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Ship Weapons are installed on hulls to grant offensive or defensive capability to attack bases and ships.

Note: Weapon research time varies from the weapon that is being replaced or added to the ship.

A circle on the hull of a ship means above water weapons only can be placed on it. Green/Yellow means the slot is available for either above water or torpedoes.


Overview

There are currently 4 Weapon Tech Categories:

And there are currently 6 Weapon Type Categories:

For more info on Weapon Types, see below.

Information on Weapon Type Categories

Ballistic

If you intend to use Ballistic weapons to fight fleets then the first unlocked weapon type usually are Thud Cannons. They have the most range of any cannon type.

Auto-loader and Hardened Barrels improve the rate of fire and the range of these weapons respectively, while the special Layered Armor provides extra protection against ballistic weapons, by reducing the amount of damage dealt relative to the level of special applied. Thrusters increase your evasion reducing the chances of a ballistic based weapon actually hitting your ship.

Penetrating

Penetrating weapons are missiles and rockets used to "penetrate" enemy targets. They penetrate armor.

Enhanced Warhead increases weapon damage and Laser Targeting increases accuracy of missiles and retargeting allow missiles to hit the next target automatically even if ship is underwater (base defense fleet excluded) while Solid Fuel Booster (SFB) increases the range up to as much as 93 on the Cutlass missiles. Meanwhile the specials Reactive Armor and Guidance Scrambler provide extra protection against them.

Penetrating Penetrating refers to all missiles in the game, regardless of Draconian or Forsaken technology. Enhanced Warhead increases weapon damage and Laser Targeting increases accuracy while the specials Reactive Armor and Guidance Scrambler provide extra protection against them. ​

Explosive

Best used for attacking bases or targets that are slow moving because their long projectile flight time after firing can give the target the ability to move out of splash range.

These weapons do not have an accuracy rating so are unaffected by a ships evade.  Instead they land within the weapon's spread.  This means weapons with a lower spread are more likely to have their shell land on the target so specials like Electronic Range Finder help them hit more accurately.  some prefer a high spread so mortars will have the opportunity to land on targets that would otherwise be out of range.

The damage of the weapon radiates from the point of impact to the limit of the weapon's splash.  This means specials like Highly Explosive Shells increases the area in which the weapon will do damage.  Splash is useful to hit adjacent or stacked targets. Splash 4 is the width of one wall.

Concussive

Underwater projectiles can only be mounted in underwater/hybrid weapon-slots where they are allowed by the blueprint. Concussive Warheads and concussive upgrade are special that increase damage of underwater projectiles.

Anti-Explosive

These are designed to shoot down incoming mortar attacks in order to protect your ships.

Anti-Penetrating

These are designed to shoot down incoming missile attacks in order to protect your ships.

Researchable Weapons

These ship weapons can be researched in the Weapons Lab.

Ballistic

Thud Cannon

Thud Cannon

Thud Cannon



Thud Cannon Stats
Thud Cannon Level I Level II Level III Level IV
Range 0 - 49 0 - 49 0 - 49 0 - 49
Damage 14 30 68 150
Building Damage 24 52 119 262
Accuracy 100% 90% 80% 70%
Reload Time 2.0s 2.5s 3.0s 3.5s
D * A / RT 7.0 10.8 18.1 30
D * A / RT (Buildings) 12.0 18.7 31.7 52.4
Type Ballistic Ballistic Ballistic Ballistic
Weight 4 ton 9 ton 24 ton 62 ton
Research
Research Requirements Start None Thud II

Weapons Lab 2

Thud lll

Research Time - 1m 20s 4m 20m
Research Oil - 7,188 17,969 44,922
Research Metal - 4,600 9,200 18,400
Research Energy - 4,600 9,200 18,400
Research Zynthium - 3,522 6,163 10,786
Build
Build Time 5s 20s 4m 10m
Build Oil 719 1,797 4,492 11,230
Build Metal 575 1,150 2,300 4,600
Build Energy 575 1,150 2,300 4,600
Build Zynthium 503 880 1,541 2,696


Ripper Cannon

Ripper Cannon

Focusing more on a sequel to the Thud Cannon, the Ripper Cannon focuses on getting in fast and dealing damage. The range is limited on Ripper Cannons, forcing them to get closer to the enemy to attack. They are described as "twin barrelled rapid fire cannons".


Ripper Cannon Stats
Ripper Cannon Level I Level II Level III Level IV
Range 0 - 38 0 - 38 0 - 38 0 - 38
Damage 40 72 130 234
Building Damage 70 126 227 409
Salvo 3 3 3 3
Accuracy 90% 80% 70% 60%
Reload Time 1.5s 1.5s 1.5s 1.5s
D * A / RT 24.0 38.4 60.7 93.6
D * A / RT (Buildings) 42.0 67.2 105.9 163.6
Type Ballistic Ballistic Ballistic Ballistic
Weight 18 ton 43 ton 104 ton 249 ton
Research
Research Requirements Weapon Lab 6
Research Time 2h 23m 7h 10m 21h 30m 2d 16h 30m
Research Oil 62,500 312,000 1,562,000 7,812,500
Research Metal 50,000 200,000 800,000 3,200,000
Research Energy 50,000 200,000 800,000 3,200,000
Research Zynthium 43,750 153,125 535,938 1,875,781
Build
Build Time 14m 20s 43m 2h 9m 6h 27m
Build Oil 10,417 52,083 260,417 1,302,083
Build Metal 8,333 33,333 133,333 533,333
Build Energy 8,333 33,333 133,333 533,333
Build Zynthium 7,292 25,521 89.323 312,630

​​

Penetrating

Rapier Missiles

Rapiers

The second unlocked weapon type, they are simply described as "heat-seeking missiles".

They are the first weapons with a minimum range, meaning the weapon cannot fire at any enemy closer than 30.

Rapiers are of little to no use against typical foes as most players prefer using the Cutlass missiles.

