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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.

Firing arcs

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.

Weapon Arcs Animation


The following table shows the firing arcs of each weapon type in Star Trek Online:

  1. 1.0 1.1 1.2 1.3 Under the effects of Cannon: Scatter Volley, this normally 45° weapon can hit targets in a 90° arc, though the primary target must still be within the 45° cone.

Broadside

Weapon Broadside
Broadsiding

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 are regions where the forward and aft firing arcs overlap. As such, a ship can fire both fore and aft weapons at a target within that overlapping 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

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

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

Energy weapons

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

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 Reload time (seconds)
Photon 6
Quantum 8
Plasma 8
Chroniton 10
Transphasic 10
Tricobalt 30
Rapid Reload Transphasic 8
Gravimetric Photon 8
Elachi Subspace (Tricobalt) 10
Quantum Phase 10
Crystalline Energy (Antiproton) 12
Neutronic (Quantum) 15
Agony Phaser Energy 10
Thermionic 10
Nausicaan Energy 12
Plasmatic Biomatter 15
Advanced Diffusive Tetryon 8
Morphogenic Polaron Energy 12

Mark level

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 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

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

Phaser

Phaser
Cat Type Proc Source
B
a
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Standard Phaser to target: 2.5% Chance: One Random Subsystem Offline for 5 sec Mission reward and drops, R&D.
Single Phaser to target: 2.5% Chance: One Random Subsystem Offline for 5 sec Mission reward and drops, Earth Spacedock (23c) vendor.
Twin Phaser to target: 2.5% Chance: One Random Subsystem Offline for 5 sec Mission reward and drops, “Everything Old is New”, Earth Spacedock (23c) vendor, equipped on TOS Constitution Class Cruiser.
Andorian Phaser to target: 2.5% Chance: One Random Subsystem Offline for 5 sec Standard issue on Andorian starships, Dilithium store if owning Andorian ship.
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Advanced Fleet Phaser to target: 2.5% Chance: One Random Subsystem Offline for 5 sec 25th century variant: available from a Fleet Starbase with a Tier II Industrial Fabricator.
23rd century variant: available from the Fleet Station K-13 with a Tier II Retrofit Engineering.
Elite Fleet Phaser to target: 2.5% Chance: One Random Subsystem Offline for 5 sec,
2.5% Chance: +__ Shield Regeneration on a successful attack.
Available from a Federation Fleet Starbase with a Tier V Industrial Fabricator.
Elite Fleet Dranuur Phaser to target: 2.5% Chance: One Random Subsystem Offline for 5 sec,
2.5% Chance on successful attack:

* Restores ____ Shields (increased by Critical Severity)
* Restores ____ Hit Points (increased by Critical Severity)

