Space Weapons
Imperial Database > Space Weapons

A compilation of the most common space weapons used in the galactic civil war. 1 DP (Destructive Potential unit) equals 1 SBD (Shield Base Durability) or 1 RU (Resistance Unit) in starfighter scale (Ref: Terms not canonically defined).
Blaster Cannon (BC)
Damage: 1-3 DP
Range: 2 Km
Blaster cannons are sometimes used instead of laser cannons, mainly on civilan ships. They are weak compared to lasers and prone to overheating, but are capable of rapid fire.

Laser Cannon (LC)
Damage: 1-5 DP
Range: 1,5-3 Km
Laser cannons are the basic weapon for all smaller starships and fighters. They are very reliable with a high refire rate. They can be used for single fire, dual, or fire-linked mode for more damage per shot but lowered refire rate.

Heavy Laser Cannon (HLC)
Damage: 1-15 DP
Range: 2-3 Km
Heavy Laser cannons are found on the A-9 Vigilance, V-38 Assault Fighter, and X-Wing starfighters, plus many minor starships. They are generally two to three times more powerful than regular laser cannons, but still with good rate of fire. They quickly use up stored laser energy.

Supercharged Laser Cannon (SLC)
Damage: 30-60 DP
Supercharges can only be fired with modified laser cannons, with a high risk of backfire and explosion. Supercharges empty the lasers powerbank in a few shots at a very slow rate, but penetrates armour easily and with much more damage than normal. The only known exception is the V-38, which also has powerbanks at twice standard capacity. Useful for pinpoint strikes on shieldless capital ships.

Quad Laser Cannon (QLC)
Damage: 100-500 DP
The most commonly employed capital ship defence against starfighters. Refire rate varies depending on the size of the turret, but even the heaviest versions surpasses light turbolasers (though not as powerful). Smaller quadlasers are capable of putting out a fearsome amount of continuous fire. Sometimes these weapons are concealed to give would-be attackers a nasty surprise.

Light Turbolaser (LTL)
Refire: 6/s
Light turbolasers are capital grade weapons used for defence against enemy starfighters and warheads. They can flakburst into omnidirectional or directional explosions to increase the chance to hit the enemy. Also used for ground support and capital ship warfare between smaller capital ships.

Quad Turbolaser (QTL)
Refire: 2/s
Quad turbolasers are medium-grade capital ship weapons, mostly used against medium class starships or for pinpointing larger capital ships. Like all turbolasers, they can also flakburst. Sometimes used by innovative ship captains to put up "flak walls" against incoming fighters or warheads.

Heavy Turbolaser (HTL)
Refire: 1/2s
Strictly used for large-scale capital ship warfare or planetary bombardment at long range. Heavy turbolasers causes immense damage upon impact, often resulting in one-shot kills as soon as the enemy vessel loses deflector shields.

Carronade Turbolaser (CTL)
Refire: 1/16s
Strictly used for large-scale capital ship warfare. Carronade turbolasers causes immense damage upon impact, often resulting in one-shot kills as soon as the enemy vessel loses deflector shields. The carronade focuses across a larger swath of a ship's shields that it can create a localized break in the shield momentarily penetrating to inflict hull damage. The damage done to the hull is dependant upon the hull's metal and reflective mixures and/or properties.

Ion Cannon (IC)

Damage: 0 DP
Range 0,5-1 Km (effective range for starfighter versions)
Ion cannons are weapons which come in every size. They fire high-energy ionized particles which causes no direct damage, but can when fired with sufficient strenght wreak havoc with the sophisticated electronics and controls of starships, rendering it inoperative. It can to some extent penetrate shields. Capital grade ion cannons are intended strictly for capital warfare. Some small unshielded ships such as some TIE Fighter models sometimes explode when hit by ion cannons.

Orbital Mine (OM)

Orbital mines are used as a semi-stationary defence around space stations and planets. They exist in many different types, often equipped with laser cannons or missiles together with the main warhead. Most mines has some kind of homing capability and they are hard to detect. They function as a stopgap, forcing the enemy to slow down and deal with the threat before moving on. See the Planetary Defences section for more details on mines.

