Weapons

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This page lists infantry weapons. For lists of vehicle weapons, check the Vehicle Weapon Appendix.


Weapons Appendix

Pistols

Pistols are semi-automatic weapons designed for close quarter combat, although they can sometimes prove quite useful over longer ranges.

Brenodi Empire Standard Issue Pistol
Brenodi 9mm Pistol (Pistol 1)
Standard issue Brenodi pistol. The NF pistol and the BE pistol 1 share the same values.
Damage: 30 (Minimum 17)
Clip Size: 12
Ammo Limit: 36
Accuracy: High
Rate Of Fire: 0.15
Falloff/Base: 1000
Melee/cycle: 50/.5
Class Engineer, Scout, Grenadier, Rifleman
Brenodi Empire High Caliber Pistol
Brenodi Heavy Pistol (Pistol 2)
Heavy version of the standard issue Brenodi pistol.
Damage: 60 (Minimum 25)
Clip Size: 7
Ammo Limit: 21 for Grenadier/14 for Rifleman
Accuracy: Medium
Rate Of Fire: 0.2
Falloff/Base: 1000
Melee/cycle: 50/.5
Class Grenadier, Rifleman
Brenodi Automatic Pistol (Pistol 3)
The Brenodi Machine pistol offers short range superiority with a large clip and high rate of fire
Damage: 22 (Minimum 10)
Clip Size: 18
Ammo Limit: 36
Accuracy: Low
Rate Of Fire: 0.075
Falloff/Base: 1000
Melee/cycle: 50/.5
Class Engineer, Scout, Grenadier, Rifleman
NF 9mm Pistol
Northern Faction 9mm Pistol (Pistol 1)
Standard sidearm for the Northern Faction. The NF Pistol and the BE Pistol share the same values.
Damage: 30 (Minimum 17)
Clip Size: 12
Ammo Limit: 36
Accuracy: High
Rate of Fire: .15
Falloff/Base: 1000
Melee/cycle: 50/.5
Class Engineer, Scout, Grenadier, Rifleman
Northern Faction Shot Pistol
Northern Faction Shot Pistol (Pistol 2)
Armed with dual shotgun shells for close range action.
Damage: 16 pellets x 12 damage each (Minimum 9 damage each)
Clip Size: 2
Ammo Limit: 18
Accuracy: Low
Rate of Fire: .5
Falloff/Base: 350
Melee/cycle: 50/.5
Class Grenadier, Rifleman

Submachine Guns

Submachine Guns are automatic weapons designed for close to medium quarter combat. They have a high Rate of Fire, but a low damage potential.

Brenodi Empire Ranged SMG
Brenodi Empire SMG 1
Standard issue SMG. Accurate but weak.
Damage: 25 (Minimum 15)
Clip Size: 30
Ammo Limit: 90
Accuracy: High
Rate of Fire: 0.09
Falloff/Base: 1500
Melee/cycle: 50/.5
Class Engineer, Scout
Brenodi Empire Close Quarters SMG
Brenodi Empire SMG 2
Close Quarters SMG with great firerate.
Damage: 35 (Minimum 15)
Clip Size: 35
Ammo Limit: 105
Accuracy: Medium
Rate of Fire: 0.085
Falloff/Base: 1000
Melee/cycle: 50/.5
Class Engineer, Scout
Northern Faction Ranged SMG
Northern Faction SMG 1
Standard issue SMG. Accurate but weak.
Damage: 25 (Minimum 15)
Clip Size: 30
Ammo Limit: 90
Accuracy: High
Rate of Fire: 0.09
Falloff/Base: 1500
Melee/cycle: 50/.5
Class Engineer, Scout
Northern Faction Close Quarters SMG
Northern Faction SMG 2
Close Quarters SMG with great firerate.
Damage: 35 (Minimum 15)
Clip Size: 35
Ammo Limit: 105
Accuracy: Medium
Rate of Fire: 0.085
Falloff/Base: 1000/.9
Melee/cycle: 50/.5
Class Engineer, Scout

Rifles

Rifles are (semi-)automatic weapons that are designed for all-range combat. They have a high rate of fire and a high damage potential. The standard and heavy rifles are equipped with ironsights which reduce spread by 25%, while the scout rifles are equipped with scopes imparting near perfect accuracy when used.

