Airships: Conquer the Skies Wiki
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Tag: Visual edit
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[[File:Ballista.PNG|253x253px]]
 
[[File:Ballista.PNG|253x253px]]
   
A torsion ballista - simple but effective against lightly armored targets. Like the Grenades, ballistae have a limited vertical range, as well as being the only projectile in-game to suffer ballistic drop. As such, you're better served by swapping them out for another weapon.
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''"A torsion ballista - simple but effective against lightly armored targets."''
  +
  +
Like the Grenades, ballistae have a limited vertical range, as well as being the only projectile in-game to suffer ballistic drop. This weapon is the 2nd pillar of t0 conquest. It is very powerful and effective, but relies on the ship's ability to fly as high as feasible, best service celling for a ballista ship is 300 meters or more.
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''"The ballista is a very interesting weapon, however it suffers from low power and depends on a well built ship. Overall I'd rate it B for conquest and S tier for skirmish due to being a part of a certain ship design." ~Orang''
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Required Research: None (Tier 0)
   
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Piercing Damage !! Blast Damage !! Reload Time !! Clip !! Fire Arc !! Weight !! HP !! Crew !! $
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! Piercing Damage !! Reload Time !! Clip !! Fire Arc !! Weight !! HP !! Crew !! $
 
|-
 
|-
| 22 || 0 || 4 seconds || 3 || 100° forwards || 50 || 160 || 1(2) || 23
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| 30 || 2.5 seconds || 3 || 100° forwards || 50 || 160 || 1(2) || 20
 
|}
 
|}
   
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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Piercing Damage !! Blast Damage !! Reload Time !! Clip !! Fire Arc !! Weight !! HP !! Crew !! $
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! Piercing Damage !! Reload Time !! Fire Arc !! Weight !! HP !! Crew !! $
 
|-
 
|-
| 40 || 0 || 3 seconds || 1 || 90° forwards || 70 || 100 || 1(2) || 75
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| 50 (40) || 3,5 seconds || 70° forwards || 70 || 100 || 1(2) || 75
 
|}
 
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The grapeshot cannon is the earliest large weapon able to specifically target aircraft & similarly small targets. However, its restricted range and slow fire rate make it impractical against most small-craft attacks. In practice, you're better off using rifles until flak becomes available.
 
The grapeshot cannon is the earliest large weapon able to specifically target aircraft & similarly small targets. However, its restricted range and slow fire rate make it impractical against most small-craft attacks. In practice, you're better off using rifles until flak becomes available.
  +
  +
Required Research: Cannon (Tier 1)
 
{| class="wikitable"
 
{| class="wikitable"
 
!Piercing damage
 
!Piercing damage
!Blast damage
 
 
!Reload time
 
!Reload time
!Fire arch
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!Fire Arc
 
!Weight
 
!Weight
 
!HP
 
!HP
 
!Crew
 
!Crew
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!$
 
|-
 
|-
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|14x10
|12
 
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|4 seconds
|0
 
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|80° forwards
|4sc
 
|80°
 
 
|60
 
|60
 
|90
 
|90
 
|1(2)
 
|1(2)
  +
|50
 
|}
 
|}
   

Revision as of 12:59, 7 April 2021


This article is a stub. You can help Airships: Conquer the Skies Wiki by expanding it.

Weapons are a type of module used to damage enemies. Most of them achieve this by firing some sort of projectile, though rams are also counted as weapons.

For a full interactive spreadsheet of weapons and their damage go to:

THE SPRITESHEET

Blast Damage Weapons

Blast damage is one of the three types of damage. Blast weapons are regarded very highly in the current (2021) Airships meta. What makes Blast damage different from Piercing damage is the fact that weapons using it can have Area of Effect damage, which can prove insanely powerful on full hits.

Blast weapons benefit extremely from the Mullet charge in conquest!

Grenade

Grenade.PNG

"Grenades can do a massive amount of damage at close range, especially to wooden hulls."

