Weapons
| ALLEGOPEDIA | |
| About | History |
| FACTIONS | |
| Belters | Bios |
| Dreghklar | Ga'Taraan |
| GigaCorp | Iron Coalition |
| Omicron Hive | Rixian Unity |
| Technoflux | Draconium |
| Phoenix | Valkyrie |
| SHIPS | |
| Buying Ships | |
| Small Class | |
| Eject Pod | Interceptor |
| Fighter | Scout |
| Stealth Fighter | Other Small Ships |
| Medium Class | |
| Bomber | Fighter Bomber |
| Gunship | Stealth Bomber |
| Troop Transport | Other Medium Ships |
| Capital Class | |
| Assault Ship | Attack Carrier |
| Battlecruiser | Battleship |
| Corvette | Cruiser |
| Destroyer | Devastator |
| Freighter | Frigate |
| Other Capital Ships | |
| Ship Equipment | |
| Dispenser Items | Missiles |
| Weapons | Other Equipment |
| AI Drone Ships | |
| Carrier | Caltrop |
| Constructor | Miner |
| Tower | Other Drones |
| BASES | |
| Buying Bases | |
| Minor Bases | |
| Outpost | Refinery |
| Teleport Receiver | Other Minor Bases |
| Special Bases | |
| Garrison | Shipyard |
| Technology Bases | |
| Expansion Complex | Supremacy Center |
| Tactical Laboratory | Other Tech Bases |
Information taken from CC_03. Values are for Mk I versions of weapons only.
Note Weapons with area damage are given in terms of direct damage + area damage x radius (in metres).
Which is shortened to # + Area, #d x #m
Energy weapons
These weapons drain energy from your ship rather than ammo. As such, be careful, when using other equipment that also uses energy, such as signature cloaks. Energy does not disperse like particles, providing superior aim. Also, they travel faster, so you do not need to lead your target as much.
| Name | Image | Range | Shots per second | Damage | Bullet speed | Notes |
| Nanite repair system | 400 | 4 | -22.5 | 400 | Normally mounted on scouts, the nanite repair system simply repairs hulls of ships and stations at the cost of energy. The most common use is named after this weapon: nanning. | |
| Anti-Base Cannon | 675 | 0.67 | 100 | 450 | Used by Technoflux bombers, this weapon fires at a high rate compared to AB missiles (and don't need reload), leading to quick and efficient destruction of bases. It is also widely used against other ships due to the large energy waves. However the turret gunners also require energy which can be problematic. | |
| Heavy Anti-Base Cannon | Coming soon | 800 | 0.67 | 200 | 400 | Used by technoflux capital ships. |
| Anti-Base Shield Cannon | Coming soon | 1000 | 0.5 | 3500 | 1000 | This Technoflux-only weapon is a replacement for the EMP Missile. Even though is uses energy, it has no real advantage over the EMP missile, other than that it does not raise the ship's signature when armed. |
| Anti-Base Stinger | 800 | 8 | 6 | 800 | Used by the Rixian Unity's bombers and troop transports, this weapon can quickly destroy stations. Being energy-based, the weapon allows these ships to not have to reload after long expeditions. | |
| Disruptor | 625 | 8 | 1.6 | 1250 | Used by scouts and fighters, this weapon is mainly used to disable the strong shields of ships or weak stations, such as those of GigaCorp. | |
| Galvonic Blaster | 938 | 8 | 3.5 | 1250 | Used by advanced fighters, the galvonic blaster is ideal for taking down minor stations (Ops, Refs, Teles). It also inflicts greater damage to medium-heavy armour, and is often used against capital ships. | |
| Gauss gun | Coming soon | 1160 | 0.5 | Area 63d x 10m |
2900 | The ultimate sniper weapon, this Ga'Taraan Federation weapon can inflict great damage at a very low rate. However, it raises the ship's signature greatly when fired, and shouldn't be used when stealth is crucial. |
| Pulse laser | 625 | 10 | 5 | 1250 | Another GT weapon, this low-range energy weapon is a replacement for gattling guns and can inflict great damage with excellent accuracy, making it excellent for dogfighting. | |
| Skyripper | 1600 | 15 | 10 + Area 10d x 10m |
800 | Used by devastators and Rixian destroyers, the Skyripper can damage bases. However, stronger stations may require the ship to stop firing and recharge its energy, which is dangerous. This weapon is also devastating to other capships. | |
| Sniper | 900 | 8 | 3.5 | 1500 | Used by stealth fighters this weapon is most effective against military ships, and has a lower signature than most weapons. It has a good range that can go up to about 900 meters, and has a fast firing rate. | |
| Utility cannon | 750 | 6 | 4.6 | 1000 | Used by stealth fighters, this weapon is designed to take out utility ships such as miners, carriers and constructors but does a poor job against almost all other armour classes. |
Particle and plasma weapons
These weapons use the ammo stored on your ship and are generally more powerful than energy weapons. Particles do disperse so your aim decreases as distance increases. Particles also travel slower, so you have to lead your target more than you would with energy weapons.
