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Weapons can have perks which have additional actions as well as their normal damage profile These are all of the weapon perks that exist in the game.

The attack cannot be avoided by a reactive card.**Damage Type:** Any.

The damage dealt is increased by 25% to a maximum of 100% for each other friendly ship or structure firing at the target.**Damage Type:** Arc.

Deals: S: 50, A: 20.**Damage Type:** Arc.

Deals: A: 50**Damage Type:** Arc.

Transfer all of the arc saturation from yourself to the target.**Damage Type:** Arc.

Deals high arc saturation to the target.**Damage Type:** Arc.

An Arc Mine is added to the battlefield every time the weapon hits.**Damage Type:** Arc.

Sends the total arc saturation on your ship to the target.**Damage Type:** Arc.

Deals additional arc saturation to the target.**Damage Type:** Arc.

Deals +10 arc saturation.**Damage Type:** Arc.

Damages the entire opposing team.**Damage Type:** Any.

Deals: S: 50 which 0% chance of missing.**Damage Type:** Electromagnetic.

All torpedoes fired at the target from any friendly will be guaranteed to hit next turn.**Damage Type:** Electromagnetic.

If the attack destroys the target the weapon is instantly reloaded.**Damage Type:** Nuclear Electromagnetic Pulse.

Nuclear saturation increases on the target even if the attack misses.**Damage Type:** Nuclear.

Deal biogenic saturation to the entire opposing team.**Damage Type:** Biogenic.

Sends some of the biogenic saturation from yourself to the target.**Damage Type:** Biogenic.

Deals: H: 200.**Damage Type:** Shock.

Deals: S: 1,000, H: 1,000, E: 100, L: 100, D: 100.**Damage Type:** Shock.

Has a small chance to instantly destroy armour when hitting an opposing ship.**Damage Type:** Molten.

Has a very small chance of dealing trivial damage to the hull of the target through shields.**Damage Type:** Electromagnetic.

Deals: S: 5, H: 10.**Damage Type:** Shock.

Deals: S: 10, H: 60.**Damage Type:** Shock.

Deals: S: 10, H: 100.**Damage Type:** Antimatter.

Deals: S: 20, H: 20.**Damage Type:** Shock.

Has a chance to channel arc saturation from the friendly team to the target.**Damage Type:** Arc.

Deals: S: 300.**Damage Type:** Arc.

Deals: B: 30.**Damage Type:** Biogenic.

Deals nuclear damage to the entire opposing team.**Damage Type:** Nuclear.

Has a chance to deal NEMP damage resulting in higher shield damage.**Damage Type:** Nuclear.

Steals credits from players on successful hits.**Damage Type:** Nuclear Electromagnetic Pulse.

A guaranteed critical hit.**Damage Type:** Any.

Increases critical chance each time the weapon is fired.**Damage Type:** Nuclear Electromagnetic Pulse.

Has a small chance to reset the critical chance of the target to zero.**Damage Type:** Biogenic.

Has a chance of instantly killing a colonist when battling a colony structure.**Damage Type:** Biogenic.

Remove a random card from the targets hand.**Damage Type:** Any.

Deals: S: 60.**Damage Type:** Antimatter.

Reduces the outgoing damage of the ship targeted by 1%.**Damage Type:** Nuclear.

Has a chance to destroy botanic cargo onboard the target ship.**Damage Type:** Biogenic.

Deals: I: 1, E: 1, L: 1, D: 1**Damage Type:** Swarm.

Disables a ship for one turn.**Damage Type:** Any.

Disrupts the targets shields for one turn after which they reinitialise to full strength.**Damage Type:** Arc.

Fires two attacks, the first being kinetic, the second being the main weapon damage type.**Damage Type:** Any.

Upon destruction, the weapon fires one last time regardless of reload at a random enemy.**Damage Type:** Kinetic.

Deal: S: 5, H: 5, N: 1.**Damage Type:** Nuclear.

Deals: S: 50, H: 5.**Damage Type:** Electromagnetic.

Deals: S: 20.**Damage Type:** Arc.

Deals S: 40.**Damage Type:** Electromagnetic.

A small chance to add molten saturation to a random enemy.**Damage Type:** Molten.

Has a small chance of increasing molten saturation to all ground structures.**Damage Type:** Molten.

The weapon has a random perk every time it is fired.**Damage Type:** Antimatter.

Has a chance to destroy cargo onboard the target.**Damage Type:** Shock.

Has a small chance to deal three times as much damage.**Damage Type:** Arc.

Increases the chance of NPCs retreating.**Damage Type:** Shock.

A small chance to perform zero damage but raise critical chance and outgoing damage to maximum.**Damage Type:** Biogenic.

Deals: H: 20**Damage Type:** Kinetic.

Destroys three enemy mines each time it is fired.**Damage Type:** Shock.

Adds a flak reactive card in play which can nullify one missile for two turns.**Damage Type:** Any.

If the attack misses a flare causes minor damage to a random enemy.**Damage Type:** Antimatter.

Recharges all friendly shields each time the weapon hits.**Damage Type:** Electromagnetic.

Deals: S: 5, H: 2.**Damage Type:** Kinetic.

Deals: S: 100, H: 10.**Damage Type:** Electromagnetic.

Forces the target ship to cloak for one turn.**Damage Type:** Any.

A small chance to reduce the target to zero speed.**Damage Type:** Swarm.

Deals: S: -500, H: -50, A: 100**Damage Type:** Shock.

Deals additional damage of the weapons main damage type.**Damage Type:** Any.

Deals: S: 5, H: 50**Damage Type:** Shock.