Brenodi Empire Heavy Rifle
Brenodi Heavy Rifle
The standard issue ranged rifle.
Damage: 35 (Minimum 20)
Clip Size: 40
Ammo Limit: 140
Accuracy: Medium-High
Rate of Fire: 0.08
Falloff/Base: 2000/.8
Class Rifleman
Brenodi Empire Assault Rifle
Brenodi Assault Rifle
The assault rifle is designed especially for long range combat.
Damage: 30 (Minimum 20)
Clip Size: 20
Ammo Limit: 80
Accuracy: High
Rate of Fire: 0.075
Falloff/Base: 2500/.9
Class Rifleman
Brenodi Empire Ranged Rifle
Brenodi Scout (Ranged) Rifle
Ranged rifle equipped with a good zoom but a small clip.
Damage: 45 (Minimum 30)
Clip Size: 10
Ammo Limit: 20
Accuracy: Extreme high
Rate of Fire: 1.275
Falloff/Base: 6000/.85
Class Scout
Northern Faction Standard Issue Assault Rifle
Northern Faction Assault Rifle
The standard issue assault rifle with ironsights for improved aim.
Damage: 35 (Minimum 15)
Clip Size: 30
Ammo Limit: 90
Accuracy: Medium-High
Rate of Fire: 0.07
Falloff/Base: 1500/.85
Class Rifleman
Northern Faction .50 Cal Rifle
Northern Faction .50cal Rifle
Very heavy semi-automatic rifle with a small clip.
Damage: 35 (Minimum 30)
Clip Size: 15
Ammo Limit: 45
Accuracy: High-Extreme High
Rate of Fire: 0.18
Falloff/Base: 2500/.9
Class Rifleman
Northern Faction Ranged Rifle
Northern Faction Scout (Ranged) Rifle
Ranged rifle equipped with a good zoom but a small clip.
Damage: 45 (Minimum 30)
Clip Size: 10
Ammo Limit: 20
Accuracy: Extreme High
Rate of Fire: 1.275
Falloff/Base: 6000/.85
Class Scout

Heavy Machine Guns

Heavy Machine Guns contain large ammo clips and can lay down hundreds of round per minute. As such, they are best used to suppress enemy movement and advances.

Brenodi Empire Heavy Machine Gun
Brenodi Heavy Machine Gun
Equipped with a very large clip, this machine gun is ideal for suppression fire.
Damage: 30 (Minimum 20)
Clip Size: 200
Ammo Limit: 200
Accuracy: Medium
Rate of Fire: 0.09
Falloff/Base: 1500/.75
Class Rifleman
Northern Faction Heavy Machine Gun
Northern Faction Heavy Machine Gun
Equipped with a very large clip, this machine gun is ideal for suppression fire.
Damage: 30 (Minimum 20)
Clip Size: 200
Ammo Limit: 200
Accuracy: Medium
Rate of Fire: 0.09
Falloff/Base: 1500/.75
Class Rifleman

Heavy Weapons

Heavy weapons designed for anti-vehicle/anti-inplacement. These are the only weapons besides grenades that can damage vehicles.

Brenodi Empire Rocket Launcher
Brenodi Rocket Launcher
Guided missile launcher, well suited to the anti-armor role.
Damage: 130
Clip Size: 1
Ammo Limit: 12 Rockets
Accuracy: Guided or Dumb-Fire
Rate of Fire: 3
Class Grenadier
Nothern Faction Rocket Launcher
Northern Faction Rocket Launcher
Guided missile launcher, well suited to the anti-armor role.
Damage: 130
Clip Size: 1
Ammo Limit: 12 Rockets
Accuracy: Guided or Dumb-Fire
Rate of Fire: 3
Class Grenadier
Brenodi Empire Mortar
Brenodi Mortar
Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures as well as indirect fire.
Damage: 130
Clip Size: 1
Ammo Limit: 12 Rounds
Accuracy:
Rate of Fire: 2
Class Grenadier
Northern Faction Mortar
Northern Faction Mortar
Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures as well as indirect fire.
Damage: 130
Clip Size: 1
Ammo Limit: 12 Rounds
Accuracy:
Rate of Fire: 2
Class Grenadier

Equipment

Equipment are all hand-held objects that may prove useful to the playing class. They range from binoculars to anti-personnel/anti-tank mines.

