
Barb Batteries
Barb Batteries is a point defence weapon component in Stellaris 4.5.2. It deals 2–4 damage every 0.5 days (5 combat ticks) at range 30, accuracy 75% and tracking 50%. It costs 8 Alloys and uses 5 power. Unlocked by Flak Battery.
Weapon stats
From weapon_components.csv (in common/component_templates), base values before technologies and modifiers.
How it's counted
Damage multipliers against hull, shields and armor are shares of the damage. Cooldown and windup are combat ticks in the CSV, 10 a day (our reading of the defines); damage a day = (min + max) ÷ 2 ÷ cooldown in days.
- Damage
- 2–4
- Cooldown
- 0.5 days (5 ticks)
- Damage a day
- 6
- Range
- 30
- Accuracy
- 75%
- Tracking
- 50%
- Hull damage
- 100%
- Shield damage
- 200%
- Armor damage
- 25%
- Shield penetration
- 25%
- Armor penetration
- 0%
- Windup
- 0.1–0.4 days
Cost and upkeep
- Cost
8Alloys- Upkeep a month
0.08Food
0.01Alloys
Upgrade line
upgrades_to in the files: a design auto-upgrades to the next one when it is researched.
How to get it
- Not: Ship uses weaver components
- Not: Is arkship ship
- Empire
- Uses bio-ships
In the game
Bio-gun batteries that discharge clusters of explosive barbs. This weapon specializes in controlling large swathes of space to intercept enemy strike craft and missiles.
ID
BIO_FLAK_BATTERY_1Source: common/component_templates/00_biogenesis_weapons.txt and weapon_components.csv, Stellaris Cygnus v4.5.2 (9776).