Rapier Missiles Stats
Rapier Missiles Level I Level II Level III Level IV
Range 30 - 58 30 - 58 30 - 58 30 - 58
Damage 24 42 72 122
Accuracy 100% 80% 66% 50%
Reload Time 3.0s 4.0s 5.0s 6.0s
D * A / RT 8.0 8.4 9.5 10.2
Type Penetrating Penetrating Penetrating Penetrating
Weight 30 ton 69 ton 159 ton 365 ton
Research
Research Requirements Weapon Lab ? Weapon Lab ? Weapon Lab ? Weapon Lab 4
Research Time - 1h 41m 5h 03m
Research Oil - 275,000 1,375,000
Research Metal - 140,800 563,200
Research Energy - 140,800 563,200
Research Zynthium - 94,325 330,138
Build
Build Time 51s 3m 22s 10m 6s 30m 18s
Build Oil 2,200 11,000 55,000 275,000
Build Metal 1,760 7,040 28,160 112,640
Build Energy 1,760 7,040 28,160 112,640
Build Zynthium 1,540 5,390 18,865 66,028


Cutlass Missiles

Cutlass Missiles

The Cutlass Missiles are the heavy-duty counterpart to the Rapier Missiles . With much the same stat gradients, the tactic of Cutlass Missiles , they "pack a heavy punch and can put a dent in most hulls". Their range can be increased by Solid Fuel Boosters with 10%, 19% and 30% to 38.5 to 79, 41.6 to 86 and 45.5 to 93.6 with SFB I, II or III, respectively. This makes it potentially one of the longest ranged weapons for a fleet. Their accuracy can be increased with Laser Targeting with 20%, 40% and 60% with Laser Targeting I, II and III.


Cutlass Missile Stats
Cutlass Missiles level I level II level III level IV
Range 35 - 72 35 - 72 35 - 72 35 - 72
Damage 60 104 178 305
Accuracy 80% 70% 66% 50%
Reload Time 5 6 7 8
D * A / RT 9.60 12.13 16.78 19.06
Type Penetrating Penetrating Penetrating Penetrating
Weight 70 ton 161 ton 370 ton 852 ton
Research
Research Time 6h 56m 20 h 50 m 2d 14h 30m 7d 19h 30m
Research Requirements Weapon Lab 5 Weapon Lab 6 Weapon Lab 7

Weapon Lab 8

Research Oil 264,450 1,084,245 4,445,405 18,226,158
Research Metal 258,000 1,032,000 4,128,000 16,512,000
Research Energy 258,000 1,032,000 4,128,000 16,512,000
Research Zynthium 225,750 790,125 2,765,438 9,679,031
Build
Build Time 41m 40s 2h 5m 6h 15m

18h 45m

Build Oil 44,075 180,708 740,901 3,037,693
Build Metal 28,667 114,667 458,667 1,834,667
Build Energy 36,857 147,429 589,714 2,358,857
Build Zynthium 56,438 197,531 691,359 2,419,758


Explosive

Diplomat Mortar

Diplomat Mortar

The third unlocked weapon type, Diplomat Mortars are very slow to fire, but have a very high damage to weight ratio. Best described as 'one shot only', it's unlikely a Diplomat Mortar will get in many shots before the end of a battle. They are described as "high-arching explosive mortars". They are probably best used while the enemy is in pursuit and you are "running away," also known as "kiting".

Diplomat Mortar Stats
Diplomat Mortar Level I Level II Level III Level IV
Range 40 - 76 40 - 76 40 - 76 40 - 76
Damage 100 146 210 304
Building Damage 75 109 157 228
Reload Time 6.0s 6.0s 6.0s 6.0s
D / RT 16.7 24.2 35 50.8
D / RT (Buildings) 12,5 18,8 26,2 38
Type Explosive Explosive Explosive Explosive
Splash 10 10 10 10
Spread 80 80 80 80
Weight 105 ton 179 ton 303 ton 516 ton
Research
Research Requirements

Weapons Lab 5

Rapier IV

Research Time 10h 30m 0s 1d 7h 30m
Research Oil 568,750 2,843,750
Research Metal 291,200 1,164,800
Research Energy 291,200 1,164,800
Research Zynthium 195,081 682,784
Build
Build Time 7m 21m 1h 3m 3h 9m
Build Oil 3,792 18,958 94,792 473,958
Build Metal 3,033 12,133 48,533 194,133
Build Energy 3,033 12,133 48,533 194,133
Build Zynthium 2,654 9,290 32,514 113,797


Peacemaker Mortar

PM

A true upgrade to the Diplomat Mortar, the Peacemaker Mortar shows improvement in all stats except reload time, while keeping in play with the gradients upon which they lie. They are best and simply described as "massively explosive mortars". Just like the Diplomat mortar, they are very effective attacking an enemy behind you while staying out of their weapons range.

Peacemaker Mortar Stats
Peacemaker Mortar Level I Level II Level III Level IV
Range 50 - 86 50 - 86 50 - 86 50 - 86
Damage 186 286 444 688
Building Damage 139 214 333 516
Reload Time 7.0s 7.0s 7.0s 7.0s
D / RT 26.4 41.0 63.4 98.4
D / RT (Buildings) 19,9 30,6 47,6 73,7
Splash 12 12 12 12
Spread 90 90 90 90
Type Explosive Explosive Explosive Explosive
Weight 235 ton 423 ton 761 ton 1,371 ton
Research
Research Time 1d 5h 10m 3d 0h 55m 7d 14h 17m
Research Requirements Weapons Lab 7 Weapon Lab 8

Weapon Lab 9

Rapier IV

Diplomat Mortar IV

Research Oil 1,626,480 5,855,328 21,079,181
Research Energy 1,537,375 5,380,813 18,832,844
Research Metal 1,537,375 5,153,485 17,779,523
Research Zynthium 1,450,780 4,932,652 16,771,017
Build
Build Time 58m 20s 2h 55m 7h 17m 30s 18h 13m
Build Oil 75,300 271,080 975,888 3,513,197
Build Metal 73,208 256,229 896,802 3,138,807
Build Energy 72,163 248,961 858,914 2,963,254
Build Zynthium 71,117 241,797 822,109 2,795,169



Hydra Rockets

Hydra Rockets

Much like the previous Ripper Cannon, Hydra Rockets have a limited range from which they can fire powerful shots, but take a good while to reload. They are described as "launches a volley of rockets".