Grenades are your DPS for tier 0 and your mainline siege secondary weapon. The importance of having a grenade bomber to open the game with cannot be understated, and so they are the powerhorse of the early game conquests. They are a very powerful and versatile blast weapon, however, their power quickly falls of in favour of higher tech weapons from the blast weapons tech path.

"Grenades, in my opinion, are an A tier conquest weapon, and a C tier skirmish weapon." ~Orang

Required Research: None (Tier 0)

Blast Damage AoE Reload Time Clip Fire Arc Range Weight HP Crew $
25 3 meters 2 seconds 6 240° forwards 36 meters 12 32 1(2) 10

Bomb Bay

Bomb.PNG

"Bombs dropped from above are an effective way to destroy anything that does not move away in time."

Bombs are a powerful explosive weapon which suffers from low accuracy. However, the damage of the bomb makes it justifiable to use more so against airships than structures, though structures can also become a target if the bomber ship is positioned closer to the ground (typically for taking out structures it is recommend to use: Grenades, Flamethrowers, Giant Flamethrowers, Aerial Torpedoes). This weapon definately makes a case for itself and is an amazing support weapon in a fleet. Keep in mind that medium steel only soft counters bombs! Bombs can be dodged by going down with a ship once they are fired at said ship.

"The Bomb is a weapon I myself really like. I would rate it B for conquest, but A for skirmish if used as a support weapon." ~Orang

Required Research: Explosives (Tier 1)

Blast Damage AoE Reload Time Fire Arc Weight HP Crew $
40 7 meters 6 seconds 10° downwards 40 80 2(3) 30

Aerial charge

Aerial charge.PNG

"A Tank of Charged Suspendium Dust Carrying aloft a bomb fuzed to explode on contact. Often deployed en masse for area denial. In practice, these are fairly slow & imprecise projectiles with extremely limited fire arc. You're better off installing rockets, or, ideally, a flak cannon or two."

The aerial charge is a DPS powerhouse, especially in the early game where there are no medium or heavy steel vessels on the map. This weapon after some blance changes is really effective. If you don't watch out for aerial charges, you will suffer a horrible death. Keep in mind that medium steel only soft counters aerial charges! For a hard counter you will have to use heavy steel. This weapon is best used on a small and fast vessel with good ramming protection setup on top so that no debris or ramming action can rid you of your main weaponry. Aerial charges can be dodged if the targeted ship flies upwards or downwards once they are fired.

"I love aerial charges, I love their damage and their micro intensive playstyle, which is exciting and rewarding, however, they are more situational than other blast weapons and so they earn B tier in both conquest and skirmish" ~Orang

Required Research: Explosives (Tier 1)

Blast Damage AoE Reload Time Fire Arc Weight HP Crew $
40 7 meters 3 seconds 10° upwards 40 100 1(2) 20

Rocket

Rocket.PNG

"Not accurate, or safe, but pretty devastating when they hit."

Contrary to what the description says, rockets are the safest option in terms of what you get, both, from the tech & the module itself. Rocket are the most powerful weapon of early game conquest, and one of the most versatile weapons in the game. They have really powerful DPS, good AoE and most importantly, they have the second best arc of fire in the game. This blend of statistics makes the rocket an immensely powerful weapon, which is the mainstay of any respecting fleet. This is the golden standard of blast weaponry, and the golden standard of conquest weaponry.

Medium steel does not hard counter the rocket, which is easy to forget, but it is a very important fact, which makes the rocket such a potent weapon! You can only hard counter the rocket by using heavy armour or shaped hulls.

Additionally it is not that inaccurate, even at long range.

"The rocket is both fun and powerful. Currenly (march 2021) it is borderline an OP weapon. Everything about it screams power: S tier for both conquest and skirmish." ~Orang

Required Research: Rockets (Tier 2)

Blast Damage AoE Reload Time Fire Arc Weight HP Crew $
40 5 4 seconds 210° forwards 30 120 2(3) 40

External

External rocket.PNG

"A single, externally mounted rocket."

The external rocket is just what is advertised. It can be used, but for the most part it is quite the disappointment compared to its reloadable sister.

