Vehicle Weapon Appendix: Difference between revisions

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= Vehicle Weapons =
= Vehicle Weapons =
There are some discrepancies in the scripts regarding the notes and the in game.
The :Projectile Spread for missiles is not clear, as the notes indicate spread is only applicable to machine guns at the moment.


Name: Name of the weapon
== Machine Guns ==


:Description: Description of the weapon
[[Image:Mg_small.gif|left]]
'''Standard Machine Gun''' - A small machine gun that fires bullets with common properties.


:Size: Number of slots the weapon takes
'''Research Required:''' None


:Cost: Cost per weapon
* Cost: 25
* Weight: 30
* Clip Size: 50 (3 Clips)
* Damage: 40
* Cycle Time: 0.1
{|
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(187.5)</small>
|-
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(0.01)</small>
|-
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(0.6)</small>
|}


:Research: Research tree required to unlock.


:Damage: Damage per hit, damage caused by bio effects are listed after
[[Image:Mg med.gif|left]]'''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. Does not stack.(Affects vehicles and infantry)


:Speed: Speed of the projectile, only affects cannons and missiles, although it is used for the tracer effects from machine guns. Used with the "Speed To Damage Modifier" value on armor.  
'''Research Required:''' Biology > Biological Weaponry > Biological Projectile
* Cost: 35
* Weight: 70
* Clip Size: 50 (4 Clips)
* Damage: 5
* Cycle Time: 0.2
{|
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(25)</small>
|-
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(25)</small>
|-
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(0.03)</small>
|-
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(2.5)</small>
|}


:Gravity: effect that gravity has on the shot. Lower values result in less effect and a longer, flatter arc. Only affects cannons.
:Heat: Heat added per shot fired


:Weight: weight of the weapon
[[Image:Mg med.gif|left]]'''.50 Cal Medium Machine Gun''' - .50 caliber firing medium machine gun.


:Cycle Time: time between shots
'''Research Required:''' Physics > Projectile Physics > Heavy Caliber Machine Gun
* Cost: 30
* Weight: 70
* Clip Size: 75 (5 Clips)
* Damage: 50
* Cycle Time: 0.06
{|
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(555.6)</small>
|-
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(0.01)</small>
|-
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(5.6)</small>
|}


:Clip Size: ammo loaded per reloads


:Total Ammo Clips: max ammo clips carried (0 is the same as not using clips)
[[Image:Mg large.gif|left]]'''.50 Cal Heavy Machine Gun''' - .50 caliber firing heavy machine gun.


:Reload Time: time to load one clip, if Total Ammo Clips is '0', time to reload one unit of ammo
'''Research Required:''' Physics > Projectile Physics > Heavy Caliber Machine Gun
* Cost: 40
* Weight: 90
* Clip Size: 75 (6 Clips)
* Damage: 60
* Cycle Time: 0.06
{|
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(1000)</small>
|-
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(0.01)</small>
|-
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(3.3)</small>
|}


:Projectile Spread: Accuracy. Notes in the script fire indicate this value only affects machine guns, however in game behavior seems to suggest that this also affects missiles.


:Heat To Target: Heat added to target per hit
[[Image:Mg med.gif|left]]'''Depleted Uranium Machine Gun''' - This machine gun fires armor penetrating rounds that can damage vehicle armor.


:Falloff
'''Research Required:''' Physics > Projectile Physics > Heavy Caliber Machine Gun
* Cost: 30
* Weight: 70
* Clip Size: 140 (5 Clips)
* Damage: 8
* Cycle Time: 0.2
{|
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(40)</small>
|-
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(40)</small>
|-
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Accuracy: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(0.08)</small>
|-
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(5.0)</small>
|}


:Falloff: ?


:Falloffbase: ?
[[Image:Mg large.gif|left]]'''Depleted Uranium Heavy Machine Gun''' - This machine gun fires armor penetrating rounds that can damage vehicle armor.


:Minimal Damage: ?
'''Research Required:''' Physics > Projectile Physics > Heavy Caliber Machine Gun
* Cost: 50
* Weight: 120
* Clip Size: 180 (5 Clips)
* Damage: 10
* Cycle Time: 0.18
{|
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(55.6)</small>
|-
|Armor Damage: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(55.6)</small>
|-
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(0.06)</small>
|-
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(8.3)</small>
|}




Dumb Missile/Homing Missile/Guided Missile: type of missile
[[Image:Mg small.gif|left]]'''Chain Gun''' - This machine gun fires ammo at a very fast rate.


Missile Range: max range in HL2 units that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
'''Research Required:''' None
* Cost: 20
* Weight: 70
* Clip Size: 200 (4 Clips)
* Damage: 16
* Cycle Time: 0.025
{|
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(600)</small>
|-
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(0.04)</small>
|-
|Heat: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(20.0)</small>
|}


Lock On Time: time it takes for a homing missile to lock onto the target under the player crosshairs


Lock On Radius: this is an approximation that determines how close a target must be to your crosshair (screen position) before it can begin locking onto (ie a bigger number means that the crosshair doesn't need to be directly over or as close to the target) it defines a box around the crosshair, and a target must be within this box to be homed on and its Size decreases with range
[[Image:Mg med.gif|left]]'''Medium Chain Gun''' - This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.


