Weapons are the primary methods of negotiating your way through the high seas of Abandon Ship.
- Abandon ship has multiple types of weapons, each having a distinct tactical niche
- Deck guns are good long-range weapons for sniping distant targets, like enemy crewmen.
- Broadside cannons are effective at dealing damage mid-range.
- The mortar is another long range weapon, excellent at setting fire to the target ship.
Note that this list is missing the following guns added in the most recent version of this game:
- Egg Launcher
- Ghost Mortar (shoots out zombies)
Name
|
Type
|
Range
|
Effect
|
Cost
|
Speed
|
Cannons
|
Roundshot
|
Cannon
|
Unlimited
|
Popular Cannon due to its versatility.
- Moderate Hull and Section Damage.
- Low damage to Crew.
- Very low chance of causing Hull Cracks.
|
60
|
Normal
|
Canister Shot
|
Close
|
Cannon geared towards taking out Crew.
- Causes Moderate damage to Crew.
- Zero damage to Hull and Sections.
|
|
|
Double-Shot
|
Close
|
Short range Cannon that fires double the projectiles.
- High Hull and Section Damage.
|
100
|
Slow
|
Flamethrower
|
Close
|
The shorter the range on this Cannon, the better it is at starting fires.
- At CLOSE range causes low Hull, Section and Crew damage and can start fires.
- At BOARDING range causes no damage but is guaranteed to start fires.
|
|
|
Flaming
|
Unlimited
|
Roundshot Cannon that can cause fires to start.
- Low damage to Hull and Sections.
- Moderate chance of causing Fires
|
120
|
Slow
|
Hull Cracker
|
Unlimited
|
Roundshot Cannon that causes Hull Cracks.
- Low damage to Hull and Sections.
- Moderate chance of causing Hull Cracks.
|
120
|
Slow
|
Lobber
|
Unlimited
|
This Cannon is more powerful the further the distance it is fired.
- Low Hull, Section and Crew damage at closer ranges.
- High damage at MID range.
- Massive damage at FAR range.
|
100
|
Normal
|
Section Damager
|
Unlimited
|
Cannon that trades high Section damage for no Hull Damage.
|
80
|
Normal
|
Sureshot
|
Unlimited
|
Sureshot Cannon prioritizes accuracy over damage.
- High accuracy, especially at FAR range.
- Low damage to Hull and Sections.
|
70
|
Fast
|
Catapult
|
Furthest
|
The Catapult is an expetionally powerful weapon but it can only be fired from the furthest distance.
- Very high Hull and Section Damage. Moderate Crew Damage.
- Low chance of causing Hull Cracks.
|
100
|
Slow
|
Swivel Guns
|
Bar Shot
|
Swivel Gun
|
Unlimited
|
Barshot is built to stop enemy movement, so you can dictate the battlefield.
- No Section damage but stops ALL manoeuvres for a short duration.
- Can be targeted at Sails only.
|
85
|
Normal
|
Chain-Shot
|
Unlimited
|
Two metal balls joined by chain, highly effective against Sails.
- Does Massive damage to Sails.
- Can be targeted at Sails only.
|
80
|
Normal
|
Grapeshot
|
Close
|
This anti-personnel Swivel Gun fires a wall of small projectiles at enemy crew.
- High Crew damage within area of effect.
- No Hull or Section Damage.
- CLOSE maximum range.
|
80
|
Normal
|
Sniper
|
Unlimited
|
Sniper Rifles are designed to cause maximum damage to single crew.
|
100
|
Slow
|
Suppression
|
Close
|
Swivel Gun designed to knock enemy crew to the floor and stun them.
- Stuns Crew in area for short duration.
- No Hull, Section or Crew Damage.
|
70
|
Fast
|
Tackler
|
Unlimited
|
A long range swivel gun designed to target and stun individual crew.
- Knocks individual Crew to the floor but doesn't cause any damage.
- Has a chance of knocking Crew overboard.
|
90
|
|
Berserk Dart Gun
|
Unlimited
|
Darts that send the enemy Berserk for a short duration.
- No direct damage. Berserk crew receive an deal less damage.
- Berserk non-human receive and deal normal damage.
- Berserk Crew will attack anyone nearby regardless of their allegiance.
|
175
|
Slow
|
Plague Dart Gun
|
Unlimited
|
Infects enemy crew with a virulent plague.
- Damages crew above a certain health.
- Immediately caps maximum health of crew until the infection is over.
- Nearby crew will also catch the plague.
|
350
|
Fast
|
Web Gun
|
Unlimited
|
Originating from Spider-infested regions, the Web Gun traps its target for a long duration.
- No direct Crew Damage, but traps them in a web cocoon.
- Webbed crew are trapped for a long duration.
- Fellow crew can help release webbed colleagues.
|
100
|
Slow
|
Lightning Gun
|
|
Unlimited
|
The Lightning Gun fires a bolt of electricity which chains to nearby crew, interrupting them for a short time.
- Moderate Crew Damage with a Small Stun period.
- Damage is chained between multiple crew
- Causes higher damage when fired whilst it is raining.
|
110
|
Normal
|
Mortars
|
Mortar
|
|
|
Mortars fire up, landing projectiles onto the enemy below.
- High Hull and High Section Damage. Moderate Crew Damage.
- Very low chance of causing Hull Cracks and Fires.
|
65
|
Normal
|
Acid Bomb
|
Mortar
|
Unlimited
|
An acid-filled Mortar shell that damages crew in the area, stopping them from entering until the effect has passed.
- Area of effect lasts for a short duration.
- Crew in area of effect are damaged over time.
- No Hull or Section Damage
|
100
|
Slow
|
Fire Clusterbomb
|
Mortar shell breaks apart mid-air into several smaller Fire-causing projectiles.
- Low Section and Crew Damage.
- Moderate chance of causing Fire.
|
110
|
Slow
|
Hull Cracker Clusterbomb
|
Mortar shell breaks apart mid-air into several smaller Hull Crack-causing projectiles.
- Low Section and Crew Damage.
- Moderate chance of causing Hull Cracks.
|
110
|
Slow
|
Hull Destroyer
|
Mortar shell punches through deck and explodes inside the ship.
- Causes a single Hull Crack
- High Section and Crew damage.
|
|
Slow
|
Ship Smasher
|
Mortar shell hits the ship with such a force that it triggers a 'Brace for Impact' test.
- High Hull, Section and Crew damage.
- Creates a single Hull Crack
- Causes a 'Brace for Impact' test.
|
150
|
Slow
|
Timed Bomb Mortar
|
Launches a deadly timed bomb that can be defused by enemy crew.
- High Hull and Section Damage.Moderate Crew Damage.
- Large area of effect.
- Can be defused by enemy crew.
|
125
|
Normal
|