Required Research: Rockets (Tier 2)

Blast Damage AoE Reload Time Fire Arc Weight HP Crew $
40 5 - 45° forwards 30 60 - 10

Massive Rocket

Massive rocket.PNG

"A rocket painted like a demon that explodes in a great ball of fire."

The massive rocket is quite a powerful, yet huge and volotile module. It is susceptible to ramming and exploding, but it packs a solid punch. It is an incredibly fun weapon, which can be used to great effect, and if left unattended, it can wreck absolute havoc upon the enemy with its huge AoE. Though, it is a bit sluggish and eats up ammo like a hungry wurm! It may be less powerful than its smaller sister, but it is a fun and incredibly rewarding weapon to use. This rocket is very inaccurate compared to the smaller variant.

"To me the massive rocket is a toy. However it has its pluses. I'd rate it C tier conquest and skirmish weapon, though it would get A tier in the fun factor!" ~Orang

Required Research: Rockets (Tier 2)

Blast Dmgamage AoE Reload Time Ammo per Shot Fire Arc Weight HP Crew $
50 11 meters 10 seconds 4 151° forwards 140 500 2(4) 240

External

Massive rocket external.PNG

"A single, externally mounted, massive rocket."

An externally mounted massive rocket, which compared to the regular variant can do quite a lot of harm if massed, since it has better damage and AoE. It can be an interesting intercept or siege weapon, for a good first burst of damage, that may even leave the enemy dead, biting the ground.

Required Research: Rockets (Tier 2)

Blast Dmgamage AoE Reload Time Ammo per Shot Fire Arc Weight HP Crew $
50 11 meters - - 30° forwards 70 100 - 60

Flamethrower

Flamer.PNG

"Shooting an arc of fire, this is a powerful close-range weapon against lightly armoured targets"

This is a very powerful weapon that can destroy small units and even highly armored targets (though, only with the direct damage tech): not so much by big damage but by constant fire (it's a stream, not fireballs). This weapon is a fun and versatile close quarters DPS machine, however, it is hard countered by even medium steel armour. Flamethrowers can effectively hold off gargoyles, dragoons and bees, but it's good practice to escort the flame ship with other ships. They can also deal amazing amounts of damage, but their potential is cut short by the ease of countering them.

"A fun and exciting weapon, great for clearing some of the more annoying monsters. S tier in fun, but sady C tier in conquest, and D tier in skirmish, in my humble opinion." ~Orang

Required Research: Combustibles (Tier 3)

Blast Damage AoE Reload Time Rate of Fire Clip Fire Arc Range AA Range Weight HP Crew $
5 - 0.5 seconds 20 per second 100 151° forwards 35 meters 28 meters 30 30 1(2) 60

Giant Flamethrower

Giant flamethrower.PNG

"An ornate flamethrower shaped like the head of a dragon."

This baby can annihilate anything that's not heavy steel (granted you have the direct damage tech researched). It reaks havoc upon the enemy unleashing the fury of dragons! However, despite how fun it is, it is mostly a mediocre weapon, it has its uses in conquest: for example in sieges, since it melts through stone, but its insane cost makes it a very premium toy. It is a very rewarding weapon which is great against all the same stuff as the small flamethrower, but this time, it doesnt get completely hard countered by medium steel.

"My rating for this weapon is the same as the smaller flamethrower. Sadly it is simply too expensive for its own good." ~Orang Required Research: Combustibles (Tier 3)

Blast Damage AoE Reload Time Rate of Fire Clip Fire Arc Range AA Range Weight HP Crew $
15 - 0.5 seconds 20 per second 120 120° forwards 50 28 meters 200 150 2(4) 500

Aerial Torpedo

Torp.PNG

"Aerial torpedoes move slowly but devastate anything they hit. They cannot be fired at close range."

The aerial torpedo is a force to be reckoned with. It is your ultimate siege and anti-landship weapon. There is no counter to the torpedo other than speed and reaction time. There is not much more to be said about it, it is one of the most solid weapons in the game for the role it fills, simply amazing.

