FTL: Faster Than Light Wiki
FTL: Faster Than Light Wiki
m (minor proofreading and changing wording)
(Corrected relation between these weapons and artillery system/ASB, added Flak Artilley)
 
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The following [[weapons]] were likely added as tests. They cannot be obtained through legitimate means, but it is still possible to obtain them if you edit your save or mod your game to add ships that have them as starting weapons.
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The following [[weapons]] serve as blueprints for artillery systems and [[Environmental Hazards|Anti-ship Batteries]]. The charge time of the actual artillery systems depends on the power in that system, but is based on the weapon's charge time. These weapons cannot be obtained through legitimate means, but it is still possible to obtain them if you edit your save or mod your game to add ships that have them as starting weapons.
   
 
== Boss weapons ==
 
== Boss weapons ==
   
These are very similar to the real flagship weapons, but not identical. The real flagship "weapons" are actually artillery systems, and their charge time depends on the systems' level.
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These weapons serve as the basis for the [[The Rebel Flagship|Rebel Flagship's]] artillery systems.
   
 
=== Boss Laser ===
 
=== Boss Laser ===
 
''"ssss" [sic]''
 
''"ssss" [sic]''
 
* Costs 55 scrap.
 
* Costs 55 scrap.
* Fires 3 shots for 1 damage each, and has a low chance of fires and breaches.
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* Fires 3 shots for 1 damage each.
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* Has a 10% chance of causing fires and/or breaches.
 
* Requires 1 power to operate and 20 seconds to cool down.
 
* Requires 1 power to operate and 20 seconds to cool down.
   
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''"Artillery that fires 3 missiles that deal 1 damage."''
 
''"Artillery that fires 3 missiles that deal 1 damage."''
 
* Costs 80 scrap.
 
* Costs 80 scrap.
* Fires 3 missiles for 1 damage each, and has a low chance of fires and breaches.
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* Fires 3 missiles for 1 damage each
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* Has a 30% chance of causing a fire and a 20% chance of causing a breach.
 
* Requires 1 power to operate and 23 seconds to cool down.
 
* Requires 1 power to operate and 23 seconds to cool down.
 
* Pierces shields.
 
* Pierces shields.
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* Costs 70 scrap.
 
* Costs 70 scrap.
 
* Deals 2 damage.
 
* Deals 2 damage.
* Requires 1 power to operate and 27 seconds to cool down.
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* Requires 1 power to operate and 26 seconds to cool down.
 
* Has a beam length of 100 (2.2 tiles diagonally)
 
* Has a beam length of 100 (2.2 tiles diagonally)
   
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* Pierces any amount of shields and deals 1 damage.
 
* Pierces any amount of shields and deals 1 damage.
 
* Requires 1 power to operate and 40 seconds to cool down.
 
* Requires 1 power to operate and 40 seconds to cool down.
* Has a beam length of 500 (12.5 tiles diagonally)
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* Has a beam length of 500 (12.5 tiles diagonally).
* Similar to the [http://ftl.wikia.com/wiki/The_Federation_Cruiser Federation Cruiser] artillery beam, but acts as a normal weapon.
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* Serves as the basis for the [[The Federation Cruiser|Federation Cruiser's]] [[Artillery Beam|artillery beam]].
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== Flak Artillery ==
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''"Powers a slow, high-powered flak gun that fires seven projectiles. More power means faster cooldown."''
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* Costs 75 scrap.
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* Fires 7 flak projectiles that deal 1 damage each.
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* Requires 3 power to operate and 40 seconds to cool down.
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* Serves as the basis for the Federation Cruiser's [[Flak Artillery|flak weapon]].
   
 
== PDS SHOT ==
 
== PDS SHOT ==
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* Pierces all shields and deals 3 damage with a guaranteed hull breach.
 
* Pierces all shields and deals 3 damage with a guaranteed hull breach.
 
* Requires 1 power to operate and 9 seconds to cool down.
 
* Requires 1 power to operate and 9 seconds to cool down.
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* Like artillery systems, the actual ASB projectiles target rooms randomly. Unlike artillery weapons, the ASB environmental hazard is not affected by the charge time nor projectile movement speed of this weapon.
* This weapon fires the same projectile used by [[Environmental Hazards|Anti-ship Batteries]], but they have some differences; ASB projectiles target rooms randomly, have a much larger sprite, and take much longer to cool down (although they will continuously fire visual projectiles that always miss).
 
 
[[Category:Weapons]]
 
[[Category:Weapons]]

Latest revision as of 05:47, 21 October 2020

The following weapons serve as blueprints for artillery systems and Anti-ship Batteries. The charge time of the actual artillery systems depends on the power in that system, but is based on the weapon's charge time. These weapons cannot be obtained through legitimate means, but it is still possible to obtain them if you edit your save or mod your game to add ships that have them as starting weapons.

Boss weapons[]

These weapons serve as the basis for the Rebel Flagship's artillery systems.

Boss Laser[]

"ssss" [sic]

  • Costs 55 scrap.
  • Fires 3 shots for 1 damage each.
  • Has a 10% chance of causing fires and/or breaches.
  • Requires 1 power to operate and 20 seconds to cool down.

Boss Missile[]

"Artillery that fires 3 missiles that deal 1 damage."

  • Costs 80 scrap.
  • Fires 3 missiles for 1 damage each
  • Has a 30% chance of causing a fire and a 20% chance of causing a breach.
  • Requires 1 power to operate and 23 seconds to cool down.
  • Pierces shields.
  • Doesn't consume missiles when fired.

Boss Ion[]

"1 damage ion 3 shots."

  • Costs 40 scrap.
  • Fires 3 shots for 1 ion damage each.
  • Requires 1 power to operate and 28 seconds to cool down.

Boss Beam[]

"2 damage beam with a long trail."

  • Costs 70 scrap.
  • Deals 2 damage.
  • Requires 1 power to operate and 26 seconds to cool down.
  • Has a beam length of 100 (2.2 tiles diagonally)

Artillery Beam[]

"Powers a slow, high-powered beam that pierces all shields and does one damage per room hit. More power means faster cooldown."

  • Costs 0 scrap.
  • Pierces any amount of shields and deals 1 damage.
  • Requires 1 power to operate and 40 seconds to cool down.
  • Has a beam length of 500 (12.5 tiles diagonally).
  • Serves as the basis for the Federation Cruiser's artillery beam.

Flak Artillery[]

"Powers a slow, high-powered flak gun that fires seven projectiles. More power means faster cooldown."

  • Costs 75 scrap.
  • Fires 7 flak projectiles that deal 1 damage each.
  • Requires 3 power to operate and 40 seconds to cool down.
  • Serves as the basis for the Federation Cruiser's flak weapon.

PDS SHOT[]

"YOU SHOULD NEVER SEE THIS" [sic]

  • Costs 45 scrap.
  • Pierces all shields and deals 3 damage with a guaranteed hull breach.
  • Requires 1 power to operate and 9 seconds to cool down.
  • Like artillery systems, the actual ASB projectiles target rooms randomly. Unlike artillery weapons, the ASB environmental hazard is not affected by the charge time nor projectile movement speed of this weapon.