Lock Range Modifier: modifies lock on time based on range (as range increases, lock on time increases based on the modifier: (modifier * range to target + lock on time = total lock on time)
'''Research Required:''' None
* Cost: 30
* Weight: 70
* Clip Size: 150 (4 Clips)
* Damage: 32
* Cycle Time: 0.04
{|
|Infantry Damage: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(800)</small>
|-
|Armor Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
|-
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(0.04)</small>
|-
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(12.5)</small>
|}


Countermeasure Effectiveness: Not yet implemented but included in info. A percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when flares or chaff is in between it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated.  If the number is less than the effectiveness number, the missile will target the flare/chaff.


Turning Ability: determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile: 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
[[Image:Mg med.gif|left]]'''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.


==Machine Guns==
'''Research Required:''' Physics > Superheated Material Physics > Plasma Bullet Projectile
Name Standard Machine Gun
* Cost: 30
:Description A small machine gun that fires bullets with common properties.
* Weight: 70
:Size 1
* Clip Size: 200 (4 Clips)
:Cost 95
* Damage: 1
:Research None
* Cycle Time: 0.3
:Damage 40
{|
:Heat 0.1
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(1)</small>
:Weight 30
|-
:Cycle Time 0.1
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(1)</small>
:Clip Size 50
|-
:Total Ammo Clips 3
|Structure Damage: ||[[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]]
:Reload Time 2.0
|-
:Projectile Spread 0.012
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(0.03)</small>
:Heat To Target 0
|-
:Falloff 2500
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(6)</small>
:Falloffbase 0.8
|}
:Minimal Damage 32




Name Bio Machine Gun
[[Image:Mg med.gif|left]]'''High Explosive Machine Gun''' - This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.
:Description A small machine gun that fires bullets containing infectious material to do continual damage to a target.
:Size 2
:Cost 120
:Research Biology -> Biological Weaponry -> Biological Projectile
:Damage 5
:Heat 0.5
:Weight 50
:Cycle Time 0.2
:Clip Size 50
:Total Ammo Clips 4
:Reload Time 2.0
:Projectile Spread 0.03
:Heat To Target 0


:Total Damage = (Damage)* seconds (Interval)*duration of effect(Time) all weapons can use these, explosions will infect all players and vehicles the explosion touches, not just the direct hit target
'''Research Required:''' Chemistry > Improved Flagration Compounds > Explosive Tipped Bullets
:Player Bio Damage
* Cost: 75
::4 //Damage inflicted to players every interval
* Weight: 70
:Player Bio Time
* Clip Size: 30 (6 Clips)
::20 //total time to inflict Damage to players
* Damage: 14
:Player Bio Interval
* Cycle Time: 0.5
::1 //time inbetween each infliction of Damage to players
* Explosion Radius / Force: 100 / 50
:Vehicle Bio Damage
{|
::4 //Damage inflicted to vehicles every interval
|Infantry Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(14)</small>
:Vehicle Bio Time
|-
::20 //total time to inflict Damage to vehicles
|Armor Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(14)</small>
:Vehicle Bio Interval
|-
::1 //time inbetween each infliction of Damage to vehicles
|Structure Damage: ||[[Image:star.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]][[Image:nostar.png]] <small>(14)</small>
:Falloff 2500
|-
:Falloffbase 0.8
|Accuracy: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]] <small>(0.01)</small>
:Minimal Damage 4
|-
|Heat: ||[[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:star.png]][[Image:nostar.png]] <small>(1.0)</small>
|}


== Tank Cannons ==


Name .50 Cal Medium MG
[[Image:Cn small.gif|left]]'''Standard Cannon''' - A small caliber cannon that fires tank shells.
:Description A heavier .50 caliber firing medium machine gun.
:Size 2
:Cost 120
:Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
:Damage 50
:Speed 1000
:Gravity 0
:Heat 0.2
:Weight 70
:Cycle Time 0.06
:Clip Size 75
:Total Ammo Clips 5
:Reload Time 5.0
:Projectile Spread 0.01
:Heat To Target 0  
:Falloff 2500
:Falloffbase 0.9
:Minimal Damage 45


'''Research Required:''' None
* Cost: 25
* Damage: 40
* Clip Size: 30
* Cycle Time: 1.4
* Weight: 50
* Heat: 10
* Speed: 3000
* Explosion Radius / Force: 300 / 100


Name .50 Cal Heavy MG
:Description A heavier .50 caliber firing heavy machine gun.
:Size 3
:Cost 145
:Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
:Damage 60
:Speed 1000
:Gravity 0
:Heat 0.2
:Weight 90
:Cycle Time 0.06
:Clip Size 125
:Total Ammo Clips 6
:Reload Time 6.0
:Projectile Spread 0.01
:Heat To Target 0  
:Falloff 2500
:Falloffbase 0.9
:Minimal Damage 54


[[Image:Cn med.gif|left]]'''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: 50
* Damage: 60
* Clip Size: 40
* Cycle Time: 1.5
* Weight: 70
* Heat: 14
* Speed: 3300
* Explosion Radius / Force: 300 / 100


Name Depleted Uranium MG
:Description This machine gun fires ammo that can damage vehicle armor.
:Size 2
:Cost 120
:Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
:Damage 8
:Speed 1000
:Gravity 0
:Heat 0.5
:Weight 50
:Cycle Time 0.2
:Clip Size 140
:Total Ammo Clips 5
:Reload Time 6.0
:Projectile Spread 0.04
:Heat To Target 0  
:Falloff 2500
:Falloffbase 0.6
:Minimal Damage 5


[[Image:Cn med.gif|left]]'''High Explosive Cannon''' - This cannon has its explosive compound upgraded for a stronger explosion upon impact.


