Weapons Guide The universe is dangerous, so it is important to understand the various tools at your disposal.
Whether you're a fighter or not, knowing the different weapons that friends and foes can wield will give you a clear advantage when conflict inevitably happens. Let's dive in!
And if you're looking for additional help in the 'verse, check out the Guide System to get paired with an experienced player who can help show you the ropes.
Weapons and DevicesA diverse array of weapons ensures pilots can engage in combat effectively, whether relying on the raw power of ballistic weapons, the sustained fire of energy weapons, or the strategic advantages of distortion arms and guided munitions. This guide provides a comprehensive overview of each weapon type, highlighting their unique characteristics and tactical applications.BallisticBallistic weapons fire solid projectiles, and have a limited amount of ammunition. Once depleted, they require restocking at either a landing zone or a station that has repair & rearm service.Ballistic weapons will mostly bypass shields, allowing them to directly damage the hull.EnergyEnergy weapons do not require ammunition, they will on their own regenerate ammunition. How much ammo that is regenerated can be tweaked by balancing the power pips.Energy weapons are effective against shields but will not penetrate to hull until shields are fully depleted.DistortionDistortion weapons are specialized energy weapons, that do not damage the ship, but instead disable subsystems, if applied long enough. It is better to use these weapons on your target's hull, as shields are very resistant against distortion damage.Once the shields of your target are broken, sustained Distortion fire will then disrupt the target's power systems and components. Eventually, this will result in the power plant becoming disabled.MissilesMissiles are fire-and-forget self-guided explosive munitions systems. They come with different seeker heads to track track specific signatures: electromagnetic (EM), infrared (IR), and cross-section (CS).Cluster Munition Explosive Projectiles (CM) fire a group of smaller explosive missiles once closer to your target, overwhelming your opponent's defenses.TorpedoesTorpedoes function the same way missiles do. However, they're much larger and more powerful. Due to their increased mass, they're also slower than missiles and vulnerable to vehicle turrets and PDCs (Point Defense Cannons, such as the ones on the Idris).More specialized vehicles with torpedo bays are required to utilize these weapons, such as the Aegis Retaliator and Eclipse with their Size 9 torpedoes. The Anvil Gladiator, Aegis Vanguard Harbinger, and the Crusader Ares can equip Size 5 torpedoes.BombsBombs are ordnance that is meant to be used within a planet's atmosphere.A skilled bomber pilot will need to enable their bombing mode by selecting the Missile Operator Mode, select the Bombs, and then designate an area with a blue circle on their heads-up display, align with the area, and release the bomb at the right time to hit their designated target.They can be used by specialized vehicles such as the Crusader Hercules A2 and Spirit A1, or by ships equipped with bomb racks.EMP DevicesEMPs deal large amounts of distortion damage with a distance falloff. The amount of damage scales as they charge up. It is advised to take down the shields first, as shields are resistant to Distortion damage.You can detonate an EMP at any point to release its pulse, damaging all vehicles in the vicinity. The pulse will first damage their shields and then spread to the components, causing malfunction in extreme cases.As a specialized weapon, EMPs are only compatible with a selection of ships, such as the Aegis Sabre Raven, Aegis Vanguard Sentinel, Anvil Hawk, and RSI Scorpius Antares.Quantum EnforcementQuantum Enforcement Devices (QEDs) have two usages. Only certain vehicles, like the RSI Mantis are able to pull ships out of quantum travel thanks to a specialized module called a Quantum Snare. The Mantis can maintain a large bubble around itself, pulling out every ship passing through it.Quantum Dampening prevents the activation of quantum drives within a short range while active. It can be activated instantly, trapping unwary ships as long as they're within radius.Ballistic Ballistic weapons fire solid projectiles, and have a limited amount of ammunition. Once depleted, they require restocking at either a landing zone or a station that has repair & rearm service.
Ballistic weapons will mostly bypass shields, allowing them to directly damage the hull.
Energy Energy weapons do not require ammunition, they will on their own regenerate ammunition. How much ammo that is regenerated can be tweaked by balancing the power pips.
Energy weapons are effective against shields but will not penetrate to hull until shields are fully depleted.