Hydra Rockets Stats
Hydra Rockets Level I Level II Level III Level IV
Range 40 40 40 40
Damage 150 256 434 736
Splash 8 8 8 8
Spread 80 80 80 80
Salvo 3 4 5 6
Reload Time 6.0s 6.5s 7.0s 7.5s
D / RT 25.0 39.38 62.0 98.13
Type Explosive Explosive Explosive Explosive
Weight 51 ton 83 ton 120 ton 182 ton
Research
Research Time 9h 10m 0s 1d 3h 30m 3d 10h 30m
Research Requirements Weapon Lab 6

Weapon Lab 7 Rapier IV

Diplomat Mortar IV

Research Oil 462,500 2,312,500 11,562,500
Research Energy 296,000 1,184,000 4,763,000
Research Metal 296,000 1,184,00 4,763,000
Research Zynthium 226,625 793,188 2,776,156
Build
Build Time 18m 20s 55m 2h 45m 8h 15m
Build Oil 15,417 77,083 385,417 1,927,083
Build Metal 12,333 49,333 197,333 789,333
Build Energy 12,333 49,333 197,333 789,333
Build Zynthium 10,792 37,771 132,198 462,693


Maelstrom Rockets

Maelstrom Rockets show their superiority with massive damage, albeit a low fire rate. They are said to "employ centrifugal technology to deliver epic explosions".

Maelstorm Rockets
Maelstrom Rockets V

Maelstrom Rockets V Contributed by T-H-R-A-S-H-E-R

Maelstrom Rockets Stats

Maelstrom Rockets

Level I

Level II

Level III

Level IV

Level V

Range

45

45

45

45

58

Damage

246

442

794

1,428

1,640

Splash

10

10

10

10

12

Spread

100

100

100

100

100

Salvo

3

4

5

6

6

Reload Time

7.00s

7.25s

7.50s

8.00s

7.50s

D / RT

35.14

60.97

105.87

178.13

218.67

Type

Explosive

Explosive

Explosive

Explosive

Explosive

Weight

82 Tons

172 Tons

362 Tons

759 Tons

689 Tons

Research

Research Time

9h 10m

1d 3h 30m

3d 10h 30m

10d 7h 30m

Raid reward

Research Requirements

Weapons Lab 7

Weapons Lab 8


Weapons Lab 9

Hydra Rockets III

Weapons Lab 10

Rapier Missile IV

Diplomat Mortar IV

Hydra Rockets III

Unknown

Research Oil

765,000

2,295,000

6,885,000

20,655,000

None

Research Metal

739,500

2,144,550

6,219,195

18,035,666

None

Research Energy

739,500

2,144,550

6,219,195

18,035,666

None

Research Zynthium

714,000

1,999,200

5,597,760

15,673,728

None

Build

Build Time

55m

2h 45m

8h 15m

1d 45m

1d 5h 42m

Build Oil

127,500

382,500

1,147,500

3,442,500

4,131,000

Build Metal

123,250

357,425

1,036,533

3,005,944

3,607,133

Build Energy

123,250

357,425

1,036,533

1,805,944

3,607,133

Build Zynthium

119,000

333,200

932,960

2,612,288

3,134,746




Concussive

Havok Torpedoes

Havoks

Underwater projectile that can be fired from a submarine or a small ship. The Forsaken hulls:Gunboat, Skirmisher, Longship, Predator Submarine, Mercury, Arbiter, Hurricane, Barrecuda, Specter and Stalker Submarine can be equipped with Havok Torpedoes, as well as the Draconian hulls:Corvette, Battle-Cruiser, Interdictor,and Reaper 

Havok Torpedo Stats
Torpedo Level I II III IV
Range 30-75 30-75 30-75 30-75
Damage 60 96 154 246
Reload Time 7 7 7 7
Accuracy 80% 80% 80% 80%
Type Concussive Concussive Concussive Concussive
D * A / RT 6.86 10.1 17.6 28.1
Weight 20 Tons 40 Tons 80 Tons 160 Tons
Visible range 30 30 30 30
Research
Requirements Weapons Lab 3

Weapons Lab 4

Weapons Lab 5

Weapons Lab 6

Research Time 1h 10m 3h 30m 10h 30m 1d 7h 30m
Oil 22,750 113,750 568,750 2,843,750
Metal 18,200 72,800 291,200 1,164,800
Energy 18,200 72,800 291,200 1,164,800
Zynthium 15,925 55,738 195,081 682,748
Build
Build Time 7m 21m 1h 3m 3h 9m
Build Oil 3,792 18,958 94,792 473,958
Build Metal 3,033 12,133 48,533 194,133
Build Energy 3,033 12,133 48,533 194,133
Build Zynthium 2,654 9,290 32,514 113,797

Anti-Explosive

Hailstorm anti-mortar F

Hellstorm Anti-Mortar

Hellstorm Anti-Mortar 

The less effective Forsaken version of the Draconian Hailstorm, these cannons are intended to shoot down incoming mortar rounds. While it says "anti-explosive", it has no effect on rockets like Hydra Rockets.  Anti-Mortars will keep firing at each incoming mortar until it is destroyed.

Hellstorm Anti-Mortar Stats
Anti-Explosive
Level I II III IV
Range 28 28 28 28
Salvo 2 3 4 5
Reload Time 5 5 5 5
Accuracy 20% 20% 20% 20%
Weight 100 Tons 200 Tons 400 Tons 600 Tons
Research
Requirements Weapons Lab 6

Weapons Lab 7

Weapons Lab 8

Weapons Lab 10

Research Time 2d 22h 50m 6d 4h 45m 10d 12h 52m 30s
Oil 4,375,000 10,937,500 27 343 750
Metal 3,703,000 8,516,900 19 588 870
Energy 3,703,000 8,516,900 19 588 870
Zynthium 3,087,000 6,482,700 13 613 670
Build
Build Time 2h 21m 40s 7h 5m 00s 14h 52m 30s 22h 40m 31s
Build Oil

291,667

729,167 1,822,917 4,557,292
Build Metal 268,333 617,167 1,419,483 3,264,812
Build Energy 268,333 617,167 1,419,483 3,264,812
Build Zynthium 245,000 514,500 1,080,450 2,268,945

Forsaken Blueprint Weapons

You must have the appropriate blueprint of Forsaken origin in your lab to build these weapons.

Ballistic

Shredder cannon

Shredder Cannon

Shredder Cannons

Modified Ripper cannon, sacrificing accuracy for increased range. Only available through raid events.

