Home > Weapons of the Northern Faction
Northern Faction Weapons Appendix
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 MP12.
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
Raven Arms MP12
Northern Faction/Raven Arms MP12
One of the few new weapons used by the Jekotian Military, the MP12 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
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.
Northern Faction Standard Issue 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 DU-B .50cal Rifle
Northern Faction DU-B .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 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
Raven Arms DM-78 "WarFle" - Rocket Launcher
Raven Arms DM-78 "WarFle" Rocket Launcher
The Raven Arms DM-78 "WarFle" was originally meant to be called "WarFly", but it got it's current name from an error made by a factory worker. The WarFle is actually two weapons in one, having the ability to switch between a Guided rocket launcher and a Mortar. The guided rocket launcher configuration is well suited to the anti-armor role.
Story goes here.
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-78 "WarFle" - Mortar
Raven Arms DM-78 "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.
Story goes here.
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 : 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