Available from Fleet Colony World with a Tier V Colony Infrastructure.
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Bio-Molecular Phaser  2.5% chance: Bio-Molecular Incubation:
* -16.7 Flight Speed for 8 sec
* On Expiration: 461.2 Radiation Damage (Ignores Shields) (Double Damage vs Undine)
Reputation: 8472 Counter-Command; either as a random drop from the Undine Equipment Requisition, or purchased from the Reputation Store once unlocked.
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Agony Phaser  to target: 2.5% Chance: Disable for 2.5 sec (once per 10 sec)
and __ Phaser Damage per sec for 15 sec (Ignores Shields)
Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Terran Empire Agony Phaser Weapons.
Covert Phaser  -50% Threat from This Weapon
2.5% chance: +10% Turn Rate and Flight Speed for 10 sec (stacks up to 5 times)
Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Covert Phaser Weapons.
Emitter-Linked Phaser  +5 Starship Shield Restoration (Improves Shield Healing)
 +5 Starship Shield Capacity (Improves Shield Hit Points)
Standard issue on Discovery-era Federation ships, Lock Box drop: Special Equipment Pack - Discovery Disruptor or Phaser Weapons.
Federation 32c. Phaser  2.5% chance: Recover 2.5% Bridge Officer Ability Recharge, additional 1% per sec for 20 sec Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Phaser Weapons (32c.).
Federation 32c. Refit Phaser  2.5% chance: Recover 5% Bridge Officer Ability Recharge, additional 0.5% per sec for 20 sec Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Phaser Weapons (32c.).
Focusing-Linked Phaser  +5 Starship Shield Hardness (Reduces Damage Taken by Shields)
 +5 Starship Scientific Readiness (Improves Science Bridge Officer Cooldowns)
Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Terran Linked Weapons.
Integrity-Linked Phaser  +5 Starship Hull Capacity (Increases Starship Maximum Hit Points)
 +5 Starship Damage Control (Improves Passive Hull Regeneration)
Standard issue on Discovery-era Federation ships, Lock Box drop: Special Equipment Pack - Discovery Disruptor or Phaser Weapons.
Kelvin Timeline Phaser  2.5% chance: Knocks back +20 meters and Holds for 3 sec (half duration vs player) to all foes within 1km of target Standard issue on playable Kelvin Timeline ships, Lock Box drop: Special Equipment Pack - Kelvin Timeline Weapons.
Obliviating Phaser  5% chance: +30 Armor Penetration and 100% Shield Penetration Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - A Safe Galaxy Weapons.
Phased Biomatter Phaser  2.5% chance: 1km radius at target: X - XX Phaser Damage (Split among primary target and up to 4 other foes) Standard issue on playable Xindi-Aquatic and Xindi-Reptilian ships, Lock Box drop: Special Equipment Pack - Phased Biomatter Weapons.
Phasic Harmonic Phaser  to target: 2.5% Chance: Disable for 2.5 sec (once per 10 sec)
to target: 2.5% Chance: X Kinetic Damage per sec for 7.5 sec (Ignores Shields)
Standard issue on playable Hur'q ships, Lock Box drop: Special Equipment Pack - Phasic Harmonic Weapons.
Pulse Phaser  2.5% Chance: Applies Phaser Transfer
  • to Target: -10 All Damage Resistance Rating
  • to Self: +10 All Damage Resistance Rating
Standard issue on Columbia Legendary Temporal Operative Escort ships, Lock Box drop: Special Equipment Pack - Undiscovered Phaser Weapons.
Resilience-Linked Phaser  +5 Starship Ablative Hull Plating (Improves Kinetic and Physical Damage Resistance Rating)
 +5 Starship Engineering Readiness (Improves Engineering Bridge Officer Cooldowns)
Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Terran Linked Weapons.
Sensor-Linked Phaser  +5 Starship Defensive Maneuvering (Improves Defense)
 +5 Starship Weapon Amplification (Improves Critical Hit Severity with Weapons)
Standard issue on Discovery-era Federation ships, Lock Box drop: Special Equipment Pack - Discovery Disruptor or Phaser Weapons.
Targeting-Linked Phaser  +5 Accuracy Rating
 +5 Starship Tactical Readiness (Improves Tactical Bridge Officer Cooldowns)
Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Terran Linked Weapons.
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Advanced Phaser 5% chance: +60% Critical Severity with Advanced Beam Arrays for 15 sec
(Buff scales with number of Advanced Beam Arrays equipped)
Available with the Discovery Flight Deck Cruiser Tier 6 Ship.
Quantum Phase to target: 2.5% Chance: One Random Subsystem Offline for 5 sec,
2.5% Chance: Drain __ from enemy shields to restore your shields
From the mission “Sunrise” (Beam Array and Dual Heavy Cannons only).
Prolonged Engagement Phaser Applies one stack of Amplified Relays.
* Per stack, this weapons deals 1% increased damage
* Every 5 stacks of Amplified Relays, gain 20% Firing Cycle Haste for this Weapon for 8 secs

to target: 2.5% Chance: One Random Subsystem Offline for 5 sec

Available from the Weekend Event Store (Beam Array and Dual Cannons only).
Trilithium-Enhanced Phaser 2.5% Chance: Gain 10% Firing Cycle Haste for energy weapons for 15 sec Available from the mission “Beyond the Nexus” (Omni Beam Array and Turret only).

Disruptor

Disruptor
Cat Type Proc Source
B
a
s
i
c
Standard Disruptor  to target: 2.5% Chance: -10 All Damage Resistance for 15 sec Mission reward and drops, R&D.
Lethean Disruptor to target: 2.5% Chance: -10 All Damage Resistance for 15 sec Standard issue on Lethean starships, Dilithium store if owning a Lethean ship.
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Advanced Fleet Disruptor to target: 2.5% Chance: -10 All Damage Resistance for 15 sec 25th century variant: available from a Fleet Starbase with a Tier II Industrial Fabricator.
23rd century variant: available from the Fleet Station K-13 with a Tier II Retrofit Engineering.
Elite Fleet Disruptor to target: 2.5% Chance: -10 All Damage Resistance for 15 sec,
2.5% Chance: Increases damage to the target's shields by 25% for 10 seconds.
Available from a Klingon Fleet Starbase with a Tier V Industrial Fabricator.
Elite Fleet Dranuur Disruptor to target: 2.5% Chance: -10 All Damage Resistance for 15 sec,
2.5% Chance on successful attack:

