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Weapon Perks

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.

Advanced Weaponry

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

Amplify

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.

Arc Beam

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

Arc Bolt

Deals: A: 50
Damage Type: Arc.

Arc Bridge

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

Arc Stack

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

Arc Strike

Deals +10 arc saturation.
Damage Type: Arc.

Area

Damages the entire opposing team.
Damage Type: Any.

Attractor Beam

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

Beacon

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

Bersker

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

Bind

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

Bio Saturate

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

Bio Sewage

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

Breaker

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

Bypass

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

Calypso Cannon

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

Cannon Barrage

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

Charged Shot

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

Charybdis Wrath

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

Coalesce

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

Contaminate Battlefield

Deals: B: 30.
Damage Type: Biogenic.

Contamination

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

Conversion

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

Critical Hit

A guaranteed critical hit.
Damage Type: Any.

Critical Increase

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

Critical Reset

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

Cull

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

Cyber Attack

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

Dark Matter Repulser

Deals: S: 60.
Damage Type: Antimatter.

Degerate

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

Denature

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

Disable

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

Disrupt Shields

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

Dual Shot

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

Dying Breath

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

Dynasty Turret

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

EM Artillery

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

EM Pillar

Deals: S: 20.
Damage Type: Arc.

Ember

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

Erupt

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

Expiration

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

Exponential

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

Fear

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

Feint

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

Fire Bore

Deals: H: 20
Damage Type: Kinetic.

Flak

Adds a flak reactive card to the deck which can stop one missile or torpedo.
Damage Type: Any.

Flare

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

Flock Swarm

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

Focused Beam

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

Force Cloak

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

Greater Effect

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

Ground Artillery

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

Guided Shell

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

Harrier Missile

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

Heavy Bore

Deals: H: 100.
Damage Type: Shock.

Herculean Cannon

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

Inversion

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

Jolt

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

Junky

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

Light Shell Flak

Deals: H: 5.
Damage Type: Kinetic.

Lightning Storm

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

Linked Firing

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

Locked

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

Lone Wolf

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

Lucky Reload

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

Man o' War Strike

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

Maroon

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

Misfire

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

Mounted Beam Cannon

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

Mounted Star Cannon

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

Mutation

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

NEMP Salvo

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

Nuclear Waste

Deals: N: 50.
Damage Type: Nuclear.

Nuclear Waste

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

Officer Down

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

Phase Homing

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

Piercer Artillery

Deals: H: 100.
Damage Type: Kinetic.

Poseidon Turret

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

Prism Beam

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

Proximity Detonation

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

Pulse Beam

Deal: S: 5.
Damage Type: Shock.

Punch

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

Quake

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

Quantum Rift

Deals: S: 30.
Damage Type: Antimatter.

Radial Pulse

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

Rainbow

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

Rapid Launch

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

Recharge

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

Resistance

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

Resonate

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

Ribbon Cannon

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

Ricochet

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

Sand Blaster

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

Saturate

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

Saturation Beam

Deals: S: 10.
Damage Type: Electromagnetic.

Scalar

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

Scatter

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

Scylla Vortex

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

Slight of Hand

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

Slipstream Torpedoes

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

Solar Winds

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

Sphinx Artillery

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

Spoof

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

Staggered Firing

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

Stall

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

Studied

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

Sunrise

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

Suppression

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

Syphon

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

Thunderstorm

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

Torrent Turret

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

Turret Sweep

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

Wing Pulse

Deals: S: 5.
Damage Type: Shock.

Wisp Turret

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

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