 4, the system level is rolled independently for each of the two artillery systems.


List of Laser weapons[]

Basic Laser[]

"Very weak laser."

  • Sells for: 10 (cannot be bought or found)
  • Power requirement: 1 power
  • Charge time: 10 seconds
  • Shots: 1
  • Damage per shot: 1
  • Effect: low chance of fire
  • Available for all enemy ships
  • Four of them come equipped on Kestrel B, and one comes equipped on Mantis A

Dual Lasers[]

"Basic weak dual lasers. Often used by transport ships that can't afford better."

  • Sells for: 12 (cannot be bought or found)
  • Power requirement: 1 power
  • Charge time: 10 seconds
  • Shots: 2
  • Damage per shot: 1
  • Effect: low chance of fire
  • Enemies never use this weapon
  • Comes equipped on Kestrel C, Engi C, Federation B, Slug A, and Stealth A
  • The most power-efficient laser weapon (tied with Laser Charger S).

Burst Laser Mark I[]

"This simple burst laser isn't flashy but it gets the job done."

  • Purchase price: 50  (Store rarity: 1)
  • Power requirement: 2 power
  • Charge time: 11 seconds
  • Shots: 2
  • Damage per shot: 1
  • Effect: low chance of fire
  • Available for all enemy ships

Burst Laser Mark II[]

"Slightly improved version of the burst laser that fires more shots per charge."

  • Purchase price: 80  (Store rarity: 4)
  • Power requirement: 2 power
  • Charge time: 12 seconds
  • Shots: 3
  • Damage per shot: 1
  • Effect: low chance of fire
  • Available for all enemy ships
  • Comes equipped on Kestrel A and Federation A
  • Highly power-efficient (3 shots for 2 power), with a fast charge time.

Burst Laser Mark III[]

"Powerful burst laser that fires off an impressive barrage."

  • Purchase price: 95  (Store rarity: 4)
  • Power requirement: 4 power
  • Charge time: 19 seconds
  • Shots: 5
  • Damage per shot: 1
  • Effect: -
  • Available for all enemy ships except Auto-ships, Engi and Slug ships
  • Unlike most lasers, it cannot start fires

Heavy Laser Mark I[]

"Heavy lasers can wreak more havoc than their smaller, burst laser counterparts."

  • Purchase price: 50  (Store rarity: 2)
  • Power requirement: 1 power
  • Charge time: 9 seconds
  • Shots: 1
  • Damage per shot: 2
  • Effect: moderate chance of fire or breach. Moderate-low chance to stun crew (Advanced Edition Content)
  • Available for all enemy ships
  • Comes equipped on Engi B

Heavy Pierce Laser Mark I[]

"Heavy lasers can wreak more havoc than their smaller, burst laser counterparts. This modified version pierces 1 shield."

  • Sells for: 27 (cannot be bought or found)
  • Power requirement: 2 power
  • Charge time: 10 seconds
  • Shots: 1
  • Damage per shot: 2
  • Effect: moderate chance of fire or breach
  • Special: 1 shield piercing
  • Enemies never use this weapon
  • Only available on Rock B

Heavy Laser Mark II[]

"This heavy laser fires two shots in quick succession, each dealing 2 damage"

  • Purchase price: 65  (Store rarity: 4)
  • Power requirement: 3 power
  • Charge time: 13 seconds
  • Shots: 2
  • Damage per shot: 2
  • Effect: moderate chance of fire or breach. Moderate-low chance to stun crew (Advanced Edition Content)
  • Available for all enemy ships except Engi ships

Hull Smasher Laser[]

"A powerful laser designed to maximize hull damage."

  • Purchase price: 55  (Store rarity: 2)
  • Power requirement: 2 power
  • Charge time: 14 seconds
  • Shots: 2
  • Damage per shot: 1 (to system rooms) or 2 (to systemless rooms)
  • Effect: moderate-low chance of breach
  • Enemies never use this weapon
  • Despite the bonus damage to empty rooms, it's usually better to target systems.

Hull Smasher Laser Mark II[]

"This powerful counterpart to the Hull Smasher Mark I fires more projectiles per shot."