Keep in mind the torpedo is also a great tool to force movement out of the enemy in skirmishes, since if they don't move, they will be eliminated in a fiery blaze.

"I honestly cannot hide my love for the torpedo, it is an extremely powerful module, which is fun to play and very rewarding to use. Simply excellent. This earns the torpedo an A tier in conquest and B tier in skirmish, due to the lack of buildings in the latter mode." ~Orang

Required Research: Cybernetics (Tier 4)

Blast Dmgamage AoE Reload Time Ammo per Shot Fire Arc Minimum Range Weight HP Crew $
160 7 meters 12 seconds 2 10° forwards 42 meters 50 120 2(3) 200

External

Ext Torp.PNG

"A single, externally mounted, aerial torpedo."

This is a very versatile and powerful module for its cost. It is extremely powerful for sieges if spammed on ships, and very good area denial and movement forcer against ships. A great investment which is as solid as its reloadable counterpart.

Required Research: Cybernetics (Tier 4)

Blast Dmgamage AoE Reload Time Ammo per Shot Fire Arc Weight HP Crew $
160 7 meters - - 10° forwards 30 80 - 50


WIP section (barely servicable \/)

Heavy Armour Piercing Weapons

Ballista

Ballista.PNG

"A torsion ballista - simple but effective against lightly armored targets."

Like the Grenades, ballistae have a limited vertical range, as well as being the only projectile in-game to suffer ballistic drop. This weapon is the 2nd pillar of t0 conquest. It is very powerful and effective, but relies on the ship's ability to fly as high as feasible, best service celling for a ballista ship is 300 meters or more.

"The ballista is a very interesting weapon, however it suffers from low power and depends on a well built ship. Overall I'd rate it B for conquest and S tier for skirmish due to being a part of a certain ship design." ~Orang

Required Research: None (Tier 0)

Piercing Damage Reload Time Clip Fire Arc Weight HP Crew $
30 2.5 seconds 3 100° forwards 50 160 1(2) 20

Cannon

Cannon.PNG

"A single shot can tear through most armour. The mainstay of airship armament."

Due to their piercing damage, cannons are very useful for punching holes in everything. As they are single-shot weapons, their effective rate of fire is highly dependent on the distance to ammo storage. Their comparatively restricted fire arc makes them better suited to support rather than front-of-battle use. (Ships directly above or below can't be hit. Compare Rockets & Rifles, which can swivel to attack vertically.)

Required Research: Cannon (Tier 1)

Piercing Damage Reload Time Fire Arc Weight HP Crew $
50 (40) 3,5 seconds 70° forwards 70 100 1(2) 75

Grapeshot cannon

Grapeshot.PNG

“This Cannon fires a spray of smaller cannonballs to tear through Light armor and crew alike”

The grapeshot cannon is the earliest large weapon able to specifically target aircraft & similarly small targets. However, its restricted range and slow fire rate make it impractical against most small-craft attacks. In practice, you're better off using rifles until flak becomes available.

Required Research: Cannon (Tier 1)

Piercing damage Reload time Fire Arc Weight HP Crew $
14x10 4 seconds 80° forwards 60 90 1(2) 50

Imperial Cannon

Imperial cannon.PNG

Piercing Dmg. Blast Dmg. Reload Fire Arc Max. Range Weight HP Crew $ Fire Explode
400 0 8 45 740 400 500 4(5) 830 Slightly Flammable May Explode -

Sponson

Sponson.PNG

Piercing Dmg. Blast Dmg. Reload Fire Arc Max. Range Weight HP Crew $ Fire Explode
40 0 2.7 40 840 90 110 1(2) 86 Flammable s -

Front Turret

Dorsal

Medium Dorsal Turret.PNG

Piercing Dmg. Blast Dmg. Reload Fire Arc Max. Range Weight HP Crew $ Fire Explode
65 0 4 secs 100 670 100 150 2(3) 100 Flammable May Explode -

Ventral

Medium Ventral Turret.PNG

Piercing Dmg. Blast Dmg. Reload Fire Arc Max. Range Weight HP Crew $ Fire Explode
65 0 4 secs 100 670 100 150 2(3) 100 Flammable May Explode -

Dorsal Turret

Dorsal turret.PNG

"A turreted medium cannon with a wide field of fire. The turret mechanism adds a lot of weight and bulk, though."

