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Ship WeaponsEdit

Ship Weapons are machines attached to hulls which They can be used both to attack bases and ships.

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

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 torpedos. 

BallisticEdit

The first and most basic Layered Armor provides extra protection against ballistic weapons, as does Guidance Scrambler.

If you intend to use Ballistic weapons to fight fleets rathe The first unlocked weapon type, Thud Came.

Thud Cannon
Thud Cannon
Tonymai1Added by Tonymai1


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 CannonEdit

Ripper Cannon
Tonymai1Added by Tonymai1
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 ?
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

​​

PenetratingEdit

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

Enhanced Warhead increases weapon damage and Laser Targeting increases accuracy (whilst allowing missiles to hit underwater hulls) while Solid Fuel Booster 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.

Rapier MissilesEdit

Rapiers
Tonymai1Added by Tonymai1
The second unlocked weapon type, they are simply described as "heat-seeking missiles".

Rapier Missiles are more advanced than the previous Thud Cannons, and have a much longer range. They are also the first weapons with a minimum range, meaning the weapon cannot fire at any enemy closer than 30.

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 MissilesEdit

Cutlass Missiles
Tonymai1Added by Tonymai1
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 38.5-79, 41,6-86 and 45.5-93,6 with SFB I, II or III. 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 Targetting 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

18min

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


ExplosiveEdit

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

Highly Explosive Shells increases these weapons splash damage and Electronic Range Finder incease their accuracy while the special Ablative Armor provides extra protection againt them.  Contrary to popular belief, high evade DOES NOT help against damage from explosive weapons.  These are Area-Of-Effect (AOE) weapons, therefore have no accuracy rating to be manipulated.


Diplomat MortarEdit

Diplomat Mortar
Tonymai1Added by Tonymai1
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 know 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 MortarEdit

PM
Tonymai1Added by Tonymai1
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 RocketsEdit

Hydra Rockets
Tonymai1Added by Tonymai1
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 RocketsEdit

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
Tonymai1Added by Tonymai1
Maelstrom Rockets V
Maelstrom Rockets V Contributed by T-H-R-A-S-H-E-R
Destroyer140Added by Destroyer140





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

Unknown

Build Oil

127,500

382,500

1,147,500

3,442,500

Unknown

Build Metal

123,250

357,425

1,036,533

3,005,944

Unknown

Build Energy

123,250

357,425

1,036,533

1,805,944

Unknown

Build Zynthium

119,000

333,200

932,960

2,612,288

Unknown



Underwater WeaponsEdit

Underwater projectiles can only be mounted in weapon-slots where they are allowed by the blueprint, usually found in submarines. Concussive Warheads is currently the only special that affects underwater projectiles.

Havok TorpedoesEdit

Havoks
Tonymai1Added by Tonymai1
Underwater projectile that can be fired from a submarine or a small ship. The Gunboat, Skirmisher, Longship, Predator Submarine, Arbiter and Stalker Submarine can be equipped with Havok Torpedoes.
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

Counter WeaponsEdit

These are designed to intercept incoming attacks in order to protect your ships.


Hellstorm Anti-Mortar Edit

The less effective Foresaken 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.

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

Weapons Lab

Weapons Lab 8

Weapons Lab 10

Research Time 6d 4h 45m 10d 12h 52m 30s
Oil 10,937,500 27 343 750
Metal 8,516,900 19 588 870
Energy 8,516,900 19 588 870
Zynthium 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

Hailstorm Anti-MortarEdit

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

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


Phalanx Anti-MissileEdit

Anti-Missile defence weapon used to shoot down incoming enemy missiles before they strike.
Phalanx Anti-Missile II
Destroyer140Added by Destroyer140


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 WeaponsEdit

These are weapons you can find by attacking Draconian salvage fleets and resource deposits. Salvage fleets must be level 12 or above and resource deposits level 12 or above to have a chance of dropping weapon parts. There is a percentage chance to 'win' a Blueprint piece after each successful Draconian fleet battle above a certain level. This chance varies between 2% and 6% depending on the Blueprint. Blueprints drop from both Cargo Fleets and Terrain Defense Fleets and are grouped into 3 tiers:

  • Tier 1 - drops from fleets power level between 12-23, contains 11 Blueprints in total.
  • Tier 2 - drops from fleets power level between 29-37, contains 15 Blueprints in total.
  • Tier 3 - drops from fleets power level 40+, contains 22 Blueprints in total. 