 
Version: Shredder Cannon I Shredder Cannon II Shredder Cannon III
Range 45 45 45
Damage 66 122 248
Building Damage 148 274 558
Accuracy 40 40 40
Reload Time 1.6 1.6 1.6
D * A / RT 16.5 30.5 62.0
D * A / RT (Buildings) 37.0 68.5

139.5

Type Ballistic Ballistic Ballistic
Salvo 4 4 4
Weight 96 152 284
Parts 1 1 1
Requirements ? ? ?
Tier Forsaken Mission 1 Forsaken Mission 2 Forsaken Mission 3
Build
Build Time 6h 33m 11h 38m 19h 23m
Build Oil 572,055 1,097,864 1,584,055
Build Metal 388,421 701,543 1,158,943
Build Energy 328,754 687,345 1,094,678
Build Zynthium 298,564 600,152 946,222


Penetrating

Downpour Missiles III

Downpour Missiles

Downpour Missile

Equipped in multi-purpose weapon slots only, these precision strike missiles can fire while submerged. Ship/sub must be stopped for weapon to fire. Pre-fire delay occurs when ships stop, so ships must sit for 0.75 seconds before missiles will fire.

Downpour Missile Stats
I II III
Range 24 - 64 24 - 64 24 - 64
Damage 48 104 236
Building Damage 96 208 472
Accuracy 70% 70% 70%
Reload Time 5 5 5
D * A / RT 6.72 14.56 33.04
D * A / RT (Building) 13.44 29.12 66.08
Type Penetrating Penetrating Penetrating
Weight 175 ton 350 ton 700 ton
Pre-fire Delay 0.75 0.75 0.75
Flak Evasion 34% 34% 34%
Build
Build Time
Build Oil
Build Metal
Build Energy
Build Zythium

Explosive

Negotiator Mortar

Negotiator Mortar

Negotiator Mortars

A Forsaken low arc assault mortars with longer range but lower damage output only available through blueprints. Stats are taken from bp.tel4u.gr and needs to be verified from ingame.

Negotiator Mortar Stats
Version: Negotiator Mortar I Negotiator Mortar II Negotiator Mortar III
Range 40-88 40-88 40-88
Damage 52 116 240
Building Damage 52 116 240
Splash 13 13 13
Spread 100 100 100
Reload Time 5 5 5
Type Explosive Explosive Explosive
Weight 156 312 624
Parts ? ? ?
Requirements ? ? ?
Tier ? ? ?
Build
Build Time 2h 22m 1d 2h 23m 3d 7h 10m
Build Oil 350,000 3,000,000 7,500,000
Build Metal 280,000 2,400,000 6,000,000
Build Energy 280,000 2,400,000 6,000,000
Build Zynthium 1,050,000 4,500,000 11,250,000


Concussive

Poseidon Depth Charge

Poseidon Depth Charge

Poseidon Depth Charges

Depth Charges fire barrel bombs that explode underwater catching subs unguarded and sink them to the corals at the bottom of the seas.

Poseidon Depth Charge Stats

Poseidon Depth Charge: I II III
Splash

10

12 15
Spread 100 100 100
Range 8 - 64 8 - 64 8-64
Damage 44 88 182
Building Damage 4 8 18
Salvo 4 5 6
Reload Time 7 7 7
Type Concussive Concussive Concussive
Weight 150 300 600
Explosive Damage 88 176 364
Submerged Damage 264 528 1092
Submerged Explosive Damage 528 1056 2184
Build
Build Time 2h 21m 40s 1d 2h 23m 20s 3d 16h 53m 20s
Build Oil 350,000 3,000,000 5,880,000
Build Metal 280,000 2,400,000 4,704,000
Build Energy 280,000 2,400,000 4,704,000
Build Zynthium 1,050,000 4,500,000 11,760,000

Piranha Depth Charges

Pirana depth charge

Piranha depth charge

A powerful close range weapon that hurls depth charges just below the surface for devastating damage.  It can be intercepted by

 Phalanx Anti-Missiles, but are not very good due to minimal range.


Piranha Depth Charge Stats
Piranha Depth Charge: I II III
Splash

4

4 4
Spread 45 45 45
Range 18 18 18
Damage 2,592 5,212 7,776
Building Damage 259 521

777

Salvo 4 5 6
Reload Time 6 6 6
Type Concussive Concussive Concussive
Weight 311 514 722
Explosive Damage
Submerged Damage 2,592 5,212 7,776
Submerged Explosive Damage
Build
Build Time 6h 51m 15h 18m 1d 8h 3m
Build Oil 350,000 3,000,000 8,232,000
Build Metal 280,000 2,400,000 6,585,000
Build Energy 280,000 2,400,000 6,585,000
Build Zynthium 1,050,000 4,500,000 16,467,000

Anti-Penetrating

Phalanx Anti-Missile

Anti-Missile defence weapon used to shoot down incoming enemy missiles before they strike.  Phalanxes will target each incoming missile with a single shot from the phalanx. 

Phalanx Anti-Missile II


Phalanx Anti-Missile Stats
Anti-Missile
Level I II III
Range 5-30 5-30 5-30
Salvo 4 5 6
Reload Time 6 6 6
Accuracy 50% 55% 60%
Missile Defence 0% 5% 10%
Weight 125 Tons 250 Tons 500 Tons
Build
Build Time 2h 36m 40s 6h 48m 20s 16h 26m 40s
Build Oil 200,000 2,150,000 4,675,000
Build Metal 160,000 1,720,000 3,740,000
Build Energy 160,000 1,720,000 3,740,000
Build Zynthium 600,000 3,225,000 9,350,000


Draconian Blueprint Weapons

You must have the appropriate blueprint of Draconian origin in your lab to build these weapons.

Ballistic

D30 Impact Cannons

D30-N Impact Cannon pic

D30-N Impact Cannon

Mysterious Draconian Tech similar to Thud cannons. Generally more powerful than the Thud III, but with shorter range, heavier, and more expensive.

Not advisable to use in any stage of the game. Only for really desprate people.

