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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 ==
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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.
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| === Carbines ===
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|
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| {| class= "mw-collapsible wikitable sortable" style="text-align: center"
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| |-
| |
| ! Name
| |
| ! {{H:title|Price per unit|PPU}}
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| ! {{H:title|Range|Rng}}
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| ! {{H:title|HP Damage|HP Dmg}}
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| ! {{H:title|Armor Damage|Armor Dmg}}
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| ! {{H:title|Armor Penetration|Armor Pen}}
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| ! {{H:title|Suppression|Supp}}
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| ! {{H:title|Elements Hit|Elems Hit}}
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| ! {{H:title|Rate of Fire|RoF}}
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| ! {{H:title|Trade Value|Trade Val}}
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| ! {{H:title|Accuracy Modifier|Acc Mod}}
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| ! {{H:title|Ammo Count|Ammo}}
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| |-
| |
| | [[File:C1A2_SPC.png|center|300px|link=C1A2 SPC]] [[C1A2 SPC]] || 7 || 8 || 9 || 10 || 25 || 2 || 1 || 2 || 0 || 0 || 16
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| |}
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| </div>
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|
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| === Battle Rifles ===
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|
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| {| class= "mw-collapsible wikitable sortable" style="text-align: center"
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| |-
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| ! Name
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| ! {{H:title|Price per unit|PPU}}
| |
| ! {{H:title|Range|Rng}}
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| ! {{H:title|HP Damage|HP Dmg}}
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| ! {{H:title|Armor Damage|Armor Dmg}}
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| ! {{H:title|Armor Penetration|Armor Pen}}
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| ! {{H:title|Suppression|Supp}}
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| ! {{H:title|Elements Hit|Elems Hit}}
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| ! {{H:title|Rate of Fire|RoF}}
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| ! {{H:title|Trade Value|Trade Val}}
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| ! {{H:title|Accuracy Modifier|Acc Mod}}
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| ! {{H:title|Ammo Count|Ammo}}
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| |-
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| | [[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
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| |-
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| | [[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
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| |-
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| | [[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
| |
| |}
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|
| |
| === SMGs ===
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|
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| {| class= "mw-collapsible wikitable sortable" style="text-align: center"
| |
| |-
| |
| ! Name
| |
| ! {{H:title|Price per unit|PPU}}
| |
| ! {{H:title|Range|Rng}}
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| ! {{H:title|HP Damage|HP Dmg}}
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| ! {{H:title|Armor Damage|Armor Dmg}}
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| ! {{H:title|Armor Penetration|Armor Pen}}
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| ! {{H:title|Suppression|Supp}}
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| ! {{H:title|Elements Hit|Elems Hit}}
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| ! {{H:title|Rate of Fire|RoF}}
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| ! {{H:title|Trade Value|Trade Val}}
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| ! {{H:title|Accuracy Modifier|Acc Mod}}
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| ! {{H:title|Ammo Count|Ammo}}
| |
| |-
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| | [[File:MP3A9_PPP.PNG|center|300px|link=MP3A9 PPP]][[MP3A9 PPP]] || 9 || 5 || 12 || 9 || 15 || 3 || 1 || 5 || 25 || 0 || 16
| |
| |}
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|
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|
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| === Assault Rifles ===
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|
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| {| class= "mw-collapsible 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}}
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| ! {{H:title|Elements Hit|Elems Hit}}
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| ! {{H:title|Rate of Fire|RoF}}
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| ! {{H:title|Trade Value|Trade Val}}
| |
| ! {{H:title|Accuracy Modifier|Acc Mod}}
| |
| ! {{H:title|Ammo Count|Ammo}}
| |
| |-
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| | [[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
| |
| |-
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| | [[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
| |
| |-
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| | [[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
| |
| |-
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| | [[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
| |
| |-
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| | [[R14A2 ARC]] || 7|| 12 || 12 || 20 || 3 || 1 || 3 || 25 || 0 || 16
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| |-
| |
| | [[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
| |
| |-
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| | [[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
| |
| |}
| |
|
| |
|
| |
| === Shotguns ===
| |
|
| |
| {| class= "mw-collapsible 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 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
| |
| |}
| |
|
| |
| == Infantry Specials ==
| |
| Infantry Specials (or Special Weapons) are generally speaking more powerful, but also more specialized and cumbersome than infantry weapons.
| |
|
| |
| {| class= "mw-collapsible 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
| |
| |-
| |
| | [[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:Weapon 26 912x318.png|center|300px|link=Kingpost M8]] [[Kingpost M8]] || 14 || 15 || 15 || 10 || 35 || 0 || 1 || 40 || 0 || 10
| |
| |-
| |
| |}
| |
This page covers Infantry and Special Weapons, for Vehicle weapons see here. For a complete breakdown of currently used Weapon/Accessory tags or to search for a specific tag see here.
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.
|
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.