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BalduursGATE Field ManualShip weapons explained4.10.0-hotfix (55227) · Version 1 · Sourced
FM · DOGFIGHT · SCHIFFSWAFFEN-VERSTEHEN · guide.schiffswaffen-verstehenOnline version: https://oldmensclub.de/citizen-hub/academy/schiffswaffen-verstehen.en.html
BalduursGATE Field Manual · Academy · Edition 1
DogfightLevel: Advanced

Ship weapons explained

Class, damage per shot, fire rate, projectile speed, range and DPS: what the values of ship weapons mean, where they come from and what they do not say. No ranking.

Valid from patch
4.10.0
Game data version
4.10.0-hotfix (55227)
Version
1
Updated
2026-09-11
Review statusSourced

Every control function and game object used exists in the current game version. The statements come from the sources listed.

Review path and sources

Editorial in-game review

Nobody from the editorial team has flown it in game yet. The information comes from the sources listed below.

What you will learn

  • Be able to say for every column of the weapon table what it measures.
  • Tell which values are read from the game data and which are calculated by the Chronist.
  • Know what the table does not say – and why it is not a ranking.

Prerequisites

No special prerequisites listed.

What this is about

The table below shows the size 1 guns as the Chronist reads them from the game data.q1 This guide explains what each column measures, which values are read and which are calculated – and what the table does not say.

It is expressly not a ranking. The table is sorted alphabetically. Which weapon suits you, your ship and your fighting style cannot be read from these numbers alone.

The table

Size 1 ship weapons q1From the game data · 4.10.0-hotfix (55227)

All freely selectable size 1 guns from the Chronist, alphabetical – not by strength. Values without units because the records give none.

NameClassDamage per shotFire rateProjectile speedRange (computed)DPS (computed)
9er-Serie LangschwertkanoneBallistisch48.62501,2002,496202.5
Ardor-1 Salvaged RepeaterLaser363501,5001,605210
Attrition-1-RepetiererLaser343501,5001,605198.3
CF-117 Bulldog "Hazard-Zone" RepeaterLaser17.57501,5001,605218.8
CF-117-Bulldog-RepetiererLaser17.57501,5001,605218.8
Deadbolt-I-KanoneBallistisch1201001,2002,496200
Dominance-1-LaserflinteLaser635090099952.5
DR-Model-XJ1-RepetiererDistortion25.74001,3501,202171.3
FL-11-KanoneLaser49.22501,2002,004205
GT-210-YellowJacket-GatlingBallistisch7.61,6001,3501,998202.7
Havoc-SchrotflinteBallistisch46.8609001,25146.8
Lightstrike-I-KanoneLaser49.22501,2002,004205
M2C "Swarm"Laser101,0001,5001,605166.7
M3A Cannon Defense DivisionLaser182.21001,2002,004303.7
M3A-KanoneLaser182.21001,2002,004303.7
MRX "Torrent"Ballistisch181,2001,3501,998360
NDB-26-RepetiererLaser385001,2752,002316.7
NN-13-KanoneLaser101.21507651,247253
Omnisky-III-KanoneLaser97.21501,2002,004243
Singe-Kanone Gr. 1Laser202.5901,0503,003303.8
Sledge-I-MassentreiberkanoneBallistisch225301,1553,003112.5
Suckerpunch-KanoneDistortion811001,0801,501135
SW16BR1-Buzzsaw-RepetiererBallistisch185001,5001,995150
Tarantula-GT-870-MK1-KanoneBallistisch60.82001,2002,496202.7

Numbers are game values; where the data names no unit, neither do we.

The values are not stored in this guide; they come from the Chronist when the page is built. If a patch changes a weapon, the table changes with it.

What the columns mean

Name

The name from the game's language file. If there is no entry, the Chronist uses a fallback – which is why some names appear in English or like a file name.q2

Class

The class is not a field in the game. The Chronist derives it from the damage type of the ammunition with the largest share: energy becomes “Laser”, physical damage “Ballistisch” (ballistic), distortion stays “Distortion”.q2 The table shows these labels as the Chronist writes them.

So “Laser” in this table only means: mostly energy damage. Weapons with a different internal name – such as NDB-26 and NN-13, listed internally as “neutron” – end up there as well.

Damage per shot

The damage one projectile deals according to the ammunition record – all damage types added up and, for scatterguns, multiplied by the number of pellets.q2

If a record has several damage blocks, the Chronist takes the largest, not the sum. Whether that matches the in-game damage for every weapon has not been checked.

