Weapons: Difference between revisions

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This page covers Infantry and Special Weapons, [[Vehicle_Weapons|for Vehicle weapons see here.]] For a complete breakdown of currently used [[Tag List|Weapon/Accessory tags or to search for a specific tag see here.]]
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The content below is based on the demo release and needs to be '''updated''' as it may not accurately represent what's currently in-game.<br>{{#if: {{{1|}}}
  |''{{{1}}}''
  |}}
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== Properties of Weapons ==
== Properties of Weapons ==


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| style="padding:10px" | '''Ammunition Count'''
| style="padding:10px" | '''Ammunition Count'''
| How much ammunition this weapon is supplied with.
| How much ammunition this weapon is supplied with.
|-
| style="padding:10px" | [[File:Supplies 64x64.png|30px]]
| The logistics cost to add a weapon to a squad or vehicle.
|}
|}


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While the general rules of dropoff apply, there are exceptions; for example, a rocket launcher does not suffer from reduced damage over distance, as its primary damage source is the explosive warhead rather than kinetic energy.
While the general rules of dropoff apply, there are exceptions; for example, a rocket launcher does not suffer from reduced damage over distance, as its primary damage source is the explosive warhead rather than kinetic energy.


== Infantry Weapons ==
== List of Weapons ==
Equipping a squad weapon provides each squaddie with their own version of the weapon. As a result, supply costs increase proportionally, meaning that a larger squad will incur higher expenses for equipment. Squad weapons include standard infantry small arms, such as shotguns, submachine guns, assault rifles and battle rifles.
<tabber>
|-| Squad Weapons =
:''↪ Main article: [[Squad Weapons]]''


<div class="mw-collapsible">
Equipping a squad weapon provides each squaddie with their own version of the weapon. As a result, supply costs increase proportionally, meaning that a larger squad will incur higher expenses for equipment. Squad weapons include standard infantry small arms, such as shotguns, submachine guns, assault rifles and battle rifles.  
=== Carbines ===
<div class="mw-collapsible">
{|  class="wikitable sortable"  style="text-align: center"
|-
! Name
! {{H:title|Price per unit|PPU}}
! {{H:title|Range|Rng}}
! {{H:title|HP Damage|HP Dmg}}
! {{H:title|Armor Damage|Armor Dmg}}
! {{H:title|Armor Penetration|Armor Pen}}
! {{H:title|Suppression|Supp}}
! {{H:title|Elements Hit|Elems Hit}}
! {{H:title|Rate of Fire|RoF}}
! {{H:title|Trade Value|Trade Val}}
! {{H:title|Accuracy Modifier|Acc Mod}}
! {{H:title|Ammo Count|Ammo}}
|-
| [[File:C1A2_SPC.png|center|300px|link=C1A2 SPC]] [[C1A2 SPC]] || 7 || 8 || 9 || 10 || 25 || 2 || 1 || 2 || 0 || 0 || 16
|}
</div>


=== Battle Rifles ===
{{:Squad Weapons}}
<div class="mw-collapsible">
{| class="wikitable sortable" style="text-align: center"
|-
! Name
! {{H:title|Price per unit|PPU}}
! {{H:title|Range|Rng}}
! {{H:title|HP Damage|HP Dmg}}
! {{H:title|Armor Damage|Armor Dmg}}
! {{H:title|Armor Penetration|Armor Pen}}
! {{H:title|Suppression|Supp}}
! {{H:title|Elements Hit|Elems Hit}}
! {{H:title|Rate of Fire|RoF}}
! {{H:title|Trade Value|Trade Val}}
! {{H:title|Accuracy Modifier|Acc Mod}}
! {{H:title|Ammo Count|Ammo}}  
|-
| [[File:BR3A3 Kr-BaR.jpg|center|300px|link=BR3A3 Kr-BaR 'Crowbar']] [[BR3A3 Kr-BaR "Crowbar"]] || 9 || 9 || 11 || 13 || 35 || 4 || 1 || 2 || 25 || 0 || 16
|-
| [[File:BR3A3 Kr-BaRMOD1.png|center|300px|link=BR3A3 Kr-BaRMOD1]] [[BR3A3 Kr-BaRMOD1]] || 13 || 10 || 12 || 13 || 35 || 4 || 1 || 2 || 35 || 0 || 16
|-
| [[File:BR3A3 Kr-BaRMOD2 Carbine.png|center|300px|link=BR3A3 Kr-BaRMOD2 Carbine]] [[BR3A3 Kr-BaRMOD2 Carbine]] || 13 || 9 || 11 || 13 || 35 || 4 || 1 || 2 || 35 || 10 || 16
|}
</div>