Impact Cannon Stats
Impact Cannon: D30-N D30-A D30-L
Range 36 42 42
Damage 100 70 100
Building Damage 150 105 150
Accuracy 100 100 66
Reload Time 3 3 3
D * A / RT 33.3 23.3

22

D * A / RT (Buildings) 50 35 33
Type Ballistic Ballistic Ballistic
Salvo 1 1 1
Weight 80 80 80
Parts 4 5 5
Requirements Intelligence Lab 1 Intelligence Lab 2 Intelligence Lab 2
Tier 1 2 1
Build
Build Time 15m 15m 15m
Build Oil 50,000 50,000 50,000
Build Metal 40,000 40,000 40,000
Build Energy 40,000 40,000 40,000
Build Zynthium 150,000 150,000 150,000


Assult cannon D33-A

Assault Cannon D33-A

D33 Assault Cannons

The Assault Cannons have better damage and range than the Ripper III and are also more accurate, but weigh more and are vastly more expensive. The D33-Z (brand new as of May 2013) is an impressive FvF weapon with the highest DPS of any ship-based gun.




Assult cannon D33-Z

Assault Cannon D33-Z

D33 Assault Cannons  Stats
Assault Cannon: D33-A D33-X D33-P D33-Z D33-D
Range 42 42 42 42 42
Damage 100 100 100 150 100
Additional Damage None 25 (Explosive) 25 (Penetrating) 37 (Explosive) None
Accuracy 100 100 100 100 100
Reload Time 1.5 1.5 1.5 1.5 1.5
Slow Effect +5% per hit (75% max)
D * A / RT 66.67 66.67 + 16.67 (Explosive) 66.67 + 16.67 (Penetrating)

100 + 24.67 (Explosive)

66.67
Type Ballistic Ballistic Ballistic Ballistic Ballistic
Salvo 2 2 2 2 2
Armor 80 40 40 100 50
Weight 150 150 150 200 150
Parts 7 6 6 Reward for Drac Hunt 4 1
Requirements

Intelligence Lab 3,

Ripper Cannon 4

Tier 2 1 2 FM-3
Build
Build Time 9h 43m 9h 43m 9h 43m 20h 50m 1d 8h
Build Oil 950,000 950,000 950,000 1,750,000 4,488,964
Build Metal 760,000 760,000 760,000 1,400,000 3,232,054
Build Energy 760,000 760,000 760,000 1,400,000 3,052,496
Build Zynthium 1,350,000 1,350,000 1,350,000 2,625,000 7,182,342


D35 Siege Cannons

Siege Cannon D35 W

Siege Cannon D35 W

Siege cannons are the ultimate Draconian Ballistic weapons. Shooting globules of metal their range is limited but their additional explosive and splash damage (D35-S, D35-W, and D35-Z only), combined with Hardened Barrels and Auto Reloader make this a highly sought after weapon.

This is one of the few weapons to grant a Combat Speed bonus making it perfect for FvF fighting or Blitz Fleets.


Siege Cannon: D35-S D35-L D35-X D35-Z D35-W
Range 40 41 38 40 40
Damage 300 300 400 350 250
Building Damage 675 675 900 962 500
Wall Damage 1500
Other Damage 150 (Explosive) 150 (Explosive) 200 (Explosive) 175 (Explosive) 125 (Explosive)
Accuracy 40 40 40 40 40
Reload Time 4.5 4.5 4.5 4.5 4.5
D * A / RT

26.67 + 13.34 (Explosive)

26.67 + 13.34 (Explosive) 35.55 + 17.77 (Explosive) 31.11 + 15.56 (Explosive) 22.22 + 11.11 (Explosive)
D * A / RT (Buildings)

60 + 13.34 (Explosive)

60 + 13.34 (Explosive)

80 + 17.77 (Explosive)

85.51 + 15.56 (Explosive) 44.44 + 11.11 (Explosive)
Type Ballistic Ballistic Ballistic Ballistic Ballistic
Salvo 1 1 1 1 1
Splash 4 no no 4 6
Weight 350 Tons 350 Tons 350 Tons 350 Tons 350 Tons
Combat Speed +5% +5% +5% +5% +5%
Parts 8 8 8 Prize for Dragon's Nest 2 1
Requirements

Intelligence Lab 8

Howitzer cannon IV

Intelligence Lab 8

Howitzer cannon IV

Intelligence Lab 8

Howitzer cannon IV

?
Tier 2 3 3 Forsaken Mission 3
Build
Build Time 2d 35m 2d 35m

2d 35m

Build Oil 1,900,000 1,900,000 1,900,000
Build Metal 1,520,000 1,520,000 1,520,000
Build Energy 1,520,000 1,520,000 1,520,000
Build Zynthium 3,800,000 3,800,000 3,800,000


Penetrating

D51 Strike Missiles

D51-L Strike Missile pic

D51-L Strike Missile

Strike Missiles are better than any other kind of forsaken missle excluding the N variant. They have significantly more, have good range and are lightweight, however in order for them to become useful, SFB will be a necesseasry requirement for them, as well as Laser targeting for the L variant and Enhanced Warheads for the A variant. They drop from level 17 and 23 cargo fleets.

Strike Missile Stats
Strike Missiles: D51-N D51-A D51-L
Range 60 66 66
Damage 100 72 100
Accuracy 90 90 60
Reload Time 3 3 3
D * A / RT 30 21.6 20
Type Penetrating Penetrating Penetrating
Salvo 1 1 1
Weight 120 120 120
Parts 4 5 4
Requirements

Intelligence Lab 3

Rapier Missiles IV

Intelligence Lab 4

Rapier Missiles IV

Intelligence Lab 3

Rapier Missiles IV

Tier 1 1 1
Build
Build Time 1h 6m 40s 1h 6m 40s 1h 6m 40s
Build Oil 125,000 125,000 125,000
Build Metal 100,000 100,000 100,000
Build Energy 100,000 100,000 100,000
Build Zynthium 375,000 375,000 375,000


D53 Assault Missiles

D53-C Assault Missile pic

D53-C Assault Missile

These missiles are better than anything the Forsaken have been able to come up with. They have better statistics than the Cutlass IV across the board: better DPS, slightly better range, no minimum range exclusion, lower weight, higher accuracy, and faster reload times.

D53's are considered the ultimate missiles as combined with SFB3 and Laser Targetting 3, it's possible to create fleets that can be sent in to "Auto" level 40 salvages. They are also useful in "Sniping" bases to get access to the enemies warehouses/outposts without running the gauntlet of the defences.