Fire rate

The highest fire rate value among the weapon's fire modes.q2 The Chronist calculates with it as shots per minute; the record itself gives no unit.

If a weapon has several fire modes (such as charge or burst), the table only shows the highest value.

Projectile speed

The projectile's speed from the ammunition record, rounded.q2 The record gives no unit – so we show the value without one.

Range (calculated)

Not a value from the game but calculated: projectile speed × lifetime of the projectile.q2 The number says how far a projectile flies before it disappears.

Whether the damage stays the same over that distance or drops off, the calculation does not say.

DPS (calculated)

Damage per second, calculated as damage per shot × fire rate ÷ 60.q2 This is a theoretical value for uninterrupted fire.

What the table does not say

Not in the table:

  • Heat, power draw and ammunition supply in combat.
  • How often you hit – and how well the weapon suits your ship.
  • How shields and armour react to the damage types.
  • Spin-up, charging and spread.

That is why no “best weapon” can be derived from the highest number.

Not in the table

The Chronist lists three entries as size 1, but they are deliberately left out here until they have been checked:q1

  • Ballisticscattergun – size 1 according to the Chronist, but the internal name ends in “s6”.
  • Gen2 Plasmacannon – size 1 according to the Chronist, the internal name ends in “s2”.
  • Lasercannon Automatedturret – by its internal name a weapon for an automated turret.

The Chronist lists weapons of subtype “Rocket” separately from guns (“Gun”); they do not belong in this table.

Weapons in the cockpit

How you control weapon groups, gimbals, aim mode and convergence is in Dogfight – Controls and flight modes. The function names come from the game data.q3

training.schiffswaffen.01AdvancedUNCONFIRMED
Goal
Read the table values and name where they come from.
Preparation
This page open. For the second part: your ship with size 1 weapons, landed or in open space without an opponent.
Task
Part 1: Pick two weapons of different class from the table. For each column say whether the value is read from the game data or calculated by the Chronist, and recalculate the DPS value of one weapon yourself. Part 2: In your ship, step through your weapon groups with “Weapon Presets - Next” and note which of your weapons are in the table.
Success criterion
Your recalculated DPS matches the table (apart from rounding), and you can name the origin of every column.
Partner
not required
Functions needed
  • Weapon Presets - Next
  • Weapon Presets - Previous

Checklist

  • You know what the Chronist derives the class from.
  • You know that DPS is calculated here: damage per shot × fire rate ÷ 60.
  • You know that range is projectile speed × lifetime – not a value from the game menu.
  • You do not read a “best weapon” from the table – heat, power, hits and shields are missing.

On your Stream Deck

These functions belong to this topic. Which key that is for you is shown by the BalduursGATE plugin based on your own bindings – on purpose, no key is listed here.

Profile page SHIP WEAPONS

  • Weapon Presets - Next
  • Weapon Presets - Previous
  • Gimbal State - Toggle Locked / Unlocked
  • Aim Mode - Cycle
  • Staggered Fire - Toggle On / Off
  • Toggle Lead / Lag PIPs
  • Manual Convergence Distance - Increase
  • Manual Convergence Distance - Decrease
  • Toggle Guns Operator Mode
  • Set Guns Operator Mode

Profile page POWER

  • Toggle Power - Weapons

Read next

Links are stored in the hub entry – the index computes the reverse direction. No address is hard-coded here.

← Back to the Academy

Sources

  1. q1GAME DATAChronist – Schiffsbauteile mit Kennzahlen (chronist/index.json, Bereich ausruestung)Build 4.10.0-hotfix (55227)Name, Größe, Klasse, Schaden je Schuss, Feuerrate, Geschosstempo, Reichweite und DPS je Waffe.
  2. q2GAME DATAChronist – Rechenweg der Waffenwerte (sc-chronist.py, Funktionen ausruestung und _munition)Build 4.10.0-hotfix (55227)Wie Klasse, Schaden je Schuss, Feuerrate, Reichweite und DPS aus den Datensätzen gelesen oder gerechnet werden.
  3. q3GAME DATAACTION-MASTER – Steuerungsfunktionen aus defaultProfile.xml und global.ini (SC-4.10-ACTION-MASTER.json)Build 4.10.0-hotfix (55227)Namen, Gruppen, Auslöseart, Stream-Deck-Eignung und Standardbelegung (belegt ja/nein) gelesen – keine Tasten.

Patch and version information

Valid from
4.10.0
Valid until
open
Game data version
4.10.0-hotfix (55227)
Version
1 · EN Version 1
Review entries
none
Identifier
guide.schiffswaffen-verstehen