The Dorsal Turret has almost double the power of a common cannon but is fragile, both to direct damage and due to blocking any construction above or beside it. Thus, it's impossible to mount more than one per ship or building, to install catch-struts against ships crashing into the turret, or to have a Crow's Nest to help it aim. Further, the Dorsal Turret shares the cannon's weakness of being a single shot weapon, meaning reload time is highly sensitive to ammo distance.

In practice, dorsal turrets are far inferior to flak cannons for general use.

Required Research: Gyroscopes (Tier X)

Piercing Damage Blast Damage Reload Time Clip Fire Arc Weight HP Crew $
70 0 5 seconds 1 190° upwards 140 180 2(3) 120

Ventral Turret

Ventral turret.PNG

"A ventrally turreted cannon. The gun mount is kind of tricky, but the result is a wide field of fire"

A downwards-facing dorsal turret. Like its counterpart, it's vulnerable, but due to its location a Crow's Nest remains a viable option. As one might expect, these won't work on Landships or buildings.

Piercing Damage Blast Damage Reload Time Clip Fire Arc Weight HP Crew $
70 0 5.5 seconds 1 190° downwards 150 180 2(3) 120

Heavy Cannon

Heavy Cannon.PNG

"Slow-firing but devastating. Not even the strongest armour stands a chance"

A bigger cannon, it can blast through anything and also pulverize most things with few shots. It has a more restricted fire arc, but it's slightly more accurate at long range. It has a slow reload time and is a single shot weapon.

Required Research: Heavy Cannons (Tier 3)

Piercing Damage Blast Damage Reload Time Clip Fire Arc Weight HP Crew $
100 0 7 seconds 1 60° forwards 160 240 2(3) 200

Heavy Turret

Heavy cannon turret.PNG

“A Heavy cannon on a turreted mount. Powerful and accurate.”

This provides substantial armour-piercing punch with reasonable vertical traversal. Despite being mounted in a Turret, the cannon cannot rotate or flip independently of its parent construction, so getting behind it remains a viable tactic.

Piercing damage Blast Damage Reload time Fire arc Max accurate range Weight HP Crew $
150 0 4 sec 70° 1900m 320 500 2 (3) 540

Required Research: Automated Loading Systems (Tier 4)

Suspendium Cannon

Suspendium cannon.PNG

"A precise arrangement of suspendium crystals fires small suspendium bolts with extreme speed and accuracy"

A coal driven, steampunk variant of a railgun. It shoots very far very accurately. It also packs a good punch, sometimes piercing the first module hit and continuing to damage further modules behind the target. That said, the extremely limited fire arc limits its effective use to rear-line support fire. Needs coal in addition to ammo.

Required Research: Suspendium Cannons (Tier 4)

Piercing Damage Blast Damage Reload Time Clip Fire Arc Weight HP Crew $
55 0 3.5 seconds 10 20° forwards 200 280 3(4) 300

Note: Also uses 1 unit of coal every 10 seconds.



Light Armour Piercing

Musket

Musket.PNG

"Muskets are simple firearms that can be quite effective en masse."

These starting weapons have far less range and have a slower rate of fire than rifles. However, they do have an easier time piercing armor.

Required Research: None (Tier 0)

Piercing Damage Blast Damage Reload Time Clip Fire Arc Def. Range Max. Range Weight HP Crew $
8 0 2 second 16 160° forwards 42m 280m 10 40 1 7

Rifle

Rifle.PNG

"Riflemen are accurate and cheap, but their weapons cannot penetrate heavy armour."

