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Weapons and Progression
Player and enemy weapon systems, defensive gear, ranks and medals. Part of the Game Reference; data from the Starlancer Wiki (CC BY-SA 3.0).
These are the in-game balance values. The engine-side Game Objects, Ships & Combat page documents the on-disk
SHIP/GUN/MISSILESTATS.BINrecords (352-byte stat blocks) that these correspond to, andslstats.pyedits them.
Mounted on fighters (see each loadout under Fighters). Sorted by shield damage.
| Weapon | Range | Shield dmg | Hull dmg | Speed | Rounds/s | Power/shot | Example users |
|---|---|---|---|---|---|---|---|
| Laser cannon | 200 | 8 | 8 | 1600 | 5.5 | 2 | Grendel, Wolverine / Haidar, Lagg |
| Pulse cannon | 300 | 8 | 8 | 1400 | 8 | 3 | Naginata, Phoenix / Saber, Saracen |
| Gatling lasers | 140 | 8.5 | 6 | 1800 | 10 | 2 | Crusader, Reaper / Basilisk, Kossac |
| Meson blaster | 150 | 9 | 9 | 1300 | 8 | 2 | Mirage IV / Saber, Salin, Azan |
| Gatling plasma cannon | 200 | 10 | 7 | 1200 | 5 | ballistic | Grendel |
| Proton cannon | 200 | 12 | 11 | 1500 | 6 | 3 | Predator, Coyote, Shroud / Karak |
| Tachyon cannon | 400 | 20 | 15 | 1400 | 5 | 5 | Tempest, Patriot, Wolverine |
| Collapser guns | 200 | 25 | 25 | 1400 | 6 | ballistic | Wolverine / Kossac |
| Vulcan battery | 300 | 30 | 35 | 1700 | 2 | ballistic | Reaper |
| Neutron particle gun | 200 | 35 | 30 | 1300 | 2 | 15 | Mirage IV |
| Nova cannon | 200 | 400 | 400 | 2000 | special | special | Phoenix (experimental; dumps the whole energy reserve) |
Capital-ship weapons: Flak gun (range 170, 15/10, 7 r/s) · Laser turret (400, 15/10, 7 r/s) · Main gun (2000, 1000/1000, 1 r/s — on all capital ships; an instant kill on projectile collision).
Missiles unlock in tiers: Bronze (start), Silver (Mission 12), Gold (Mission 17), Platinum (Mission 19).
| Missile | Per mount | Range | Shield / Hull | Lock | Notes | Tier |
|---|---|---|---|---|---|---|
| Fuel Pod | 1 | — | — | — | +50 s afterburner | Bronze |
| Bandit | 1 | 60 | 220 / 200 | 5 s | Strong early dogfight missile | Bronze |
| Havoc | 1 | 80 | 300 / — | 3 s | EMP — no damage; disables/spins fighters in range | Bronze |
| Jackhammer | 1 | 80 | 2500 / 2500 | 6 s | Mini-torpedo; anti-capital/objective, not anti-fighter | Bronze |
| Screamer | pod of 20 | 60 | 80 / 80 | unguided | Dumb-fire rockets | Bronze |
| Imp | 1 | 60 | 240 / — | 2 s | Proximity; strips shields | Silver |
| Raptor | pod of 3 | 50 | 250 / 200 | 3 s | Improved dogfight missile | Silver |
| Vagabond | 1 | 100 | 500 / 350 | 4 s | Homes even on cloaked targets | Silver |
| Hawk | pod of 4 | 120 | 120 / 120 | 4 s | Long range / fast lock | Gold |
| Solomon | pod of 4 | 60 | 200 / 100 | fire-and-forget | Locks nearest hostile; great torpedo defense | Platinum |
Game files also name six unused missiles with no stats: Stalker, Blazer, Iron Tooth, Death Claw, Brute, Hell Fire — candidates for an unused-content writeup.
Torpedoes — self-propelled anti-capital-ship weapons used by both sides (Alliance Galahad/Hades bombers; Coalition Scimitar/Kamov, the latter with active camouflage). The most powerful have a daranium tip. Thinly armored, but colliding with one is an instant kill. Hotkey T targets incoming torpedoes.
The deadliest weapons in the game — they one-shot anything. Encountered three times:
- Fort Vanguard's (Mission 13) — a captured one; killable with a single Jackhammer.
- The Dark Reign (Mission 18) — afterburner out of its range / hug it to break line-of-sight.
- The CS Borodin cannon (Mission 24) — infinite range; survivable only by cloaking in the Shroud.
ECM — active on all player Alliance fighters; prevents enemy lock-on. Toggles off automatically and does not affect missiles already in flight — use limited flares / decoys for those.
"Specials" — prototype/unique devices; availability varies by fighter (see Fighters):
| Special | Effect |
|---|---|
| Reverse Thrust | Fly backwards; consumes afterburner fuel. |
| Spectral Shields | Temporary invincibility against the most-used enemy energy type; drains fast. |
| Cloaking | Near-invisible to sensors; brief, recharges; firing cancels it. |
| Blind Fire | Auto-tracks the target in the HUD center (single weapon type; reduced fire rate). |
The player starts as a 2nd Lieutenant; promotion is purely by total kills (each destroyed ship = one kill). Each rank also unlocks a fighter (or a fighter unlocks at a set mission, whichever comes first — see Fighters):
| Rank | Kills | Fighter unlocked |
|---|---|---|
| 2nd Lieutenant | 0 | Crusader / Naginata / Grendel / Predator |
| 1st Lieutenant | 35 | Coyote |
| Flight Lieutenant | 72 | Mirage IV |
| Captain | 115 | Tempest |
| Flight Captain | 150 | Patriot |
| Lieutenant Commander | 200 | Wolverine |
| Commander | 255 | Reaper |
| Flight Commander | 275 | Phoenix |
| Squadron Commander | 300 | Shroud |
Two kinds — campaign medals (one per phase) and medals for valor (bonus-objective heroism).
Campaign medals: 1) Alliance Defense Mobilization Medal (Jun–Sep 2160, the retreat to Triton) · 2) Long-range Forces Commendation Medal (Oct 2160–Feb 2161) · 3) Special Operations Service Medal (Mar–Jul 2161, the Advanced Warp Gate) · 4) Joint Services Commendation Medal (Aug–Sep 2161, capturing Kulov + the ion cannon) · 5) Battle of Titan Campaign Medal (Oct–Dec 2161) · 6) Outer Sol Victory — the 6th ribbon, never seen in-game (the game doesn't save after the final mission).
Medals for valor:
| Medal | Mission | For |
|---|---|---|
| The Silver Cluster | 6 | Saving the ANS Ulysses convoy. |
| The Black Eagle | 11 | Destroying the CS Czar in dock. |
| Medal of Valor | 14 | Destroying the warp gate + facility (killing CS Krasny via the gate). |
| Legion of Service | 18 | Destroying the Dark Reign ion cannon. |
| Navy Cross | 19 | Rescuing Klaus Steiner from the Saladin (killing Kariq Madiz). |
| Alliance Medal of Honor | 23 | Destroying the CS Pukov and the Black Guard. |
The medal-case crash noted in the repo's
modern-fixes.mdrelates to this medal-display screen.
Source: Starlancer Wiki (CC BY-SA 3.0).