Vessel Armaments (Piratez)

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Vessel Armaments won't be found on the Black Market due to strict regulation by the powers that be, so take care of the craft weapons you start with until more advanced armaments are researched to allow manufacturing capacility.

Two important details to keep in mind in order to achieve air superiority is that armaments only deal 50-100% of the listed damage upon successful hit. For instance, a Charger Laser can deal 6 damage, but that can actually range from 3 to 6. In addition, all weapon accuracies are based on a Medium sized enemy shipping, due to the ship size To-Hit modifier.

Shipping Size To-Hit Modifiers
Very Small Small Medium Large Very Large
75% 87.5% 100% 125% 200%

In addition, vessels can be loaded with special equipment at the cost of a weapon hardpoint. However, the devices may be loaded only into specific hardpoint classes, so a vessel might be restricted from loading certain devices.

Lastly, Piratez favors the bold, so to does this apply to air combat. A vessel's stance (Cautious / Standard / Aggressive) may factor into its weapon firing rate, allowing it to attack a target more rapidly. Taking into consideration most enemy ships outrange your vessels a majority of the game, you might as well utilize the Aggressive benefit of increased firing rate. Keep in mind that stances have no other effects, such as a Dodge bonus, increased defense or alter the enemy shipping's accuracy.

Note: For a spreadsheet breakdown on DPS, total costs, damage/cost, etc, please check this excellent sheet by ohartenstein23.


Quick Reference Guide

Armament Class Damage Range (km) Accuracy Firing Rate (in seconds) * Rearm Rate (ammo loaded per hour) Rearm Rate (hrs if empty) Ammo Count
25mm Cannon Light 8 10 30% 7 / 7 / 7 100 4 400
25mm (x2) Cannon Light 8 10 25% 4 / 4 / 4 100 4 400
Airballs Light 50 10 40% 40 / 30 / 20 1 3 3
30mm Cannon Light 10 10 25% 3 / 3 / 3 50 5 250
50mm Cannon Light 20 15 30% 8 / 8 / 6 10 6 60
Bulldog Cannon Light 25 15 40% 5 / 5 / 5 20 3 60
Tesla Cannon Light 21 10 125% 5 / 5 / 5 25 4 100
Charger Laser Light 6 20 65% 6 / 6 / 6 25 2 50
Reticulan Plasma Charger Light 27 20 35% 9 / 9 / 9 3 6 18
Sonic Oscillator Light 18 10 100% 12 / 12 / 12 15 2 30
Lascannon Light 36 30 75% 10 / 10 / 10 25 2 50
Gauss Cannon Light 15 25 35% 4 / 4 / 4 100 2 200
Plasma Spitter Light 80 20 40% 14 / 14 / 14 6 5 30
Ripper Cannon Light 22 15 25% 3 / 3 / 3 50 5 250
Avalanche Missile 600 50 70% 72 / 48 / 36 1 1 1
Goblin Rokkitz Missile 35 30 40% 32 / 24 / 16 1 7 7
Hammermite Missile 160 30 60% 48 / 36 / 24 1 4 4
Lancer Missile 90 60 90% 72 / 48 / 36 1 3 3
Medusa Missile 50 45 100% 48 / 36 / 24 1 5 5
Meteor Missile 150 52 125% 48 / 36 / 24 1 3 3
Seagull Missile 60 40 85% 40 / 30 / 20 2 3 6
Conversion Launcher Missile 60 56 200% 40 / 40 / 40 1 7 7
Stingray Missile 80 45 100% 48 / 36 / 24 1 5 5
105mm Rockets Heavy 40 20 45% 9 / 9 / 9 4 4 16
Beam Laser Heavy 25 35 90% 5 / 5 / 5 75 1 75
Fusion Ball Heavy 400 60 110% 32 / 24 / 16 1 3 3
Gat Lascannon Heavy 20 20 50% 1 / 1 / 1 100 5 500
Naval Gun Heavy 50 30 35% 12 / 12 / 9 2 10 20
Obliterator Cannon Heavy 150 45 45% 25 / 25 / 20 1 24 24
Plasma Beam Heavy 100 55 50% 16 / 16 / 16 5 10 50
Plasma Bomb Launcher Heavy 800 25 30% 48 / 48 / 48 1 2 2
Railgun Heavy 75 40 40% 15 / 15 / 12 5 6 30
Ramjet Cannon Heavy 40 50 50% 15 / 15 / 12 1 12 12
Spike Rockets Heavy 35 15 35% 5 / 5 / 5 3 3 9
Little Ilya Heavy 44 15 50% 6 / 6 / 6 6 2 12
Flame Cannon Heavy 115 25 33% 36 / 30 / 24 1 6 6

* Firing rate is dependent on the vessel's stance: Cautious / Standard / Aggressive.

