An incredibly subjective guide to the various types of murdertoys in Distant Worlds.   Base stats provided - All weapons can be upgraded with appropriate tech except where noted.   Blaster / Pulse Laser The basic "bread & butter" gun of DW, it shoots pulses of energy at a target until it dies. With no special abilities or weaknesses they make mediocre weapons at first, but can be upgraded to become quite dangerous. Boring but reliable, compact and energy efficient. Use them, they won't let you down. Modifiers:  Can target fighters   Prewarp:    Pulse Blaster Size:       4 Range:      150 Power:      4 Efficiency: Good   Basic Tech: Maxos Blaster Size:       5 Range:      190 Power:      5 Efficiency: Good   Mid Tech:   Shatterforce Laser (range focus) Size:       4 Range:      320 Power:      7 Efficiency: Good              Mid Tech:   Impact Assault Blaster (power focus) Size:       5 Range:      220 Power:      12 Efficiency: Moderate   High Tech:  Titan Beam Size:       6 Range:      390 Power:      20 Efficiency: Moderate   PulseWave Cannon Unique to the Wekkaru, this is a variant of a Pulse Laser which has much better starting stats. Can be slightly awkward compared to standard guns as the upgrades are quite spread out. Still a very recommended gun. Modifiers:  Can target fighters Size:       4 Range:      310 Power:      13 Efficiency: Moderate   Energy Torpedoes Fires a bolt of energy which dissipates as it travels. Has no special abilities or weaknesses, so makes for a very good general purpose weapon. A reliable source of death, if a little bulky. Recommended. Modifiers:  Can NOT target fighters   Prewarp:    N/A   Basic Tech: Epsilon Torpedo Size:       15 Range:      300 Power:      11 Speed:      60 Efficiency: Moderate   Mid Tech:   Velocity Shard (speed and range focus) Size:       11 Range:      630 Power:      16 Speed:      120 Efficiency: Good   Mid Tech:   Shockwave Torpedo (power focus) Size:       12 Range:      430 Power:      24 Speed:      75 Efficiency: Poor   High Tech:  Plasma Thunderbolt Size:       12 Range:      690 Power:      36 Speed:      125 Efficiency: Moderate   Shaktur FireStorm Unique to the Boskara, this is a variant of an energy torpedo which has the ability to bombard planets which allows them to clear planets much earlier than most other races. Again, as a unique weapon it suffers from a long wait between upgrades. Modifiers:  Can NOT target fighters   Size:       12 Range:      295 Power:      36 Speed:      65 Efficiency: Moderate     Missiles The longest ranged weapon in the game, and bar none the best tool for kiting. They do not lose damage over range, but they suffer from a mediocre level of firepower and suffer a further reduction against armour. Avoid. Modifiers:  -50% damage vs armour             Can NOT target fighters   Prewarp:    Seeking Missile Size:       8 Range:      400 Power:      5 Speed:      80 Efficiency: Good   Basic Tech: Concussion Missile Size:       10 Range:      520 Power:      6 Speed:      120 Efficiency: Good   High Tech:  Assault Missile Size:       14 Range:      740 Power:      20 Speed:      110 Efficiency: Good   Rail Guns Short ranged weapons which can bypass shields. Also the only commonly available weapon which can attack both ships and planets. Bulky and unwieldy, not really all that good. But you will get annoyed by AIs armed with these as the scratch damage will cause your ships to constantly run home for repairs. Avoid. Modifiers:  -50% damage vs armour             -10% accuracy             50% chance for each shot to penetrate shield             Can target fighters   Prewarp:    Long Range Gun Size:       6 Range:      100 Power:      5 Efficiency: Good   Basic Tech: Rail Gun Size:       7 Range:      120 Power:      6 Efficiency: Good   Mid Tech:   Heavy Rail Gun Size:       12 Range:      180 Power:      10 Efficiency: Moderate Extra:      Can bombard planets   High Tech:  Massive Rail Gun Size:       18 Range:      280 Power:      16 Efficiency: Moderate Extra:      Can bombard planets   Phasers Short ranged beams that can slice up ships and stations, but not much else. Excellent anti-armour weapon, if a little bulky and power hungry. No low tech options, you must research pulse lasers first. Modifiers:  +50% damage vs armour             Hitscan - Instantly hits target             Can NOT target fighters   Mid Tech:   Phaser Cannon Size:       7 Range:      200 Power:      9 Efficiency: Moderate   High Tech:  Phaser Lance Size:       9 Range:      300 Power:      20 Efficiency: Poor   Graviton Beams Short ranged beams that ignore defences. Very bulky and power hungry, but incredibly annoying to fight. Avoid. Modifiers:  Ignores armour             Ignores shields             Hitscan - Instantly hits target             Can NOT target fighters   Basic Tech: Graviton Beam Size:       20 Range:      150 Power:      15 Efficiency: Moderate   Mid Tech:   Resonant Graviton Beam Size:       30 Range:      240 Power:      28 Efficiency: Poor   High Tech:  See Area weapons below   Area Guns An oddity. Shoots a beam at a target which then expands into a damaging shockwave. Powerful but flawed. Avoid. *BUG* The shockwave will NOT spawn if the target is destroyed by the initial beam, which vastly reduces the power and utility of this weapon type. Modifiers:  Hitscan - Instantly hits first target             Hits all adjacent targets therafter             Can hit friendly ships!             