=== SMGs ===
|-| Special Weapons=
<div class="mw-collapsible">
:''↪ Main article: [[Special Weapons]]''
{| class="wikitable sortable" style="text-align: center"
Special Weapons are generally speaking more powerful, but also more specialized and cumbersome than squad weapons.
|-
! Name
! {{H:title|Price per unit|PPU}}
! {{H:title|Range|Rng}}
! {{H:title|HP Damage|HP Dmg}}
! {{H:title|Armor Damage|Armor Dmg}}
! {{H:title|Armor Penetration|Armor Pen}}
! {{H:title|Suppression|Supp}}
! {{H:title|Elements Hit|Elems Hit}}
! {{H:title|Rate of Fire|RoF}}
! {{H:title|Trade Value|Trade Val}}
! {{H:title|Accuracy Modifier|Acc Mod}}
! {{H:title|Ammo Count|Ammo}}
|-
| [[File:MP3A9_PPP.PNG|center|300px|link=MP3A9 PPP]][[MP3A9 PPP]] || 9 || 5 || 12 || 9 || 15 || 3 || 1 || 5 || 25 || 0 || 16
|}
</div>


=== Assault Rifles ===
{{:Special Weapons}}
<div class="mw-collapsible">
{| class="wikitable sortable" style="text-align: center"
|-
! Name
! {{H:title|Range|Rng}}
! {{H:title|HP Damage|HP Dmg}}  
! {{H:title|Armor Damage|Armor Dmg}}
! {{H:title|Armor Penetration|Armor Pen}}
! {{H:title|Suppression|Supp}}
! {{H:title|Elements Hit|Elems Hit}}
! {{H:title|Rate of Fire|RoF}}
! {{H:title|Trade Value|Trade Val}}
! {{H:title|Accuracy Modifier|Acc Mod}}
! {{H:title|Ammo Count|Ammo}}
|-
| [[File:Weapon 04 tier1 912x318.png|center|300px|link=R10A6 K-PAC]][[R10A6 K-PAC]] || 8|| 9 || 9 || 30 || 3 || 1 || 3 || 25 || 0 || 16
|-
| [[File:Weapon 04 tier1 mod4 912x318.png|center|300px|link=R10A6 K-PAC with Launcher]][[R10A6 K-PAC with Launcher]] || 8|| 9 || 9 || 30 || 3 || 1 || 3 || 40 || -10 || 16
|-
| [[File:Weapon 04 tier1 mod2 912x318.png|center|300px|link=R10A6 "CQB" K-PAC]][[R10A6 "CQB" K-PAC]] || 8|| 9 || 9 || 30 || 3 || 1 || 4 || 35 || 5 || 16
|-
| [[File:Weapon 04 tier1 mod3 912x318.png|center|300px|link=R10A6 "RANGE" K-PAC]][[R10A6 "RANGE" K-PAC]] || 9|| 9 || 9 || 34 || 3 || 1 || 3 || 35 || 0 || 16
|-
| [[File:Weapon 04 tier1 mod1 912x318.png|center|300px|link=R10A6 "RANGE" K-PAC]][[R10A6 "SOF" K-PAC]] || 8|| 10 || 9 || 30 || 3 || 1 || 3 || 35 || 10 || 16
|-
| [[R14A2 ARC]] || 7|| 12 || 12 || 20 || 3 || 1 || 3 || 25 || 0 || 16
|-
| [[File:R14A2_ARC_'ACC'.png|center|300px|link=R14A2 ARC 'ACC']] [[R14A2 ARC 'ACC']] || 8|| 12 || 12 || 25 || 3 || 1 || 3 || 35 || 0 || 16
|-
| [[File:R14A2 ARC "CSP".png|center|300px|link=R14A2 ARC "CSP"]] [[R14A2 ARC "CSP"]] || 7 || 14 || 14 || 20 || 3 || 1 || 3 || 35 || 10 || 16
|-
| [[File:R14A2 ARC 'SOCC'.png|center|300px|link=R14A2 ARC 'SOCC']] [[R14A2 ARC 'SOCC']] || 7|| 12 || 12 || 20 || 3 || 1 || 3 || 35 || 10 || 16
|-
| [[File:R10A6_'CQB'_K-PAC.png|center|300px|link=R10A6 'CQB' K-PAC]] [[R10A6 'CQB' K-PAC]] || 8|| 9 || 9 || 30 || 3 || 1 || 4 || 35 || 5 || 16
|}
</div>


