Ship weapons

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Ship weapons are ship modules designed for one purpose, with one desire and one drive: To destroy.

Direct fire[edit | edit source]

Beams[edit | edit source]

Name Image Max Damage Range Cooldown Production cost Size Modifiers
Fusion beam
Fusion beam.png
2.5 * (6 Procs) 17 5 8 12 Continuous fire beams


Auto fire 
Heavy mount 
Enveloping

Ion pulse beam
Ion pulse cannon.png
6 * (8 Procs) 40 6 13 12 Continuous fire beams


Auto fire 
Heavy mount 
Enveloping

Graviton beam
Graviton beam.png
13*(8 Procs) 40 6 20 12 Continuous fire beams


Auto fire 
Heavy mount 
Enveloping

Death ray
Death ray.png
25 * (8 Procs) 40 8 25 50 Continuous fire beams


Auto fire 
Heavy mount 
Enveloping

Stellar converter
Stellar converter.png
400 * (10 Procs) 70 30 160 (base hull cost increased x1.3) Cruiser: 439

Battleship: 571

Titan: 742

Doomstar: 965

None

Lasers[edit | edit source]

Name Image Max Damage Range Cooldown Production cost Size Modifiers
Laser cannon
Laser cannon.png
3 40 4 2 6 Point defense 


Continuous fire lasers
Auto fire 
Heavy mount 
Enveloping

Mass driver
Mass driver.png
8 40 4 4 8 Point defense 


Continuous fire lasers
Auto fire 
Heavy mount 
Enveloping

Neutron blaster
Neutron blaster.png
10 40 6 5 12 Continuous fire lasers


Auto fire 
Heavy mount 
Enveloping

Gauss cannon
Gauss cannon.png
20 40 4 8 8 Continuous fire lasers


Auto fire 
Heavy mount 
Enveloping

Phasors
Phasors.png
40 40 6 10 8 Point defense 


Continuous fire lasers
Auto fire 
Heavy mount 
Enveloping

Plasma cannon
Plasma cannon.png
40 50 4 15 30 Continuous fire lasers


Auto fire 
Heavy mount 
Enveloping

Disruptor cannon
Disruptor cannon.png
90 50 6 25 30 Continuous fire lasers


Auto fire 
Heavy mount 
Enveloping

Mauler device
Mauler device.png
350 8 10 50 200 Continuous fire lasers


Auto fire 
Heavy mount 
Enveloping

Missiles[edit | edit source]

Missiles are fast-moving projectiles that deal plenty of damage, but are very vulnerable to point-defense weapons.
Name Image Max Damage Range Cooldown Hull Points Production cost Size Modifiers
Nuclear missile
Nuclear missile.png
10 50 7 5 4 10


heavy armor
eccm 
fast 
mirv

Merculite missile
Merculite missile.png
20 50 6 8 6 10


heavy armor
eccm 
fast 
mirv

Pulson missile
Pulson missile.png
35 50 5 12 10 10


heavy armor
eccm 
fast 
mirv

Zeon missile
Zeon missile.png
60 50 5 18 15 10


heavy armor
eccm 
fast 
mirv

Torpedoes[edit | edit source]

  • Trading speed and maneuverability for punch, torpedoes are essentially missiles on steroids. While not as fast or numerous, they pack a punch far above that of regular missiles.
Name Image Max Damage Range Cooldown Production cost Size Modifiers
Proton torpedoes
Proton torpedoes.png
25 60 10 6 15


enveloping 
overloaded 
fast 
semi guided

Anti-matter torpedoes
Antimatter torpedoes.png
50 60 10 10 15


enveloping 
overloaded 
fast 
semi guided

Plasma torpedoes
Plasma torpedoes.png
120 60 10 15 15


enveloping 
overloaded 
fast 
semi guided

Surface bombs[edit | edit source]

  • Not used in direct combat, bombs are used to bombard planetary surfaces and space structures like outposts or mines, to destroy infrastructure, kill military units, and wipe out civilian populations (in that order).
  • Biological weapons do not deal damage to infrastructure, but cause mass casualties among civilians. Understandably, other races are not pleased with this.
Name Image Production cost Size
Nuclear bomb
Nuclear bomb.png
4 10
Fusion bomb
Fusion bomb.png
6 10
Anti-matter bomb
Antimatter bomb.png
10 10
Neutronium bomb
Neutronium bomb.png
15 10
Bio Terminator
Bio terminator.png
6 10
Death Spores
Death spores.png
6 10

Strike craft bays[edit | edit source]

  • Replacing weapon systems on larger ship classes, bays allow the ship to deploy wings of strike craft to protect it from attacks or attack enemy vessels.
Name Image Description Production cost Size
Fighter bays
Fighter bays.png
Fighter bays allow a ship to carry a squadron of Interceptors, short-range fighters launched during combat to harras the enemy. Each fighter is equipped with the best point defense-enabled energy weapon available, as well as the best amor and targeting computer. Fighter Ships must periodically return to their carrier for repair, rearming, and refueling. 40 100
Bomber bays
Bomber bays.png
Bomber Bays carry short-range bombers similar to Interceptors, except that these are fielded with a single high-yield torpedo. Bombers fly out to their target, drop their payload at point-blank range, then return to the carrier for repairs, rearming, and refueling. 70 100
Heavy fighter Bays
Heavy fighter bays.png
HFBs carry powerful fighters armed with both energy weapons and torpedoes. Heavy fighters are the highly advanced fighters: more resilient, yet fast and maneuverable like Interceptors while still packing the same high-yield payload of a Bomber. Fighter Ships must periodically return to their carrier for repairs, rearming and refueling. 100 100