Derillium Orbital Cluster Mine (DOCM)

Damage: Variable
Speed: Varies on distance to target
Active Time: Variable

This is a shell which carries engines and a small sensor and navigation package to control the maneuvering thrusters. When it reaches normal space near an enemy ship, whether in a star system or sown in gravity well a bursting charge can open the shell, releasing four smaller mines three with a higher plasma-based blast index but smaller radius of effect, the one out every eight deployed would contain a smaller blast charge but could possibly be equipped with an Electronic Countermeasures package to shield the other mines as they went toward a target . Those separated mines would posses more sophisticated guidance packages which would includes modes where they 'lurk and wait' using cover or ship debris to mask their signatures while waiting for an opportunity to attack an enemy that gets close enough. They can also identify when other mines in the area activate to begin attacking a target and will launch themselves on a converging course to try to saturate an enemy's defenses.A truly terrifying weapon useful for the defense of a star system and easily deployable by all current means available. Probably best developed if seeded in a defense pattern containing the other normal mines. Two versions are available; one utilizing four mine warheads, the other 3 mine warheads and 1 Modified Decoy Beam (damage: 0 DP,Recharge Time: 40 s,Active Time: 20 s).

Concussion Rocket (CR)

Damage: ~25 DP
Speed: 220 MGLT
Active Time: 25 s

This variant of concussion missile is a short-range dumbfire weapon. Since it has the same common name as homing concussion missiles, the NIF designates this weapon as a Concussion Rocket. Regular missiles has often been employed in dumbfire mode in MTS (Mobile-To-Stationary) attacks, which is a waste since these will do the job for a fraction of the cost.

Homing Concussion Missile (CM-5)

Damage: 30 DP
Speed: 220 MGLT
Active Time: 25 s

Fast and manuevreable, this armor-piercing warhead is designed to kill starfighters. Shielded fighters require more than one hit to be destroyed. A good pilot in an agile starfighter can usually avoid one, so use two or more to improve hit chances. Useless against shielded capital ships. Often employed on capital ships as a defence against warheads. Captial grade CMs are mainly used for "soft" kills, taking out sensors and other sensitive systems. There is also CM-2 Micro Concussion Missiles which are used for man-portable missile launchers.

ST2 Heavy Concussion Missile

An Arakyd pod-mounted missile with a rocket-shaped warhead which is as powerful as a standard proton torpedo

Advanced Missile (CM-9)

Damage: 60 DP
Speed: 250 MGLT
Active Time: 25 s

Better than the standard concussion missile but more expensive. Almost impossible to avoid by evasive manuevres alone. Unlike the standard missile, this one continues to home on to the target until it burns out, even after an initial miss. Can be used to shoot down enemy warheads effectively. AMs are recommended for use against fast, light interceptors such as the A-Wing.

Proton Rocket (PR)

Damage: ~80 DP
Speed: 110 MGLT
Active Time: 40 s

A dumbfire proton torpedo, best used for attack runs against larger targets, such as capital ships. While not as powerful as the Heavy Rocket, most fighters can typically carry more Proton Rockets than Heavy Rockets, plus they are relatively fast. To avoid confusion, the NIF designates this weapon as a Proton Rocket.

Homing Proton Torpedo (MG-7)

Damage: 100 DP
Speed: 110 MGLT
Active Time: 40 s

While the torpedo is more powerful than a concussion missile, it is also considerably slower. Useful against enemy bombers and small capital ships. MG-19 capital grade PTs are rarely used since they have little chance to strike the target other than at point blank range. They are however comparable to turbolasers in strength and capable of delivering this heavy firepower with pinppoint precision, which makes them very deadly when successfully used.

Advanced Proton Torpedo (AT)

Damage: 150 DP
Speed: 130 MGLT
Active Time: 40 s

The AT is fast enough to be used against starfighters at close range, and is powerful enough to kill most fighters in one hit.

Enhanced Proton Torpedo (ET)

Damage: 200 DP (est.)
Speed: 110 MGLT
Active Time: 40 s

The enhanced torpedo is a rebel specific weapon. It has less maneuverability than regular proton torpedoes but increased armour penetration. This makes it less useful against starfighters, but more effective against capital ships compared to standard torpedoes.

Magpulse Torpedo (MT)

Damage: 0 DP
Speed: 250 MGLT
Active Time: 20-30 s

The magnetic pulse torpedo is a special warhead which drains the target's laser energy upon impact, making them unable to fire energy weapons until they recharge. Useful against starfighters and capital ship weapon turrets. Cumulative effect.

Ion Torpedo (IT)

Damage: 60 DP
Speed: 130 MGLT
Active Time: 40 s

The ion pulse torpedo doesn't actually damage the target. Instead, it disrupts their electronics and renders them inoperable. Can be used on starfighters and capital ship gun turrets alike when shields are down, but has less effect against shielded targets.

