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 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.
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== 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.
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:''↪ Main article: [[Squad Weapons]]''
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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.
Powerful, heavy weapons carried by Vehicles, these guns typically out perform lighter infantry weapons; albeit at the cost of tradeoffs such as limited ammunition.
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.
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.
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.
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.
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.