Plasma weapons are very similar to their particle equivalents, however they consume energy as well as ammo and have zero dispersion. Plasma weapons are normally only found on Technoflux ships.
| Name | Image | Range | Shots per second | Damage | Bullet speed | Notes |
| Anti-Base Ion blaster | 600 | 0.67 | 220 | 400 | Technoflux weapon, used by stealth bombers. This weapon has the advantage of not raising signature before firing. Coupled with a heavy cloak, TF stealth bombers may fire from out of enemy detection. It can fire twice before requiring reload, like AB missiles. | |
| Autocannon | 1500 | 12 | 9.8 | 1000 | Normally found as a turret, this anti-fighter weapon has an average 1500m range. It's high rate of fire makes it deadly at close range. | |
| Plasma autocannon | 1500 | 11 | 9.8 | 1000 | Technoflux version. | |
| EMP cannon | 600 | 4 | 9 + Area 9d x 10m |
500 | Used by interceptors, the electromagnetic pulse cannon is used to quickly disable the shields of ships or minor stations, but has a slow firing rate. It inflicts area damage, and thus can destroy minefields. | |
| Plasma EMP cannon | Coming soon | 600 | 3 | 9 + Area 9d x 10m |
500 | Technoflux version. |
| Gatling gun | 600 | 10 | 3.2 | 600 | Used mostly by scouts and fighters, this is the standard dogfighting weapon. Although not spectacular in any regard it doesn't decent damage against most armour classes. | |
| Plasma gatling gun | 600 | 9.2 | 3.2 | 600 | Technoflux version. | |
| Lancer | 5000 | 8 | Area 20d x 25m |
2500 | Rixian weapon, used by destroyers. This weapon is ideal for the destruction of small and medium class ships at long range. | |
| Plasma Long Tom | 2500 | 1 | 100 + Area 100d x 20m |
2000 | The ultimate turret weapon, the Long Tom can take out small class ships in one, maybe two shots. | |
| Plasma Mass driver | Coming soon | 4000 | 0.5 | 150 + Area 150d x 250m |
Battleship mounted extra-long range weapon, for use on almost anything. | |
| Mini-dis | 600 | 12 | Area 1.7d x 10m |
500 | Ga'Taraan weapon, used by interceptors. This weapon is very similar to normal dis. | |
| Minigun | 400 | 12.5 | 4 | 500 | Used by interceptors this short-range weapon quickly inflicts considerable damage to other ships making it the ultimate dogfighting weapon. It does lower damage to utility craft and heavy armour. | |
| Plasma minigun | 400 | 12.5 | 4 | 500 | Technoflux version. | |
| Skycap | 2000 | 4 | 15 + Area 15d x 10m |
2000 | This weapon is usually found as a turret on capital ships and gunships. It has a lower firing rate but inflicts more damage. The bullet is bigger and inflicts area damage, making it very easy to hit your opponents. | |
| Plasma Skycap | 2000 | 3.7 | 15 + Area 15d x 10m |
2000 | Technoflux version. | |
| Plasma Skyrip | Coming soon | 1600 | 14 | 10 + Area 10d x 10m |
800 | Technoflux weapon, mounted on their flagship. Used against just about anything. |
| Plasma Striker | 2625 | 4 | Area 33d x 30m |
2625 | A destroyer weapon, optimised for destroying small and medium class ships. |