Name Depleted Uranium HMG
'''Research Required:''' Chemistry > Improved Detonation Compounds > Explosive Shells
:Description This machine gun fires ammo that can damage vehicle armor.  It is more damaging than the standard version.
* Cost: 80
:Size 3
* Damage: 75
:Cost 145
* Clip Size: 24
:Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
* Cycle Time: 2.0
:Damage 10
* Weight: 70
:Speed 1000
* Heat: 16
:Gravity 0
* Speed: 3000
:Heat 0.75
* Explosion Radius / Force: 400 / 200
:Weight 80
:Cycle Time 0.18
:Clip Size 180
:Total Ammo Clips 5
:Reload Time 8.0
:Projectile Spread 0.035
:Heat To Target 0  
:Falloff 2500
:Falloffbase 0.6
:Minimal Damage 6




Name Chain Gun
[[Image:Cn med.gif|left]]'''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.
:Description This machine gun fires ammo at a very fast rate.
:Size 1
:Cost 95
:Research None
:Damage 16
:Speed 1000
:Gravity 0
:Heat 0.3
:Weight 70
:Cycle Time 0.025
:Clip Size 200
:Total Ammo Clips 4
:Reload Time 6.0
:Projectile Spread 0.03
:Heat To Target 0  


'''Research Required:''' Physics > Superheated Material Physics > Plasma Cannon Projectile
* Cost: 50
* Damage: 45
* Clip Size: 30
* Cycle Time: 1.0
* Weight: 70
* Heat: 14
* Speed: 3100
* Explosion Radius / Force: 300 / 100


Name Medium Chain Gun
:Description This machine gun fires ammo at a very fast rate.  Its damage is greater than the smaller version.
:Size 2
:Cost 110
:Research None
:Damage 32
:Speed 1000
:Gravity 0
:Heat 0.5
:Weight 70
:Cycle Time 0.04
:Clip Size 150
:Total Ammo Clips 4
:Reload Time 8.0
:Projectile Spread 0.02
:Heat To Target 0  


[[Image:Cn large.gif|left]]'''Railgun''' - This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.


Name Plasma Machine Gun
'''Research Required:''' Electrical Engineering > Advanced Magnet Research > Rail Gun
:Description This machine gun fires superheated ammo that is designed to over:Heat the target vehicle.
* Cost: 90
:Size 2
* Damage: 50
:Cost 100
* Clip Size: 40
:Research Physics -> Super:Heated Material Physics -> Plasma Bullet Projectile
* Cycle Time: 0.8
:Damage 1
* Weight: 120
:Speed 1000
* Heat: 6
:Gravity 0
* Speed: 3600
:Heat 4
* Explosion Radius / Force: 100 / 50
:Weight 70
:Cycle Time 0.24
:Clip Size 200
:Total Ammo Clips 4
:Reload Time 8.0
:Projectile Spread 0.03
:Heat To Target 5  


== Artillery Cannons ==


Name High Explosive MG
[[Image:Ac_small.gif|left]]'''Small Artillery Cannon''' - An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload.
:Description This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.
:Size 2
:Cost 145
:Research Chemistry -> Improved Flagration Compounds -> Explosive Tipped Bullets
:Damage 15
:Speed 1000
:Gravity 0
:Heat 1
:Weight 60
:Cycle Time 0.5
:Clip Size 30
:Total Ammo Clips 6
:Reload Time 16
:Projectile Spread 0.015
:Heat To Target 0.1
:Explosion Radius 120
:Explosion Force 50


'''Research Required:''' None
* Cost: 25
* Damage: 120
* Clip Size: 10 (6 Clips)
* Cycle Time: 1.0
* Reload Time: 4.0
* Weight: 100
* Heat: 10
* Explosion Radius / Force: 550 / 500


==Cannons==
Standard Cannon
Name NF Standard Cannon
:Description A small caliber cannon that fires tank shells.
:Size 1
:Cost 95
:Research None
:Damage 40
:Speed 3000
:Gravity 0.5
:Heat 10
:Weight 50
:Cycle Time 1.4
:Clip Size 30
:Reload Time 1.0
:Projectile Spread 1
:Heat To Target 0.1  
:Explosion Radius 300
:Explosion Force 100


[[Image:Ac_med.gif|left]]'''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.