* Restores ____ Shields (increased by Critical Severity)
* Restores ____ Hit Points (increased by Critical Severity)

Available from Fleet Colony World with a Tier V Colony Infrastructure.
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Bio-Molecular Disruptor  2.5% chance: Bio-Molecular Incubation:
* -16.7 Flight Speed for 8 sec
* On Expiration: 461.2 Radiation Damage (Ignores Shields) (Double Damage vs Undine)
Reputation: 8472 Counter-Command; either as a random drop from the Undine Equipment Requisition, or purchased from the Reputation Store once unlocked.
Withering Disruptor  to target: 2.5% Chance: Apply stack of Withering Radiation
(Lasts for 60 sec, 5 stacks max)
__ Radiation Damage to target per stack of Withering Radiation
Reputation: Terran Task Force; either as a random drop from the Terran Task Force Equipment Requisition, or purchased from the Reputation Store once unlocked.
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Coalition Disruptor  to target: 2.5% Chance: -20 Disruptor Resistance Rating for 30 sec (stacks up to 5 times) Standard issue on playable Coalition starships - the Nihydron Destroyer, the Zahl Heavy Cruiser, and the Krenim ships, Lock Box drop: Special Equipment Pack - Coalition Disruptor Weapons.
Elachi Disruptor  2.5% Chance: +50 Armor Penentration and 100% Shield Penetration Standard issue on playable Elachi ships, Lock Box drop: Special Equipment Pack - Elachi Crescent Weapons.
Emitter-Linked Disruptor  +5 Starship Shield Restoration (Improves Shield Healing)
 +5 Starship Shield Capacity (Improves Shield Hit Points)
Standard issue on Discovery-era Klingon ships, Lock Box drop: Special Equipment Pack - Discovery Disruptor or Phaser Weapons.
Focusing-Linked Disruptor  +5 Starship Shield Hardness (Reduces Damage Taken by Shields)
 +5 Starship Scientific Readiness (Improves Science Bridge Officer Cooldowns)
Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Terran Linked Weapons.
Integrity-Linked Disruptor  +5 Starship Hull Capacity (Increases Starship Maximum Hit Points)
 +5 Starship Damage Control (Improves Passive Hull Regeneration)
Standard issue on Discovery-era Klingon ships, Lock Box drop: Special Equipment Pack - Discovery Disruptor or Phaser Weapons.
Krieger Wave Disruptor  To Self: 2.5% Chance: +25 Drain and Control Expertise for 10 sec Standard issue on Husnock Warship and Miradorn Theta Heavy Raider ships, Lock Box drop: Special Equipment Pack - Privateer's Disruptor Weapons.
Nanite Disruptor  to target: 2.5% Chance: -5 All Damage Resistance and increase Shield Bleedthrough by 2% for 15 sec Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Nanite Disruptor Weapons.
Polarized Disruptor  to target: 2.5% Chance: -10 All Damage Resistance for 15 sec
 to target: 2.5% Chance: -25 All Current Power Levels for 5 sec
Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Polarized Disruptor Weapons.
Resilience-Linked Disruptor  +5 Starship Ablative Hull Plating (Improves Kinetic and Physical Damage Resistance Rating)
 +5 Starship Engineering Readiness (Improves Engineering Bridge Officer Cooldowns)
Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Terran Linked Weapons.
Sensor-Linked Disruptor  +5 Starship Defensive Maneuvering (Improves Defense)
 +5 Starship Weapon Amplification (Improves Critical Hit Severity with Weapons)
Standard issue on Discovery-era Klingon ships, Lock Box drop: Special Equipment Pack - Discovery Disruptor or Phaser Weapons.
Targeting-Linked Disruptor  +5 Accuracy Rating
 +5 Starship Tactical Readiness (Improves Tactical Bridge Officer Cooldowns)
Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Terran Linked Weapons.
Zhat Vash Disruptor  2.5% chance: Apply Viridium Isotope to Foe for 45 sec (max 5 stacks)
+4% Bonus Damage with this weapon per Viridium Isotope applied to target
Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Zhat Vash Disruptor Weapons.
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Advanced Disruptor 5% chance: +60% Critical Severity with Advanced Beam Arrays for 15 sec
(Buff scales with number of Advanced Beam Arrays equipped)
Available with the Discovery Flight Deck Cruiser Tier 6 Ship.
Nausicaan Disruptor to target: 2.5% Chance: -10 All Damage Resistance for 15 sec,
2.5% chance: Hold for 5 sec
(On Hold: ___ Disruptor Damage per sec for 5 sec with Nausicaan Weaponry Augmentation set bonus)
to Target: -2 to All Subsystem Power
to Self: 2 to All Subsystem Power
Available from the mission “Echoes of Light” (Beam Array only).
Plasma-Disruptor to target: 2.5% Chance: -10 All Damage Resistance for 15 sec,
to target: 2.5% Chance: _ Plasma Damage per sec for 15 sec (Ignores Shields)
From the “Past Imperfect” (Federation), “Second Star to the Right, Straight on 'til Morning” (Klingon) or “Smash and Grab” (Romulan).
Resonant Disruptor on hit: 2.5% chance: Resonant Disruption Wave
2km radius at target:
* ___ Physical Damage (100% Shield Penetration)
* -10 All Damage Resistance for 8 sec
* Increases damage to Shields by 15% from all energy types for 8 sec (requires Resonance Amplifiers)
Available from the mission “Blood of Ancients” (Beam Array and Dual Heavy Cannons only).
Saboteur's Disruptor Firing cycles apply 1 stack of Krieger Wave Thermal Reservoir
* At 10 stacks, increase all Subsystem Power Levels by 10, for 10 seconds.
To Self: 5% Chance: +30 Drain and Control Expertise for 12 sec
Available on the disruptors from the Lobi set: Saboteur's Gambits.
Spiral Wave Disruptor to target: 2.5% Chance: -10 All Damage Resistance for 15 sec,
to target: 2.5% Chance: One Random Subsystem Offline for 5 sec
Available with the Cardassian Galor Cruiser or the Cardassian Keldon Cruiser (found in Lock Boxes and the C-Store).