=== Shotguns ===
|-| Vehicle Weapons =
<div class="mw-collapsible">
:''↪ Main article: [[Vehicle Weapons]]''
{| class="wikitable sortable" style="text-align: center"
Powerful, heavy weapons carried by Vehicles, these guns typically out perform lighter infantry weapons; albeit at the cost of tradeoffs such as limited ammunition.
|-
! Name
! {{H:title|Range|Rng}}
! {{H:title|HP Damage|HP Dmg}}
! {{H:title|Armor Damage|Armor Dmg}}
! {{H:title|Armor Penetration|Armor Pen}}
! {{H:title|Suppression|Supp}}
! {{H:title|Elements Hit|Elems Hit}}
! {{H:title|Rate of Fire|RoF}}
! {{H:title|Trade Value|Trade Val}}
! {{H:title|Accuracy Modifier|Acc Mod}}
! {{H:title|Ammo Count|Ammo}}
|-
|-
[[File:Weapon 12 912x318.png|center|300px|link=Corridor Sweeper]][[Corridor Sweeper]] || 4|| 12 || 35 || 10 || 5 || 1 || 1 || 45 || 10|| N/A
|-
| [[Stoneclad CS185]] || 4|| 10 || 30 || 8 || 4 || 1 || 1 || 25 || 5 || 16
|}
</div>
</div>


== Infantry Specials ==
{{:Vehicle Weapons}}
Infantry Specials (or Special Weapons) are generally speaking more powerful, but also more specialized and cumbersome than infantry weapons.
<div class="mw-collapsible">


<div class="mw-collapsible">
</tabber>
{| class="wikitable sortable" style="text-align: center"
|-
! Name
! {{H:title|Range|Rng}}
! {{H:title|HP Damage|HP Dmg}}
! {{H:title|Armor Damage|Armor Dmg}}
! {{H:title|Armor Penetration|Armor Pen}}
! {{H:title|Suppression|Supp}}
! {{H:title|Elements Hit|Elems Hit}}
! {{H:title|Rate of Fire|RoF}}
! {{H:title|Trade Value|Trade Val}}
! {{H:title|Accuracy Modifier|Acc Mod}}
! {{H:title|Ammo Count|Ammo}}
|-
| [[File:M10E ESAW.png|center|300px|link=M10E ESAW]] [[M10E ESAW]] || 7|| 12 || 9 || 28 || 10 || 1 || 15 || 40 || -25 || 8
|-
| [[File:CMG50.png|center|300px|link=CMG50]] [[CMG50]] || 8|| 14 || 12 || 34 || 15 || 1 || 12 || 35 || -20 || 6
|-
| [[File:Tripod CMG50.png|center|300px|link=Tripod CMG50]] [[Tripod CMG50]] || 8|| 14 || 12 || 34 || 15 || 1 || 12 || 35 || -20 || 8
|-
| [[File:Tripod CMG50.png|center|300px|link=Tripod M6 CMG]] [[Tripod M6 CMG]] || 10|| 25 || 25 || 70 || 10 || 1 || 10 || 40 || -10 || 6
|-
| [[File:Gr331 ESG - Grenade Launcher.png|center|300px|link=Gr331 ESG - Grenade Launcher]] [[Gr331 ESG - Grenade Launcher]] || 7|| 10 || 10 || 20 || 50 || 1 || 1 || 50 || -25 || 7
|-
| [[File:SR31 HM SPR.png|center|300px|link=SR31 HM SPR]] [[SR31 HM SPR]] || 11 || 25 || 24 || 75 || 30 || 1 || 1 || 40 || 20 || 10
|-
| [[File:Light Chaingun.png|center|300px|link=Light Chaingun]] [[Light Chaingun]] || 7 || 13 || 7 || 26 || 7 || 1 || 7 || 40 || -10 || 13
|-
| [[File:Anti-Material Rifle 'Crocodile'.png|center|300px|link=Anti-Material Rifle 'Crocodile']] [[Anti-Material Rifle 'Crocodile']] || 11 || 80 || 70 || 110 || 40 || 1 || 1 || 60 || 0 || 6
|-
| [[File:U60A1 HWCM.png|center|300px|link=U60A1 HWCM]] [[U60A1 HWCM]] || 11 || 20 || 15 || 25 || 25 || 0 || 1 || 55 || 0 || 12
|-
| [[File:Flamethrower.png|center|300px|link=Flamethrower]] [[Flamethrower]] || 4 || 30 || 30 || 20 || 0 || 2 || 1 || 50 || 150 || 6
|-
| [[File:L110 - PAL.png|center|300px|link=Workshopped RPG]] [[L100 - PAL]] || 8 || 160 || 130 || 110 || 50 || 1 || 1 || 55 || 10 || 3
|-
| [[File:Zayntech ASGM 2.png|center|300px|link=Zayntech ASGM 2]] [[Zayntech ASGM 2]] || 11 || 150 || 120 || 160 || 50 || 1 || 1 || 50 || 0 || 4
|-


