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Updated for Star Citizen Alpha 4.10.1

Star Citizen FPS Weapon DPS Calculator

A free Star Citizen DPS calculator for FPS weapon damage in Alpha 4.10.1, ranked. Every gun by damage per second at the range you pick, taken from the game's own data rather than from player testing. The ranking is range aware: move the slider and the order changes, because a weapon that wins at 100 m is often useless at 2 km. Alpha damage and the full hardpoint detail sit behind every row.

Every figure below is a count of weapons, not a percentage:

42weapons
Ranked
every FPS weapon in the build, paint variants collapsed
37of them
Craftable
carry a blueprint, so crafted stats can be modelled
5of them
Overheat
energy weapons whose shot count moves with climate
16of them
Multi mode
offer more than one fire mode, which are alternatives
1000 m Which stats Fight length Climate
Highest DPS at 1,000 m, over a 10 second fight

physicalenergy

Best FPS weapons by DPS (42 weapons)

# Weapon Manufacturer Size Mode Alpha DPS at range RPM Ammo Reach
1 Scalpel Sniper Rifle1 finish: Permafrost. Kastak Arms S3 Single 45 450 600 12 1,750
2 Gallant Rifle10 finishes: Boneyard, Conviction Camo, Desert Shadow, Executive Edition, Midnight, Nightstalker, Red Alert, Redline, Stormfall, Warhawk. Klaus & Werner S2 Burst 21 315 900 45 4,800
3 Vendetta HMG7 finishes: Brightstar, Darkstalker, Siegebreaker, Snow Camo, SteelTek, Stronghold, Trencher. Apocalypse Arms S5 Rapid 18.5 308.3 1,000 1,000 1,600
4 Lumin V SMG2 finishes: SecondWind, Valor. Klaus & Werner S2 Burst 21 245 700 45 1,200
5 Yubarev Pistol4 finishes: Deadeye, Igniter, Mirage, Venom. Lightning Bolt Co. S1 Single 41 239.2 350 10 1,000
6 Zenith Laser Sniper Rifle5 finishes: Darkwave, Golden Blossom, Landslide, Snow Camo, Thunderstrike. V.O.L.T S3 Single 42.5 230.2 325 22 1,400
7 Killshot Rifle5 finishes: Bleach, Bloody, Dominion Camo, Goodnight, Payback. Grey's Market S2 Single 22 220 600 45 1,750
8 Arclight Pistol9 finishes: Boneyard, Desert Shadow, Executive Edition, Glimmer, Herrero, Midnight, Nightstalker, Stormfall, Warhawk. Klaus & Werner S1 Burst 18 210 700 30 1,200
9 Parallax Energy Assault Rifle14 finishes: ArcCorp, Crusader, Downburst Camo, Fun Kopion Skull, Fun Kopion Tooth, Fun Military Skull, Fun Military Tooth, GCD-Army, Hurston, Piconalia, Sanguine, Shock Trooper, Sunstone, microTech. V.O.L.T S2 Rapid 21 210 600 80 1,200
10 F55 LMG6 finishes: Alpine Sunset, Deadlock, Mark I, Scorched, Starchaser, Valor. Gemini S4 Rapid 10 200 1,200 150 1,100
11 CQ7 Rifle5 finishes: Blacklist, Goldsmith, Infantry, Skullcap, Snowfire. Behring S2 Rapid 18 195 650 40 1,100
12 Coda Pistol5 finishes: Ascension, Big Boss, Coda Pistol (Modified), Nighthawk, Ultraviolet. Kastak Arms S1 Single 60 180 180 6 1,100
13 S71 Rifle7 finishes: Ascension, Bullseye, Hemlock Camo, Justified, Murray Cup Racing, Purgatory Camo, Scorched. Gemini S2 Single 21.5 179.2 500 30 2,400
14 P8-AR Rifle5 finishes: Blackguard, CitizenCon 2954, Dominion Camo, Metro Camo, P8AR Akuma Rifle. Behring S2 Single 45 176.2 235 15 2,300
15 Karna Rifle8 finishes: Alpine Sunset, Ascension, Brimstone, Dominion Camo, Fate, Rager, Scorched, Valor. Kastak Arms S3 Rapid 17.5 175 600 35 1,200
16 Custodian SMG12 finishes: Big Boss, Boneyard, Brimstone, Citizen's Pride, CitizenCon 2947, Desert Shadow, Executive Edition, Foundry's Fire, Midnight, Nightstalker, Scorched, Warhawk. Kastak Arms S2 Rapid 13 173.3 800 60 1,200