Light Armaments

25mm Cannon
25mm Cannon

AN AUTOCANNON WHICH FIRES HEAVY ARMOR PIERCING ROUNDS. CAN BE PRESS-SERVICED AS A CRAFT WEAPON BUT LACKS POWER FOR ANY SERIOUS DOGFIGHT. CLASS: LIGHT. RE-ARM: 4 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Light 8 10 30% 7/7/7 100 4 25mm Rounds 400


Notes:
Lorem ipsum
Source: Piratez Bootypedia


25mm Cannon x2
25mm x2 Cannon

A TWIN-LINKED AUTOCANNON. SPITS OUT MUNITIONS MORE RAPIDLY BUT LESS ACCURATELY. CLASS: LIGHT. RE-ARM: 4 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Light 8 10 25% 4/4/4 100 4 25mm Rounds 400


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Airballs

[[Image: |left|link=Airballs_(Piratez)|Airballs]] PACKED WITH INCENDIARIES, THESE BOMBS CAN BE HURLED AT OFFENDING SHIPS BY SKILLED AND BRAVE PILOTS - OR, AS OUR ENEMY WOULD SAY, INSANE ONES. CLASS: LIGHT. RE-ARM: 3 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Light 50 10 40% 40/30/20 1 3 Airballs 3


Notes:
Lorem ipsum
Source: Piratez Bootypedia


30mm Cannon
30mm Cannon

WHILE THE DAMAGE OR ACCURACY OF A SINGLE 30MM ROUND MAY APPEAR UNIMPRESSIVE, THIS ROTARY CANNON FIRES A HELL OF A LOT OF THEM, MAKING IT QUITE AN EFFECTIVE ANTI-SHIP WEAPON. CLASS: LIGHT. RE-ARM: 5 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Light 10 10 25% 3/3/3 50 5 30mm Cannon Rounds 250


Notes:
Lorem ipsum
Source: Piratez Bootypedia


50mm Cannon
50mm Cannon

A MIDDLE-GROUND CRAFT CANNON. WHILE IT LACKS THE DAMAGE OUTPUT OF OTHER WEAPONS, IT'S CHEAP TO USE. AS LONG AS YOU CAN FIND THE AMMUNITION. CLASS: LIGHT. RE-ARM: 6 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Light 20 15 30% 8/8/6 10 6 50mm Shells 60


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Bulldog Cannon
Bulldog Cannon

AUTOMATED CANNON WITH A PLASTASTEEL BARREL, THE FORCE OF THE PROJECTILE IS INCREASED BY A MAGNETIC COIL. USES THE SAME AMMUNITION AS THE NORMAL 50MM CANNON. CLASS: LIGHT. RE-ARM: 3 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Light 25 15 40% 5/5/5 20 3 50mm Shells 60


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Charger Laser
Charger Laser

THE ONLY SAVING GRACE OF THIS WEAPON IS THAT IT CHARGES ITSELF, USING SHIP'S POWER SOURCE. HOWEVER, IT EVENTUALLY OVERHEATS AND CANNOT BE USED ANYMORE UNTIL AT LEAST A CURSORY GROUND MAINTENANCE. CLASS: LIGHT. RE-ARM: 1 HR

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Light 6 20 65% 6/6/6 25 2 None 50


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Gauss Cannon
Gauss Cannon

A HOME-MADE ELECTROMAGNETIC ACCELERATOR, BASED ON WIDELY-USED SHIPBORNE GAUSS WEAPONRY. USES VERY COMPACT PLASTASTEEL AMMUNITION CLIPS. CLASS: LIGHT. RE-ARM: 2 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Light 15 25 35% 4/4/4 100 2 Gauss Rounds 200


