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Lasers are a type of beam weapon.


Lasers are a type of beam weapon.

Maximum Range = ( Base Damage * 10000km ) * Range Modifier
Rate of Fire  = ( Base Damage *      5s ) / Capacitor Recharge Rate (rounded up to the next multiple of 5s)

While the theoretical maximum range far exceeds 1.5m km, no Beam Fire Control is able to handle ranges beyond this limit. Longer laser ranges still lead to increased damage across their effective range. Lasers can be mounted in a turret.


Lasers are an all-rounder weapon, with the widest array of modifications and able to work in some capacity in most roles. They have no major weaknesses with their weakest area possibly being point defense; even there, their range allows them to counter missiles with laser warheads effectively. Medium-calibre lasers can provide decent damage with good fire-rate, while large lasers can hit hard even at longer ranges.

Lasers can be put on a spinal mount: basic spinal mount will increase the caliber by 25% and advanced one will increase it by 50%; this will increase the range, damage and time to reload accordingly. Only one spinal weapon can be mounted on a ship.

Lasers can also be turreted and downsized at a cost of massive penalties to their firerate.

Damage Profile

Damage templates for different weapon types.

Lasers use the 3-gradient damage profile, the second best after Particle Lances.


Laser Focal Size determines how large the laser focal size (or calibre). Larger lasers cause more damage and have longer ranges, but they also require more power (for lasers, power requirement is equal to the base damage), which means they'll fire slower unless your capacitor recharge tech keeps up.

Focal Size 10cm 12cm 15cm 20cm 25cm 30cm 35cm 40cm 50cm 60cm 70cm 80cm
Size (HS) 3 4 4 6 8 9 11 12 16 19 22 25
Base Damage 3 4 6 10 16 24 32 42 65 94 128 168
RP cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 125,000 250,000 500,000 1,000,000 2,000,000

Laser Wavelength modifies the range, with shorter-wavelength lasers having greater range.

Wavelength Infrared Visible Light Near Ultraviolet Ultraviolet Far Ultraviolet Soft X-Ray X-Ray Far X-Ray Extreme X-Ray Laser Near Gamma Ray Gamma Ray Far Gamma Ray
Range Modifier 1 2 3 4 5 6 7 8 9 10 11 12
RP cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 125,000 250,000 500,000 1,000,000 2,000,000

Capacitor Recharge Rate determines how fast the laser's power can be recharged, and therefore determines its rate of fire. A ship must also be equipped with sufficient power plants to recharge the lasers in order to maintain their maximum rate of fire.

Recharge Rate 1 2 3 4 5 6 8 10 12 16 20 25
RP cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 125,000 250,000 500,000 1,000,000 2,000,000

Reduced Size Lasers creates more compact lasers that have slower rates of fire.

Reduction 1 0.75 0.5
Recharge Multiplier 1 4 20
RP cost - 5000 15,000

Energy Weapon Mount allow to design a larger weapons than could normally be constructed using available technology. A ship can only mount one spinal weapon and they cannot be mounted in turrets. The possibilities are Standard Mount, Spinal Mount and Advanced Spinal Mount. The latter two use a focal size 25% larger and 50% larger than the maximum possible for a normal laser. This increases all bases stats, as specified above.

Reduction Standard Spinal Mount Advanced Spinal
Focal Size 1 1.25 1.5
RP cost - 5,000 20,000