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Vehicle Weapon Appendix

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Machine Guns

  • Prerequisite: Research required to unlock
  • Cost: Amount of resources needed
  • Damage: Damage per hit, damage caused by bio effects are listed after
  • Minimum Damage: Minimum Damage the shot can deal after falloff is applied, damage caused by bio effects are listed after
  • Weight: weight of the weapon
  • RoF: Rate of Fire. Also known as cycle time. The minimum time in seconds between each projectile. Lower is better.
  • Reload Time: time to load one clip, if Total Ammo Clips is '0', time to reload one unit of ammo
  • Rounds/Clips: The first number is the number of rounds in each clip, the second number is the number of clips
  • Heat/To Target: The first number is the amount of heat generated by the vehicle firing the projectile. The second number is the amount of heat generated on the target vehicle when the projectile hits.
  • Spread: Projectile spread/accuracy. Lower is better.
  • FalloffStart/FalloffEnd/Minimal Damage: FalloffStart is the distance a projectile can travel before its damage will start reducing towards the Minimal Damage value. The weapon will always deal the Minimal Damage value if it hits within 10000 units (maximum bullet trace distance. FalloffEnd controls the distance that bullets hit Minimal Damage. (Damage is reduced using smoothstep functions between FalloffStart and FalloffEnd.)

Page last updated 2025/11/30

See Template:MG_Table for instructions on how to edit this table.

(Hold SHIFT to sort multiple rows)
Image Name Description Prerequisite Cost Damage Minimum Damage Weight RoF (sec) Reload Time (sec) Rounds/ Clips Heat Self/To Target Spread Falloff Start/ Falloff End
Standard Machine Gun A small machine gun that fires anti-infantry rounds. None 30 17 13 30 0.1 4 60/4 0.8/0 0.015 0/3000
Bio Machine Gun A medium machine gun that fires bullets containing a deadly pathogen that does continual damage to a target. Biological Projectile 60 4 3 40 0.12 4 60/5 0.5/0 0.02 5000/10000
.50 Caliber Medium MG A medium machine gun firing high caliber anti-infantry rounds. High Caliber Rounds 70 20 16 45 0.06 7 120/5 0.6/0 0.01 0/5500
.50 Caliber HMG A large machine gun firing high caliber anti-infantry rounds. Disabled 90 20 19 60 0.045 9 120/6 0.9/0 0.008 0/5500
Depleted Uranium MG This machine gun fires dense metal ammunition which capable of damaging armored vehicle. Depleted Uranium Rounds 50 4 3 40 0.09 3 80/6 0.4/0 0.015 4000/8000
Depleted Uranium HMG This large machine gun fires dense metal ammunition which capable of damaging armored vehicle. Disabled 90 7 6 60 0.121 4.5 120/6 0.7/0 0.014 5000/10000
Chain Gun This small machine gun fires ant-infantry rounds at a very fast rate. None 45 13 11 40 0.06 6 100/4 0.7/0 0.03 0/1250
Medium Chain Gun This machine gun fires ant-infantry rounds at a very fast rate. None 60 17 12 50 0.045 6 150/5 0.7/0 0.0275 0/1250
Plasma Machine Gun This machine gun fires superheated rounds which are designed to overheat and immobilise vehicles. Disabled 70 10 8 40 0.3 4.5 35/7 1.5/2 0.015 5000/10000
High Energy Plasma MG This large machine gun fires superheated rounds which are designed to overheat and immobilise vehicles. Plasma Tipped Rounds 120 5 4 60 0.1 5 100/7 0.6/1 0.013 5000/10000
High Explosive MG This machine gun fires rounds which explode upon impact damaging buildings, vehicles and infantry. Explosive Tipped Bullets 60 3 3 40 0.135 4 50/6 0.6/0 0.022 5000/10000
High Explosive HMG This large machine gun fires rounds which explode upon impact damaging buildings, vehicles and infantry. Disabled 100 11 10 55 0.4 4 25/6 2.5/0 0.021 5000/10000

Cannons

  • Speed: Speed of the projectile. Only affects cannons and missiles. Used with the "Speed To Damage Modifier" value on armor. The speed of a weapon not only influences the "speed to damage modifier" but also makes the weapon travel faster through space. There is a limit of roughly 2700-2800 "speed" that a cannon or missile can have, any speed value beyond that limit will still influence the damage modifier and in the cannons' case the gravity effect on the projectile but will not make the object actually travel "faster" in-game. Against common belief, it is not used for the tracer effects from machine guns.
  • Gravity: effect that gravity has on the shot. Lower values result in less effect and a longer, flatter arc. Only affects cannons.

