Vehicle Weapon Appendix

From Empires Wiki
Revision as of 22:11, 7 September 2007 by Reginald2710 (talk | contribs) (Updated figures from script files, added some others)
Jump to navigation Jump to search

Home > Vehicle Weapon Appendix


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)
  • Cycle Time: 0.16
  • Spread: 0.01
  • 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)
  • Cycle Time: 0.2
  • Spread: 0.03
  • Weight: 70
  • 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: 50 (5 Clips)
  • Cycle Time: 0.09
  • Spread: 0.01
  • Weight: 70
  • 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)
  • Cycle Time: 0.06
  • Spread: 0.01
  • Weight: 120
  • 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: 4
  • Clip Size: 40 (4 Clips)
  • Cycle Time: 0.1
  • Spread: 0.08
  • Weight: 70
  • Added Heat: 0.5


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: 5
  • Clip Size: 80 (4 Clips)
  • Cycle Time: 0.09
  • Spread: 0.06
  • Weight: 120
  • Added Heat: 0.75


Chain Gun - This machine gun fires ammo at a very fast rate.

Research Required: None

  • Cost: 20
  • Damage: 24
  • Clip Size: 200 (4 Clips)
  • Cycle Time: 0.025
  • Spread: 0.04
  • Weight: 70
  • 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: 32
  • Clip Size: 200 (4 Clips)
  • Cycle Time: 0.04
  • Spread: 0.02
  • Weight: 70
  • Added Heat: 0.5


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)
  • Cycle Time: 0.3
  • Spread: 0.03
  • Weight: 70
  • Added Heat: 4


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: 12
  • Clip Size: 50 (4 Clips)
  • Cycle Time: 0.5
  • Spread: 0.01
  • Weight: 70
  • 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: 50
  • Added Heat: 10
  • 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)
  • Cycle Time: 2.0
  • Reload Time: 9.0
  • 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)
  • Cycle Time: 3.6
  • Reload Time: 8.0
  • 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)
  • Cycle Time: 3.0
  • Reload Time: 10.0
  • 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)
  • Cycle Time: 4.0
  • Reload Time: 6.0
  • 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
  • Speed: 1600
  • Clip Size: 4 (5 Clips)
  • Cycle Time: 1.0
  • Reload Time: 3.0
  • Weight: 50
  • 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
  • Speed: 1800
  • Clip Size: 6 (5 Clips)
  • Cycle Time: 0.8
  • Reload Time: 3.8
  • Weight: 70
  • 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
  • Speed: 1800
  • Clip Size: 3 (3 Clips)
  • Cycle Time: 3.0
  • Reload Time: 6.0
  • Weight: 70
  • 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
  • Speed: 100
  • Clip Size: 6 (1 Clip)
  • Cycle Time: 10.0
  • Reload Time: 12.0
  • Weight: 200
  • Added Heat: 70
  • Explosion Radius / Force: 2000 / 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
  • Speed: 1800
  • Clip Size: 4 (6 Clips)
  • Reload Time: 6.0
  • Weight: 70
  • 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
  • Speed: 1000
  • Clip Size: 4 (4 Clips)
  • Cycle Time: 1.0
  • Reload Time: 3.0
  • Weight: 70
  • 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: 70
  • Speed: 1500
  • Clip Size: 4 (4 Clips)
  • Cycle Time: 2.0
  • Reload Time: 5.0
  • Weight: 70
  • 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
  • Speed: 1000
  • Clip Size: 4 (6 Clips)
  • Cycle Time: 2.0
  • Reload Time: 8.0
  • Weight: 70
  • 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
  • Speed: 1100
  • Clip Size: 4 (6 Clips)
  • Cycle Time: 3.0
  • Reload Time: 9.0
  • Weight: 70
  • 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: 40
  • Speed: 1000
  • Clip Size: 4 (6 Clips)
  • Reload Time: 10.0
  • Weight: 70
  • 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)
  • Cycle Time: 2.0
  • Weight: 30
  • 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)
  • Cycle Time: 3.0
  • Weight: 50
  • Added Heat: 8
  • Explosion Radius / Force: 300 / 150