Elite Dangerous offers a staggering number of weapons, and if you’ve ever found yourself overwhelmed while outfitting a ship, you’re not alone. With thirteen standard hardpoints available in various sizes and configurations, understanding what each one does — and how it performs in practice — can make or break your ship build. Whether you’re three hours into the game or three thousand, this guide covers every single standard hardpoint module, from basic functions to advanced usage tips, helping you master combat customization.

Note: This guide excludes mining tools and experimental (anti-Thargoid) weapons, as each warrants a dedicated breakdown.


Hardpoint Basics

Hardpoints come in four sizes — small (1), medium (2), large (3), and huge (4). Bigger mounts allow for more damage but come at a cost of higher power draw and weight. Each hardpoint also offers three aiming configurations:

  • Fixed: Full manual aiming. Highest damage but most skill-dependent.
  • Gimballed: Partial aim assist. Moderate damage.
  • Turreted: Fully automatic aiming. Lowest damage but easiest to use.

As your skill grows, fixed or gimballed options become optimal for efficiency and power.


1. Pulse Lasers

  • Damage Type: Thermal (great vs. shields)
  • Power Draw: Low
  • Cost: Very low
  • Use Case: Entry-level weapon; default on new ships

Pulse lasers are cheap, efficient, and require minimal power. While not particularly effective against hull, they’re solid for learning shield stripping and basic combat maneuvers. Pair well with kinetic weapons like multicannons.


2. Burst Lasers

  • Damage Type: Thermal
  • Power Draw: Moderate
  • Cost: Low to moderate

A step up from pulse lasers, burst lasers offer more punch at a slightly higher energy cost. They begin to nibble at hulls too, making them a balanced option. A popular pairing is burst lasers with multicannons or seeker missiles.


3. Beam Lasers

  • Damage Type: Thermal
  • Power Draw: High
  • Cost: Moderate to high

Beam lasers deal continuous damage and are shield shredders. The high power cost makes them capacitor-hungry, so careful power management (and correct pips) is essential. Engineering with Thermal Vent turns them into heat sinks, offloading heat into the target — great for stealth or heat management.


4. Multicannons

  • Damage Type: Kinetic (great vs. hull)
  • Power Draw: Low
  • Cost: Low

Think space-grade machine guns. Great for finishing off hull after shields go down. They’re easy to use, come in all variants, and have vast engineering potential. While damage is modest by default, upgraded multicannons can become monsters.


5. Cannons

  • Damage Type: Kinetic
  • Power Draw: Moderate
  • Clip Size: Small
  • Reload Time: Long

Cannons are slow, powerful, and incredibly armor-piercing — great for hitting internal modules like drives or power plants. Best used in fixed configuration for precision, though they require solid aim. They’re niche but deadly in skilled hands.


6. Fragment Cannons (Frags)

  • Damage Type: Kinetic
  • Function: Fires a cone of 12 pellets per shot

Frags are the shotguns of space. Insanely fun and devastating at under 200m range. However, due to their spread and jitter, they’re practically useless at range. Excellent for up-close burst damage and PvP ambushes.


7. Missile Racks

  • Damage Type: Explosive
  • Variants: Dumbfire (unguided), Seeker (guided)

Seeker missiles are invaluable for targeting modules (e.g., drives) and are a pirate’s dream. Dumbfire missiles offer higher speed and damage but require direct aim. They’re poor vs. shields but excellent for hull destruction.


8. Torpedo Pylons

  • Damage Type: Explosive
  • Ammo: Extremely limited (e.g., 2 shots for medium size)

Torpedoes deal serious damage but suffer from extremely low ammo and high cost. Most commanders don’t find them viable due to their limitations. Seeker missiles generally offer more utility for fewer drawbacks.


9. Mines

  • Function: Stationary explosive dropped from the ship
  • Use Case: Defensive, anti-pursuit

Mines are best used by trade ships or defensively-minded players. Drop them behind you to deter pirates or force pursuit ships into evasive patterns. They require tactical flying to use effectively.


10. Railguns

  • Damage Type: 90% Thermal / 10% Kinetic
  • Special: High armor piercing, fast projectile
  • Aim Type: Fixed only

Railguns are the favorite of elite PvPers and bounty hunters. They deal tremendous burst damage, excel at module sniping, and have high penetration. Downsides include heat generation, power draw, and high skill ceiling.


11. Plasma Accelerators (PAs)

  • Damage Mix: 60% Absolute / 20% Thermal / 20% Kinetic
  • Special: Ignores resistances
  • Aim Type: Fixed only

PAs are heavy-hitting and versatile, capable of damaging any target regardless of resistances. But they have a slow projectile speed, generate heat, and require excellent aim. To increase accuracy, aim using the lead reticle rather than directly at the ship.


Final Thoughts: Picking the Right Loadout

When selecting weapons, always consider:

  • Your playstyle (long-range sniper vs. close-range brawler)
  • Ship’s power management and heat capacity
  • Balance between shield and hull damage
  • Your skill with fixed aim weapons

If you’re learning the ropes, burst lasers and multicannons offer a forgiving and effective combo. Once you’re confident, try mastering railguns or plasma accelerators — few things are as satisfying.

To go beyond just equipping weapons and start using them in action, check out this linked video on real combat scenarios and mission types.

As always, thanks for reading, Commander. Until next time — aim true, stay cool, and watch your heat gauge. Commander Deiri, signing off.


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