See Template:Cannon_Table for instructions on how to edit this table.

(Hold SHIFT to sort multiple rows)
Image Name Description Prerequisite Cost Damage Weight Damage Type Rounds/ Clips RoF Heat Self/To Target Speed Gravity
Standard Cannon A small caliber cannon that fires tank shells. None 50 50 50 ShellKinetic 40/0 1.4 8/0 3300 0.5
Ranged Cannon This medium caliber cannon fires shells at a higher speed, it is most effective in long range battles. Extended Range Cannon 80 60 70 ShellKinetic 40/0 1.5 9/0 3600 0.15
Heavy-Duty Ranged Cn. A large caliber cannon that fires tank shells. Its enhanced barrel allows shells to travel longer ranges. Disabled 135 67 75 ShellKinetic 40/0 1.5 8.5/0 3650 0.08
High Explosive Cannon This medium caliber cannon fires shells filled with an explosive compound upgraded for a stronger explosion upon impact. High Explosive Shells 90 70 70 ShellExplosive 30/0 2 14/0 3000 0.4
Thermobaric Cannon This heavy tank cannon utilizes oxygen from the surrounding air to as oxidizer for an intense, high-temperature explosion. Disabled 130 85 70 ShellExplosive 30/0 2 13/0 3000 0.4
Plasma Cannon Prot. This medium caliber cannon fires a superheated shell able to transfer a large amount of heat into vehicles and immobilise them. Disabled 80 72 70 ShellPlasma 30/0 2 13.5/7 3000 0.4125
Plasma Cannon This large caliber cannon fires a superheated shell able to transfer a large amount of heat into vehicles and immobilise them. Plasma Cannon 140 60 90 ShellPlasma 40/0 2 15/12 3300 0.3
Railgun This large caliber cannon uses magnetic coils to accelerate the shell. It fires very high speed projectile which are very effective against buildings and vehicles. Disabled 110 100 60 ShellKinetic 30/0 2.4 15/0 3700 0.06
Railgun This large caliber cannon uses magnetic coils to accelerate the shell. It fires very high speed projectile which are very effective against buildings and vehicles. Railgun 150 130 90 ShellKinetic 40/0 2.6 18/0 3800 0.05
Biological Cannon This medium caliber cannon launches shells housing a biological agent. Infantry and vehicles by the explosion will continuously take damage for a short period of time after being hit. Disabled 80 65 70 ShellBiological 30/0 2.25 13/0 3000 0.4
Biological Cannon This cannon launches large caliber shells coated with a corrosive agent which deals additionnal damage upon contact with infantry and vehicles. Biological Cannon 180 90 100 ShellBiological 40/0 2.25 20/0 3100 0.325

Artillery Cannon

See Template:Arty_Table for instructions on how to edit this table.

(Hold SHIFT to sort multiple rows)
Image Name Description Prerequisite Cost Damage Weight Reload Time (sec) Damage Type Rounds/ Clips RoF Heat Self/To Target Speed Gravity
Small Artillery Cannon This artillery cannon has reduced damage and range but faster firing rate. None 90 150 75 6 Artillery 10/3 2.5 16/0 2200 0.8
Medium Artillery Cannon This standard artillery cannon has a medium range. None 110 175 90 7 Artillery 10/3 3 21/0 2400 0.7
High Explosive Artillery This artillery cannon has the largest explosion radius at the cost of a decreased range and fire rate. High Explosive Artillery Shells 170 225 93 8 Artillery 10/3 4 32/0 2600 0.7
Ranged Artillery Cannon This artillery cannon has increased range at the cost of a smaller explosion radius. Extended Range Artillery Cannon 170 200 100 8 Artillery 10/3 3.5 27/0 2800 0.6

