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All Star Citizen FPS weapons

Damage, shots-to-kill, time-to-kill and crafting Impact Force thresholds for every Star Citizen FPS weapon, per armor class and body region. Pick a weapon for its full breakdown, or use the search above.

Assault Rifles

  • CQ7 Rifle - Behring, 18 damage/shot, 8 shots to kill Medium armor
  • Gallant Rifle - Klaus & Werner, 21 damage/shot, 7 shots to kill Medium armor
  • Karna Rifle - Kastak Arms, 17.5 damage/shot, 9 shots to kill Medium armor
  • Killshot Rifle - Grey's Market, 20.5 damage/shot, 7 shots to kill Medium armor
  • P4-AR Rifle - Behring, 12 damage/shot, 12 shots to kill Medium armor
  • P8-AR Rifle - Behring, 45 damage/shot, 4 shots to kill Medium armor
  • Parallax Energy Assault Rifle - Verified Offworld Laser Technologies, 13 damage/shot, 11 shots to kill Medium armor
  • S71 Rifle - Gemini, 21.5 damage/shot, 7 shots to kill Medium armor

Crossbows

LMGs

  • Demeco LMG - Klaus & Werner, 11.5 damage/shot, 13 shots to kill Medium armor
  • F55 LMG - Gemini, 10 damage/shot, 15 shots to kill Medium armor
  • Fresnel Energy LMG - Verified Offworld Laser Technologies, 9 damage/shot, 16 shots to kill Medium armor
  • FS-9 LMG - Behring, 14.5 damage/shot, 10 shots to kill Medium armor
  • Pulverizer LMG - Grey's Market, 27 damage/shot, 6 shots to kill Medium armor

Pistols

  • Arclight Pistol - Klaus & Werner, 18 damage/shot, 8 shots to kill Medium armor
  • Coda Pistol - Kastak Arms, 60 damage/shot, 3 shots to kill Medium armor
  • LH86 Pistol - Gemini, 13 damage/shot, 11 shots to kill Medium armor
  • Pulse Pistol - Verified Offworld Laser Technologies, 11.75 damage/shot, 13 shots to kill Medium armor
  • S-38 Pistol - Behring, 22.5 damage/shot, 7 shots to kill Medium armor
  • Salvo Frag Pistol - Hedeby Gunworks, 45 damage/shot, 4 shots to kill Medium armor
  • Tripledown Pistol - Grey's Market, 108 damage/shot, 2 shots to kill Medium armor
  • Yubarev Pistol - Lightning Bolt Co., 32.5 damage/shot, 5 shots to kill Medium armor

SMGs

  • C54 SMG - Gemini, 11.5 damage/shot, 13 shots to kill Medium armor
  • Custodian SMG - Kastak Arms, 13 damage/shot, 11 shots to kill Medium armor
  • Lumin V SMG - Klaus & Werner, 21 damage/shot, 7 shots to kill Medium armor
  • P8-SC SMG - Behring, 13.75 damage/shot, 11 shots to kill Medium armor
  • Quartz SMG - Verified Offworld Laser Technologies, 22.5 damage/shot, 7 shots to kill Medium armor
  • Ripper SMG - Grey's Market, 12.375 damage/shot, 12 shots to kill Medium armor

Shotguns

Sniper Rifles

Specials

  • Vendetta HMG - Apocalypse Arms, 18.5 damage/shot, 8 shots to kill Medium armor

Best Star Citizen FPS weapons by the numbers

Quick rankings straight from the datamined stats - highest DPS and damage, fastest time-to-kill, and what drops a Heavy-armored target the quickest. Default fire mode, bare weapon, standard quality, torso hits. Open any weapon for its full per-armor breakdown.

Highest sustained DPS

  1. Gallant Rifle - 315 sustained DPS
  2. Vendetta HMG - 308 sustained DPS
  3. Ravager-212 Twin Shotgun - 303 sustained DPS
  4. Prism Laser Shotgun - 295 sustained DPS
  5. Lumin V SMG - 245 sustained DPS
  6. Zenith Laser Sniper Rifle - 230 sustained DPS

Highest damage per shot

  1. Deadrig Shotgun - 144 damage per shot
  2. Novian Crossbow - 123 damage per shot
  3. Atzkav Sniper Rifle - 120 damage per shot
  4. Devastator Shotgun - 120 damage per shot
  5. Tripledown Pistol - 108 damage per shot
  6. P6-LR Sniper Rifle - 100 damage per shot

Fastest time-to-kill (Medium armor)

  1. Deadrig Shotgun - one-shot kill
  2. Ravager-212 Twin Shotgun - ≈0.343s to kill
  3. Vendetta HMG - 0.42s to kill
  4. Prism Laser Shotgun - 0.468s to kill
  5. Zenith Laser Sniper Rifle - 0.554s to kill
  6. Quartz SMG - 0.6s to kill

Best against Heavy armor

  1. BR-2 Shotgun - 2 shots vs Heavy armor - 0.667s to kill
  2. Devastator Shotgun - 2 shots vs Heavy armor - 1s to kill
  3. Tripledown Pistol - 2 shots vs Heavy armor - 1s to kill
  4. P6-LR Sniper Rifle - 2 shots vs Heavy armor - 1.091s to kill
  5. Deadrig Shotgun - 2 shots vs Heavy armor - ≈1.2s to kill
  6. Scalpel Sniper Rifle - 2 shots vs Heavy armor - ≈1.2s to kill
02About the data & FAQ

Where does the data come from?

Straight from the game files. I built my own pipeline that extracts each patch's data, filters out what the site needs and runs it through a hand-built model - then diffs the result against the previous patch, so every change is caught and reviewed before it ships. If the data fails its consistency checks, the site simply doesn't update until I know why. No hand-copied wiki or sheet values - and every update is logged in the changelog at the bottom of the page.

The model itself is checked against the game: I shoot friends in my hangar or test things in AC when applicable. But the numbers you see are computed from the datamined files.

What is a crafting threshold?

It's the minimum Impact Force roll a crafted weapon needs to remove one shot-to-kill against a given armor class - the two Impact Force columns on every weapon page (base = vs standard armor, max crafted = the roll to reach the same breakpoint against a fully-crafted target). The picker at the top of the page puts it in plain words: choose a body region and armor class and it tells you how many shots it takes and the roll that drops one. The fabrication bench takes it one step further: tell it which materials you already have and it works out whether that roll is in reach - and what quality the remaining materials need. I built this because the answer was missing everywhere else: I could work it out myself, but it meant clicking through scattered sheets and pages, and I wanted everything on a single page.

Do undersuits and armor stack?

No. On any body part your armor covers, only the armor's damage mitigation counts - the undersuit underneath doesn't add anything on top. A Heavy chest piece protects like Heavy, full stop; the undersuit beneath it isn't quietly stacking extra resistance. The undersuit only matters where you have no armor - bare arms or legs fall back to its lighter protection. We tested it live (4.8.1): shot a friend in the torso and read the damage straight off their 100-point health bar. The health they had left landed exactly on the armor-only numbers, not the stacked ones I calculated from having a combined damage mitigation outcome from wearing both an undersuit and armor. So if you were hoping the suit under your plates was adding a secret layer, it isn't.