Plasma

Plasma
Cat Type Proc Source
B
a
s
i
c
Standard Plasma  to target: 2.5% Chance: _ Plasma Damage per sec for 15 sec (Ignores Shields)  Mission reward and drops, R&D.
Dewan Plasma to target: 2.5% Chance: _ Plasma Damage per sec for 15 sec (Ignores Shields) Standard issue on Dewan starships, Dilithium store if owning a Dewan ship.
F
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Advanced Fleet Plasma to target: 2.5% Chance: _ Plasma Damage per sec for 15 sec (Ignores Shields) 25th century variant: available from a Fleet Starbase with a Tier II Industrial Fabricator.
23rd century variant: available from the Fleet Station K-13 with a Tier II Retrofit Engineering.
Elite Fleet Dranuur Plasma to target: 2.5% Chance: _ Plasma Damage per sec for 15 sec (Ignores Shields),
2.5% Chance on successful attack:

* Restores ____ Shields (increased by Critical Severity)
* Restores ____ Hit Points (increased by Critical Severity)

Available from Fleet Colony World with a Tier V Colony Infrastructure.
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Romulan Plasma  to target: 2.5% Chance: _ Plasma Damage per sec for 15 sec (Ignores Shields)
 to target: 2.5% Chance: -10 All Damage Resistance for 15 sec
Reputation: New Romulus; either as a random drop from the New Romulus Equipment Requisition, or purchased from the Reputation Store once unlocked.
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Altamid Plasma  2.5% chance: For 15 sec, -15 Plasma and Kinetic Damage Resistance Rating Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Altamid Plasma Weapons.
Assimilated Plasma  2.5% chance: Restore 50 Hull each sec and improve Damage by 2.5% for 30 sec (stacks up to 4 times). Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Assimilated Plasma Weapons.
Chronoplasma Plasma  to target: 2.5% Chance: -33% Flight Speed and __ Plasma Damage per sec for 10 sec (Ignores Shields) Standard issue on playable Na'kuhl ships, Lock Box drop: Special Equipment Pack - Chronoplasma Weapons.
Corrosive Plasma  To Target: 2.5% Chance:
* ___ Plasma Damage per sec for 15 sec (ignores Shields)
* -1 to -20 All Damage Resistance Rating over 20 sec (increases each sec)
Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Corrosive Plasma Weapons.
Ferenginar Plasma  2.5% Chance:
* -20% All Damage for 10 sec (stacks up to 4 times)
* At 4 stacks, also Disables for 5 sec
* (Disables max once per 30 seconds)
Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Ferenginar Plasma Weapons.
Isolytic Plasma  2.5% Chance:
* Pulls enemies near target together
* Confuses mines and torpedoes near target
* 121.7 Plasma Damage
Standard issue on playable Son'a ships, Lock Box drop: Special Equipment Pack - Isolytic Plasma Weapons.
Plasmatic Biomatter Plasma  2.5% chance: 1km radius at target: X Plasma Damage per sec for 10 sec (Ignore Shields) and -50% Flight Speed for 10 sec Standard issue on Xindi Insectoid and Primate ships, Lock Box drop: Special Equipment Pack - Plasmatic Biomatter Weapons.
Viridian Plasma  2.5% chance: +30% Firing Cycle Haste for 6 sec for all Viridian Plasma weapons Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Viridian Plasma Weapons.
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Caustic Plasma to target: 2.5% Chance: X Plasma Damage per sec for 7.5 sec (Ignores Shields) From the mission “Last Stand” (Romulan only).