17 P4-AR Rifle8 finishes: Blacklist, Boneyard, Desert Shadow, Fortuna, Nightstalker, SecondWind, Star Kitten, Warhawk. Behring S2 Rapid 12 162 810 40 1,100
18 Pulverizer LMG6 finishes: Bleach, Bloody, Hemlock Camo, Mustard, Payback, Zigzag. Grey's Market S4 Rapid 27 159.8 355 120 2,100
19 A03 Sniper Rifle8 finishes: A03 Akuma Sniper Rifle, Canuto, HighSec, Lodestone, Luckbringer, Red Alert, Scorched, Wildwood. Gemini S3 Single 42.5 159.4 225 15 1,600
20 FS-9 LMG4 finishes: Blacklist, Evergreen, Finish Line, Stoneface. Behring S4 Rapid 14.5 157.1 650 75 1,200
21 Demeco LMG4 finishes: Purgatory Camo, Red Alert, Streamline, Ultraviolet. Klaus & Werner S4 Rapid 11.5 153.3 800 100 2,400
22 Salvo Frag Pistol2 finishes: Salvo Esteban Frag Pistol, Salvo Saeed Frag Pistol. Hedeby Gunworks S1 Single 45 127.5 170 8 1,100
23 Arlington Rifle3 finishes: Gamekeeper, Watchpoint, Widowmaker. Hedeby Gunworks S2 Single 80 113.3 85 20 1,100
24 Pulse Laser Pistol10 finishes: ArcCorp, Blacklist, Crusader, Greycat, Hurston, Piconalia, Pyrotechnic, Rouge, Shubin, microTech. V.O.L.T S1 Rapid 11.8 97.9 500 60 1,200
25 Novian Crossbow5 finishes: Ghostmaker, Nighthunter, Shroud, Wildshot, Xy'kara. UltiFlex S3 Rapid 133 93.1 42 5 1,850
26 P6-LR Sniper Rifle4 finishes: Archangel, Blacklist, Gideon, Rime. Behring S3 Single 100 91.7 55 8 1,450
27 Atzkav Sniper Rifle4 finishes: Deadeye, Igniter, Mirage, Venom. Lightning Bolt Co. S3 Single 165 82.5 30 8 1,000
28 Fresnel Energy LMG7 finishes: Deepwater, Elysium, Icebox, Molten, Rockfall, Shadow Gild, Yormandi. Klaus & Werner S4 Single 9 82.5 550 165 4,400
29 Arrowhead Sniper Rifle10 finishes: Boneyard, Desert Shadow, Executive, Lamplighter, Midnight, Nightstalker, Pathfinder, Stormfall, Voyager, Warhawk. Klaus & Werner S3 Single 50 58.3 70 16 4,000
30 Tripledown Pistol4 finishes: Dark, Heatwave, Heavy Metal, Ridgeback. Grey's Market S1 Single 36 36 60 12 1,100
31 Ravager-212 Twin Shotgun4 finishes: Bright Star, Outcast, Red Alert, Scorched. Kastak Arms S3 Single 52 0 800 16 600
32 R97 Shotgun4 finishes: Crimson Camo, Kismet, Righteous, Scorched. Gemini S3 Single 32 0 455 18 450
33 LH86 Pistol14 finishes: Boneyard, Desert Shadow, Executive Edition, LH86 Akuma Pistol, Luckbringer, Nightstalker, Pathfinder, Permafrost, Righteous, Scorched, Stormfall, Takahashi Racing, Voyager, Warhawk. Gemini S1 Rapid 13 0 950 25 950
34 P8-SC SMG9 finishes: Boneyard, Desert Shadow, Epoque, Executive Edition, Midnight, Nightstalker, Red Alert, Stormfall, Warhawk. Behring S2 Rapid 13.8 0 800 45 950
35 C54 SMG7 finishes: Justified, Luckbringer, Luminalia, Ochelo, Origin Racing, Scorched, Starchaser. Gemini S2 Rapid 11.5 0 925 50 950
36 S-38 Pistol3 finishes: One Empire, Scorched, SecondWind. Behring S1 Single 22.5 0 450 20 950
37 Prism Laser Shotgun10 finishes: ArcCorp, Bonedust, Crusader, Deep Sea, Disrupt Camo, Firesteel, Hazard, Hurston, Irradiated, microTech. V.O.L.T S3 Single 46 0 200 20 600
38 BR-2 Shotgun3 finishes: Blacklist, Permafrost, Purgatory Camo. Behring S3 Single 88 0 90 12 450
39 Devastator Shotgun12 finishes: Boneyard, Brimstone, Desert Shadow, Executive Edition, Midnight, Nightstalker, Pathfinder, Rager, Starchaser, Voyager, Warhawk, Whirlwind. Kastak Arms S3 Single 120 0 60 12 600
40 GP-33 MOD Grenade Launcher5 finishes: Ashfall, Copperhead, Quite Useful, Thunderclap, Umber. Behring S4 Single 75 0 60 6 200
41 Scourge Railgun3 finishes: Desert Shadow, Nightstalker, Quite Useful. Apocalypse Arms S5 Single 60 0 70 5 200
42 Deadrig Shotgun2 finishes: Noxious, Smudge. Unbranded S3 Single 72 0 50 8 600

