Weapons

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Revision as of 18:50, 5 October 2025 by Raza 5 (talk | contribs)

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.

Infantry 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.

Carbines

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

Battle Rifles

Name PPU Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo
BR3A3 Kr-BaR "Crowbar"
9 9 11 13 35 4 1 2 25 0 16
BR3A3 Kr-BaRMOD1
13 10 12 13 35 4 1 2 35 0 16
BR3A3 Kr-BaRMOD2 Carbine
13 9 11 13 35 4 1 2 35 10 16

SMGs

Name PPU Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo
MP3A9 PPP
9 5 12 9 15 3 1 5 25 0 16

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 25 0 16
R10A6 K-PAC with Launcher
8 9 9 30 3 1 3 40 -10 16
R10A6 "CQB" K-PAC
8 9 9 30 3 1 4 35 5 16
R10A6 "RANGE" K-PAC
9 9 9 34 3 1 3 35 0 16
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
R14A2 ARC 'ACC'
8 12 12 25 3 1 3 35 0 16
R14A2 ARC "CSP"
7 14 14 20 3 1 3 35 10 16
R14A2 ARC 'SOCC'
7 12 12 20 3 1 3 35 10 16
R10A6 'CQB' K-PAC
8 9 9 30 3 1 4 35 5 16

Shotguns

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo
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.

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo
M10E ESAW
7 12 9 28 10 1 15 40 -25 8
CMG50
8 14 12 34 15 1 12 35 -20 6
Tripod CMG50
8 14 12 34 15 1 12 35 -20 8
Tripod M6 CMG
10 25 25 70 10 1 10 40 -10 6
Gr331 ESG - Grenade Launcher
7 10 10 20 50 1 1 50 -25 7
SR31 HM SPR
11 25 24 75 30 1 1 40 20 10
Light Chaingun
7 13 7 26 7 1 7 40 -10 13
Anti-Material Rifle 'Crocodile'
11 80 70 110 40 1 1 60 0 6
U60A1 HWCM
11 20 15 25 25 0 1 55 0 12
Flamethrower
4 30 30 20 0 2 1 50 150 6
File:L110 - PAL.png
L100 - PAL
8 160 130 110 50 1 1 55 10 3
Zayntech ASGM 2
11 150 120 160 50 1 1 50 0 4
Workshopped RPG
7 100 100 95 35 1 1 40 0 5
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
XGr-20 CDTE
8 8 30 15 10 1 2 60 10 6
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