Name IMP Improved Standard Cannon
'''Research Required:''' None
:Description A small caliber cannon that fires tank shells.
* Cost: 50
:Size 1
* Damage: 140
:Cost 95
* Clip Size: 10 (8 Clips)
:Research None
* Cycle Time: 1.6
:Damage 50
* Reload Time: 5.0
:Speed 3000
* Weight: 100
:Gravity 0.5
* Heat: 10
:Heat 10
* Explosion Radius / Force: 700 / 600
:Weight 50
:Cycle Time 1.4
:Clip Size 30
:Reload Time 1.0
:Projectile Spread 1
:Heat To Target 1  
:Explosion Radius 350
:Explosion Force 100




Name Ranged Cannon
[[Image:Ac_med.gif|left]]'''High Explosive Artillery Cannon''' - An artillery cannon with the greatest damage.
:Description A small caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges.
'''Research Required:''' Chemistry > Improved Detonation Compounds > Explosive Shells
:Size 2
* Cost: 75
:Cost 120
* Damage: 160
:Research Physics -> Projectile Physics -> Extended Range Cannon
* Clip Size: 10 (8 Clips)
:Damage 95
* Cycle Time: 2.0
:Speed 3300
* Reload Time: 7.0
:Gravity 0.1
* Weight: 100
:Heat 14
* Heat: 15
:Weight 70
* Explosion Radius / Force: 900 / 700
:Cycle Time 2
:Clip Size 40
:Reload Time 2.0
:Projectile Spread 0
:Heat To Target 0.1
:Explosion Radius 200
:Explosion Force 100




Name High Explosive Cannon
[[Image:Ac_med.gif|left]]'''Ranged Artillery Cannon''' - An artillery cannon with high damage but low reload times. Has farthest range of all artillery cannons.
:Description This cannon has its explosive compound upgraded for a stronger explosion upon impact.
:Size 2
:Cost 150
:Research Chemistry -> Improved Detonation Compounds -> Explosive Shells
:Damage 95
:Speed 3000
:Gravity 0.4125
:Heat 22
:Weight 70
:Cycle Time 2.5
:Clip Size 24
:Reload Time 2.0
:Projectile Spread 1
:Heat To Target 0.1  
:Explosion Radius 400
:Explosion Force 200


'''Research Required:''' Physics > Projectile Physics > Extended Range Cannon
* Cost: 50
* Damage: 120
* Clip Size: 10 (8 Clips)
* Cycle Time: 2.0
* Reload Time: 5.0
* Weight: 100
* Heat: 20
* Explosion Radius / Force: 1100 / 500


Name Plasma Cannon
== Missile Launchers ==
:Description This cannon fires a super:Heated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.
:Size 2
:Cost 120
:Research Physics -> Super:Heated Material Physics -> Plasma Cannon Projectile
:Damage 90
:Speed 3100
:Gravity 0.4
:Heat 26
:Weight 70
:Cycle Time 2
:Clip Size 30
:Reload Time 2.0
:Projectile Spread 1.5
:Heat To Target 17  
:Explosion Radius 100
:Explosion Force 100


Rail Gun
[[Image:Ml_small.gif|left]]'''Standard Missile Launcher''' - A dumb fire missile launcher with no homing capabilities.
Name Rail Gun
:Description This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.
:Size 3
:Cost 160
:Research Electrical Engineering -> Advanced Magnet :Research -> Rail Gun
:Damage 50
:Speed 3600
:Gravity 0.3
:Heat 6
:Weight 100
:Cycle Time 0.8
:Clip Size 40
:Reload Time 2.0
:Projectile Spread 0.1
:Heat To Target 0  
:Explosion Radius 100
:Explosion Force 50


'''Research Required:''' None
* Cost: 25
* Damage: 40
* Speed: 1600
* Clip Size: 4 (5 Clips)
* Cycle Time: 1.0
* Reload Time: 3.0
* Weight: 30
* Heat: 6
* Explosion Radius / Force: 100 / 50


==Artillery==


[[Image:Ml_med.gif|left]]'''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: 50
* Damage: 75
* Speed: 1800
* Clip Size: 6 (6 Clips)
* Cycle Time: 0.8
* Reload Time: 3.8
* Weight: 50
* Heat: 6
* Explosion Radius / Force: 100 / 50


Name Small Artillery Cannon
:Description An artillery cannon with high damage but low reload Times.  It has the shortest range but fastest reload.
:Size 1
:Cost 95
:Research None
:Damage 115
:Speed 1700
:Gravity 0.8
:Heat 10
:Weight 60
:Cycle Time 1
:Clip Size 10
:Total Ammo Clips 6
:Reload Time 4.0
:Projectile Spread 0.001
:Heat To Target 0.5  
:Explosion Radius 550
:Explosion Force 500


[[Image:Ml_med.gif|left]]'''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. Does not stack.(Affects vehicles and infantry)


Name Medium Artillery Cannon
'''Research Required:''' Biology > Biological Weaponry > Biological Warhead
:Description An artillery cannon with high damage but low reload Times. It has a greater range than the small cannon and two extra ammo magazines.
* Cost: 50
:Size 2
* Damage: 50
:Cost 120
* Speed: 1800
:Research None
* Clip Size: 3 (3 Clips)
:Damage 140
* Cycle Time: 3.0
:Speed 1500
* Reload Time: 6.0
:Gravity 0.6
* Weight: 80
:Heat 10
* Heat: 6
:Weight 100
* Explosion Radius / Force: 300 / 50
:Cycle Time 1.6
:Clip Size 10
:Total Ammo Clips 8
:Reload Time 5.0
:Projectile Spread 0.001
:Heat To Target 0.5  
:Explosion Radius 700
:Explosion Force 600