Rifles are cheap and flexible, but do a limited amount of damage. Still, persistent rifle fire has brought down even massive air-battleships. Though it is not recommended that this be a larger airship's main armament, they can be a useful addition to kill enemy sailors through armor gaps made by other weapons, or as a point-defense to kill troops attempting to invade you ship and destroy aircraft. (They are particularly good at breaching Suspendium tanks. It's a good idea to have about 2-3 on each side of a defensive building.)

Required Research: Rifling (Tier 1)

Piercing Damage Blast Damage Reload Time Clip Fire Arc Def. Range Max. Range Weight HP Crew $
5 0 1.3 second 16 240° forwards 57m 1100m 8 40 1 22

Light Sponson

Light sponson.PNG

Piercing Dmg. Blast Dmg. Reload Fire Arc Max. Range Weight HP Crew $ Fire Explode
25 0 2.4 45 840 60 70 1(2) 54 Flammable May Explode -

Deck Gun

Deck gun.PNG

Piercing Dmg. Blast Dmg. Reload Fire Arc Max. Range Weight HP Crew $ Fire Explode
30 0 2 90 670 50 40 2(3) 50 May Explode -

Gatling Gun

Gattling.PNG

"With its rapid fire rate, a gatling gun can tear apart lightly armoured targets. It's not very accurate , however"

The Gatling gun will chew through anything made of wood or brick, for most uses a single Gatling gun can easily replace a broadside of rifles. However, its significantly more restricted fire arc can be a liability: Gatling emplacements in ships & buildings cannot shoot vertically, while rifles can. As such, it's a good idea to retain some rifles to minimize gaps in fire arcs. A few Gatling guns can penetrate even medium steel armour, which cannot withstand the sheer volume of hits.

Required Research: Mechanical Parts (Tier 3)

Piercing Damage Blast Damage Reload Time Clip Fire Arc Weight HP Crew $
7 0 96 miliseconds 40 120° forwards 20 40 1(2) 60

Flak Cannon

Flak cannon.PNG

"An upward-facing light cannon designed to shoot down enemy airships"

Weaker than a cannon, nevertheless able to damage moderately armored airships. Its AoE blast effect works well against just about anything that gets in its fire arc; between the 6-shot magazine & quick reload time, flak cannons make life quite short for most targets that get above them.

However, flak cannons can be vulnerable to their victims crashing on top of the cannon (ram damage ensues!), so consider building struts or similar around the cannon to catch crashing ships. Similarly, it's better to have multiple buildings with 1-2 flak cannons, rather than one building with 4 or 5, so one crashing ship can't smash all the flak at once.

Conversely, remember that flak cannons can be installed on airships as well.

Piercing Damage Blast Damage Reload Time Clip Fire Arc Weight HP Crew $
0 20 1.5 seconds 6 120° upwards 40 40 1(2) 120

Suspendium Ray

Suspendium laser.PNG

Piercing Dmg. Blast Dmg. Reload Fire Arc Max. Range Weight HP Crew $ Fire Explode
12x10 0 4 170 3300 300 480 3(4) 432 Slightly Flammable s -



Utility and Melee Weapons

Harpoon Gun

Harpoon.PNG

Piercing Dmg. Reload Fire Arc Max. Range Weight HP Crew $ Fire Explode
5 5 secs 110 110 50 80 1(2) 84 Slightly Flammable s

Saw Blade

Sawblade.PNG

Blast Dmg. Reload Fire Arc Max. Range Weight HP Crew $ Fire Explode
25 - 120 13 120 220 2(3) 62 Slightly Flammable s

Ram

Ram.PNG

"A bronze ramming bow built to tear holes into enemy ships while leaving your own unharmed."

Rams don't have any special damage-dealing properties. They simply have very high HP and can hence be used to more safely ram opponents.

Weight HP $
500 9000 80

Cow-Catcher Ram

Ram cowcatcher.PNG

"A lightweight ram"

Weight HP $
250 5000 80

Spike Ram

Ram spike.PNG

"A sharp but relatively fragile ram"

Weight HP $
900 7000 90

Grand Ram

Ram grand.PNG

"A huge bronze ram's head to smash your enemies."

Weight HP $
3000 45000 300


[[1]]