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Lascannon
Lascannon

FROM A LITTLE BIT OF THIS AND A LITTLE BIT OF THAT, WE CAN MANUFACTURE A LASER WEAPON THAT TAPS DIRECTLY INTO SHIP'S POWER SOURCE AND NEEDS NO EXTRA AMMUNITION. CLASS: LIGHT. RE-ARM: 1 HR

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Light 36 30 75% 10/10/10 25 2 None 50


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Plasma Spitter
Plasma Spitter

CLOSE-RANGE AERIAL WEAPON THAT ATTEMPTS TO UNLEASH THE POTENTIAL OF HELLERIUM BY RE-CREATING TECHNOLOGIES FOUND IN PERSONAL PLASMA ARMS. BURNS HELLERIUM. CLASS: LIGHT. RE-ARM: 5 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Light 80 20 40% 14/14/14 6 5 Hellerium 30


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Ripper Cannon
Ripper Cannon

A REINFORCED CANNON FRAME FIRING PLASTASTEEL-TIPPED, NUCLEAR-PROPELLED ROUNDS AT A TREMENDOUS RATE. CLASS: LIGHT. RE-ARM: 5 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Light 22 15 25% 3/3/3 50 5 Ripper Rounds 250


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Tesla Cannon

THIS GIANT COIL ZAPS THE ENEMY CRAFT WITH THUNDERBOLTS, INFLICTING QUAD SHIELD DAMAGE. CLASS: LIGHT. RE-ARM: 4 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Light 21 10 125% 5/5/5 25 4 None 100


Notes:
Best used against shielded targets.
Source: Piratez Bootypedia

Missile Armaments

Avalanche
Avalanche

THAT'S A NUCLEAR MISSILE MY FRIEND. HUGE AND CUMBERSOME, IT LACKS AGILITY TO EFFICIENTLY ENGAGE SMALLER CRAFT. WON'T MISS A VERY LARGE TARGET, THOUGH, AND THEY'LL FEEL IT WHEN IT HITS. CLASS: MISSILE. RE-ARM: 1 HR

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Missile 600 50 70% 72/48/36 1 1 Avalanche Missile 1


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Conversion Launcher

THE INNER WORKINGS OF THIS LAUNCHER ARE A COMPLETE MYSTERY. IT TAKES SEAGULL ROCKETS AND DISPENSES THEM IN THE FORM OF STRANGE, SHADOW-LIKE FORMS, DEFYING ANY KNOWN FORM OF ACTIVE MISSILE DEFENSE. CLASS: MISSILE. RE-ARM: 7 HRSbr>

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Missile 60 56 200% 40/40/40 1 7 Seagull Missiles 7


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Goblin Rokkitz

CRUDE MISSILES PACKED WITH FIREWORKS, IDEAL FOR BIRTHDAYS OR FUNERALS ALIKE. NOT VERY EFFECTIVE, BUT HOW BEAUTIFUL! CLASS: MISSILE. RE-ARM: 7 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Missile 35 30 40% 32/24/16 1 7 Goblin Rokkitz 7


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Hammermite
Hammermite

WE HAVE SACRIFICED ENGINE AND FUEL CAPACITY TO MOUNT A HUGE THERMOBARIC WARHEAD INSIDE THIS MODEST-SIZED MISSILE, ALL IN THE NAME OF LIMITLESS CARNAGE. LET THEM BURN. RE-ARM: 4 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Missile 160 30 70% 48/36/24 1 4 Hammermite Missiles 4


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Lancer
Lancer

A LONG-RANGE HYPERSONIC MISSILE. INSTEAD OF EXPLODING, IT PIERCES THE TARGET WITH A RIGID PLASTASTEEL ROD. NOT INTENDED FOR CLOSE-QUARTERS COMBAT. CLASS: MISSILE. RE-ARM: 3 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Missile 90 60 90% 72/48/36 1 3 Lancer Missiles 3


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Medusa

A MODIFIED STINGRAY, CARRYING A SMALLER, SUPERCONDUCTIVE WARHEAD FOR MAXIMUM RADIATION BLAST THAT DOES TRIPLE DAMAGE TO SHIELDS. CLASS: MISSILE. RE-ARM: 5 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Missile 50 45 100% 48/36/24 1 5 Medusa Missiles 5