There is a streak-breaker that will prevent you from gaining a blueprint multiple times in a row, and also prevent you missing out multiple times in a row. A player receives the blueprint for a weapon once all part for that blueprint is found. At most a player can have four active Blueprints per Tier. An active Blueprint is one that the player has collected at least one piece. Once the player has four active Blueprints they will only be given Blueprint pieces from one of those four improving their completion rate.

See this forum post for further details about drops rates, this forum post for Blueprint details and look here for player tips and tricks to take out Draconian fleets.


BallisticEdit

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


D30 Impact CannonsEdit

D30-N Impact Cannon pic
D30-N Impact Cannon
JelmerrrrrAdded by Jelmerrrrr
Mysterious Draconian Tech similar to Thud cannons. Generally more powerful than the Thud III, but with shorter range, heavier, and more expensive.
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


D33 Assault CannonsEdit

D33-X Assault Cannon pic
D33-X Assault Cannon
JelmerrrrrAdded by Jelmerrrrr
Bildschirmfoto 2011-11-23 um 10.38.25
D33-X

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 best gun in the game! Stats
Assault Cannon: D33-A D33-X D33-P D33-Z
Range 42 42 42

42

Damage 100 100 100 150
Additional Damage None 25 (Explosive) 25 (Penetrating) 37 (Explosive)
Accuracy 100 100 100 100
Reload Time 1.5 1.5 1.5 1.5
D * A / RT 66.6 66.6 + 16.6 (Explosive) 66.6 + 16.6 (Penetrating)

100 + 25(Explosive)

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

Intelligence Lab 3,

Ripper Cannon 4

Tier 2 1 2
Build
Build Time 9h 43m 9h 43m 9h 43m
Build Oil 950,000 950,000 950,000
Build Metal 760,000 760,000 760,000
Build Energy 760,000 760,000 760,000
Build Zynthium 1,350,000 1,350,000 1,350,000


D35 Siege CannonsEdit

D35-S
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 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
Range 40 41 38
Damage 300 300 400
Building Damage 675 675 900
Other Damage 150 (Explosive) 150 (Explosive) 200 (Explosive)
Accuracy 40 40 40
Reload Time 4.5 4.5 4.5
D * A / RT

26.67 + 13.34 (Explosive)

26.67 + 13.34 (Explosive) 35.55 + 17.77 (Explosive)
D * A / RT (Buildings)

60 + 13.34 (Explosive)

60 + 13.34 (Explosive)

80 + 17.77 (Explosive)

Type Ballistic Ballistic Ballistic
Salvo 1 1 1
Splash 4 no no
Weight 350 Tons 350 Tons 350 Tons
Combat Speed +5% +5% +5%
Parts 8 8 8
Requirements

Intelligence Lab 8


Howitzer cannon IV

Intelligence Lab 8


Howitzer cannon IV

Intelligence Lab 8


Howitzer cannon IV

Tier 2 3 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


PenetratingEdit

Enhanced Warhead increases weapon damage and Laser Targeting increases accuracy while the specials Reactive Armor and Guidance Scrambler provide extra protection against them. ​


D51 Strike MissilesEdit

D51-L Strike Missile pic
D51-L Strike Missile
JelmerrrrrAdded by Jelmerrrrr

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. 

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 MissilesEdit

D53-C Assault Missile pic
D53-C Assault Missile
JelmerrrrrAdded by Jelmerrrrr

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.

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 + 3.47 (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 MissilesEdit

SIege
Siege D55 Missiles
Apollo4LifeAdded by Apollo4Life
Siege Missiles: D55-E D55-A D55-V
Range 66 66 66
Damage 450 450 450
Building Damage 900 900 900
Accuracy 50 50 50
Reload Time 5 5 5
D * A / RT 45 45 45
D * A / RT (Building) 90 90 90
Type Penetrating Penetrating Penetrating
Weight 1,200 Tons 1,200 Tons 1,200 Tons
Armor Points 150 250 150
Turn Speed +10% - -
Combat Speed - - +5%
Parts 7

8

8
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


ExplosiveEdit

High Explosive Shells increases the weapons splash damage and Electronic Range Finder increases weapon accuracy while the special Ablative Armor provides extra protection against them.  Contrary to popular belief, high evade DOES NOT help against damage from explosive weapons.  These are Area-Of-Effect (AOE) weapons, therefore have no accuracy rating to be manipulated.