Click any row for the full detail.

How range is modelled. Spread is a cone, so less of it hits a 10.0 m target as distance grows, and projectiles despawn at velocity times lifetime. Built from the figures the game publishes, not a measured falloff curve.

What these numbers mean

  • Alpha is one trigger pull with every pellet counted. DPS is alpha times rate of fire.
  • Range changes the order. Spread widens with distance and projectiles despawn at velocity times lifetime, so a weapon that wins up close can read zero far out.
  • Base stats are the weapon as bought. Best crafted recomputes damage and rate of fire with every ingredient at perfect quality. 39 of these carry a blueprint.
  • Fight length. Burst ignores reloading, which is the figure other sites publish. 10s fight and Sustained spend it, at a measured 4.95 seconds.
  • Climate moves overheat on the 5 energy weapons that overheat. Cold is Yela at -28 C, Temperate is Daymar at -1 C, Hot is Aberdeen at +56 C, all measured in game.
  • Fire modes are alternatives, not extras. The DPS column shows each weapon's default mode. Open a row for the rest.
  • Attachments never change damage or rate of fire. They buy recoil, spread, zoom and sound, and they multiply together. Crafting is the only thing that moves damage.
  • Crafting materials matter separately. Each ingredient slot moves different stats, and two slots that move the same stat add up.
  • Spread is hip-fire spread, the only figure the game publishes for infantry weapons. Snipers read worst, pistols best. The game publishes no aimed figure at all.
  • Paint variants are folded in to the weapon they belong to, and named under it. Stats are identical.

Star Citizen weapon DPS: common questions

What is the best gun in Star Citizen?

At 1000 m over a 10 second fight, which is how this page opens, it is the Vendetta HMG at 308. Its 1,000 round belt means it never stops to reload, so nothing is deducted from it. Switch Fight length to Burst and the Scalpel Sniper Rifle takes first place at 450, because Burst ignores the reload its 12 round magazine forces on you. The best weapon changes with the range you fight at, so move the slider. Sort by alpha instead if you want the hardest single hit rather than sustained damage.

Which Star Citizen weapons can be crafted?

37 of the 42 weapons listed here carry a blueprint. Crafting is the only thing that raises damage or rate of fire, and material quality decides how much. The Blueprint Finder covers where to find each blueprint and the materials it needs.

Does crafting increase weapon damage in Star Citizen?

Yes, and it is the only thing that does. Each ingredient slot moves different stats, and only the slot carrying damage will raise it, so a perfect roll on the wrong material changes nothing. Switch to Best crafted above to see the ceiling, and see the Blueprint Finder for which blueprint a weapon takes and what it costs.

What is the highest DPS weapon in Star Citizen 4.10.1?

The Vendetta HMG at 308, measured at 1000 m over a 10 second fight, which is this page's default. On Burst, which ignores reloading, the Scalpel Sniper Rifle leads at 450. Move the range slider and the order changes again.

Does DPS account for reloading?

Burst does not, which is the figure other sites publish. 10s fight and Sustained do, using a reload of 4.95 seconds measured from the game's animations.

Do attachments increase damage?

No. None of the 99 attachments in the game changes damage or rate of fire. They buy recoil, spread, zoom and sound. Crafting is the only thing that moves damage.

Why does climate change the numbers?

Ambient temperature changes how fast a weapon builds heat, so 5 of these overheat sooner when it is hot. The Zenith fires eight shots on Daymar and forty on Yela.

Are the paint variants missing?

They are folded into the weapon they belong to, with the finishes named underneath. A different paint has identical stats.

Where does this data come from?

The Star Citizen Alpha 4.10.1 game files. Nothing here is player tested or copied from another site.

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Built from Star Citizen Alpha 4.10.1.

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