Polaron

Polaron
Cat Type Proc Source
B
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i
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Standard Polaron to target: 2.5% Chance: -25 All Current Power Levels for 5 sec Mission reward and drops, R&D.
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Advanced Fleet Polaron to target: 2.5% Chance: -25 All Current Power Levels for 5 sec 25th century variant: available from a Fleet Starbase with a Tier II Industrial Fabricator.
Elite Fleet Dranuur Polaron to target: 2.5% Chance: -25 All Current Power Levels for 5 sec,
2.5% Chance on successful attack:

* Restores ____ Shields (increased by Critical Severity)
* Restores ____ Hit Points (increased by Critical Severity)

Available from Fleet Colony World with a Tier V Colony Infrastructure.
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Inhibiting Polaron  2.5% chance: Engine Offline to foes within 2km of target for 4 sec Reputation: Gamma Task Force; either as a random drop from the Gamma Equipment Requisition, or purchased from the Reputation Store once unlocked.
Piezo - Polaron  5% chance: Apply Protomatter Regenerative Influx to self:
* +172.5 Shield Regeneration for 10 sec
* +Regenerate 2.5% of Max Hull per second for 10 sec
Reputation: Lukari Restoration Initiative; either as a random drop from the Lukari Restoration Initiative Equipment Requisition, or purchased from the Reputation Store once unlocked.
Protonic Polaron  to target: 2.5% Chance: -25 All Current Power Levels for 5 sec,
to target: 25% chance: on critical: __ Proton Damage (Ignores Shields) vs. Voth
to target: 25% chance: on critical: __ Proton Damage (Ignores Shields) vs. Non-Voth
Reputation: Dyson Joint Command; either as a random drop from the Dyson Equipment Requisition, or purchased from the Reputation Store once unlocked.
Thoron Infused Polaron  on hit: 2.5% chance Unstable Thoron Radiation for 5 sec
* __ Radiation Damage per sec
* -1% Crit Chance
* -15% Crit Severity
* target is Placated, can occur once every 15 sec
Reputation: Delta Alliance; either as a random drop from the Delta Alliance Equipment Requisition, or purchased from the Reputation Store once unlocked.
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Phased Polaron  to target: 2.5% Chance: One Random Subsystem Offline for 5 sec
 to target: 2.5% Chance: -25 All Current Power Levels for 5 sec
Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Phased Polaron Weapons.
Vaadwaur Polaron  to target: 2.5% chance: Reduce enemy Shield Hardness by 10% vs Energy Weapons, and by 50% vs Kinetic for 10 sec Standard issue on playable Vaadwaur ships, Lock Box drop: Special Equipment Pack - Vaadwaur Polaron Weapons.
O
t
h
e
r
Chronometric Polaron 2.5% Chance: For 15 Sec, +300 Starship Shield Penetration
(Improves Shield Penetration for Starship Weapons)
Available from the mission “Time and Tide” (Beam Array, Dual Heavy Cannons and Omni Beam only).
Dominion Polaron to target: 2.5% Chance: -25 All Current Power Levels for 5 sec;
to target: 2.5% Chance: -X damage to All Shields
From the mission “Boldly They Rode”.

Tetryon

Tetryon
Cat Type Proc Source
B
a
s
i
c
Standard Tetryon to target: 2.5% Chance: -X damage to All Shields Mission reward and drops, R&D.
F
l
e
e
t
Advanced Fleet Tetryon to target: 2.5% Chance: -X damage to All Shields 25th century variant: available from a Fleet Starbase with a Tier II Industrial Fabricator.
Elite Fleet Dranuur Tetryon to target: 2.5% Chance: -X damage to All Shields,
2.5% Chance on successful attack:

* Restores ____ Shields (increased by Critical Severity)
* Restores ____ Hit Points (increased by Critical Severity)

