Weapons of the Northern Faction

From Empires Wiki
Jump to: navigation, search

Northern Faction Weapons Appendix

The flag of the Northern Faction
Note 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.


Pistols

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

Raven Arms DM-12 9mm Pistol
Raven Arms DM-12 9mm Pistol
Raven Arms DM-12 9mm Pistol
Standard issue sidearm for the Northern Faction.
Story goes here.
Damage 30
Clip Size 14
Carry Limit 24 Rounds
Accuracy Fair
Rate Of Fire 300 Rounds Per Minute
Fire Mode Semi-Automatic
Class Engineer, Scout, Grenadier, Rifleman
The "Grizzly" Buckshot Pistol
Northern Faction "Grizzly" 12 Gauge Buckshot Pistol
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.
Story goes here.
Damage (shot of 9 pellets, damage per pellet) 12
Clip Size 2
Carry Limit 16 Shells
Accuracy Poor
Rate Of Fire 120 Shells Per Minute
Fire Mode Semi-Automatic
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.

Raven Arms DM-25 SMG
Raven Arms DM-25 SubMachine Gun
The standard issue SMG of the Northern Faction. More accurate but weaker than the PP12.
Story goes here.
Damage 22
Clip Size 30
Carry Limit 120 Rounds
Accuracy Good
Rate Of Fire 700 Rounds Per Minute
Fire Mode Fully Automatic
Class Engineer Scout
Raven Arms PP12
Northern Faction/Raven Arms PP12
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.
Story goes here.
Damage 30
Clip Size 35
Carry Limit 120 Rounds
Accuracy Fair
Rate Of Fire 660 Rounds Per Minute
Fire Mode Fully Automatic
Class Engineer Scout

Assault 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.

Raven Arms DM-32 Assault Rifle
Raven Arms DM-32 Assault Rifle
Raven Arms DM-32 Assault Rifle
The standard issue assault rifle with ironsights for improved aim.
Story goes here.
Damage 42
Clip Size 30
Carry Limit 150 Rounds
Accuracy Good
Rate Of Fire 1080 Rounds Per Minute
Fire Mode Fully Automatic
Class Rifleman
Northern Faction M3-G3L .50cal Rifle
Northern Faction M3-G3L .50cal Rifle
Very heavy semi-automatic rifle with a small clip and ironsights for long-range combat.
Story goes here.
Damage 60
Clip Size 10
Carry Limit 60 Rounds
Accuracy Fair
Rate Of Fire 400 Rounds Per Minute
Fire Mode Semi-Automatic
Class Rifleman

Machine Guns

Raven Arms DM-44 Heavy Machine Gun
Raven Arms DM-44 "Hellion" Heavy Machine Gun
Equipped with a very large clip, this machine gun is ideal for suppressive fire.
Story goes here.
Damage 25
Clip Size 200
Carry Limit 400 Rounds
Accuracy Poor
Rate Of Fire 920 Rounds Per Minute
Fire Mode Fully Automatic
Class Rifleman

Ranged Rifles

Raven Arms DM-50 Scout Rifle
Raven Arms DM-50 Scout Rifle
Ranged rifle equipped with a good zoom but a small clip.
Story goes here.
Damage 60
Clip Size 15
Carry Limit 60 Rounds
Accuracy Excellent
Rate Of Fire 48 Rounds Per Minute
Fire Mode Bolt Action
Class Scout

Anti-tank Weapons

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
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.
Damage 80
Clip Size 1
Carry Limit 5 Rockets
Accuracy Good
Rate Of Fire 20 Rockets Per Minute
Fire Mode Single Shot
Class Grenadier
Raven Arms DM-78m "WarFle" - Mortar
Raven Arms DM-78m "WarFle" Mortar
The WarFle's long range mortar configuration must be propped in a crouch before firing. Its range makes it ideal for destroying structures.
Damage 110
Clip Size 1
Carry Limit 10 Rounds
Accuracy Excellent
Rate Of Fire 15 Rounds Per Minute
Fire Mode Single Shot
Class Grenadier

Explosives

Northern Faction Landmine
Northern Faction Landmine
Northern Faction Landmine
Defensive landmine that is effective for infantry and armor.
Damage 110
Carry Limit 5 Mines
Class Grenadier
Northern Faction Grenade
Northern Faction Grenade
Concussion Grenade
A blinding flash grenade that effects turrets and infantry.
Carry Limit 5 Grenades
Class Scout
Explosive Grenade
A frag grenade that damages armor, buildings and infantry (damage dealt to buildings is reduced by 10).
Carry Limit 5 Grenades
Class Rifleman
Seismic Grenade
Extremely effective at destroying buildings and defensive structures.
Carry Limit 5 Grenades
Class Engineer
Smoke Grenade
Effective for assaults or temporary visual cover.
Carry Limit 5 Grenades
Class Scout
Tip 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.

Northern Faction Binoculars
Binoculars
Used to observe enemy activity and call in strikes.
Class Scout


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.
Damage 26
Class Engineer