StellarisDB

Neuro Scourge

point defence weapon component

Neuro Scourge is a point defence weapon component in Stellaris 4.5.2. It deals 0–0 damage every 9 days (90 combat ticks) at range 100, accuracy 100% and tracking 25%. It costs 11.5 Alloys, 80.5 Food, 0 Volatile Motes, 0 Dark Matter and uses 10 power. Unlocked by Neuro Scourge.

Cost
11.5Alloys80.5Food0Volatile Motes0Dark Matter
Power
-10
Damage
0–0
Cooldown
9 days
Range
100
ID
CONFUSER_GUN_3

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
0–0
Cooldown
9 days (90 ticks)
Damage a day
0
Range
100
Accuracy
100%
Tracking
25%
Hull damage
100%
Shield damage
100%
Armor damage
100%
Shield penetration
0%
Armor penetration
0%
Windup
1.5–6 days

Cost and upkeep

Cost
11.5Alloys80.5Food0Volatile Motes0Dark Matter
Upkeep a month
0.23Food0.05Alloys

Upgrade line

upgrades_to in the files: a design auto-upgrades to the next one when it is researched.

  1. Tangle Pulse
  2. →Neuro Scourge
  3. →Ruin Barbs

How to get it

  • Ship uses weaver components
  • Empire
    • Uses bio-ships

In the game

Adaptive bio-munitions are deployed to exploit neural weaknesses in both organic and synthetic crews, crippling enemy efficiency.

ID

CONFUSER_GUN_3

Source: common/component_templates/00_biogenesis_weapons.txt and weapon_components.csv, Stellaris Cygnus v4.5.2 (9776).

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