Available from Fleet Colony World with a Tier V Colony Infrastructure.
R
e
p
Refracting Tetryon  to target: 2.5 Chance: X Tetryon Damage to the next nearest enemy target Reputation: Nukara Strikeforce; either as a random drop from the Nukara Strikeforce Equipment Requisition, or purchased from the Reputation Store once unlocked.
L
o
c
k
b
o
x
Destabilizing Tetryon  to target: 2.5% Chance: -X Shield Drain per sec for 15 sec Standard issue on playable Hirogen ships, Lock Box drop: Special Equipment Pack - Destabilized Tetryon Weapons.
Diffusive Tetryon  2.5% chance: Apply Shield Diffusion
to self:
* +10% Shield Resistance for 10 sec
to target:
* -10% Shield Resistance for 10 sec
Standard issue on playable Tzenkethi ships, Lock Box drop: Special Equipment Pack - Diffusive Tetryon Weapons.
Phased Tetryon  to target: 2.5% Chance: One Random Subsystem Offline for 5 sec
 to target: 2.5% Chance: -X damage to All Shields
Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Phased Tetryon Weapons.
O
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h
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r
Antichroniton Tetryon 2.5% chance: X Tetryon damage (Ignores Shields) (Damage doubled and pierces resistances vs. Heralds) Available from the mission “Butterfly” (Omni Beam and Turret only).
Piercing Tetryon to target: 2.5% Chance: -X damage to All Shields,
2.5% Chance for 50% of attack to ignore enemy shields
Available from the mission “Installation 18” (Beam Array and Dual Beam Bank only).
Resonating Tetryon to target: 5% Chance: -X damage to All Shields Available from the mission “The New Link” (Turret, Dual Cannons and Dual Beam Bank only).
Support Tetryon to target: -5% Critical Chance for 5 sec
to target: -25% Critical Severity for 5 sec
Available through the Reputation system by advancing the Competitive Wargames to Tier 4 (Obfuscated Strategist Set)

Antiproton

Antiproton
Cat Type Proc Source
B
a
s
i
c
Standard Antiproton +20% Critical Severity Mission reward and drops, R&D.
F
l
e
e
t
Advanced Fleet Antiproton +20% Critical Severity 25th century variant: available from a Fleet Starbase with a Tier II Industrial Fabricator.
Elite Fleet Dranuur Antiproton +20% Critical Severity,
2.5% Chance on successful attack:

* Restores ____ Shields (increased by Critical Severity)
* Restores ____ Hit Points (increased by Critical Severity)

Available from Fleet Colony World with a Tier V Colony Infrastructure.
R
e
p
Radiant Antiproton  on hit 2.5% chance: +1,000 Temporary Hit Points for 15 sec, can stack 5 times Reputation: Iconian Resistance; either as a random drop from the Iconian Resistance Equipment Requisition, or purchased from the Reputation Store once unlocked.
Temporal Defense Antiproton  
2.5% Chance: Apply Chroniton Stabilization to Self for 60 sec:
  • +5% Flight Speed and Turn Rate
  • 3% Shield Resistance for 60 sec (Effects stack up to 5 times)
Reputation: Temporal Defense Initiative; either as a random drop from the Temporal Defense Initiative Equipment Requisition, or purchased from the Reputation Store once unlocked.
L
o
c
k
b
o
x
Ba'ul Antiproton  Ba'ul Refraction - Each shot chains to an additional target for 5% of attack damage Standard issue on {{{ships}}} ships, Lock Box drop: Special Equipment Pack - Ba'ul Antiproton Weapons.
Delphic Antiproton  to self: 2.5% Chance to Apply Delphic Overcharge
  • +10% Weapon Crit Chance for 5 sec
  • +10% Weapon Crit Severity for 5 sec
(Additional applications refresh these effects)
Standard issue on playable Sphere Builder ships, Lock Box drop: Special Equipment Pack - Delphic Antiproton Weapons.
Fluidic Antiproton  to target: 2.5% chance Repel and X Physical Damage (100% Shield Penetration) Standard issue on playable Undine ships, Lock Box drop: Special Equipment Pack - Fluidic Antiproton Weapons.
Herald Antiproton  2.5% chance: +7% Bonus Energy Damage to Self for 20 sec (Stacks up to 3 times) Standard issue on playable Herald ships, Lock Box drop: Special Equipment Pack - Herald Antiproton Weapons.
Voth Antiproton  25% Chance on Critical Hit: Reduce enemy's Damage Output by 9.1% for 10 sec (stacks up to 3 times) Standard issue on playable Voth ships, Lock Box drop: Special Equipment Pack - Voth Antiproton Weapons.
O
t
h
e
r
Chroniton to target: 2.5% chance: Significantly reduces Flight Speed, Turn Rate and Recharge Speed for 10 sec Lobi store: Chroniton Dual Beam Bank.
Matter Conversion Antiproton
To Target: 2.5% Chance: -10 Energy Resistance Rating for 30 sec (stacks up to 5 times)
(Damage Resistance Rating debuff is doubled for Antiproton Damage)
2.5% Chance: +100 Hit Points every 1 sec for 10 sec
Reward from August/September 2018 “Crystalline Cataclysm” event.