Can NOT target fighters   Basic Tech: Intimidator Surgewave Size:       16 Range:      220 Power:      35 Efficiency: Moderate   Mid Tech:   Derasian Shockwave Size:       18 Range:      300 Power:      74 Efficiency: Moderate   High Tech:  Area Graviton Pulse (crossover with graviton weapons) Size:       40 Range:      360 Power:      40 Efficiency: Poor Extra:      Ignores shields and armour   High Tech:  Area Transient Singularity (crossover with graviton weapons) Size:       50 Range:      520 Power:      100 Efficiency: Poor Extra:      Ignores shields and armour   Special Weapons   Ion Weapons Does no damage, but instead disables components on the target ship. The only weapons capable of seriously damaging silvermist. Very Useful. Modifiers:  Can NOT target fighters   Ion Cannon - Branch from Pulse Lasers Size:       12 Range:      260 Power:      20 Efficiency: Good   Ion Pulse - Branch from Area Guns (with attendant flaws) Size:       20 Range:      210 Power:      24 Efficiency: Moderate   Tractor Beams Does no damage, but instead either pushes or pulls the target depending on relative strengths and conditions. An excellent addition to "unarmed" ships. No low tech option, must research graviton beams first. Modifiers:  Can NOT target fighters             Hitscan - hits target instantly             Has a "firepower" rating of 0 despite having a power rating   Mid Tech:   Tractor Beam Size:       10 Range:      320 Power:      10 Efficiency: Good   Mid Tech:   High Power Tractor Beam Size:       10 Range:      400 Power:      16 Efficiency: Good   Assault Pods Does no damage, but can be used to capture enemy ships and stations. Effectiveness is based on the troop strength of your starting race. Can be upgraded by both pod research and troop research. *BUG* If the target is destroyed before any launched pods arrive, they will be stuck in space forever, and will NOT regenerate as the computer still reads them as being active and "out". Can be worked around by refitting the ship to a design without pods, and back again. Modifiers:  Can NOT target fighters   Basic Tech: Assault Pod Size:       8 Range:      140 Power:      Troops Efficiency: Good   Fighters Special docking bays which launch a group of fighters each at a target. Very bulky, but very long ranged and flexible. Comes in 3 flavours. Fighters, Missile Bombers and Torpedo Bombers. Each bay will try to split between fighters and bombers equally, and will automatically replace any losses. Torpedo Bombers are best, because they have a much better attack value and no penalty against armour. And also because they are a prereq. for the advanced bays. Missile Bombers are just pointless as they just don't have the power to kill things with the missile armour penalty. Don't even research them as they take precedence over torpedo bombers when you have both. This is less than great.   Fighters are worthless barely distractions in small numbers. But an unstoppable tide of death when massed. BEST TIP - Put a single fighter bay on your constructors to ward off irritating things. Seriously, do it. Modifiers:  Fighters can target other fighters, bombers, ships and stations             Bombers can only target ships and stations   Basic Tech: Standard Fighter Bay Size:       50 Capacity:   4 fighters Build Rate: Mediocre   Mid Tech:   Advanced Fighter Bay Size:       45 Capacity:   4 fighters Build Rate: Fast   Point Defence Short range guns that shoot at small hostile craft. No low tech option, must research missiles first. A ship or station equipped with point defence guns will prefer to attack any hostile fighters with those instead of it's main guns, should they be capable of doing so. This lowers energy drain and allows the ship/station to focus all it's firepower on other targets without it being diluted trying to swat flies. Modifiers:  Can target fighters             Can target assault pods   Mid Tech:   Point Defense Cannon Size:       3 Range:      140 Power:      3 Efficiency: Good   High Tech:  Terminator AutoCannon Size:       3 Range:      190 Power:      6 Efficiency: Good   Bombard Weapons Purpose built for killing things on a planet, they can do nothing else. Most of the time you will never need these as straight invasion always gives a better result, and the space required is better used for more fighting capability. However, some worlds can be very tough and a little pre-invasion bombardment can soften it up enough to make it less of a bloodbath. Situational. No low tech option, must research missiles first. Modifiers:  Can NOT target fighters             Can NOT target ships or stations             Can ONLY target colonised planets   Mid Tech:   Nuclear Devastator Size:       8 Range:      210 Power:      3   High Tech:  Nuclear Exterminator Size:       14 Range:      270 Power:      8     Super Weapons   Special suprises that you can not research. You can only get them by being very lucky and finding them in ruins hidden around the galaxy. (Or stealing them from someone who was.) There are three super weapons, each with it's own quirks. All of them are powerful but demanding, and will be borderline unusable until mid game as you won't have the ability to house or power them properly until then as the firing energy demand exceeds the capacity of your reactors, and you won't be able to fit the weapon and enough reactors to meet that demand into the size limit of your ships. Modifiers:  Can NOT target fighters             Can NOT be researched             Can NOT be upgraded             Death Ray Just a giant gun. Type:       Pulse Laser Size:       140 Range:      440 Power:      1800 Special:    None   Devastator Pulse This thing would be amazingly brutal if area guns weren't bugged. Can create an amusing situation when attacking pirate bases, as each frame of shockwave counts as it's own separate attack so you can easily get half a dozen "reward" events for offing a pirate base. Type:       Area (complete with bug) Size:       170 Range:      520 Power:      1200 Special:    None   Super Laser To all you Vader haters out there, we'll blow your planet up. Anything. Anywhere. One. Shot. (30 second recharge time though, so 1 shot is all you might get.) Type:       Pulse Laser Size:       640 Range:      700 Power:      30000 Special:    Turns planets into tumbling lumps of rock             This is also the only super weapon you can get two ways, the second being recovering the "world destroyer" secret project if you have the original DW story events enabled.     I think that's everything. If I have missed something, stop by the thread and tell me I'm a faggot. Hell, why not just do that anyway.   Back to Guide Index:    https://pastebin.com/hubsc3ZS