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Seagull
Seagull

STRICTLY ILLEGAL BUT WIDELY SMUGGLED, THESE HOMING, FRAGMENTATION-WARHEAD SHIP-TO-SHIP MISSILES ARE A BLAST... IF YOU CAN AFFORD THEM. WE NEED TO DISASSEMBLE ONE IF WE WANT TO LEARN HOW MISSILES WORK. CLASS: MISSILE. RE-ARM: 3 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Missile 60 40 85% 40/30/20 2 3 Seagull Missiles 6


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Meteor
Meteor

A HIGH-QUALITY MISSILE WITH LASER-INITIATED FUSION WARHEAD. CLASS: MISSILE. RE-ARM: 3 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Missile 150 52 125% 48/36/24 1 3 Meteor Missiles 3


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Stingray
Stingray

OUTFITTED WITH AN ADVANCED GUIDANCE SYSTEM, THIS MISSILE RARELY MISSES ITS TARGET. AGGRESSIVE ENGAGEMENT TACTICS DECREASE THE TIME IT TAKES TO LOCK IT ON TARGET, BUT BEREFTS THE ATTACKER OF THE RANGE ADVANTAGE. CLASS: MISSILE. RE-ARM: 5 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Missile 80 45 100% 48/36/24 1 5 Stingray Missiles 5


Notes:
Lorem ipsum
Source: Piratez Bootypedia

Heavy Armaments

105mm Rockets
105mm Rockets

THESE ROCKETS LACK ADVANCED GUIDANCE, BUT PACK QUITE A PUNCH. CLASS: HEAVY. RE-ARM: 4 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Heavy 40 20 45% 9/9/9 4 4 105mm Rockets 16


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Beam Laser
Beam Laser

THE LARGE VERSION OF A VESSEL LASER WEAPON EMITS A HIGH-INTENSITY, FINELY-CONTROLLED BEAM. BIGGER HEAT SINKS ALLOW FOR LONGER ENGAGEMENTS. CLASS: HEAVY. RE-ARM: 1 HR

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Heavy 25 35 90% 5/5/5 75 1 None 75


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Fusion Ball
Fusion Ball

THIS LAUNCHER FIRES A BALL SHAPED PROJECTILE POWERED BY ANTI-MATTER REACTION. THE BALL DESTROYS THE TARGET WITH A GRAVITY WAVE IMPLOSION. CLASS: HEAVY. RE-ARM: 3 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Heavy 400 60 110% 32/24/16 1 3 Fusion Balls 3


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Gat Lascannon
Gat Lascannon

THIS RARE WEAPON HAS SUCH A FIRING RATE THAT THE LASER PULSES SEEM LIKE A SINGLE CONTINUOUS BEAM. IT'S MORE EFFECTIVE THAN A CONVENTIONAL CANNON AND IS FED BY SHIP'S REACTOR. CLASS: HEAVY. RE-ARM: 3 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Heavy 20 20 50% 1/1/1 100 5 None 500


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Naval Gun
Naval Gun

BRUTAL AND EFFECTIVE, THIS GUN FIRES 120MM ARMOR-PIERCING SHELLS FOR MASSIVE DAMAGE. HOWEVER, IT REQUIRES SEVERAL HOURS OF MAINTENANCE AFTER EACH ENGAGEMENT. CLASS: HEAVY. RE-ARM: 10 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Heavy 50 30 35% 12/12/9 2 10 120mm Shells 20


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Obliterator Cannon
Obliterator Cannon

FIRES MASSIVE FUSION SHELLS THAT CARRY AN ABUNDANCE OF DESTRUCTIVE FORCE. THIS IS PROBABLY THE BIGGEST GUN EVER SUCCESSFULLY MOUNTED ONTO A FIGHTER CRAFT. CLASS: HEAVY. RE-ARM: 20 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Heavy 150 45 45% 25/25/20 1 20 Obliterator Shells 20


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Plasma Beam
Plasma Beam

STELLAR EMPIRE'S STANDARD SHIP-TO-SHIP CANNON, IT SENDS PLASMA BOLTS ALONG A CONTROLLED-GRAVITY PATHWAY. EACH SHOT BURNS 1 UNIT OF HELLERIUM. CLASS: HEAVY. RE-ARM: 10 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Heavy 100 55 50% 16/16/16 10 Hellerium 50