Missiles

  • RoF: A negative number unloads the whole clip in rapid succession with one press of the fire button but still uses the rest of the number to determine time between actual shot creation
  • Targeting Type
    • Dumb: flies forward until it hits something.
    • Guided: While holding down the Fire key/button, a player can use the mouse to guide the missile similar to laser-guided ordinance.
    • Homing: Once lock-on has been initiated, simply pressing the Fire key/button once will send missiles to their target without any additional input from the player.
  • Range: max range in HL2 units that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  • Lock Time: time it takes for a homing missile to lock onto the target under the player crosshairs
  • Lock Radius: this is an approximation that determines how close a target must be to your crosshair (screen position) before it can begin locking onto (ie a bigger number means that the crosshair doesn't need to be directly over or as close to the target) it defines a box around the crosshair, and a target must be within this box to be homed on and its Size decreases with range
  • Lock Time/Range Mod: modifies lock on time based on range (as range increases, lock on time increases based on the modifier: (modifier * range to target + lock on time = total lock on time)
  • Turning Ability: determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile: 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all

See Template:Missile_Table for instructions on how to edit this table.

Image Name Description Prerequisite Cost Damage Weight Reload Time (sec) Damage Type Rounds/ Clips RoF Heat Self/To Target Speed Targeting Type Range Lock Time Lock Radius Lock Time/Range Mod Turning Ability
Standard ML This standard missile launcher fires a small missile. None 40 40 40 3 Missile 4/6 1.1 6/0 2300 Dumb Missile 0 0 0 0 0
Upgraded ML This medium missile launcher fires a missile with greater speed and damage. Upgraded Missile Warhead 80 62 60 3.8 Missile 7/7 1 6/0 2800 Dumb Missile 0 0 0 0 0
Heavy-Duty ML A heavy dumb fire missile launcher with no homing capabilities but much greater speed, damage and area of effect than the standard version. Disabled 110 68 80 4 Missile 7/7 1.05 8.5/0 3000 Dumb Missile 0 0 0 0 0
Biological Warhead This medium missile launcher fires a missile which contains a biological agent in its warhead. Infantry and vehicles hit by the explosion will continuously take damage for a short period of time after being hit. Biological Warhead 75 60 60 6 Missile 5/5 2 10/0 2400 Dumb Missile 0 0 0 0 0
Virulent Warhead A dumb fire heavy missile launcher which contains a biological agent in its warhead. Enemies hit by the explosion will take a large amount of damage for a few seconds after being hit. Disabled 125 53 80 6 Missile 4/4 3 8/0 2500 Dumb Missile 0 0 0 0 0
Nuclear Missile This large missile launcher fires a missile with a nuclear payload, slow and heavy, but creates a massive explosion which is powerful against infantry and buildings. Nuclear Warhead 300 300 180 0 MissileExplosive 10/0 10 100/10 1100 Dumb Missile 0 0 0 0 0
Salvo ML This medium missile launcher fires four small missiles in one quick succession. Salvo Missile Launcher 75 35 55 3 Missile 5/10 -0.14 4/0 2100 Dumb Missile 0 0 0 0 0
Advanced Salvo ML A larger variant of the Salvo Missile Launcher that fires six stronger missiles in a single rapid burst. Disabled 135 34 80 2.85 Missile 6/10 -0.13 3.75/0 2200 Dumb Missile 0 0 0 0 0
Guided ML This medium missile launcher fires a guided missile that follow the crosshairs after launch. Disabled 85 66 60 4 Missile 6/8 1.25 8/0 2000 Guided Missile 8000 0 0 0 1.8
TOW Guided ML A missile launcher which fires TOW missiles that follow the crosshairs after launch. It is stronger and more maneuverable than the basic variant. TOW Guided Missiles 150 70 80 5.5 Missile 6/8 1.25 8.5/0 2300 Guided Missile 8000 0 0 0 1.85
Homing Missile Launcher A missile launcher which fires a single missile that homes in on the locked on target. Homing Missiles 95 52 60 5 Missile 7/6 1.1 8/0 2300 Homing Missile 5000 0.4 0.4 0.0003 3
Homing Missile Launcher This large missile launcher is capable of locking on to enemy vehicles and firing a missile which automatically guides itself to the locked target. Disabled 150 60 80 8 Missile 8/6 1.1 9/0 2500 Homing Missile 8000 0.5 0.2 0.0001875 3
Salvo Homing ML A missile launcher that fires a quick burst of ten missiles which home in on the locked target. Salvo Homing Missiles 150 28 80 8 Missile 10/8 0.14 4/0 2300 Homing Missile 8000 0.5 0.2 0.00025 3