Other

Projectile weapon types

Photon
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
Other
  • 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)
  • Nausicaan Energy: 20% chance: Hold for 5 sec (On Hold: Disruptor Damage per sec for 5 sec with Nausicaan Weaponry Augmentation set bonus) To Target: -10 All Damage Resistance for 10 sec, +40% Critical Severity
  • Plasmatic Biomatter: 9.7 Plasma Damage per sec for 10 sec (Ignores Shields) and -50% Flight Speed for 10 sec, +4% Critical Chance
  • Diffusive Tetryon: 2,450.5 Tetryon Damage, +2% Critical Chance, 10% chance: Apply Shield Diffusion to self: * +10% Shield Resistance for 10 sec to target: * -10% Shield Resistance for 10 sec, 10% chance: Apply Protomatter Radiation * 57.1 Radiation Damage per sec for 15 sec (ignores 80% Shields)
  • Morphogenic Polaron Energy: 2,945.5 Polaron Damage to target: 20% chance: -25 All Current Power Levels for 5 sec (+10 Accuracy Rating +20% Critical Severity +2% Critical Chance)

Modifiers

Main article: Modifier.
Energy weapon modifiers
  • 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 modifiers
  • 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


v · d · e
Starship Energy weapons
Energy Type Beam Cannon
Array & Omni Dual Bank Turret Single Dual & Quad Dual Heavy
Standard Energy weapons
Phaser
Disruptor
Plasma
Tetryon
Polaron
Antiproton
Proton    
 
Other
         
Cosmetics Energy Weapons (different visuals)
These weapons are functionally identical to the Standard Energy Weapons above, but are visually different when firing. This includes most 23rd-century weaponry, with the exception of the 23rd century Plasma Torpedo Launcher in the section below and most Discovery-era weapons.
Phaser
Disruptor
Plasma
Hybrid Energy Weapons (two standard procs)
Disruptor
-based
Plasma
-based
Tetryon
-based
Polaron
-based
Elite Fleet Energy Weapons (standard + extra proc)
Phaser
Disruptor
Plasma
Tetryon
Polaron
Antiproton
Special Energy Weapons (standard + extra proc)
Phaser
-based
Disruptor
-based
Plasma
-based
   
     
Tetryon
-based
Antoproton
-based
 
       
Special Energy Weapons (non-standard proc[s])
Phaser
-based
 
   
Phaser
-based
Disruptor
-based
Disruptor
-based
Plasma
-based
Plasma
-based
Plasma
-based
&
Tetryon
-based
 
Tetryon
-based
Polaron
-based
Polaron
-based
Antiproton
-based
Antiproton
-based
See also Fleet Space Weapons23rd Century Space WeaponsSets
v · d · e
Starship Projectile Weapons
Projectile Type → Torpedo Mine Cluster Torpedo
& Missile
↓ Damage Type Sub-type
Kinetic Chroniton
Photon
 
Plasma
 
Quantum
 
Transphasic
Tricobalt
None
Pure Kinetic
Kinetic + Radiation
Kinetic subtype varies, see above
Energy
Energy damage type varies
   
Other
Physical, etc.
 