Distortion Distortion weapons are specialized energy weapons, that do not damage the ship, but instead disable subsystems, if applied long enough. It is better to use these weapons on your target's hull, as shields are very resistant against distortion damage.
Once the shields of your target are broken, sustained Distortion fire will then disrupt the target's power systems and components. Eventually, this will result in the power plant becoming disabled.
Missiles Missiles are fire-and-forget self-guided explosive munitions systems. They come with different seeker heads to track track specific signatures: electromagnetic (EM), infrared (IR), and cross-section (CS).
Cluster Munition Explosive Projectiles (CM) fire a group of smaller explosive missiles once closer to your target, overwhelming your opponent's defenses.
Torpedoes Torpedoes function the same way missiles do. However, they're much larger and more powerful. Due to their increased mass, they're also slower than missiles and vulnerable to vehicle turrets and PDCs (Point Defense Cannons, such as the ones on the Idris).
More specialized vehicles with torpedo bays are required to utilize these weapons, such as the Aegis Retaliator and Eclipse with their Size 9 torpedoes. The Anvil Gladiator, Aegis Vanguard Harbinger, and the Crusader Ares can equip Size 5 torpedoes.
Bombs Bombs are ordnance that is meant to be used within a planet's atmosphere.
A skilled bomber pilot will need to enable their bombing mode by selecting the Missile Operator Mode, select the Bombs, and then designate an area with a blue circle on their heads-up display, align with the area, and release the bomb at the right time to hit their designated target.
They can be used by specialized vehicles such as the Crusader Hercules A2 and Spirit A1, or by ships equipped with bomb racks.
EMP Devices EMPs deal large amounts of distortion damage with a distance falloff. The amount of damage scales as they charge up. It is advised to take down the shields first, as shields are resistant to Distortion damage.
You can detonate an EMP at any point to release its pulse, damaging all vehicles in the vicinity. The pulse will first damage their shields and then spread to the components, causing malfunction in extreme cases.
As a specialized weapon, EMPs are only compatible with a selection of ships, such as the Aegis Sabre Raven, Aegis Vanguard Sentinel, Anvil Hawk, and RSI Scorpius Antares.
Quantum Enforcement Quantum Enforcement Devices (QEDs) have two usages. Only certain vehicles, like the RSI Mantis are able to pull ships out of quantum travel thanks to a specialized module called a Quantum Snare. The Mantis can maintain a large bubble around itself, pulling out every ship passing through it.
Quantum Dampening prevents the activation of quantum drives within a short range while active. It can be activated instantly, trapping unwary ships as long as they're within radius.
Weapons TypesWeapon types vary to suit different combat scenarios, ranging from melee scatterguns to mid-range repeaters or even the far-reaching Mass Drivers. Ballistic and Energy weapons also come in various types that have strengths and strategic uses. Weapons also come in various sizes, allowing you to properly equip your ship for its role.1. Scatterguns Scatterguns are the go-to choice for close-quarters combat, delivering massive damage to targets within their spread area.
Their effectiveness diminishes rapidly with distance as the pellets may not hit if you are too far, hindering your potential damage output.
Their ability to quickly bring down shields and hulls makes them formidable in tight dogfights.
2. Gatling Gatling guns provide rapid-fire capabilities, unleashing a continuous stream of bullets. These weapons are perfect for close-range combat, where maintaining sustained pressure on an enemy is crucial.
This rapid-fire capability comes with a significant spread.
3. Repeaters Repeaters strike a balance between cannons and Gatling guns, offering a moderate rate of fire with reliable damage output. They come in both energy and ballistic variants, providing flexibility in terms of ammunition management and damage type.
Suitable for mid-range combat, repeaters are versatile and effective against a variety of targets. Their consistent firing rate allows pilots to maintain steady damage without sacrificing too much accuracy or firepower.
4. Cannons Cannons are mainly designed for long-range engagement, delivering high-impact shots with precision. They are available in ballistic, energy, and distortion weapons categories.
These weapons deal significant damage per shot, making them ideal for taking out heavily armored targets from a distance.
Due to their slower firing rate, they require accurate aim but reward skilled pilots with devastating hits.
