This page lists infantry weapons. For lists of vehicle weapons, check the Vehicle Weapon Appendix.
This article is a stub. You can contribute by editing it.
Weapons Appendix
Note As of 2.2 New weapons have been added, as well as damage fall off and minimal damage stats. The stated fall off in world units is the point at which the gun received an 85% reduction in damage. Minimal damage is the lowest damage can get for the weapon at long ranges. For reference, the BE barracks is aprx. 1000 world units long.
Note As of 2.21 weapons are still being tested and adjusted. The values on this page may or may not be fully updated with each version.
Standard sidearm for the Northern Faction. While it's not initially as accurate as the BE standard issue; compensating for recoil is easier with the 9mm.
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 perfect accuracy when used.
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.
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%.
Grenadier RPG Rockets no longer significantly damage buildings. This was implemented in 2.2 to prevent rocket sniping. ML turrets placed by the commander or an Engineer are unaffect.
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