EARLY & GALSPAN WEAPONS

When choosing weapons, keep in mind that the designers used a exponential scale. Each segment between two lines is an equal amount of power, no matter what the size difference between them may be. I think it's silly, but who asked me. I have made numerical estimates based on the charts, but it's at best an estimate. There are 6 segments in the power meters. I got "Range" numbers by locking on to a mine, then flying backwards until the "in range" pip grayed out. PLEASE NOTE: All guided weapons lock on at a range of 10 KM. The range below is the distance they will go before detonating. Don't know if this will be useful to anyone, but, hey.... I'm also arrogantly assuming that the distance is given in kilometers. If anyone knows for sure what they're in, let me know....

Glint Lt. Laser
Cost:1000 cr.
Hull:0.8
Shield:1.8
System:0
R.O.F.:2
Range:8.7
Notes:Basic, but functional. It's fast and cheap.

Flare Med. Laser
Cost:2200 cr.
Hull:1.7
Shield:2
System:0
R.O.F.:2
Range:8.7
Notes:In my opinion, this is the best GalSpan laser. It's efficient and cheap.

Deimos Hvy. Laser
Cost:2650 cr.
Hull:2.6
Shield:3
System:0
R.O.F.:1.1
Range:9.4
Notes:This does the same amount of damage in the same amount of time as the Flare Med. Laser. However, the fire rate is about 1/2 that of the Flare, and it uses a lot more energy. The only way I find this useful is by using the "Instant Recharge" trick (see cheats) when mounted with 3+ emitters.

Spire Rockets
Cost:600 cr./40; 15 cr./each
Hull:2.2
Shield:2.3
System:0
R.O.F.:1.6
Range:24.8
Notes:Technically, this isn't a GalSpan weapon, but since you can buy it in the Hub before choosing GalSpan, and this is the GalSpan and early weapons guide, I've included it. Slightly more powerful than the Flare Med, but weaker than the Deimos Hvy. Laser. I don't see any point to buying these for use after signing GalSpan, but that's just me. You can if you want.

Helios Rockets
Cost:6000 cr./2; 3000 cr./each
Hull:6
Shield:6
System:0
R.O.F.:1.6
Range:14.3
Notes:You smack a fighter with one of these, it's instantly vaporised. This is a thermo-nuke. It is best saved for Capital ships, because it's so expensive, slow moving, and overpowering.

Tiger Missiles
Cost:1000 cr./12; 83.33 cr./each
Hull:3
Shield:2.1
System:0
R.O.F.:1.7
Range:43.3
Notes:Decent against hulls, does the same shield damage as Flare Med. Laser. I've never liked them, but they are cheap.

Sunspot Missiles
Cost:2250 cr./8; 281.25 cr./each
Hull:3.5
Shield:3.2
System:0
R.O.F.:1.7
Range:43.3
Notes:My favorite missiles. Powerful, fast reload. Fairly expensive, though.

Tesla EMP Missiles
Cost:4250 cr./6; 708.33 cr./each
Hull:0
Shield:3
System:6
R.O.F.:0.6
Range:30
Notes:Does nothing to ships hulls. Mainly for frying systems. I suggest getting very close to your target before firing (About 2-3 KM), because they're slow, and easy to shake.

Swarm Missiles
Cost:3900 cr./8; 487.5 cr./each
Hull:3.9
Shield:3.1
System:0
R.O.F.:1.6
Range:32.8
Notes:I've never liked these, because they seem to miss more often than not. Each firing is actually a salvo of four micro-missiles.

Hunter Torpedo
Cost:1700 cr.
Hull:2.5
Shield:2.8
System:0
R.O.F.:0.6
Range:10.6
Notes:I've always liked this one. After it's fired, it locks on to the nearest target, without waiting for lock-on before firing. Fast recharge rate. Biggest disadvantages: Low damage for a rack-mount weapon. Sometimes goes for a different target than what you'd like. It works best from a range of 2.0 to 8.0 KM.

Solaris Torpedo
Cost:3000 cr.
Hull:5
Shield:5.5
System:0
R.O.F.:1.5
Range:17
Notes:This is a variable charge weapon: The longer you hold down the trigger, the more damage it does when you release it. This does almost as much damage as a Helios Rocket when fully charged. Like all torpedoes, it is powered by the Laser Reserves, and has unlimited firings. It is, however, unguided.

Disruptor Torpedo
Cost:4500 cr.
Hull:0
Shield:5
System:0
R.O.F.:0.1
Range:16
Notes:For shields only. It usually drops shields, when it connects. Takes forever to recharge, though, and often misses. Guided.

Blast Torpedo
Cost:3300 cr.
Hull:3.5
Shield:3.5
System:0
R.O.F.:0.6
Range:6.8
Notes:Releases insane amounts of radiation in a limited radius. It's powerful, but it's unguided. Note that there's a half-second delay between contact and detonation, so it's most useful when firing on a ship heading towards you, and a ship afterburning away from you will take little, if any, damage. Don't fire it too close to yourself, either!

Adv. Blast Torpedo
Cost:3500 cr.
Hull:3.5
Shield:3.5
System:0
R.O.F.:0.6
Range:6.8
Notes:Same as above, except guided.

Chatter Cannon
Cost:9100 cr./750; cr/each N/A; recharges each mission
Hull:1.2
Shield:0.1
System:0
R.O.F.:2.8
Range:7
Notes:Useless against shields, it fries hulls in no time flat. Although each shot does very little damage, it has an insane rate of fire. I do stand corrected on something though: An anonymous expert emailed me and said that this recharges for free after every mission, and you get the extra shots free with the ammo hold, and lo and behold, he's right!! I thought it was a one-shot weapon!

Tractor Wave
Cost:7150 cr.
Hull:0
Shield:1.6
System:0.1
R.O.F.:1.1
Range:Unknown, greater than radar range.
Notes:Useless, useless, useless. Apparently, it slows down your opponent, if they're right in front of you, and also fries systems slowly. In practice, it doesn't seem to do anything.