5. Mass Drivers Mass drivers employ railgun technology to deal high damage from a long range. Their solid projectiles are capable of delivery huge blows against heavily armored ships.
6. Distortion Distortion weapons help you non-lethally neutralize your target, allowing you to arrest dangerous criminals and bring them to justice — or simply steal their ship!
7. Missiles Missiles are versatile and effective for engaging fast-moving targets. To maximize their use, fire them in bursts to overwhelm the enemy's countermeasures. Keep a mix of different types for flexibility.
8. Torpedoes Torpedoes are usually used against large, heavily shielded targets such as capital ships.
Ensure you maintain a safe distance after launch, as torpedoes are slower and more susceptible to point-defense systems. Timing and positioning are crucial; keep flying in a straight line until the torpedo is far ahead of you, and only fire when the enemy is less likely to evade or counter, such as when they're focusing on other threats, or even unaware of your presence.
Sending multiple torpedoes at the same targets is a more effective way to hit, as it can overwhelm defensive systems such as point-defense turrets and countermeasures.
9. Bombs Bombs are best utilized in atmospheric combat or against ground targets. They require aiming and timing since they are dropped rather than launched.
Approach the target at an optimal altitude and speed, release the bombs in a calculated sequence, and immediately maneuver away to avoid the blast radius. Remember that bombs are not guided, they are dumped, so get clear quickly!
Bombs are ideal for area denial or crippling stationary defenses, making them invaluable in planetary assaults.
Shop LocationsFinding the right weapons for your ship is crucial for outfitting your vessel to suit your combat needs. Learn where to purchase or acquire each type, from well-stocked space stations to specialized shops on planetary surfaces. Knowing where to find these armaments ensures you're always prepared for any encounter.Here are the main four cities where you can find most shops.Open your in-game map to pinpoint these weapon shops and explore their diverse inventories to gear up for your next adventure.Head to Area18 where CenterMass and Dumper's Depot offer a range of armaments.In New Babbage, CenterMass is your go-to for top-tier weaponry.Orison features both Cousin Crows and the Crusader Showroom, providing diverse options for your arsenal.For those on Lorville, visit the HD Showcase or the Hurston Dynamics Showcase for an extensive selection.Simply approach a module you're interested in, and the User Interface will display its information and price. You can also browse the full shop's gear by using one of the terminals!Open your in-game map to pinpoint these weapon shops and explore their diverse inventories to gear up for your next adventure.
Head to Area18 where CenterMass and Dumper's Depot offer a range of armaments.
In New Babbage, CenterMass is your go-to for top-tier weaponry.
Orison features both Cousin Crows and the Crusader Showroom, providing diverse options for your arsenal.
For those on Lorville, visit the HD Showcase or the Hurston Dynamics Showcase for an extensive selection.
Simply approach a module you're interested in, and the User Interface will display its information and price. You can also browse the full shop's gear by using one of the terminals!
Combat TipsMastering the art of combat in Star Citizen involves more than just selecting the right weapons; it requires understanding how to effectively use them in various scenarios. This section provides essential tips and strategies for optimizing your weapon choices and enhancing your combat performance.Use your Power Management MFD to distribute power between weapons, shields, and other systems based on the combat situation. Balancing these will ensure you're making the most of your ship's capabilities.Decoys (also referred to as flares) produce a very bright signature in all signature types that missiles may be attracted to dependent on their own internal countermeasure resistance. Noise countermeasures (also referred to as chaff) work oppositely: They produce a noise field in which all contained signatures will be dampened down; They can be used to break target locks that ships or turrets may have on you.Use your Power Management MFD to distribute power between weapons, shields, and other systems based on the combat situation. Balancing these will ensure you're making the most of your ship's capabilities.
Decoys (also referred to as flares) produce a very bright signature in all signature types that missiles may be attracted to dependent on their own internal countermeasure resistance. Noise countermeasures (also referred to as chaff) work oppositely: They produce a noise field in which all contained signatures will be dampened down; They can be used to break target locks that ships or turrets may have on you.
Dive inWhat ship is best for beginners? What vehicle loadouts work well? What are modules? Gain knowledge and experience from seasoned citizens with the Guide System and make sure to join the discussions on Spectrum!