Name High Explosive Artillery
[[Image:Ml_large.gif|left]]'''Nuclear Tipped Missile Launcher''' - A dumb fire missile launcher with a nuclear warhead which inflicts excessive damage over a large area.
:Description An artillery cannon with the greatest damage.
'''Research Required:''' Physics > Nuclear Fission > Nuclear Warhead
:Size 2
* Cost: 100
:Cost 145
* Damage: 200
:Research Chemistry -> Improved Detonation Compounds -> Explosive Shells
* Speed: 1000
:Damage 160
* Clip Size: 6 (1 Clip)
:Speed 1800
* Cycle Time: 10.0
:Gravity 0.4
* Reload Time: 12.0
:Heat 15
* Weight: 200
:Weight 100
* Heat: 50
:Cycle Time 2
* Explosion Radius / Force: 2000 / 1000
:Clip Size 10
:Total Ammo Clips 8
:Reload Time 7.0
:Projectile Spread 0.001
:Heat To Target 1  
:Explosion Radius 900
:Explosion Force 700




Name Ranged Artillery Cannon
[[Image:Ml_salvo.gif|left]]'''Salvo Missile Launcher''' - A missile launcher with no homing capabilities but can fire its payload of four missiles in quick secession before reloading.
:Description An artillery cannon with high damage but low reload Times. It has the furthest range of all artillery cannons.
:Size 2
:Cost 120
:Research Physics -> Projectile Physics -> Extended Range Cannon
:Damage 120
:Speed 2800
:Gravity 0.6
:Heat 20
:Weight 100
:Cycle Time 2
:Clip Size 10
:Total Ammo Clips 8
:Reload Time 5.0
:Projectile Spread 0.001
:Heat To Target 1
:Explosion Radius 1000
:Explosion Force 500


'''Research Required:''' Chemistry > Improved Warhead Compounds > Upgraded Missile Warhead
* Cost: 40
* Damage: 35
* Speed: 1800
* Clip Size: 4 (8 Clips)
* Reload Time: 3.0
* Weight: 40
* Heat: 3
* Explosion Radius / Force: 100 / 20


==Missiles==


[[Image:Ml_guid.gif|left]]'''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: 75
* Damage: 75
* Speed: 1200
* Clip Size: 4 (4 Clips)
* Cycle Time: 1.0
* Reload Time: 3.0
* Weight: 50
* Heat: 8
* Explosion Radius / Force: 110 / 40


Name Standard ML
:Description A dumb fire missile launcher with no homing capabilities.
:Size 1
:Cost 95
:Research None
:Damage 40
:Speed 1600
:Gravity 0
:Heat 6
:Weight 30
:Cycle Time 1.2
:Clip Size 4
:Total Ammo Clips 5
:Reload Time 3.0
:Projectile Spread 1.5
:Heat To Target 0.1  
:Explosion Radius 100
:Explosion Force 50
Dumb Missile 1


[[Image:Ml_guid.gif|left]]'''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: 80
* Damage: 80
* Speed: 1500
* Clip Size: 4 (4 Clips)
* Cycle Time: 1.5
* Reload Time: 5.0
* Weight: 50
* Heat: 10
* Explosion Radius / Force: 130 / 60


Name Upgraded ML
:Description A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.
:Size 2
:Cost 120
:Research Chemistry -> Improved Warhead Compounds -> Upgraded Missile Warhead
:Damage 75
:Speed 1800
:Heat 6
:Weight 70
:Cycle Time 1.0
:Clip Size 6
:Total Ammo Clips 6
:Reload Time 3.8
:Projectile Spread 0.5
:Heat To Target 0.2  
:Explosion Radius 100
:Explosion Force 50
Dumb Missile 1


[[Image:Ml_home.gif|left]]'''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.


Name Biological Warhead
'''Research Required:''' Electrical Engineering > Tracking Systems > Homing Missiles
:Description 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.
* Cost: 60
:Size 2
* Damage: 75
:Cost 120
* Speed: 2500
:Research Biology -> Biological Weaponry -> Biological Warhead
* Clip Size: 6 (6 Clips)
:Damage 50, additional 300 dmg from bio effect
* Cycle Time: 2.0
:Speed 1800
* Reload Time: 8.0
:Gravity 0
* Weight: 50
:Heat 6
* Heat: 10
:Weight 70
* Explosion Radius / Force: 100 / 40
:Cycle Time 3.0
:Clip Size 3
:Total Ammo Clips 3
:Reload Time 6.0
:Projectile Spread 0.5
:Heat To Target 0.1  
:Explosion Radius 300
:Explosion Force 50
Dumb Missile 1
Player Bio Damage
::10 //Damage inflicted to players every interval
Player Bio Time
::60 //total time to inflict Damage to players
Player Bio Interval
::2 //time inbetween each infliction of Damage to players
Vehicle Bio Damage
::10 //Damage inflicted to vehicles every interval
Vehicle Bio Time
::60 //total time to inflict Damage to vehicles
Vehicle Bio Interval
::2 //time inbetween each infliction of Damage to vehicles