Advanced Ion Torpedo (AI)

Damage: 90 DP
Speed: 150 MGLT
Active Time: 40 s

Same as the ion torpedo, but faster and with a heavier warhead.

Cluster Missile (CLM)

Damage: 35 DP (est.)
Speed: 220 MGLT (est.)
Active Time: 25 s (est.)

This warhead splits up into 5 micro-missiles, each with homing capability, if neither accurate or powerful. Best used to break up formations of starfighters. It requires special launchers and is rarely fitted on fighters. Capital-grade cluster warheads typically carry 100 smaller concussion missiles.

Homing Cluster Missile (HCLM)

Damage: 35 DP (est.)
Speed: 220 MGLT (est.)
Active Time: 25 s (est.)

An upgraded version of the cluster missile which splits up into 7 micro-missiles, each one with much improved homing capacity. Capital-grade cluster warheads typically carry 100 smaller concussion missiles.

Advanced Cluster Missile (ACLM)

Damage: 50 DP (est.)
Speed: 220 MGLT (est.)
Active Time: 25 s (est.)

Rare cluster missile model with 7 micro-missiles. It is essentially the same as the homing cluster missile, but with a much stronger warhead. Capital-grade cluster warheads typically carry 100 smaller concussion missiles.

Heavy Rocket (HR)

Effectiveness: 60-70%
Damage: 350 DP
Speed: 45 MGLT
Active Time: 90 s

Rockets have powerful warheads that can cause significant damage to capital ships. They are however slow and easily shot down, so it is most effective used at point blank range. Some squadrons prefer to fire rockets en masse at a distance to stay reasonably safe from counter-fire.

Space Bomb (SB)

Damage: 650 DP
Speed: 20 MGLT
Active Time: 120 s

Bombs are the most powerful warheads and is only used by dedicated bombers against stationary targets or large capital ships. It is very slow but hard to destroy, and their very basic guidance system makes them nearly invulnerable to jamming. For this reason, capital ships defence normally consists of destroying the bomber before it can release its deadly loadout. Stay out of the damage radius when it goes off.

Seismic Charge (SC)

Damage: 2000 DP
Speed: 0 MGLT
Active Time: 120 s

Very powerful charge which releases all its energy along a plane thanks to a particle shield which self-generates when it explodes. The plane concentrates its firepower so it is capable of cutting through most things it hits with minimal collateral damage. It is mainly used for ground attacks and has an effective radius of about 100 km.

Cluster Bomb (CB)

Very large warhead with omnidirectional detonation. Used by capital ships against other capital ships or against groups of starfighters.

Fusion Bomb (FB)

Ancient thermonuclear weapon with omnidirectional detonation. Mainly used for cheap planetary bombardment. Causes moderate amounts of fallout.

Proton Bomb (PB)

Damage: 650 DP
Speed: 20 MGLT
Active Time: 120 s

Standard ordnance for TIE bombers. Used for pinpointing local structures with exact precision and heavy firepower without damaging anything nearby.

Advanced Proton Bomb (APB)

Damage: ~1000 DP
Speed: 20 MGLT
Active Time: 120 s

Same as regular proton bomb, except with better targeting and a heavier warhead. Use if you need to take out fortifications or bunkers.

Spread Proton Bomb (SPB)

Damage: ~1350 DP
Speed: 20 MGLT
Active Time: 120 s

Standard proton bomb, except that it also spreads eight smaller warheads that explodes in turn. The damage is not as concentrated as with a normal bomb, but it is very effective against a variety of soft ground targets. Or as one trooper put it, "Ouch".

Advanced Spread Proton Bomb (ASPB)

Damage: ~1500 DP
Speed: 20 MGLT
Active Time: 120 s

Cluster bomb with eight warheads each more powerful than the standard spread proton bomb.

Bomblet Generator

Dual missile launcher which creates an inexhaustible supply of energy bombs at a rate of up to ten bombs per minute by siphoning reactor power. Ten bombs are stored in the magazine and can be fired in a series of up to five pairs. The bombs are slow moving and has short effective range, but carries heavy firepower comparable to proton bombs. The generator itself is fully modular and can be fitted on various craft.

