Required Power: 100
Projectile Damage: 15
Attack Speed: 14 shots per second
Heat Generation: 4.5% per shot
Bullet Spray (Passive Ability): This weapon loses accuracy as it heats up.
Heatsink (Active Ability): Activate the Lazmac’s emergency heatsink, instantly reseting HEAT down to 0
“Close enough.” grumbled Lamond as he surveyed the bullets in the target… and everything
Required Power: 100
Projectile Damage: 125
Attack Speed: 2 shots per second
Heat Generation: 30% per shot
Sniper shots (Passive Ability): Primary fire deals reduced damage to chassis but bonus damage to wings and engines.
The Iron Python is the latest in ViperTech innovation and obliteration.
Required Power: 100
Projectile Damage: 10
Attack Speed: 3 shots per second
Heat Generation: 20% per shot
Afterburn (Passive Ability): Each shot sprays a massive stream of corrosive plasma projectiles that cling to enemies for a few seconds, dealing damage over time.
Flare Gun (Active Ability): Fire a long-ranged flare that burns enemies upon impact.
Fire solves everything. Except you can’t have fire in space, so toxic chemicals solve everything.
Required Power: 100
Projectile Damage: 15
Attack Speed: 2.5 shots per second
Heat Generation: 30% per shot
Shotgun Snowballs (Passive Ability): Primary fire blasts out multiple projectiles in a cone. Each projectile does its own damage and enemies can be hit with multiple.
Expanding Charge (Secondary Fire): Launch a mysterious, explosive projectile that increases in speed and damage as it travels.
A strange alien weapon sold by the Singularity that fires a mysterious growing energy ball.
Required Power: 100
Projectile Damage: 100
Attack Speed: 1 shot per second
Heat Generation: 50% per shot
Spare Rocket (Secondary Fire) (6s cooldown):Fire a bonus rocket that requires no heat and does not affect fire rate.
The best things come wrapped in explosions.
Required Power: 100
Projectile Damage: 75
Attack Speed: 2 shots per second
Heat Generation: 30% per shot
Bouncing Sparks (Passive Ability): Primary fire bounces to nearby enemies. All enemies hit with this weapon’s primary fire are marked with electricity
Electrocute (Secondary Fire) (12s cooldown): Deals damage to all enemies on screen marked with electricity.
Like playing 10,000 kWatt pinball.
Required Power: 75
Projectile Damage: 280
Attack Speed: 4.20 shots per second
Heat Generation: 20.4% per shot
Drake launch (Passive Ability):Each shot sprays a squadron of drake drones out in a fan. The number of drones created by each shot is decreased by the number of deployed drones that you currently have alive.
Deploy Drake (Secondary Fire) (2s cooldown): Summons an autonomous Drake drone that fires at nearby enemies. Drake drones last 3 seconds before self-destructing.
Power in numbers.
Required Power: 74
Projectile Damage: 100
Attack Speed: 4.20 shots per second
Heat Generation: 20.4% per shot
Healing Beam (Toggle): Change your primary fire’s laser beam into a green healing beam. Allies hit with this beam are healed for 5% of their max HP every second.
Steal from the rich, give to your team.
Required Power: 74
Projectile Damage: 75
Attack Speed: 4.20 shots per second
Heat Generation: 20.4% per shot
Goop Field (Secondary Fire) (12s cooldown): Deploys a goop field at your cursor’s location that deals damage over time and greatly slows enemies. Lasts 6 seconds.
It’s hard to avoid getting blown to pieces if you can’t move.
Required Power: 50
Projectile Damage: 150
Attack Speed: 4.20 shots per second
Heat Generation: 20.4% per shot
Boomerang Buzzsaw (Secondary Fire) (2s cooldown): Shoots a short-range buzzsaw that returns to your ship after traveling a short distance. It that deals damage every time it passes through an enemy.
Fire solves everything. Except you can’t have fire in space, so toxic chemicals solve everything.