Name HIT Missile
[[Image:Ml_home.gif|left]]'''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.
:Description This weapon utilizes a High-Impulse Thermobaric warhead to deliver an intense pressure wave to its target, resulting in a more powerful explosion than is possible via conventional means. It is highly effective against both mobile and stationary targets.
:Size 3
:Cost 170
:Research Physics -> Nuclear Fission -> HIT Warhead
:Damage 200
:Speed 1000
:Gravity 0
:Heat 40
:Weight 150
:Cycle Time 10.0
:Clip Size 6
:Total Ammo Clips 1
:Reload Time 12.0
:Projectile Spread 1.25
:Heat To Target 50  
:Explosion Radius 1550
:Explosion Force 1000
Dumb Missile 1


'''Research Required:''' Electrical Engineering > Tracking Systems > Homing Missiles
* Cost: 90
* Damage: 90
* Speed: 2000
* Clip Size: 6 (6 Clips)
* Cycle Time: 3.0
* Reload Time: 9.0
* Weight: 50
* Heat: 8
* Explosion Radius / Force: 100 / 60


Name Salvo Missile Launcher
:Description A missile launcher with no homing capabilities but it can fire its payload of four missiles in one shot before reloading.
:Size 2
:Cost 110
:Research Upgraded Missile Warhead
:Damage 35
:Speed 1800
:Gravity 0
:Heat 3
:Weight 50
:Cycle Time -0.14 : a negative number unloads the whole clip in rapid succession with one press of the fire button but still uses the rest of the number to still determine time between actual shot creation
:Clip Size 4
:Total Ammo Clips 8
:Reload Time 3.0
:Projectile Spread 2
:Heat To Target 0.1  
:Explosion Radius 100
:Explosion Force 20
Dumb Missile 1


[[Image:Ml_salvo.gif|left]]'''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: 70
* Damage: 40
* Speed: 1200
* Clip Size: 4 (6 Clips)
* Reload Time: 5.0
* Weight: 70
* Heat: 4
* Explosion Radius / Force: 80 / 30


Name Guided Missile Launcher
== Grenade Launchers ==
:Description A missile launcher which fires missiles that follow the crosshairs after launch.  It has a decent turning ability to track the crosshairs.
:Size 2
:Cost 145
:Research Electrical Engineering -> Tracking Systems -> Guided Missiles
:Damage 70
:Speed 1200
:Gravity 0
:Heat 8
:Weight 70
:Cycle Time 1.0
:Clip Size 4
:Total Ammo Clips 4
:Reload Time 3.0
:Projectile Spread 1
:Heat To Target 0.2  
:Explosion Radius 110
:Explosion Force 40


Guided Missile 1
[[Image:Gl small.gif|left]]'''Grenade Launcher''' - A grenade launcher suited for urban combat with its ability of clearing out tight spaces.
Missile Range 4000
Turning Ability 0.06


'''Research Required:''' None
* Cost: 25
* Damage: 80
* Clip Size: 8 (2 Clips)
* Cycle Time: 3.0
* Reload Time: 10.0
* Weight: 50
* Heat: 8
* Explosion Radius / Force: 200 / 100


Name Upgraded Guided ML
:Description A missile launcher which fires missiles that follow the crosshairs after launch.  It is upgraded for more :Damage and better tracking.
:Size 2
:Cost 150
:Research Electrical Engineering -> Tracking Systems -> Guided Missiles
:Damage 75
:Speed 1500
:Gravity 0
:Heat 10
:Weight 70
:Cycle Time 1.5
:Clip Size 4
:Total Ammo Clips 4
:Reload Time 5.0
:Projectile Spread 1
:Heat To Target 0.2  
:Explosion Radius 130
:Explosion Force 60


Guided Missile 1
[[Image:Gl med.gif|left]]'''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.
Missile Range 6500
Turning Ability 0.08


 
'''Research Required:''' Chemistry > Improved Detionation Compounds > Upgraded Grenades
Name Homing Missile Launcher
* Cost: 50
:Description A missile launcher which fires a single missile that homes in on the locked on target.
* Damage: 110
:Size 2
* Clip Size: 12 (3 Clips)
:Cost 130
* Cycle Time: 1.5
:Research Electrical Engineering -> Tracking Systems -> Homing Missiles
* Reload Time: 12.0
:Damage 70
* Weight: 50
:Speed 2500
* Heat: 8
:Gravity 0
* Explosion Radius / Force: 400 / 150
:Heat 10
:Weight 70
:Cycle Time 2.0
:Clip Size 6
:Total Ammo Clips 6
:Reload Time 8.0
:Projectile Spread 1
:Heat To Target 0.2  
:Explosion Radius 100
:Explosion Force 40
 
Homing Missile 1
Missile Range 8000
Lock On Time 0.5
Lock On Radius 0.4
Lock Range Modifier 0.000805
Countermeasure Effectiveness 0.5
Turning Ability 0.2
 
 
Name Upgraded Homing ML
:Description A missile launcher which fires a single missile that homes in on the locked on target.  It is upgraded for faster lock-on, better tracking, and more :Damage.
:Size 2
:Cost 160
:Research Electrical Engineering -> Tracking Systems -> Homing Missiles
:Damage 85
:Speed 2000
:Gravity 0
:Heat 10
:Weight 70
:Cycle Time 3.0
:Clip Size 6
:Total Ammo Clips 6
:Reload Time 9.0
:Projectile Spread 1
:Heat To Target 0.2  
:Explosion Radius 100
:Explosion Force 60
 