Not advisded in a full scale base assult as for low buliding damadge.

Assault Missile Stats
Assault Missiles: D53-C D53-M D53-R
Range 74 74 74
Damage 150 150 150
Building Damage 75 75 75
Other Damage 37 (Ballistic) 37 (Penetrating) 37 (Explosive)
Accuracy 75 75 75
Reload Time 4 4 4
D * A / RT 28.125 + 6.94 (Ballistic)

28.125 + 6.94 (Penetrating)

28.125 + 6.94 (Explosive)
D * A / RT (Building) 14.06 + 6.94 (Ballistic)

14.06 + 6.94 (Penetrating)

14.06 + 6.94 (Explosive)
Type Penetrating Penetrating Penetrating
Salvo 2 2 2
Weight 600 600 600
Parts

6

6

7
Requirements

Intelligence Lab 5
Cutlass Missile IV
Rapier Missile IV

Intelligence Lab 6
Cutlass Missile IV
Rapier Missile IV

Intelligence Lab 7
Cutlass Missile IV
Rapier Missile IV

Tier: 2 2 2
Build
Build Time 1d 2h 23m 1d 2h 23m 1d 2h 23m
Build Oil 2,000,000 2,000,000 2,000,000
Build Metal 1,600,000 1,600,000 1,600,000
Build Energy 1,600,000 1,600,000 1,600,000
Build Zynthium 3,000,000 3,000,000 3,000,000


D55 Siege Missiles

drops at salvages Level 40+

Heavy Duty anti building Missiles, deals extra damage to structures.

Better damage than strike and assault missles! Except for FvF, Assult Missles are best at that.

SIege

Siege D55 Missiles

Siege Missiles: D55-E D55-A D55-V D55-F
Range 66 66 66 66
Damage 450 450 450 450
Building Damage 900 900 900 900
Other Damage 148 (Explosive)
Accuracy 50 50 50 60
Reload Time 5 5 5 5
D * A / RT 45 45 45 54 + 17.76 (Explosive)
D * A / RT (Building) 90 90 90 108 + 17.76 (Explosive)
Type Penetrating Penetrating Penetrating Penetrating
Weight 1,200 Tons 1,200 Tons 1,200 Tons 1,200 Tons
Armor Points 150 250 150 150
Turn Speed +10% - -
Combat Speed - - +5%
Flak Evasion +25%
Parts 7

8

8 1
Requirements

Intelligence Lab 9

Sentinel Missiles IV

Intelligence Lab 10

Sentinel Missiles IV

Intelligence Lab 9

Sentinel Missiles IV

Tier 3 3 3
Build
Build Time 1d 15h 35m 1d 15h 35m 1d 15h 35m
Build Oil 3,000,000 3,000,000 3,000,000
Build Metal 2,400,000 2,400,000 2,400,000
Build Energy 2,400,000 2,400,000 2,400,000
Build Zynthium 6,000,000 6,000,000 6,000,000


Explosive

D71 ​Shockwave Mortars

Light Mortars perfect for base hitting. It is advisable to put this on any mortar ship.

The most popular from blueprints is the L version, although the D71-Q reward from Tier 3 of Forsaken Missions is now considered the ulitmate Shockwave, with increased damage, a slightly faster reload time, and a salvo of two to help overcome anti-mortar defenses.

Shockwave Mortar D71-Q

Shockwave Mortar D71-Q

Shockwave Mortar Stats
Shockwave Mortar: D71-N D71-A D71-L D71-Q
Range 40-76 40-84 40-84 40-84
Damage 600 490 600 800
Building Damage 450 367 450 600
Reload Time 7 7 7 6.5
D / RT 85.7 70 85.7 123
D / RT (Building) 64.3 52.4 64.3 92.3
Type Explosive Explosive Explosive Explosive
Salvo 1 1 1 2
Splash 10 10 8 8
Spread 80 80 100 100
Weight 350 350 350 350
Armor Points - - - +100
Parts

4

5 4

Forsaken Mission 

Requirements

Intelligence Lab 4

Diplomat Mortar 4

Intelligence Lab 6

Diplomat Mortar 4

Intelligence Lab 5

Diplomat Mortar 4

Unknown
Tier 2 2 2 FM-3
Build
Build Time 2h 5m 2h 5m 2h 5m 3h 30m
Build Oil 200,000 200,000 200,000 300,000
Build Metal 160,000 160,000 160,000 240,000
Build Energy 160,000 160,000 160,000 240,000
Build Zynthium 600,000 600,000 600,000 900,000


D73 Assault Mortar

Reduced spread, faster reload, higher damage, and a propensity to anticipate the location of the target make the Assault Mortar a powerful weapon, when compared to the Shockwave Mortar.  The only drawbacks are, lower building damage and higher weight, which means you won't be able to effectively fit one of these into every weapon slot on a ship.  However, having one to accompany a couple Shocks is usually a good idea when kiting the enemy. 

AM

D73 Assault Mortar


Assault Mortar: D73-C D73-M D73-R D73-X
Range 50-84 50-84 50-84 50-88
Damage 1,200 1,200 1,200 1,500
Building Damage 240 240 240 300
Other Damage 300 (Ballistic) 300 (Penetrating) 300 (Explosive) 450 (Explosive)
Reload Time 6 6 6 6
D / RT 200 + 50 (Ballistic) 200 + 50 (Penetrating) 250 325
D / RT (Buildings) 40 + 50 (Ballistic) 40 + 50 (Penetrating) 90 125
Type Explosive Explosive Explosive Explosive
Salvo 1 1 1 3
Splash 10 10 10 10
Spread 60 60 60 60
Weight 1,200 Tons 1,200 Tons 1,200 Tons 1,200 Tons
Parts 6 6 7 Raid Reward
Requirements

Intelligence Lab 7

Peacemaker Mortar 4

Intelligence Lab 8

Peacemaker Mortar 4

Intelligence Lab 9

Peacemaker Mortar 4

Unknown
Tier 3 3 3 Raid 4
Build
Build Time 1d 5h 10m 1d 5h 10m 1d 5h 10m
Build Oil 3,000,000 3,000,000 3,000,000
Build Metal 2,400,000 2,400,000 2,400,000
Build Energy 2,400,000 2,400,000 2,400,000
Build Zynthium 4,500,000 4,500,000 4,500,000


D75 Siege Mortar

The top of the line, as far as base-crushing weapons are concerned.  With four times the building damage of the Shockwave Mortar, and far superior splash radius, the Siege Mortar is something to be feared.  Its massive weight and minimum range are really the only limiting factors holding it back, but in the hands of an experienced player, they can walk through just about any base, making even DU 4 turrets melt like butter from the massive damage.  The D75-B is the new ultimate Siege Mortar, with close to double the building damage and bonuses to Armor and Ballistic Defense.

