Vehicle Weapon Appendix
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Following is a list of all the items that can be used to customize a vehicle.
Vehicle Weapons
Machine Guns
Standard Machine Gun - A small machine gun that fires bullets with common properties.
Research Required: None
- Cost: 10
- Damage: 30
- Clip Size: 50 (3 Clips)
- Weight: 10
- Added Heat: + 0.1
Biological Machine Gun - A small machine gun that fires bullets infectious material to do continual damage to a target. Each hit deals 4 damage per second for 20 seconds. (Affects vehicles and infantry)
Research Required: Biology > Biological Weaponry > Biological Projectile
- Cost: 35
- Damage: 5
- Clip Size: 50 (4 Clips)
- Weight: 10
- Added Heat: + 0.5
.50 Cal Medium Machine Gun - .50 caliber firing medium machine gun.
Research Required: Physics > Projectile Physics > Heavy Caliber Machine Gun
- Cost: 30
- Damage: 50
- Clip Size: 60 (5 Clips)
- Weight: 30
- Added Heat: + 0.5
.50 Cal Heavy Machine Gun - .50 caliber firing heavy machine gun.
Research Required: Physics > Projectile Physics > Heavy Caliber Machine Gun
- Cost: 40
- Damage: 60
- Clip Size: 75 (6 Clips)
- Weight: 40
- Added Heat: + 0.2
Depleted Uranium Machine Gun - This machine gun fires armor penetrating rounds that can damage vehicle armor.
Research Required: Physics > Projectile Physics > Heavy Caliber Machine Gun
- Cost: 30
- Damage: 15
- Clip Size: 40 (4 Clips)
- Weight: 30
- Added Heat: + 0.5
- Explosion Radius / Force: 50 / 30
Depleted Uranium Heavy Machine Gun - This machine gun fires armor penetrating rounds that can damage vehicle armor.
Research Required: Physics > Projectile Physics > Heavy Caliber Machine Gun
- Cost: 50
- Damage: 25
- Clip Size: 80 (4 Clips)
- Weight: 50
- Added Heat: + 0.4
- Explosion Radius / Force: 50 / 30
Chain Gun - This machine gun fires ammo at a very fast rate.
Research Required: None
- Cost: 20
- Damage: 40
- Clip Size: 200 (4 Clips)
- Weight: 40
- Added Heat: + 0.5
Medium Chain Gun - This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.
Research Required: None
- Cost: 30
- Damage: 50
- Clip Size: 200 (4 Clips)
- Weight: 45
- Added Heat: + 1.1
Plasma Machine Gun - This machine gun fires superheated ammo that is designed to overheat the target vehicle. Adds 10 heat to target on each hit.
Research Required: Physics > Superheated Material Physics > Plasma Bullet Projectile
- Cost: 40
- Damage: 1
- Clip Size: 200 (4 Clips)
- Weight: 45
- Added Heat: + 1
- Explosion Radius / Force: 10 / 10
High Explosive Machine Gun - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.
Research Required: Chemistry > Improved Flagration Compounds > Explosive Tipped Bullets
- Cost: 40
- Damage: 10
- Clip Size: 50 (4 Clips)
- Weight: 45
- Added Heat: + 1
- Explosion Radius / Force: 100 / 50
Tank Cannons
Standard Cannon - A small caliber cannon that fires tank shells.
Research Required: None
- Cost: 20
- Damage: 40
- Clip Size: 30
- Cycle Time: 1.4
- Weight: 100
- Added Heat: 16
- Speed: 3000
- Explosion Radius / Force: 300 / 100
Ranged Cannon - A small caliber cannon that fires tank shells. Its barrel is enhanced for farther distances.
Research Required: Physics > Projectile Physics > Extended Range Cannon
- Cost: 20
- Damage: 60
- Clip Size: 30
- Cycle Time: 1.5
- Weight: 70
- Added Heat: 14
- Speed: 3000
- Explosion Radius / Force: 300 / 100
High Explosive Cannon - This cannon has its explosive compound upgraded for a stronger explosion upon impact.
Research Required: Chemistry > Improved Detonation Compounds > Explosive Shells
- Cost: 25
- Damage: 80
- Clip Size: 30
- Cycle Time: 2.0
- Weight: 70
- Added Heat: 16
- Speed: 3200
- Explosion Radius / Force: 500 / 200
Plasma Cannon - This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.
Research Required: Physics > Superheated Material Physics > Plasma Cannon Projectile
- Cost: 25
- Damage: 20
- Clip Size: 30
- Cycle Time: 2.0
- Weight: 70
- Added Heat: 16
- Speed: 3100
- Explosion Radius / Force: 300 / 100
Railgun - This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.
Research Required: Electrical Engineering > Advanced Magnet Research > Rail Gun
- Cost: 35
- Damage: 40
- Clip Size: 30
- Cycle Time: 0.8
- Weight: 80
- Added Heat: 6
- Speed: 3500
- Explosion Radius / Force: 100 / 50
Artillery Cannons
Small Artillery Cannon - An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload.
Research Required: None
- Cost: 30
- Damage: 100
- Clip Size: 10 (6 Clips)
- Weight: 100
- Added Heat: + 10
- Explosion Radius / Force: 550 / 500
Medium Artillery Cannon - An artillery cannon with high damage but low reload times. Has a greater range than the small cannon and two extra ammo magazines.
