Skunk Gun stats
|Mining Laser Mk1||23,000||550||-||1,800||3,600||8||0||100 mining multiplier.|
Low dmg to <target>; recommended for lockbox opening. Extremely low heat buildup
|Mining Laser Mk2||210,000||700||-||1,800||3,600||8||0|
|Heavy Laser Mk11||700,000||10,000||-||1,500||5,000||4||2||1,250||2,500||1||750||3,000|
7x mining multiplier. 1000 hull damage.
|Railgun Mk12||2,147,483||18,000||18,000||1||8,000||10,000||500||2,500||500||2,500||2000 hull damage.|
High heat buildup.
|Pulsed Maser Mk1||65,000||3,600||450||3||2,380||3,400||0.7||0.15||240||2||1,250||6,250||Low heat buildup & low cooldown|
|Pulsed Maser Mk2||340,000||4,500||450||8||2,520||3,600||0.7||0.15||192||2||1,250||6,250|
|Pulsed Maser Mk3||640,000||10,050||3,350||3||3,000||1,500||2.0||0.05||180||Bullets stick to target and damage for 10s each.|
Slow start but low heat built-up and high DPS in the end.
|Particle Repeater Mk1||190,000||8,400||140||60||1,320||2,200||0.6||0.250||72||2||2,500||2,500||Fast fire rate, heat buildup & shot speed; fast cooldown|
|Particle Repeater Mk2||710,000||9,600||160||60||1,440||2,400||0.6||0.250||72||2||2,500||2,500|
|Particle Repeater Mk3||1,030,000||11,250||225||50||1,800||2,800||0.8||0.275||86||2||2,500||2,500||Rare, repeatedly craftable and improved over Mk2.|
|Plasma Cannon Mk1||92,000||5,600||4,000||1.4||2,880||1,800||1.6||0.05||1,592||2||1,675||4,975||Slow fire rate & shot speed, but heavy damage if it hits|
|Plasma Cannon Mk2||460,000||6,400||4,000||1.6||3,040||1,900||1.6||0.05||1,392||2||1,675||4,975|
|Plasma Cannon Mk32||1,111,111||-||160,000||-||4,000||1,000||4||2,900||500||2||1,000||2,000|
4s charge for max damage.
|Inertial Hammer Mk1||150,000||7,200|
12 pellets/shot (adjustable with weapon mods).
|Inertial Hammer Mk2||570,000||8,400|
|V Crushers 1||D||1616||2.5||1||6000||128||0||375||4||Skunk launches 2 rockets at once|
|Meteorites 1||D||4532||1.5||1||15000||128||0||175||6||Skunk launches 2 rockets at once|
|Astrobees||G||15964||0.3||8||6000||128||350||350||18||Each warhead can track <target> independently; when multiple targets are available, some warheads may select a different target.|
|Tristars||G||31185||0.2||3||36000||128||210||210||36||Each warhead can track <target> independently; when multiple targets are available, some warheads may select a different target.|
|Novadrone||R||16675||0.2||1||80000||256||1000||50||60||Missile is guided by ROV interface.|
|Constrictor 2||D||12500||0.25||1||12500||325||90||60||Disable capital ship engine + booster on hit.*|
|Kyon Torpedo 3||R||160340||0.2||80000||200000||256||2000||50||60||Craftable missile guided by ROV interface that does very high shield damage.|
Missiles in flight can be destroyed (but not targeted) by other weapons. Some fighters may damage themself by launching a missile and immediately detonating it by their own or incoming weapon fire; similarly Skunk missiles may detonate near Skunk (damaging it) if launched while under enemy fire. Interesting thing is that missiles can't damage asteroids or cargo containers (not crates!); however they may destroy the locks on lockboxes, leaving their contents (crates) vulnerable to further missile or other AoE fire [unsure about booby-trapped lockboxes - needs checking - Snafu]
Note that even guided missiles will often miss their target repeatedly when fired against a skilled pilot, due to extreme fighter manoeuvrability and the pilot's ability to boost.
*Constrictor missiles are interesting. They will disable an engine cluster (/not/ all engines in the case of (eg) OL ships) disabling boost for a period of time if they hit, with a visual & audio cue. They will immediately stop a boosting engine cluster (unsure about the whole lot) from boosting if already in boost. This needs testing further to discover limits & timing - Snafu