Note Most weapons have seen balancing changes in the 1.08 patch, and many values will be incorrect.
Much of the Northern Faction's weaponry consists of arms that were used in such conflicts as the Kolntus-Emin war and other such faction wars. As a result, many of the weapons are less technologically advanced than their Brenodi counterparts. Most of the weapons are made by Raven Arms, formerly the largest arms manufacturer on the planet.
Armed with dual shotgun shells for close range action, the Buckshot Pistol, or Grizzly, as it is affectionately known to its users, is deadly in close quarters combat.
One of the few new weapons used by the Jekotian Military, the PP12 is produced in small numbers by a small group of rebels who took over an abandoned Raven Arms factory during the Northern uprising. Uses the same 9mm cartridges as the Standard Issue pistol.
The Raven Arms DM-78 "WarFle" Anti-Tank weapon is actually two weapons in one, functioning as a Guided Rocket Launcher and an indirect-fire Mortar. It is rumored that weapon designers are working on implementing a third configuration for an anti-air role in the next version.
Raven Arms DM-78r "WarFle" Rocket Launcher
The guided rocket launcher configuration is well suited to the anti-armor role. After the missile is fired, the operator simply needs to hold down the trigger to activate the guidance system. Otherwise, it will fire as a dumbfire missile.
The Raven Arms DM-78r "WarFle" was originally meant to be called "WarFly", but it got it's current name from an error made by a factory worker.
Tip: You can prime grenades. All grenades have a fuse of 6 seconds (except the concussion grenade, it has a fuse of 4 seconds). 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. You cannot blow yourself up when priming a grenade.
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.
Binoculars
Used to observe enemy activity and call in strikes.