Research Required: None
- Cost: 35
- Damage: 120
- Clip Size: 10 (8 Clips)
- Weight: 100
- Added Heat: + 10
- Explosion Radius / Force: 700 / 600
High Explosive Artillery Cannon - An artillery cannon with the greatest damage.
Research Required: Chemistry > Improved Detonation Compounds > Explosive Shells
- Cost: 30
- Damage: 150
- Clip Size: 10 (8 Clips)
- Weight: 100
- Added Heat: + 15
- Explosion Radius / Force: 900 / 700
Ranged Artillery Cannon - An artillery cannon with high damage but low reload times. Has farthest range of all artillery cannons.
Research Required: Physics > Projectile Physics > Extended Range Cannon
- Cost: 30
- Damage: 100
- Clip Size: 10 (8 Clips)
- Weight: 100
- Added Heat: + 20
- Explosion Radius / Force: 1100 / 500
Missile Launchers
Standard Missile Launcher - A dumb fire missile launcher with no homing capabilities.
Research Required: None
- Cost: 20
- Damage: 40
- Clip Size: 4 (4 Clips)
- Weight: 100
- Added Heat: + 4
- Explosion Radius / Force: 100 / 50
Upgraded Missile Launcher - A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.
Research Required: Chemistry > Improved Warhead Compounds > Upgraded Missile Warhead
- Cost: 30
- Damage: 70
- Clip Size: 4 (4 Clips)
- Weight: 100
- Added Heat: + 6
- Explosion Radius / Force: 100 / 50
Biological Warhead - A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. Each hit deals 5 damage per second, inflicted for 60 seconds. (Affects vehicles and infantry)
Research Required: Biology > Biological Weaponry > Biological Warhead
- Cost: 40
- Damage: 50
- Clip Size: 4 (4 Clips)
- Weight: 100
- Added Heat: + 6
- Explosion Radius / Force: 300 / 50
Nuclear Tipped Missile Launcher - A dumb fire missile launcher with a nuclear warhead which inflicts excessive damage over a large area.
Research Required: Physics > Nuclear Fission > Nuclear Warhead
- Cost: 150
- Damage: 200
- Clip Size: 6 (1 Clip)
- Weight: 200
- Added Heat: + 70
- Explosion Radius / Force: 1700 / 1000
Salvo Missile Launcher - A missile launcher with no homing capabilities but can fire its payload of four missiles in quick secession before reloading.
Research Required: Chemistry > Improved Warhead Compounds > Upgraded Missile Warhead
- Cost: 30
- Damage: 35
- Clip Size: 4 (4 Clips)
- Weight: 100
- Added Heat: + 10
- Explosion Radius / Force: 100 / 20
Guided Missile Launcher - A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs.
Research Required: Electrical Engineering > Tracking Systems > Guided Missiles
- Cost: 30
- Damage: 50
- Clip Size: 4 (4 Clips)
- Weight: 100
- Added Heat: + 10
- Explosion Radius / Force: 110 / 40
Upgraded Guided Missile Launcher - A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more damage and better tracking.
Research Required: Electrical Engineering > Tracking Systems > Guided Missiles
- Cost: 35
- Damage: 80
- Clip Size: 4 (4 Clips)
- Weight: 100
- Added Heat: + 15
- Explosion Radius / Force: 130 / 60
Homing Missile Launcher - A missile launcher which fires a single missile that home in on the locked on target. It has a good turning ability for tracking a target and a 50% chance of ignoring countermeasures.
Research Required: Electrical Engineering > Tracking Systems > Homing Missiles
- Cost: 30
- Damage: 60
- Clip Size: 4 (4 Clips)
- Weight: 100
- Added Heat: + 12
- Explosion Radius / Force: 100 / 40
Upgraded Homing Missile Launcher - A missile launcher which fires a single missile that home in on the locked on target. It is upgraded for faster lock-on, better tracking, and more damage.
Research Required: Electrical Engineering > Tracking Systems > Homing Missiles
- Cost: 35
- Damage: 80
- Clip Size: 4 (4 Clips)
- Weight: 100
- Added Heat: + 16
- Explosion Radius / Force: 100 / 60
Salvo Homing Missile Launcher - A missile launcher that fires four missiles at once which home in on the locked on target. Due to the number of missiles released at once, each has a less effective tracking unit with an almost guaranteed chance of being fooled by countermeasures.
Research Required: Electrical Engineering > Tracking Systems > Homing Missiles
- Cost: 35
- Damage: 25
- Clip Size: 4 (4 Clips)
- Weight: 100
- Added Heat: + 15
- Explosion Radius / Force: 80 / 30
Grenade Launchers
Grenade Launcher - A grenade launcher suited for urban combat with its ability of clearing out tight spaces.
Research Required: None
- Cost: 10
- Damage: 80
- Clip Size: 10 (2 Clips)
- Weight: 100
- Added Heat: + 5
- Explosion Radius / Force: 200 / 100
Upgraded Grenade Launcher - A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and farther range.
Research Required: Chemistry > Improved Detionation Compounds > Upgraded Grenades
- Cost: 20
- Damage: 110
- Clip Size: 10 (2 Clips)
- Weight: 100
- Added Heat: + 8
- Explosion Radius / Force: 300 / 150