Weapons are the primary methods of negotiating your way through the high seas of Abandon Ship.
Types of weapons[ | ]
- 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.
List of weapons[ | ]
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.
|
175
|
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
|