Deals: S: 5, H: 20 with 0% chance of missing.**Damage Type:** Any.

Deals: S: 25, H: 35.**Damage Type:** Kinetic.

Deals: H: 100.**Damage Type:** Shock.

Deals: S: 5, H: 30.**Damage Type:** Kinetic.

Has a small chance of causing a spatial inversion damaging the same target for a further 3 turns.**Damage Type:** Antimatter.

Has a small chance of dealing internal systems damage.**Damage Type:** Shock.

Successful hits have a higher chance of creating parts to be salvaged.**Damage Type:** Shock.

Deals: H: 5.**Damage Type:** Kinetic.

Deals arc saturation to the entire opposing team.**Damage Type:** Arc.

Fires three attacks each of the weapons main damage type.**Damage Type:** Any.

Fires the same attack card for an additional two turns ignoring reload times.**Damage Type:** Any.

When fighting alone the weapon has increased damage.**Damage Type:** Any.

Has a small chance to instantly reload the weapon.**Damage Type:** Any.

Deals: S: 80, H: 10.**Damage Type:** Kinetic.

Deals additional damage to a target's engines.**Damage Type:** Shock.

Detonates random mines dealing damage to random enemies.**Damage Type:** Antimatter.

Causes a random weapon on the target to reset its reload time.**Damage Type:** Molten.

Deals S: 50, H: 20.**Damage Type:** Electromagnetic.

Deals S: 20, H: 50.**Damage Type:** Kinetic.

Has a chance of creating mutant wildlife when hitting ground structures.**Damage Type:** Biogenic.

Damages a ships hull through its shields.**Damage Type:** Shock.

Deal: S: 20, H: 10, N: 10.**Damage Type:** Nuclear Electromagnetic Pulse.

Deals: N: 50.**Damage Type:** Nuclear.

Sends some of the nuclear saturation from yourself to the target.**Damage Type:** Nuclear.

Has a small chance to kill a crew member onboard the target ship.**Damage Type:** Biogenic.

Has a chance to also strike a random cloaked opposing ship.**Damage Type:** Antimatter.

Deals: H: 100.**Damage Type:** Kinetic.

Deals: S: 5, H: 5.**Damage Type:** Kinetic.

Deals: A: 10, B: 10, M: 10, N: 10.**Damage Type:** Shock.

Deals: S: 20, H: 80.**Damage Type:** Shock.

Deal: S: 5.**Damage Type:** Shock.

Decreases the speed of the target by 0.01.**Damage Type:** Kinetic.

Has a chance to deal decreasing amounts of damage over turns until the damage dealt reaches zero.**Damage Type:** Kinetic.

Deals: S: 30.**Damage Type:** Antimatter.

Deals: S: 2, A: 10.**Damage Type:** Arc.

The damage type is randomised each time the weapon is fired.**Damage Type:** Any.

The weapon fires at a far greater speed than the ship is travelling at.**Damage Type:** Nuclear Electromagnetic Pulse.

Regenerates a small amount of shields each time it is fired.**Damage Type:** Electromagnetic.

Slows the target by a random amount.**Damage Type:** Any.

The target has incoming damage increased by 1%.**Damage Type:** Nuclear Electromagnetic Pulse.

Deals: S: 60, H: 10.**Damage Type:** Antimatter.

Some of the damage is dealt to a random target from either team.**Damage Type:** Kinetic.

Deals: S: 5, H: 1.**Damage Type:** Kinetic.

Has a chance to instantly raise nuclear saturation to 100% against the target.**Damage Type:** Nuclear.

Deals: S: 10.**Damage Type:** Electromagnetic.

Increases damage by a small amount for each combat turn that passes.**Damage Type:** Antimatter.

Damages a random number of the opposing team.**Damage Type:** Any.

Deals: H: 20, M: 10.**Damage Type:** Molten.

The weapon syphons energy from a targets shields to its own.**Damage Type:** Arc.

Every hit adds Jammer Lock reactive cards.**Damage Type:** Electromagnetic.

Has a small chance to add another card to your hand.**Damage Type:** Molten.

Deals: S: 40, H: 10.**Damage Type:** Electromagnetic.

Has a chance to instantly rip the target and space itself apart.**Damage Type:** Antimatter.

Decreases speed of all ships on both teams by 0.01.**Damage Type:** Electromagnetic.

Deals: A: 100**Damage Type:** Arc.

Deals: S:20, H: 50.**Damage Type:** Shock.

Removes one reactive card from the targets played cards.**Damage Type:** Any.

Fires three shots, the first two being kinetic, the last being of the weapon's main damage type.**Damage Type:** Any.

A small chance of drastically decreasing the targets speed.**Damage Type:** Biogenic.

If the target has a bounty, damage is doubled.**Damage Type:** Kinetic.

When fighting around stars the weapon deals 100% more damage.**Damage Type:** Electromagnetic.

Removes one card from the target's hand upon a successful hit.**Damage Type:** Any.

The weapon never misses.**Damage Type:** Any.

Syphons some of the targets shields to replenish yours.**Damage Type:** Any.

A Tangle Mine is added to the battlefield every time the weapon hits.**Damage Type:** Kinetic.

Fires an arc attack followed by a shock attack.**Damage Type:** Arc.

Deals: S: 20, H: 5.**Damage Type:** Electromagnetic.

Deals: S: 10, H: 5.**Damage Type:** Kinetic.

Deals sub system damage upon successful hits.**Damage Type:** Shock.

Deals: S: 5.**Damage Type:** Shock.

Deals: S: 2, H: 5.**Damage Type:** Electromagnetic.