Northern Faction Binoculars
Binoculars
Used to observe enemy activity and call in strikes.
Class Scout
Brenodi Empire Mine (Top)
Brenodi Mine
Defensive landmine that is effective against infantry and armor.
Damage: 160
Ammo Limit: 5 Mines
Class Grenadier
Northern Faction Mine
Northern Faction Mine
Defensive landmine that is effective against infantry and armor.
Damage: 160
Ammo Limit: 5 Mines
Class Grenadier
Brenodi Empire Standard Issue Grenade
Northern Faction Standard Issue Grenade
Concussion Grenade
A blinding flash grenade that affects turrets and infantry.
Ammo Limit: 2 Grenades
Class Scout
Explosive Grenade
A frag grenade that damages armor, buildings and infantry (damage dealt to buildings is reduced by 10).
Ammo Limit: 5 Grenades
Class Rifleman
Seismic Grenade
Extremely effective at destroying buildings and defensive structures but ineffective against infentry and vehicles.
Ammo Limit: 5 Grenades
Class Engineer
Sticky Bomb
Light anti-vehicular bomb with an adhesive surface. The user needs to be near the target for it to be effectively thrown and attached.
Ammo Limit: 2 Bombs
Class Rifleman
Sticky Stun Bomb
Light anti-vehicular bomb with an adhesive surface that causes an immense heat increase. The user needs to be near the target for it to be effectively thrown and attached.
Ammo Limit: 2 Bombs
Class Scout
Brenodi Empire Engineer Tool
Northern Faction Engineer Tool
Engineer Tool
Used to build structures, heal units or deconstruct enemy structures / vehicles. Also used to place turrets, walls, surveillance gear and ammo crates. This is done with the secondary fire function.
Damage: 1
Class Engineer

Weapon table

Updated 20/09/2017

Weapon Damage Bullets CycleTime FalloffStart FalloffEnd MinimalDamage clip_size
imp_hmg 19 1 0.08 0 2500 15 125
imp_machinepistol 11 1 0.075 0 4500 8 18
imp_pistol1 19 1 0.15 0 10000 12 12
imp_pistol2 37 1 0.25 0 2500 28 7
imp_rifle1 28 1 0.090 0 8000 22 20
imp_rifle2 21 1 0.08 0 4000 16 40
imp_rifle3 60 1 1.275 0 2500 55 5
imp_shotgun 12 9 0.9 0 3250 9 6
imp_smg1 17 1 0.09 0 6000 13 30
imp_smg2 19 1 0.075 0 3500 13 35
nf_50cal 43 1 0.25 0 5250 35 10
nf_hmg 19 1 0.08 0 2500 15 125
nf_pistol 19 1 0.15 0 10000 12 12
nf_rifle 26 1 0.090 0 6500 18 30
nf_scout_rifle 60 1 1.275 0 2500 55 5
nf_shotgun 12 9 0.9 0 3000 9 6
nf_shot_pistol 11 9 0.5 0 3000 8 2
nf_smg1 17 1 0.09 0 6000 13 30
nf_smg2 19 1 0.075 0 3500 13 35
nf_smg3 30 1 0.15 0 7500 23 20

Tips

  • Various skills can modify these default values. For example, the general "Ammo Increase" skill will double the ammo carrying capacity of all weapons and grenades, and the Rifleman's class specific skill "Damage Increase" will increase damage dealt by your pistols and rifles by 10%.
  • You can prime grenades. Sticky and sticky stun grenades have a fuse of 6s, seismic grenades of 5s, explosive and concussion nades of 4s (Smoke Grenades 0.5s). Just hold the grenade as long as you deem necessary. When released, the fuse will keep running, and the grenade will explode prematurely. Use this to your advantage to give the enemy no chance to escape. A grenade will always retain a minimum fuse of 2 seconds (beside smoke grenades). You cannot blow yourself up when priming a grenade
  • It is best not to let your engineer tool reach 0 charge when utilizing it. Doing so will take double the time to finish your task as the tool needs to reboot to once again reach 1 charge. Always remember to stop using the tool once it reaches 1 charge and let it recharge.