Th Morter

D75 Siege Mortar


Siege Mortar: D75-V D75-S D75-D D75-B
Range 50-84 60-84 50-84 60-84
Damage 1,200 1,200 1,200 1,600
Building Damage 1,680 1,680 1,680 3,200
Reload Time 7 7 7 7
D / RT 171.4 171.4 171.1 228.6
D / RT (Buildings) 240 240 240 457
Type Explosive Explosive Explosive Explosive
Splash 12 18 12 18
Spread 120 100 120 100
Weight 1,800 Tons 1,800 Tons 1,800 Tons 1,800 Tons
Combat Speed 10 - - -
Armor Points 200 150 400 1,200
Ballistic Defense - - - +10%
Parts 7 8 8 Forsaken Mission
Requirements

Intelligence Lab 9

Victory Mortar 4

Intelligence Lab 10

Victory Mortar 4

Intelligence Lab 9

Victory Mortar 4

Unknown
Tier 3 3 3 FM-3
Build
Build Time 1d 19h 45m 1d 19h 45m 1d 19h 45m
Build Oil 4,200,000 4,200,000 4,200,000
Build Metal 3,360,000 3,360,000 3,360,000
Build Energy 3,360,000 3,360,000 3,360,000
Build Zynthium 8,400,000 8,400,000 8,400,000



D91 Firestorm Rockets

The most basic of Draconian rocket technology, the Firestorm is already superior to Hydra Rockets as well as Maelstorm Rockets I,II, and III. This is due to its superior range, quick reload time, and remarkably lower tonnage. Although stats say that Forsaken rockets are superior, this is not necessarily true; due to the extremely low weight of Firestorm Rockets, more available tonnage can be used for armor and specials, or other weaponry. This is especially true if a player has anything weaker than a Leviathan for unlocked hulls, or if a player plans to use rockets to cover the mininum range of a mortar-based ship, allowing more mortars to be built. Advided not to only put firestorm on all the weapon slots of a ship.

D91-L Firestorm Rockets pic

D91-L Firestorm Rockets

Firestorm Rockets Stats
Firestorm Rockets: D91-N D91-A D91-L D91-S
Range 47 51 51 51
Damage 70 58 70 70
Other Damage None None None None
Reload Time 1 1 1 1
D / RT 70 58 70 70
Type Explosive Explosive Explosive Explosive
Salvo 1 1 1 1
Splash 10 10 10 10
Spread 100 100 150 65
Weight 100 100 100 200
Parts 4 5 4 Reward for Forsaken Missions
Requirements

Intelligence Lab 3

Rapier Missile IV

Intelligence Lab 5

Rapier Missile IV

Intelligence Lab 4

Rapier Missile IV

Intelligence Lab ?

Rapier Missile IV

Tier 1 2 2 1
Build
Build Time 2h 21m 40s 2h 21m 40s 2h 21m 40s 2h 21m 40s
Build Oil 350,000 350,000 350,000 350,000
Build Metal 280,000 280,000 280,000 280,000
Build Energy 280,000 280,000 280,000 280,000
Build Zynthium 1,050,000 1,050,000 1,050,000 1,050,000


D93 Assault Rockets

Assault rockets are best suited for close to mid-range warfare.  Spewing 300 damage every second makes this weapon one which would be wise to avoid.  Still too heavy to be built en masse, they are usually accompanied by a slew of Firestorm Rockets.  If you have the Cluster Warhead special, this weapon becomes a fearsome FvF tool that can quickly take down even capital ships.

Assault Rockets D93-M pic

Assault Rockets D93-M

Assault Rockets: D93-C D93-M D93-R D93-S
Range 56 56 56 56
Damage 300 300 300 180
Building Damage 150 150 150 90
Other Damage 75 (Ballistic) 75 (Penetrating) 75 (Explosive) 45 (Explosive)
Reload Time 1 1 1 0.75
D / RT

300 + 75 (Ballistic)

300 + 75 (Penetrating)

300 + 75 (Explosive)

240 + 60 (Explosive)

D / RT (Building)

150 + 75 (Ballistic) 150 + 75 (Penetrating) 150 + 75 (Explosive) 120 + 60 (Explosive)
Type Explosive Explosive Explosive Explosive
Salvo 2 2 2 1
Splash 10 10 10 12
Spread 100 100 100 50
Weight 600 Tons 600 Tons 600 Tons 1,200 Tons
Parts 6 6 7 Reward for Forsaken Missions
Requirements Intelligence Lab 7 Intelligence Lab 7 Intelligence Lab 8 Intelligence Lab ?
Tier 3 3 3 2
Build
Build Time 1d 2h 23m 1d 2h 23m 1d 2h 23m 1d 2h 23m
Build Oil 3,000,000 3,000,000 3,000,000 3,000,000
Build Metal 2,400,000 2,400,000 2,400,000 2,400,000
Build Energy 2,400,000 2,400,000 2,400,000 2,400,000
Build Zynthium 4,500,000 4,500,000 4,500,000 4,500,000

D * A / RT = Damage per second


D95 Siege Rockets

Siege Rockets would be a great weapon to simply blitz through a base... if they weren't so darned heavy.  Weighing in at a whopping 2300 tons, you'd be hard pressed to fit more than 5 or 6 of these in a decent fleet.  The flak/wall avoiding attributes almost make these worth the massive weight.  Having the same reload as other Draconian rockets, Cluster Warhead helps this weapon tremendously.  Unfortunately, Siege Rockets also have one of the shortest ranges of any drac weapons.  On the bright side, each variant adds a considerable amount of armor points to your ships.