Homing Missile 1
Missile Range 10000
Lock On Time 0.3
Lock On Radius 0.5
Lock Range Modifier 0.000805
Countermeasure Effectiveness 0.5
Turning Ability 0.4
 
 
Name Salvo Homing ML
:Description A missile launcher that fires four missiles at once which home in on the locked on target.
:Size 2
:Cost 140
:Research Electrical Engineering -> Tracking Systems -> Homing Missiles
:Damage 40
:Speed 1200
:Gravity 0
:Heat 4
:Weight 70
:Cycle Time -0.14
:Clip Size 4
:Total Ammo Clips 6
:Reload Time 5
:Projectile Spread 1
:Heat To Target 0.2  
:Explosion Radius 80
:Explosion Force 30
 
Homing Missile 1
Missile Range 6000
Lock On Time 0.5
Lock On Radius 0.3
Lock Range Modifier 0.000935
Countermeasure Effectiveness 0.9
Turning Ability 0.2
 
==Grenade Launchers==
 
 
Name Grenade Launcher
:Description A grenade launcher suited for urban combat with its ability of clearing out tight spaces.
:Size 1
:Cost 95
:Research None
:Damage 80
:Speed 800
:Gravity 1.0
:Heat 8
:Weight 50
:Cycle Time 3.0
:Clip Size 8
:Total Ammo Clips 2
:Reload Time 10.0
:Projectile Spread .001
:Heat To Target 0.4  
:Explosion Radius 250
:Explosion Force 100
 
 
Name Upgraded Grenade Launcher
:Description A grenade launcher suited for urban combat with its ability of clearing out tight spaces.  It is upgraded for more damage and longer range.
:Size 2
:Cost 120
:Research Chemistry -> Improved Detonation Compounds -> Upgraded Grenades
:Damage 110
:Speed 900
:Gravity 0.9
:Heat 8
:Weight 50
:Cycle Time 1.5
:Clip Size 12
:Total Ammo Clips 3
:Reload Time 12.0
:Projectile Spread 0.001
:Heat To Target 0.3  
:Explosion Radius 400
:Explosion Force 150




[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]
[[Category:Gameplay]] [[Category:Vehicles]] [[Category:Weapons]]

Revision as of 15:20, 15 June 2009

Home > Vehicle Weapon Appendix


Following is an index of all the weapons that can be used to equipped during vehicle customization.

Vehicle Weapons

Machine Guns

Standard Machine Gun - A small machine gun that fires bullets with common properties.

Research Required: None

  • Cost: 25
  • Weight: 30
  • Clip Size: 50 (3 Clips)
  • Damage: 40
  • Cycle Time: 0.1
Infantry Damage: (187.5)
Armor Damage:
Structure Damage:
Accuracy: (0.01)
Heat: (0.6)


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. Does not stack.(Affects vehicles and infantry)

Research Required: Biology > Biological Weaponry > Biological Projectile

  • Cost: 35
  • Weight: 70
  • Clip Size: 50 (4 Clips)
  • Damage: 5
  • Cycle Time: 0.2
Infantry Damage: (25)
Armor Damage: (25)
Structure Damage:
Accuracy: (0.03)
Heat: (2.5)


.50 Cal Medium Machine Gun - .50 caliber firing medium machine gun.

Research Required: Physics > Projectile Physics > Heavy Caliber Machine Gun

  • Cost: 30
  • Weight: 70
  • Clip Size: 75 (5 Clips)
  • Damage: 50
  • Cycle Time: 0.06
Infantry Damage: (555.6)
Armor Damage:
Structure Damage:
Accuracy: (0.01)
Heat: (5.6)


.50 Cal Heavy Machine Gun - .50 caliber firing heavy machine gun.

Research Required: Physics > Projectile Physics > Heavy Caliber Machine Gun

  • Cost: 40
  • Weight: 90
  • Clip Size: 75 (6 Clips)
  • Damage: 60
  • Cycle Time: 0.06
Infantry Damage: (1000)
Armor Damage:
Structure Damage:
Accuracy: (0.01)
Heat: (3.3)


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
  • Weight: 70
  • Clip Size: 140 (5 Clips)
  • Damage: 8
  • Cycle Time: 0.2
Infantry Damage: (40)
Armor Damage: (40)
Structure Damage:
Accuracy: (0.08)
Heat: (5.0)


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
  • Weight: 120
  • Clip Size: 180 (5 Clips)
  • Damage: 10
  • Cycle Time: 0.18
Infantry Damage: (55.6)
Armor Damage: (55.6)
Structure Damage:
Accuracy: (0.06)
Heat: (8.3)


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

Research Required: None

  • Cost: 20
  • Weight: 70
  • Clip Size: 200 (4 Clips)
  • Damage: 16
  • Cycle Time: 0.025
Infantry Damage: (600)
Armor Damage:
Structure Damage:
Accuracy: (0.04)
Heat: (20.0)