Magnepulse Ordnance (MO)

An Empire-specific weapon which was developed shortly before the Battle of Yavin. Also known as magnetic bombard, the magnepulse ordnance is detonated above a city or other target, and deliver a great magnetic pulse that shorts out communications, droids, and other hi-tech equipment. Since a warhead can be shot down prior to the target, magnepulse cannons are also in use.

Chaos Torpedo (CT)

*ORIGINAL DESIGN* A NIF-specific capital ship warhead. It is a large and relatively slow missile but with ample defences and stealth. They exist in several variants, with unidirectional or omnidrectional blast. Many versions carries a hyperdrive unit capable of microjumps up to a lightminutes distance. They are meant to take out clusters of starfighters as well as being able to damage capital ships.

Homing Contact Mine / Gravity (HCM/g)

Damage: 400 DP
Active Time: 180 s

*ORIGINAL DESIGN* A NIF-specific capital ship warhead. It latches on to a capship and opens up a small gravity well, trapping it. Versions include explosive (3600 DP) and dummy/decoys. Attempts to defuse it will cause it to overload and explode. The mine carries a MIST shield projector for defence, and can lay dormant waiting for prey.

T-33 Plasma Torpedo

This type of plasma torpedo was known as a shieldbuster, or "rotten egg" in pilot slang. The T-33 was designed to detonate at a ray shield's perimeter and create an intense radiation burst meant to overload it. This intense but short burst can be several times more powerful than the combined power of a capital ship's ion cannons. The T-33 is one of the New Republic's strongest weapons. A single T-33 can be carried in a pod under the hull of a starfighter and is most typically deployed by K-Wings.

MS-15 Diamond Boron Missile

The MS-15 can penetrate virtually any starship hull. However, these devices were prohibitively expensive, and even the Empire gave up on using them. It is the size of a concussion missile, but was generally used as a capital ship weapon, so it must be pod mounted when fitted on a starfighter.

Stage 3 Torpedo

This warhead is the size of a proton torpedo, but contains trac-reflective particles which can break up a tractor beam lock.

Stalker Missile

Unlike conventional "smart" concussion missiles, this imperial weapon can reacquire its target and continue to try to hit it until it runs out of fuel.

S-4 Underwater Proton Torpedo

A proton torpedo designed exclusively for underwater use.


Proton torpedo which can be fired in both space and water.

Decoy Beam (DB)

Damage: 0 DP
Recharge Time: 40 s
Active Time: 20 s

The decoy beam is an Imperial-only weapon that fits into the beam compartment module that can be fitted on imperial starfighters. When activated, it sends out a general disruption energy field that scrambles sensors and make you temporarily disappear from enemy sensors, making it impossible to achieve a weapons lock on you. You can still be visually targeted by lasers. The most sophisticated electronic counter-measure available to a star fighter, the Decoy Beam, when available, has quickly become a serious decider in dogfighting.

Jamming Beam (JB)

Range: 1,5 Km
Damage: 0 DP
Recharge Time: 40 s
Active Time: 20 s

The jamming beam is another BCM (beam compartment module) weapon. It temporarily disrupts all weapons on the target. Capital ship turrets require several hits to be disrupted. Very effective at range, nearly useless in close combat.

Tractor Beam (TB)

Damage: 0 DP
Recharge Time: 40 s
Active Time: 10 s

The tractor beam is a BCM weapon that renders the targeted starfighter unable to turn, and even be drawn closer to you. Very useful in conjunction with missiles against agile fighters. Most pilots turn off their beam weapon to get extra energy for speed.

Chaff (C)

Damage: 0 DP
Effectiveness: 99%
Active Time: 20 s

Carbon-fibre chaff mines releases behind your ship and protects against multiple warheads at once. It can also break a beam weapons lock, and there's a chance to lightly damage the shields of pursuing fighters.

Flare (F)

Damage: 5 DP
Effectiveness: 25%
Active Time: 5 s
Speed: 110 MGLT
Range: 0,5 Km

Flares are micromissiles that will automatically home into the closest warhead locked on you. If no warhead is active, it will home in on the closest enemy ship.

Sensor Decoy

A sophisticated device that imitates the signal output of your spacecraft for a limited time. It can be used to fool enemy missiles and targeting computers with near certainty, but it can also be used to lure enemies to a certain point, away from you or for the purpose of setting up an ambush. Decoys are seldom used in combat missions, but often in intelligence and recon operations. Sometimes, decoys double as mines, luring in enemies only to blow up in their faces. Pirates often employ crude sensor decoys.