Choosing which weapons to mount on your ship while docked in a station can decide your fate on the field of battle. Constant improvements are required to combat the progressively hazardous challenges from hostile encounters. Depending on the number of weapons slots available on your vessel, it is possible to be geared to readiness for every situation.
Primary weapons are laser, thermal fusion or scatter guns, blasters, or auto-cannons, typically mounted on the front end of ships. They contain an infinite number of rounds, so long as the power lasts.
Each specific weapon has capabilities which should be closely weighed and examined before purchasing. Some laser guns, such as the M6 range, fire a continuous deadly stream, while some of the thermal fusion range allow on-screen tracking of enemies.
Scatter guns are the latest craze in the Valkyrie expansion. These area-of-effect weapons work with horrifying efficiency against small bands of pirates. While the Galactic Convention on Illegal Weaponry is debating the legality of such systems, get yours while they're still available.
Other new items on the market include the SunFire o50, a new thermal fusion gun which sprays bursts of kinetic energy to stunning visual effect.
The Supernova add-on is jam-packed with all kinds of powerful primary weapons. Among others, it gives the players access to a number of particularly strong lasers, blasters and scatter guns, such as the M6 A4 “Raccoon”, the Mimung Blaster or Dark Matter Laser.
Secondary weapons are exhaustible items which need to be replenished and can take a lot of needless cargo space if overstocked. This classification includes rockets, missiles, electro-magnetic pulse bombs and nukes.
Missiles are the perfect way to lead in to an ambush, or when attacking a sizeable convoy, although their accuracy can sometimes be disappointing in the fog of battle.
Wearing down heavily fortified targets is recommended at a distance before closing in, and for this EMP weapons can be indispensible in knocking out defence systems on larger freighters or stations.
With the addition of mines systems and player-controlled missiles to the Valkyrie™ expansion, the potential for lethal force is greatly amplified. Mines put in the path of approaching enemy formations are capable of disabling everything in range of up to two kilometres. Great care should be taken, therefore, that mines are strategically positioned far from friendly traffic, as an accident could cause damage to your reputation with a favoured faction.
Player-controlled missiles offer a new element to gameplay, with the potential for absolute accuracy in targeting and execution. With ranges of up to 15 kilometres, a Liberator missile can take out enemy targets before your ship even shows on their radar.
In regard to novelties in the armory department, the secondary weapons category is where Supernova really shines by enabling the players to lay hands on two red-hot kinds of devices, namely cluster missiles and sentry-guns. While the former approach their target like a swarm of angry hornets and strike with deadly precision, the latter operate like portable auto-turrets that can be placed at strategically favourable positions and open fire on every enemy in sight.
Mounted turrets offer an option to switch from primary or secondary weapons to close range heavy fire in intense close-combat situations. A drawback is that it is currently impossible to operate any other ship functions while in the turret seat. This is a problem many of the larger weapons companies are currently scrambling to address. Nonetheless, with hard-hitting options as the Hammerhead series or the Vossk designed L'ksaar, the inclusion of a turret on your vessel might become your best and last resort in a tight spot.
With the development of automatic turrets, the necessity for auto-pilot mode in close-combat situations is removed. Models such as the Skuld AT XR and Berger ATG have added to the sense of ease pilots can take, who can now relax safe in the knowledge that defence sits directly overhead.