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
  • Weight: 70
  • Clip Size: 150 (4 Clips)
  • Damage: 32
  • Cycle Time: 0.04
Infantry Damage: (800)
Armor Damage:
Structure Damage:
Accuracy: (0.04)
Heat: (12.5)


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: 30
  • Weight: 70
  • Clip Size: 200 (4 Clips)
  • Damage: 1
  • Cycle Time: 0.3
Infantry Damage: (1)
Armor Damage: (1)
Structure Damage:
Accuracy: (0.03)
Heat: (6)


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: 75
  • Weight: 70
  • Clip Size: 30 (6 Clips)
  • Damage: 14
  • Cycle Time: 0.5
  • Explosion Radius / Force: 100 / 50
Infantry Damage: (14)
Armor Damage: (14)
Structure Damage: (14)
Accuracy: (0.01)
Heat: (1.0)

Tank Cannons

Standard Cannon - A small caliber cannon that fires tank shells.

Research Required: None

  • Cost: 25
  • Damage: 40
  • Clip Size: 30
  • Cycle Time: 1.4
  • Weight: 50
  • 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: 50
  • Damage: 60
  • Clip Size: 40
  • Cycle Time: 1.5
  • Weight: 70
  • Heat: 14
  • Speed: 3300
  • 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: 80
  • Damage: 75
  • Clip Size: 24
  • Cycle Time: 2.0
  • Weight: 70
  • Heat: 16
  • Speed: 3000
  • Explosion Radius / Force: 400 / 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: 50
  • Damage: 45
  • Clip Size: 30
  • Cycle Time: 1.0
  • Weight: 70
  • Heat: 14
  • 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: 90
  • Damage: 50
  • Clip Size: 40
  • Cycle Time: 0.8
  • Weight: 120
  • Heat: 6
  • Speed: 3600
  • 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: 25
  • Damage: 120
  • Clip Size: 10 (6 Clips)
  • Cycle Time: 1.0
  • Reload Time: 4.0
  • Weight: 100
  • 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: 50
  • Damage: 140
  • Clip Size: 10 (8 Clips)
  • Cycle Time: 1.6
  • Reload Time: 5.0
  • Weight: 100
  • 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: 75
  • Damage: 160
  • Clip Size: 10 (8 Clips)
  • Cycle Time: 2.0
  • Reload Time: 7.0
  • Weight: 100
  • 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: 50
  • Damage: 120
  • Clip Size: 10 (8 Clips)
  • Cycle Time: 2.0
  • Reload Time: 5.0
  • Weight: 100
  • 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: 25
  • Damage: 40
  • Speed: 1600
  • Clip Size: 4 (5 Clips)
  • Cycle Time: 1.0
  • Reload Time: 3.0
  • Weight: 30
  • Heat: 6
  • 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: 50
  • Damage: 75
  • Speed: 1800
  • Clip Size: 6 (6 Clips)
  • Cycle Time: 0.8
  • Reload Time: 3.8
  • Weight: 50
  • 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. Does not stack.(Affects vehicles and infantry)

Research Required: Biology > Biological Weaponry > Biological Warhead

  • Cost: 50
  • Damage: 50
  • Speed: 1800
  • Clip Size: 3 (3 Clips)
  • Cycle Time: 3.0
  • Reload Time: 6.0
  • Weight: 80
  • 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: 100
  • Damage: 200
  • Speed: 1000
  • Clip Size: 6 (1 Clip)
  • Cycle Time: 10.0
  • Reload Time: 12.0
  • Weight: 200
  • Heat: 50
  • 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: 40
  • Damage: 35
  • Speed: 1800
  • Clip Size: 4 (8 Clips)
  • Reload Time: 3.0
  • Weight: 40
  • Heat: 3
  • 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: 75
  • Damage: 75
  • Speed: 1200
  • Clip Size: 4 (4 Clips)
  • Cycle Time: 1.0
  • Reload Time: 3.0
  • Weight: 50
  • Heat: 8
  • 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: 80
  • Damage: 80
  • Speed: 1500
  • Clip Size: 4 (4 Clips)
  • Cycle Time: 1.5
  • Reload Time: 5.0
  • Weight: 50
  • Heat: 10
  • 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: 60
  • Damage: 75
  • Speed: 2500
  • Clip Size: 6 (6 Clips)
  • Cycle Time: 2.0
  • Reload Time: 8.0
  • Weight: 50
  • Heat: 10
  • 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: 90
  • Damage: 90
  • Speed: 2000
  • Clip Size: 6 (6 Clips)
  • Cycle Time: 3.0
  • Reload Time: 9.0
  • Weight: 50
  • Heat: 8
  • 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: 70
  • Damage: 40
  • Speed: 1200
  • Clip Size: 4 (6 Clips)
  • Reload Time: 5.0
  • Weight: 70
  • Heat: 4
  • 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: 25
  • Damage: 80
  • Clip Size: 8 (2 Clips)
  • Cycle Time: 3.0
  • Reload Time: 10.0
  • Weight: 50
  • Heat: 8
  • 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: 50
  • Damage: 110
  • Clip Size: 12 (3 Clips)
  • Cycle Time: 1.5
  • Reload Time: 12.0
  • Weight: 50
  • Heat: 8
  • Explosion Radius / Force: 400 / 150