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- 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.
- As they dissipate over range torpedoes are technically not quite as good at bombardment as missiles, but thier much higher damage output more than offsets this.
- 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 invade fortified 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, very energy efficient and bar none the best tool for kiting. They do not lose damage over range, but they suffer from a mediocre level of firepower, suffer a further reduction against armour, and are very vulnerable to ECM systems.
- They do however make excellent tools for piracy, as thier poor performance against armour will prevent you from damaging your prize too much.
- Very much a situational tool.
- The 1st gen missiles are mediocre at best, but the 2nd gen 'assault' missiles are actually v. good.
- 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.
- Again, good for pirate ships. Everything else, not so much.
- The accuracy penalty coupled with the power drain, pitiful range and extra space required makes guns fairly undesireable overall.
- Due to this and the low damage output, 1st gen guns are best avoided entirely. 2nd and 3rd gen guns (heavy & massive) are much less useless.
- 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.
- Phasers are amazingly brutal weapons if you have the power to run them. Thier only real downside is the extra space needed, not only for the guns themselves, but the point defence systems you'll need to equip if you care about not being owned by fighters.
- 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.
- An acquired taste at best.
- 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. Aside from any pressing curiosity, 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.
- Back in DW:Legends area guns used to expand in a ring from the ship that fired them, which was far more fun to use.
- 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, drags targets to centre of pulse.
- 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 thus can be used on 'non-combat' ships
- 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/jumps away 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 (Specified by which race you picked)
- 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.
- Disappointingly, they cannot stop missiles or torpedoes.
- 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.
- Absolutely essential if you don't use lasers or railguns on your ships.
- 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.
- Essential for pirates in order to control nascent empires.
- 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. The simplest of the three big guns, and the easiest to use.
- 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. Although this gives you a single giant ship with a super laser
- on it rather than the ability to make your own.
- Back to Guide Index: https://pastebin.com/hubsc3ZS
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