Starship Experimental Weapons
v · d · e
Build Type →
↓ Damage Type
Standalone With matching console
Proton
Electrical
Kinetic
Physical
Radiation
Fire
v · d · e
Equipment      
Gear Upgrade SystemLevel Scaling EquipmentMarkModifierQualityRe-engineeringResearch and Development
Starship Components
Deflectors Regular: StandardGravitonPositronTachyonNeutrino
Special: NeodymiumTal Shiar Tachyon
Set: Aegis GravitonAssimilated(Breen) Polarized ParabolicCounter-CommandDelta AllianceDysonHonor Guard PositronIconian ResistanceJem'HadarKobaliM.A.C.O. GravitonNukaraOmega Force TachyonQuantum PhaseReman PrototypeRomulan PrototypeSol DefenseSolanaeTerran Task Force
Fleet: Fleet Deflector Array
Secondary Deflectors Regular: DeterioratingInhibitingResonating
Set: Solanae
Fleet: Strategic Secondary Deflectors
Impulse Engines Regular: StandardCombatHyper
Special: EfficientCombat HyperDynamic ReroutePrototype Gravitic ModulationTetryon-Plasma (small craft)
Set: Aegis HyperAssimilated Subtranswarp (Standard)(Breen) Supercooled CombatCounter-Command HyperDelta Alliance Hyper-EfficientDyson CombatHonor Guard (Combat)Iconian Resistance HyperJem'Hadar CombatKobali HyperM.A.C.O. StandardNukaraOmega Force HyperQuantum Phase CombatReman Prototype (Combat)Romulan PrototypeSol DefenseSolanae Hyper-EfficientTerran Task Force
Fleet: Fleet Engines
Warp Cores
Matter/Anti-Matter
Regular: StandardDeuterium-StabilizedField StabilizingHyper InjectionOverchargedPlasma-Integrated
Special: Tal Shiar Adapted Borg(Jem'Hadar) Standard
Set: (Breen) Cryoplasma InfusedCounter-Command Hyper InjectionDelta Alliance TrajectorDyson Field StabilizingIconian Resistance Hyper InjectionKobali Field StabilizingObelisk Subspace RiftSolanae OverchargedTemporal Phase OverchargedTerran Task Force Quantum Capacitor
Fleet: Fleet Warp Cores
Warp Cores
Singularity
Regular: StandardField StabilizingHyper InjectionOverchargedPlasma-IntegratedThoron-Infused
Special: Dual Injection
Set: (Breen) Cryoplasma InfusedCounter-Command Hyper InjectionDelta Alliance TrajectorDyson Field StabilizingIconian Resistance Hyper InjectionKobali Field StabilizingSolanae OverchargedTemporal Phase OverchargedTerran Task Force Quantum Capacitor
Fleet: Fleet Singularity Cores
Shield Arrays Regular: StandardCovariantRegenerativeResilient
Special: Hyper-CapacitorMetaphasic (small craft)Numiri RegenerativeParatrinic
Set: Aegis CovariantAssimilated Regenerative(Breen) Dielectric Oscillation ResilientCounter-Command CovariantDelta Alliance UnimatrixDyson RegenerativeHonor Guard CovariantIconian Resistance ResilientJem'Hadar ResilientKobali RegenerativeM.A.C.O. ResilientNukara Crystalline ResilientOmega Force StandardQuantum Phase ResilientReman Prototype CovariantRomulan Prototype CovariantSol Defense CovariantSolanae ResilientTerran Task Force
Fleet: Fleet Space Shields
Ship Weapons Regular: Beam ArrayDual Beam BankTurretCannonDual CannonsDual Heavy CannonsQuad CannonsTorpedo LauncherMine LauncherMissile
Fleet: Fleet Space Weapons
Devices Consumable: BatteriesDeuterium SurplusDewan Herbal Life Support AdditiveHargh'peng Torpedo LauncherPrototype Ablative Jevonite HardpointsSatellite Turrets and Torpedo PlatformsScorpion Fighters
Permanent: Nimbus Pirate Distress CallNon-combat petsRed Matter CapacitorSubspace Field ModulatorTemporal NegotiatorDelta Alliance Reinforcements Beacon
Consoles Regular: Engineering ConsolesScience ConsolesTactical ConsolesUniversal Consoles
Fleet: Advanced Engineering Armor ConsolesAdvanced Engineering RCS ConsolesWeapon Signature Nullifiers and AmplifiersAdvanced Tactical Vulnerability ConsolesParticle Focuser Science Consoles
Hangar Bays All: Hangar pet
Personal Equipment
Kits
Regular: VendorsSpecial kit framesKit modulesLegacy Kits
Fleet: Embassy KitsSpire Experimental and Prototype KitsResearch Lab Kits23rd Century Kit ModulesColony World Kits
Armor
Regular: Energy DampeningPhysical Augmentation Polyalloy Weave
Recoil CompensatingIntegrated TargetingEnergy Harness
Environmental Suit
Fleet: Fleet Ground Armors
Weapons
Pistols Compression PistolDual PistolsStun PistolWide Beam Pistol
Rifles Full Auto RifleHigh Density Beam RifleSniper RifleSplit Beam Rifle
Assault Assault MinigunBlast AssaultPulsewave Assault
Other Melee weaponsSpecial Ground Weapons
Fleet: Fleet Ground Weapons
Personal Shields
Regular: Personal ShieldSpecial Shield
Fleet: Fleet Personal Shields
Ground Devices Regular: FoodNon-FoodTribbles

Gallery