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Plasma Bomb Launcher
Plasma Bomb Launcher

THERE ARE FEW THINGS IN LIFE THAT COMPARE TO A MASSIVE NUCLEAR EXPLOSION. ACTUALLY HITTING ENEMY VESSELS WITH THIS WEAPON IS HARD, BUT YOU CANNOT MISS THE LANDSCAPE. CLASS: HEAVY. RE-ARM: 2 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Heavy 800 25 30% 48/48/48 1 2 Plasma Bombs 2


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Railgun
Railgun

A BIT ORNERY BUT NONE THE LESS MORE IMPRESSIVE THAN THE LASCANNON, THIS GUN SMASHES THROUGH ARMOR LIKE SOMETHING THAT'S REALLY GOOD AT SMASHING THROUGH ARMOR. CLASS: HEAVY. RE-ARM: 6 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Heavy 75 40 40% 15/15/12 5 6 Railgun Rounds 30


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Ramjet Cannon
Ramjet Cannon

HYPERSONIC PROJECTILES FIRED BY THIS BIG THING BOAST A GREAT RANGE, BUT THE AMMO COUNT IS RATHER LIMITED. CLASS: HEAVY. RE-ARM: 12 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Heavy 40 50 50% 15/15/12 1 12 Ramjet Rounds 12


Notes:
Lorem ipsum
Source: Piratez Bootypedia


Spike Rockets
Spike Rockets

CRUDE ROCKETS BUILT FROM JUNK PARTS AND HOME-MADE EXPLOSIVES, SOLD CLANDESTINELY DESPITE THE STRICT BANS ON CRAFT WEAPONRY. CLASS: HEAVY. RE-ARM: 3 HRS

Class Damage Range (km) Accuracy Firing Rate (in seconds) Rearm Rate
(ammo loaded per hour) / (hrs if empty)
Ammunition Ammo Count
Heavy 35 15 35% 5/5/5 3 3 Spike Rockets 9


Notes:
Early game Heavy armament that quickly becomes obsolete.
Source: Piratez Bootypedia

Other Equipment

Thruster
Thruster

ADDITIONAL ENGINE MOUNTED ON A CRAFT, TAKING UP A MISSILE SLOT. INCREASES THE MAXIMUM SPEED BY 250 AND THE CHANCE TO DODGE ENEMY FIRE BY 9%.

Slot Effect(s)
Missile Ship Speed +250 Dodge Bonus +9


Notes:
Generally underwhelming as majority of vessels with missile hardpoints are pure interceptors, and the dodge bonus isn't terribly useful for pure interceptors as most air combat relies on using multiple vessels against enemy ships, which pure interceptors are generally not the "lead attack craft". Could be useful for early interceptions where stronger lead craft are not available.
Source: Piratez Bootypedia


Targeter
Targeter

A SUPERLUMINAL SCANNING DEVICE HOOKED TO A BALLISTIC AI. OCCUPIES A MISSILE SLOT AND INCREASES SHIP'S RADAR RANGE BY 250 AND ACCURACY OF ALL ITS WEAPONS BY FLAT 10%; WEAPONS WITH LOW INNATE ACCURACY WILL THUS BE THE MOST AFFECTED.

Slot Effect(s)
Missile Ship Radar Range +250 Armament Accuracy +10%


Notes:
Best utilized on a vessel that has Light hardpoints, as Missiles generally have high innate accuracy. The effects may be underwhelming if loaded onto a vessel with less than two total hardpoints (as loading this device would leave the vessel with only one weapon). Can also be used to save some money by wasting fewer missiles.
Source: Piratez Bootypedia


Shield
Shield

A GRAVITIC SHIELD MOUNTED ON A CRAFT, AT THE PRICE OF A LIGHT WEAPON SLOT. REDUCES THE POWER OF EVERY HIT THE CRAFT RECEIVES BY 15 POINTS, THUS BEING THE MOST EFFECTIVE AGAINST POORLY ARMED VESSELS.

Slot Effect(s)
Light Incoming Damage -15 Power


Notes:
Depending on the enemy ship, this device can negate damage entirely or generally reduce damage by ~30%. See here for enemy ships' weapon power in order to determine potential damage reduction.
Source: Piratez Bootypedia