  • Purchase price: 75  (Store rarity: 3)
  • Power requirement: 3 power
  • Charge time: 15 seconds
  • Shots: 3
  • Damage per shot: 1 (to system rooms) or 2 (to systemless rooms)
  • Effect: low chance of fire or moderate chance of breach
  • Enemies never use this weapon
  • Despite the bonus damage to empty rooms, it's usually better to target systems.

Chain Burst Laser[]

"This dual shot laser decreases in cooldown the more it fires. After 3 volleys it only takes 7 seconds to charge."

  • Purchase price: 65  (Store rarity: 3) (Advanced Edition Content)
  • Power requirement: 2 power
  • Charge-up profile: 16s/13s/10s/7s (-3s per step, 3 steps total)
  • Shots: 2
  • Damage per shot: 1
  • Effect: low chance of fire
  • Charge time resets to 16 seconds if the weapon goes offline
  • Available for Auto-ships, Rebel and Zoltan ships
  • Comes equipped on Slug C and Lanius A

Chain Vulcan[]

"This laser weapon takes a long time to warm up. Each time it fires it decreases the cooldown, eventually able to take down any amount of shields."

  • Purchase price: 95  (Store rarity: 5) (Advanced Edition Content)
  • Power requirement: 4 power
  • Charge-up profile: 11.1s / 9.1s / 7.1s / 5.1s / 3.1s / 1.1s (-2s per step, 5 steps total)
  • Shots: 1
  • Damage per shot: 1
  • Effect: low chance of fire
  • Charge time resets to 11.1 seconds if the weapon goes offline
  • Available for Rebel and Federation ships
  • It takes 35.5 seconds before the Vulcan gets up to full speed, and until then it does very little.
  • This weapon is largely countered by Defense Drone Mark II.

Laser Charger (S)[]

"This laser weapon can charge two times, giving it an additional projectile. This improved version only requires 1 power."

  • Sells for: 15 (cannot be bought or found) (Advanced Edition Content)
  • Power requirement: 1 power
  • Charge time: 5.5 seconds per shot, up to 2 shots
  • Shots: 1-2
  • Damage per shot: 1
  • Effect: -
  • "Autofire" causes continuous fire, disables charging
  • Unlike most lasers, it cannot start fires
  • Enemies never use this weapon
  • Only available on Stealth C
  • Weapon Pre-Igniter will only charge one shot by default, but there is a trick to charge both shots [1].
  • The most power-efficient laser weapon (tied with Dual Lasers).

Laser Charger[]

"This laser weapon can charge two times, giving it an extra projectile."

  • Purchase price: 55  (Store rarity: 3) (Advanced Edition Content)
  • Power requirement: 2 power
  • Charge time: 6 seconds per shot, up to 2 shots
  • Shots: 1-2
  • Damage per shot: 1
  • Effect: -
  • "Autofire" causes continuous fire, disables charging
  • Unlike most lasers, it cannot start fires
  • Available for Mantis ships
  • Weapon Pre-Igniter will only charge one shot by default, but there is a trick to charge both shots [1].

Laser Charger Mark II[]

"This laser weapon can charge multiple times, giving it additional projectiles."

  • Purchase price: 70  (Store rarity: 3) (Advanced Edition Content)
  • Power requirement: 3 power
  • Charge time: 5 seconds per shot, up to 4 shots
  • Shots: 1-4
  • Damage per shot: 1
  • Effect: low chance of fire
  • "Autofire" causes continuous fire, disables charging
  • Available for Rebel, Mantis and Slug ships
  • Weapon Pre-Igniter will only charge one shot by default, but there is a trick to charge all shots [1].

Boss Laser[]

  • Availability: only used by the Rebel Flagship in phase 1-3 (and its prototype in the Rebel shipyard event)
  • Artillery system: with 4 system levels maximum
  • Charge time: depends on system level - 25s for level 1, 20s for level 2, 15s for level 3, 10s for level 4
  • Shots: 3
  • Damage per shot: 1
  • Effect: low chance of fire or breach

References[]

  1. 1.0 1.1 1.2 Before making an FTL Jump: fully charge the weapon, pause the game, then depower the weapon and make the Jump. After the Jump: pause the game before the combat start (i.e. during the event intro), power up the charger weapon, let the weapon complete its current, final shot charge (it requires only few frames/moments). Now the weapon is capable of firing the maximum amount of shots at the start of a fight.