Components ‣ Weapons
Weapons are components on an airship. There are two different sizes, light and heavy. Different ships can equip a fixed amount of guns at fixed (light or heavy) gun slots. As a weapon gets destroyed, it will emit a blue shine similar to other components being destroyed. A destroyed weapon will be non-functional in terms of usage and reload of the weapon until rebuilt.Part of existing weapons available in both Skirmish and Alliance mode, another part unique for Alliance only.
|PvP Weapon Stats|
|Alliance Weapon Stats|
| Most Alliance weapons have complex damage mechanics and base values may not reflect real damage.
Light Guns Edit
Light guns are the most common weapons in Guns of Icarus Online. There are a total of 12 light guns. Light guns can only be placed in light gun slots. Light weapons generally don't hit as hard as the heavy weapons, but can still wreak a fair amount of havoc with quicker loading times and versatility. Gun health is 200 HP.
|Weapon||Direct Damage||AoE Damage|
|Artemis Light Rocket Launcher||Explosive||Shatter|
|Aten Lens Array Mk. S||Piercing||Fire|
|Banshee Light Rocket Carousel||Explosive||Fire|
|Barking Dog Light Carronade||Flechette||Shatter|
|Beacon Flare Gun*||Fire||Fire|
|Dragon Tongue Light Flamethrower||Fire||None|
|Echidna Light Flak Cannon||Explosive||Explosive|
|Hades Light Cannon||Fire||Piercing|
|Javelin Light Harpoon Gun*||Flechette||Piercing|
|Mercury Field Gun||Piercing||Shatter|
|Phobos Mine Launcher||Piercing||Impact|
|Seraph Tempest Missile Launcher Mk. S||Explosive||Fire|
|Scylla Double-Barreled Mortar||Explosive||Explosive|
|Whirlwind Light Gatling Gun||Piercing||Shatter|
Heavy Guns Edit
Heavy guns are currently the largest weapons in the game. They require a heavy gun slot, which are currently only available on the Galleon and (2 slots on each side), the Judgement (1 forward facing slot and 1 forward/right facing slot) the Shrike (1 slot on each side), the Goldfish and Spire (1 forward facing slot). The gun health is 425 HP.
Light guns cannot be placed in a heavy gun slot.
|Weapon||Direct Damage||AoE Damage|
|Hellhound Heavy Twin Carronade||Flechette||Shatter|
|Lumberjack Heavy Mortar||Shatter||Flechette|
|Manticore Heavy Hwacha||Explosive||Shatter|
|Minotaur Heavy Cannon||Piercing||Shatter|
|Nemesis Heavy Carronade||Shatter||Impact|
|Typhon Heavy Flak Cannon Mk. I||Explosive||Explosive|
|Typhon Heavy Flak Cannon Mk. II||Explosive||Explosive|
Each weapon has up to two damage types. The first damage type is applied for direct hits (primary damage) and the second damage type is applied for AoE hits (secondary damage) (see also Hit Mechanics). Hitting a destroyed system will transfer damage (also fire stacks) to the armor, then the hull.
|Damage Types||Balloon||Hull||Armor||Components (Guns, Engines)|
Ammunitions and Buffs Edit
Each class can equip at least one special ammunition type. They can affect every individual stat of the gun they are used on. When a gun is loaded with a special ammunition the gun symbol of the component indicator changes to the symbol of the ammunition type. Therefore it is possible to tell the loaded ammunition by just getting close to the gun.
While applied the effect of the Dynabuff Industries Kit increases the weapon damage by 25% and stacks additively with damage effects coming from ammunitions.
Crosshair and Arming Time Indicator Edit
A targeting reticule helps aiming with a gun. The crosshair animation visualizes rate of fire (In a circling fashion clockwise for the Whirlwind Light Gatling Gun, Dragon Tongue Light Flamethrower and the Manticore Heavy Hwacha. And singular shots for any other weapons.) and displays ammunition reload progression in a circling fashion counter-clockwise.
Weapons with arming time additionally have an arming time indicator that shows a dot on each side of the crosshair when the shot is armed.
There are a few different game mechanics regarding weapons, damage and shots.
- Hit Mechanics - damage calculations, arming time
- Hit Markers - hit indicators, size and color
- Projectile Expansion - special projectile effects
This category has the following 6 subcategories, out of 6 total.