The short range, combined with the high weight, make this great weapon useless for serious base attacks, and make it more suited to base prep for your Siege Mortar fleet.

D95-W

Siege Rocket D95-W

Siege Rockets: D95-F D95-W D95-D D95-S
Range 45 45 45 45
Damage 600 600 600 430
Building Damage

4,000

1,200 1,200 860
Reload Time 1 1 1 1
D / RT 600 600 600 430
D / RT (Building) 1,200 1,200 1,200 860
Type Explosive Explosive Explosive Explosive
Salvo 3 3 3 1
Splash 10 10 10 16
Spread 150 150 150 90
Weight 1,300 Tons 1,300 Tons 1,300 Tons 2,300 Tons
Flak Evasion 34% - - -
Wall Evasion - 34% - -
Armor points 400 400 800 400
Ballistic Defense - - +5% +5%
Explosive Defense - - +5% +5%
Missile Defense +5% +5% +5% +5%
Parts 7 7 7 Reward for Forsaken Missions
Requirements

Intelligence Lab 10

Maelstrom Rockets IV

Intelligence Lab 10

Maelstrom Rockets IV

Intelligence Lab 10

Maelstrom Rockets IV

Intelligence Lab ?

Maelstrom Rockets IV

Tier 3 3 3 3
Build
Build Time 1d 18h 1d 18h 1d 20h 1d 18h
Build Oil 4,200,000 4,200,000 4,200,000 4,200,000
Build Metal 3,360,000 3,360,000 3,360,000 3,360,000
Build Energy 3,360,000 3,360,000 3,360,000 3,360,000
Build Zynthium 8,400,000 8,400,000 8,400,000 8,400,000

Concussive

Siege D61

Siege D61

D61 vortex torpedoes

Light weighted torpedoes for smaller crafts. For players who don't Havco or Assult Torpedo.

Vortex D61-T Vortex D61-M Vortex D61-A
Type Concussive Concussive Concussive
Range 24-60 24-60 24-60
Damage 172 172 + 43 Missile 172
Building Damage 172 172 + 43 Missile 172
Accuracy 90 75 100
Reload Time 7 7 7
D * A / RT 22.1 18.4 + 4.6 Missile 24.6
D * A / RT (Building) 22.1 18.4 + 4.6 Missile 24.6
Salvo 1 1 1
Weight 60 Tons 60 Tons 60 Tons
Visible range 30 30 30
Bonus +10% Turnspeed
Parts 1 1 1
Requirements Intelligence Lab ?
Tier 1 Forsaken Mission
Build
Build Time 2h 21m 40s
Build Oil 125 000
Build Metal 100 000
Build Energy 100 000
Build Zynthium 187 500

D63 Assault torpedoes

Fleet sinking torpedoes with range and power.

Assault D63-R

Torpedo D63-R

Assault D63-R Assault D63-V Assault D63-X Assault D63-B
Type Concussive Concussive Concussive Concussive
Range 27-78 27-74 27-75 27-78
Damage 256 256 256 + 64 (Explosive) 420
Building Damage 256 256 256 420
Accuracy 75 75 75 75
Reload Time 6 6 6 6
D * A / RT 32 32 32 + 8 (Explosive) 52,5
D * A / RT (Building) 32 32 32 + 8 (Explosive) 52,5
Salvo 1 1 1 1
Weight 220 Tons 220 Tons 220 Tons 220 Tons
Visible range 40 40 40 40
Bonus +5% Combatspeed +5% Combatspeed
Parts 1 1 1
Requirements Intelligence Lab <6
Tier Raid / FM 2 Raid / FM 2 Raid / FM 2 Weekly T3
Build
Build Time 9h 43m 20s 9h 43m 20s 1d
Build Oil 625 000 625 000 7,500,500
Build Metal 500 000 500 000 6,000,000
Build Energy 500 000 500 000 6,000,000
Build Zynthium 937 500 937 500 11,250,000

D65 Siege torpedoes

Siege D65

Siege D65

Building destroyer use to decimate building fast.

Siege D65-S Siege D65-C Siege D65-D
Type Concussive Concussive Concussive
Range 16-55 16-55 16-55
Damage 504 504 + 126 (Ballistic) 504 + 126 (Explosive)
Building Damage 705 705 + 126 (Ballistic) 705 + 126 (Explosive)
Accuracy 60 60 60
Reload Time 5 5 5
D * A / RT 60.5 60.5 + 15.1 (Ballistic) 60.5 + 15.1 (Explosive)
D * A / RT (Building) 84.6 84.6+ 15.1 (Ballistic) 84.6+ 15.1 (Explosive)
Salvo 1 1 1
Weight 400 Tons 400 Tons 400 Tons
Visible range 20 30 30
Bonus +100 Armor +100 Armor +100 Armour
Parts 1 1 1
Requirements
Tier Raid / FM 3 Raid / FM 3 Raid / FM 3
Build
Build Time 1d 5h 10m 0s
Build Oil 2 500 000
Build Metal 2 000 000
Build Energy 2 000 000
Build Zynthium 3 750 000

Anti-Explosive

Hailstorm Anti-Mortar-C

Hailstorm Anti-Mortar

Hailstorm Anti-Mortar

Anti-mortar defence weapon used to shoot down incoming enemy mortar rounds before they strike. While it says "anti-explosive", it has no effect on rockets like Hydra Rockets.  Anti-Mortars will keep firing at each incoming mortar until it is destroyed.

Hailstorm Anti-Mortar Stats
Anti-Explosive
Level A B C
Range 28 28 28
Salvo 3 4 5
Reload Time 5 5 5
Accuracy 25% 25% 25%
Explosive Defence 0% 5% 10%
Weight 120 Tons 240 Tons 480 Tons
Build
Build Time 2h 21m 40s 4h 43m 20s 9h 26m 40s
Build Oil 150,000 450,000 1,350,000
Build Metal 120,000 360,000 1,080,000
Build Energy 120,000 360,000 1,080,000
Build Zynthium 300,000 900,000 2,700,000

Reaver Blueprint Weapons

For more Information about Reavers, visit Reaver Faction.

Ballistic

Reaver Chaingun

Visit Reaver Chaingun for information.

Explosive

Inferno Rockets

Visit Inferno Rockets for information.

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