| [[File:Workshopped RPG.png|center|300px|link=Workshopped RPG]] [[Workshopped RPG]] || 7 || 100 || 100 || 95 || 35 || 1 || 1 || 40 || 0 || 5
----
|-
For a complete breakdown of currently used [[Tag List|Weapon/Accessory tags or to search for a specific tag see here.]]
| [[File:Tripod MK20A3.png|center|300px|link=Tripod MK20A3]] [[Tripod MK20A3]] || 10 || 40 || 35 || 110 || 15 || 1 || 3 || 40 || -15 || 6
|-
| [[K-SAS Designated Marksman Rifle]] || 10 || 20 || 14 || 45 || 8 || 1 || 2 || 45 || 10 || 12
|-
| [[File:Gr331 ESG - Grenade Launcher.png|center|300px|link=XGr-20 CDTE]][[XGr-20 CDTE]] || 8 || 8 || 30|| 15 || 10|| 1 || 2 || 60 || 10 || 6
|-
| [[File:E4A2 ELSA.png|center|300px|link=E4A2 ELSA]] [[E4A2 ELSA]] || 8 || 30 || 45|| 60 || 15|| 1 || 3 || 110 || 0 || 8
|-
| [[File:]] [[Kingpost M8]] || 14 || 15 || 15 || 10 || 35 || 0 || 1 || 40 || 0 || 10
|-
|}
</div>
</div>

Latest revision as of 03:12, 26 April 2026

The content below is based on the demo release and needs to be updated as it may not accurately represent what's currently in-game.

Properties of Weapons

Weapon Skills

All weapons are used through 'skills', which are granted to the unit carrying them. While most weapon skills are straightforward attacks, they may also offer some utility.

Weapon Statistics

Infantry Weapons Stats
Name Description
Range The maximum range in tiles this weapon can fire. Some attacks can land on or suppress adjacent tiles, effectively increasing their range.
Hit Point Damage The base amount of damage one shot of this weapon deals when not stopped by armor or modified in other ways.
Armor Damage The amount of damage an armor takes when stopping one shot of this weapon.
Armor Penetration This value will be compared with the armor value of the target to calculate the chance to penetrate. A penetration value that is equal to or higher than the armor value will always penetrate.
Suppression When a shot hits a target unit, this is the amount of suppression that will be applied per shot. A reduced amount will be applied for shots that miss the unit but hit its tile, and a further reduced amount will be applied when hitting an adjacent tile.
Elements Hit The maximum amount of elements in a targeted unit that can be killed by one shot of this weapon. This stat is important to prevent single-shot high-damage attacks from killing multiple elements in one shot.
Rate of Fire The number of shots the weapon fires with one attack (skill use). Each shot will be calculated individually. If this is a squad weapon, each element of the squad equipped with this weapon will fire the stated amount of shots.
Trade Value Like all items, weapons can be traded on the black market. The value of a weapon is mostly based on its rarity.
Accuracy Modifier A positive bonus or negative penalty applied to the weapon's accuracy on top of its other modifiers.
Ammunition Count How much ammunition this weapon is supplied with.
The logistics cost to add a weapon to a squad or vehicle.

Dropoffs

In the game, dropoff refers to the diminishing effectiveness of weapons over distance, mirroring real-world physics. As shots travel longer distances, they become harder to land and lose kinetic energy, leading to several key variables influenced by this phenomenon.