D71 ​Shockwave MortarsEdit

D71-N Shockwave Mortar pic
D71-N Shockwave Mortar
JelmerrrrrAdded by Jelmerrrrr
Shockwave Mortar Stats
Shockwave Mortar: D71-N D71-A D71-L
Range 40-76 40-84 40-84
Damage 600 490 600
Building Damage 450 367 450
Reload Time 7 7 7
D / RT 85.7 70 85.7
D / RT (Building) 64.3 52.4 64.3
Type Explosive Explosive Explosive
Salvo 1 1 1
Splash 10 10 8
Spread 80 80 100
Weight 350 350 350
Parts

4

5 4
Requirements

Intelligence Lab 4

Diplomat Mortar 4

Intelligence Lab 6

Diplomat Mortar 4

Intelligence Lab 5

Diplomat Mortar 4

Tier 2 2 2
Build
Build Time 2h 5m 2h 5m 2h 5m
Build Oil 200,000 200,000 200,000
Build Metal 160,000 160,000 160,000
Build Energy 160,000 160,000 160,000
Build Zynthium 600,000 600,000 600,000


D73 Assault MortarEdit

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
Navyseal404Added by Navyseal404


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

Intelligence Lab 7

Peacemaker Mortar 4

Intelligence Lab 8

Peacemaker Mortar 4

Intelligence Lab 9

Peacemaker Mortar 4

Tier 3 3 3
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 MortarEdit

The top of the line, as far as base-crushing weapons are concerned.  Four times the building damage as 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.


Th Morter
D75 Siege Mortar
Navyseal404Added by Navyseal404


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

Intelligence Lab 9

Victory Mortar 4

Intelligence Lab 10

Victory Mortar 4

Intelligence Lab 9

Victory Mortar 4

Tier 3 3 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 RocketsEdit

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.


D91-L Firestorm Rockets pic
D91-L Firestorm Rockets
JelmerrrrrAdded by Jelmerrrrr
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 RocketsEdit

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
JelmerrrrrAdded by Jelmerrrrr
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)

180 + 45 (Explosive)

D / RT (Building)

150 + 75 (Ballistic) 150 + 75 (Penetrating) 150 + 75 (Explosive) 90 + 45 (Explosive)
Type Explosive Explosive Explosive Explosive
Salvo 2 2 2 2
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 RocketsEdit

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
EricprestonAdded by Ericpreston
Siege Rockets: D95-F D95-W D95-D D95-S
Range 45 45 45 45
Damage 600 600 600 430
Building Damage 1,200 1,200 1,200 860
Reload Time 1 1 1 1
D / RT 600 600 600 600
D / RT (Building) 1,200 1,200 1,200 1,200
Type Explosive Explosive Explosive Explosive
Salvo 3 3 3 3
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 18h 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

Underwater WeaponsEdit

Underwater projectiles can only be mounted in weapon-slots where they are allowed by the blueprint, usually found in submarines. Concussive Warheads is currently the only special that affects underwater projectiles.


TorpedoesEdit

Assault D63-R
Torpedo D63-R
G-SwedXAdded by G-SwedX
Torpedo: Vortex D61-T Assault D63-R Assault D63-V Siege D65-D
Type Concussive Concussive Concussive Concussive
Range 24-60 27-78 27-74 16-55
Damage 172 256 256 504 + 126 Expl
Building Damage 172 256 256 705 + 126 Expl
Accuracy 90 75 75 60
Reload Time 7 6 6 5
D * A / RT 22,1 32 32 60,4 + 15,1 Expl
D * A / RT (Building) 22,1 32 32 84,6+ 15,1 Expl
Salvo 1 1 1 1
Weight 60 Tons 220 Tons 220 Tons 400 Tons
Visible range 30 40 40 30
Bonus +10% Turnspeed - +5% Combatspeed +100 Armour
Parts 1 1 1 1
Requirements

Intelligence Lab ?

Intelligence Lab <6

Intelligence Lab ?

Intelligence Lab ?

Tier 1 2 2 3
Build
Build Time 2h 21m 40s 9h 43m 20s 1d 5h 10m 0s
Build Oil 125 000 625 000 2 500 000
Build Metal 100 000 500 000 2 000 000
Build Energy 100 000 500 000 2 000 000
Build Zynthium 187 500 937 500 3 750 000


BP
Blueprints are introduced, giving fans a chance to gain precious advanced technology from Draconians.
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