Accuracy decreases with distance, meaning that different weapons exhibit varying performance based on their intended roles. For instance, a submachine gun is significantly less accurate at long ranges compared to a sniper rifle, which excels in precision but may struggle in close-quarters combat. Each weapon has an ideal range that reflects its optimal use on the battlefield.

Kinetic weapons experience a loss of force over distance, impacting their damage output, armor damage, and armor penetration. This reduction in effectiveness means that maintaining distance from enemies can enhance the protection of your squads and improve the performance of your armor.

While the general rules of dropoff apply, there are exceptions; for example, a rocket launcher does not suffer from reduced damage over distance, as its primary damage source is the explosive warhead rather than kinetic energy.

List of Weapons

↪ Main article: Squad Weapons

Equipping a squad weapon provides each squaddie with their own version of the weapon. As a result, supply costs increase proportionally, meaning that a larger squad will incur higher expenses for equipment. Squad weapons include standard infantry small arms, such as shotguns, submachine guns, assault rifles and battle rifles.

The content below is based on the Early Access and needs to be updated as it may not accurately represent what's currently in-game.

Click here to go back to Weapons.

Equipping a squad weapon provides each squaddie with their own version of the weapon. As a result, supply costs increase proportionally, meaning that a larger squad will incur higher expenses for equipment. Squad weapons include standard infantry small arms, such as shotguns, submachine guns, assault rifles and battle rifles. For a complete breakdown of currently used Weapon/Accessory tags or to search for a specific tag see here.

Carbines

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo
C1A2 SPC
8 9 10 25 2 1 2 N/A 0 16 7

Battle Rifles

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo
Pirate Pipe Gun
8 9 25 20 3 1 1 10 0 16 4
BR3A3 Kr-BaR "Crowbar"
9 11 13 35 4 1 2 15 0 12 9
BR3A3 Kr-BaRMOD1
10 12 13 35 4 1 2 70 0 12 13
BR3A3 Kr-BaR MOD2 Carbine
9 11 13 35 4 1 2 70 10 12 13
BR3A3 Kr-BaR MOD3 Suppressed
9 11 13 35 4 1 2 70 10 12 13
BR6A1 HaMER
10 13 15 40 5 1 2 120 0 12 20

SMGs

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo
Griffin MK1MOD1
6 13 10 20 4 1 5 120 0 16 13
MK46MOD2 SPC
6 8 9 30 3 1 5 25 0 16 11
MP3A9 PPP
5 12 9 15 3 1 5 15 0 16 9
MP3A9 PPP "Hi-Cap"
5 12 9 15 3 1 7 70 0 16 13
MP3A9 "SOF" PPP
5 12 9 15 3 1 5 70 10 16 13
MP11A2 - HIG Oktagon
7 14 11 25 5 1 5 200 0 16 20
Pirate looted PDW
6 7 8 30 2 1 5 20 0 16 13
Captain's PDW
7 10 12 35 3 1 5 35 0 16 13
Kruger CTMP 45
6 18 18 15 4 1 5 130 0 16 20

Assault Rifles

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo
R10A6 K-PAC
8 9 9 30 3 1 3 15 0 16 9
R10A6 K-PAC with Launcher
8 9 9 30 3 1 3 65 -10 16 18
R10A6 "CQB" K-PAC
7 9 9 30 3 1 4 70 5 16 13
R10A6 "RANGE" K-PAC
9 9 9 34 3 1 3 70 0 16 13
R10A6 "SOF" K-PAC
8 10 9 30 3 1 3 70 10 16 13
R14A2 ARC
7 12 13 20 3 1 3 15 0 16 9
R14A2 ARC "Range"
8 12 13 25 3 1 3 70 0 16 13
R14A2 ARC "CSP"
7 14 15 20 3 1 3 70 10 16 13
R14A2 ARC "SOCC"
7 12 13 20 3 1 3 70 10 16 13
R228A1 MRS
9 11 11 35 3 1 3 120 0 16 20
Pirate Assault Rifle
8 9 7 24 3 1 3 10 -5 16 10
XL1A14
8 8 25 75 2 1 2 150 5 0 12

Heavy Assault Rifles

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo
MK22MOD1
7 30 25 30 5 1 2 140 0 16 22

Shotguns

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo
Corridor Sweeper
5 9 25 9 4 1 2 10 10 16 10
Stoneclad CS185
5 10 30 10 4 1 2 15 20 16 9

Crafted Weapons

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo
Enhanced EM Assault Rifle
10 13 15 40 4 1 3 120 0 16 30

↪ Main article: Special Weapons

Special Weapons are generally speaking more powerful, but also more specialized and cumbersome than squad weapons.

The content below is based on the Early Access and needs to be updated as it may not accurately represent what's currently in-game.

Click here to go back to Weapons.

Infantry Specials (or Special Weapons) are generally speaking more powerful, but also more specialized and cumbersome than infantry weapons. For a complete breakdown of currently used Weapon/Accessory tags or to search for a specific tag see here.

Anti-Tank

Name StUp Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
Workshopped RPG
- 2-7 80 160 95 35 1 1 15 0 5 40 25
IMX SA-RPG 2
- 2-8 110 210 125 45 1 1 120 0 5 40 40
L100 - PAL
3-9 160 250 110 50 1 1 50 5 3 60 35
L31 MAAL
10 200 330 200 70 1 1 130 10 3 60 50
AT-RGL
11 140 200 120 40 1 1 50 0 7 20/60 35
Zayntech ASGM 2
4-11 220 300 180 50 1 1 65 0 3 20/60 65

Autocannon

Name StUp Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
Tripod MK20A3
10 60 70 45 15 1 3 50 0 8 20/40 45

Energy

Name StUp Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
EMP Rifle
- 5 25 1 500 0 1 1 35 -10 8 40 20
E4A2 ELSA
- 8 40 80 35 15 1 3 130 0 2/6 40/60 50
Mining Laser
- 7 130 200 140 20 1 1 20 0 3/4 40/40 15
Tripod Laser Lance
10 130 120 180 20 1 1 80 0 4/6 20/60/60 70

Flamethrower

Name StUp Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
Flamethrower
- 4 30 30 25 0 3 1 25 150 6 40 15

Grenade Launcher

Name StUp Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
Gr331 ESG - Grenade Launcher
- 3-8 30 35 30 50 1 1 50 25 7 40 35
XGr-20 CDTE
- 2-8 12 30 20 10 1 2 60 10 6 40 50
MK9MOD2 K-GMW
3-10 30 35 30 50 1 3 50 0 8 20/40 45

Machine Gun

Name StUp Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
Light Chaingun
- 7 13 7 26 7 1 7 15 -10 12 20 25
M10E ESAW
- 7 12 9 28 10 1 15 30 -25 8 40 20
M320 SSW
- 8 14 10 34 12 1 15 120 -20 8 40 30
M320 SSW SOC
- 8 14 10 34 12 1 15 180 -10 8 40 40
IAR
- 9 12 13 35 25 1 5 120 -5 10 40 30
CMG50
8 14 12 34 15 1 12 30 -20 8 40 30
M80 EGPM
9 16 14 40 17 1 12 120 -15 8 40 45
Tripod CMG50
8 14 12 34 15 1 12 35 -10 12 20/40 30
Tripod Griffin Minigun
8 13 15 40 10 1 15 60 -5 10(Heat) 20/40/60 50
Tripod M6 CMG
10 25 25 55 10 1 10 50 -10 10 20/40 40

Mortars

Name StUp Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
U60A1 HWCM
6-11 10 15 8 25 0 1 55 0 12 40 25
Kingpost M8
7-14 15 20 10 35 0 1 50 0 10 20/50 40

Sniper Rifle

Name StUp Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
K-SAS Designated Marksman Rifle
- 10 25 25 45 8 1 2 45 10 12 40 25
HM MK7MOD1 - SDMR
- 11 30 35 60 30 1 2 120 15 12 40 35
SR31 - HM SPR
11 30 40 75 30 1 1 40 20 10 40 30
SR41 KASS
12 40 50 85 35 1 1 125 30 10 40 35
Anti-Materiel Rifle "Crocodile"
3-11 80 70 110 40 1 1 70 -5 6 40 40

Crafted Weapons

Name StUp Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
NDL - Stun Bomb Launcher
- 8 0 0 0 50 1 1 120 25 6 40 40
MOD-C MAAL HE-Rocket Launcher
10 120 60 80 70 1 1 120 10 3 60 55

↪ Main article: Vehicle Weapons

Powerful, heavy weapons carried by Vehicles, these guns typically out perform lighter infantry weapons; albeit at the cost of tradeoffs such as limited ammunition.

The content below is based on the Early Access and needs to be updated as it may not accurately represent what's currently in-game.

Click here to go back to Weapons. To go to the main vehicles page, click here. For a complete breakdown of currently used Weapon/Accessory tags or to search for a specific tag see here.

Powerful, heavy weapons carried by Vehicles, these guns typically out perform lighter infantry weapons; albeit at the cost of tradeoffs such as limited ammunition. Vehicle weapons come in 3 types. Light Weapons are anti personal weapons. Medium Weapons are versatile all rounders. Heavy Weapons are generally found on vehicles such as Tanks. A vehicles slots determine what combination of weapons can be mounted; e.g. a single Medium slot would only allow for a single Medium Weapon to be mounted.

Heavy Turret Weapon

Currently only available on Captured Heavy Tanks, and cannot be unequipped or otherwise separated from them. No additional trade or supply cost is incurred.
Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
15cm Assault Howitzer
9 170 180 100 80 1 1 - -15 10 60 -

Heavy Vehicle Weapon

Heavy Weapons will remove the ability to carry troops when added to compatible vehicles such as the Light Troop Carrier. Twin Weapons such as the Twin M6 Heavy Machinegun or Twin Griffin Dynamics Rotary Barrel Machinegun remove the ability to mount a light weapon when used on the Light Troop Carrier or Infantry Fighting Vehicle. This does not apply to the Battle Tank.
Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
Short Barreled Tank Gun
2-8 170 180 100 60 1 1 60 0 6 60 45
Long Barreled Tank Gun
11 180 130 150 30 1 1 80 10 6 60 60
120mm Mortar
8-16 105 50 115 120 1 1 90 50 8 60 65
Twin M6 Heavy Machinegun
10 25 25 55 12 1 20 80 -13 10 40 90
Twin Griffin Dynamics Rotary Barrel Machinegun
8 13 15 40 10 1 30 110 -5 10 40/60 140

Medium Vehicle Weapon

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
Rocket Organ
8-18 40 35 40 30 1 9 30 0 9 60/80 30
Auto-Laser
7 30 40 90 10 1 4 50 0 3/6 40/60 40
Ground Radar
20 N/A N/A N/A N/A N/A 1 60 200 N/A 40 45
Heavy Flamethrower
5 36 30 30 - 1 1 50 0 6 55 45
M6 CMG
10 25 25 55 12 1 10 60 -10 10 40 45
Rocket Launcher
3-9 160 250 110 50 1 1 65 5 6 60 50
Swarm Airburst Launcher
2-8 12 30 20 10 1 6 45 0 6 40 60
AT-RGL (Vehicle)
11 140 200 120 40 1 1 50 0 8 60 35
MK20A3 BC Autocannon
2-10 60 70 45 15 1 3 70 0 8 40 65
ATGM Launcher
4-11 220 300 220 50 1 1 75 0 4 60 65
Griffin Dynamics Rotary Barrel Machinegun
8 13 15 40 10 1 15 80 -5 10 40/60 70
Laser Lance
10 130 120 180 20 1 1 35 0 4/6 60/60 50

Light Vehicle Weapon

As of Patch 10 Light Weapons can be installed in Medium weapon slots. Currently the following vehicles and mechs posses 1 or more medium slots: Pirate Truck (Modular), A-ATV (Modular), Light Walker and Medium Walker

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
Flamethrower
4 30 30 20 0 1 1 40 100 12 40 25
Mounted Chaingun
7 13 7 26 7 1 7 15 -10 18 20 25
CMG50 MMG
8 16 7 40 11 1 12 40 -20 12 40 35
K-GMW Auto Grenade Launcher
3-10 30 35 30 50 1 3 55 0 8 40 45
E4A2 ELSA Plasma Rifle
8 40 80 35 15 1 3 130 0 2/6 40/60 50
Anti-Materiel Rifle "Crocodile" (Vehicle)
3-11 80 70 110 40 1 1 70 -5 6 ? 40

Changelog

  • Patch #6 - Updated vehicle weapon description texts to convey our equipment rules:
    • Light weapon slot and transport capacity gets disabled when equipping twin weapons
    • Transport capacity gets disabled when equipping heavy weapons

For a complete breakdown of currently used Weapon/Accessory tags or to search for a specific tag see here.