Weapons

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Weapons Appendix


Note
As of 1.08, most weapons have seen balance changes and new visuals. Images shown here may have been replaced by improved versions.

Pistols

Pistols are semi-automatic weapons designed for close quarter combat, although they can sometimes prove quite useful over longer ranges.

Brenodi Empire Standard Issue Pistol
Brenodi Empire Standard Issue Pistol
Brenodi Pistol
Standard issue Brenodi pistol. Useful in a pinch.
Damage 30
Clip Size 14
Carry Limit 24 Bullets
Accuracy Fair
Rate Of Fire 300 Bullets Per Minute
Class Engineer, Scout, Grenadier, Rifleman
Brenodi Empire High Caliber Pistol
Brenodi Empire High Caliber Pistol
Brenodi Heavy Pistol
A higher caliber version of its counterpart. It has a smaller clip, but each shot deals more damage.
Damage 40
Clip Size 10
Carry Limit 24 Bullets
Accuracy Fair
Rate Of Fire 130 Bullets Per Minute
Class Engineer, Scout, Grenadier, Rifleman
Raven Arms 9mm Pistol
Raven Arms 9mm Pistol
Standard sidearm for the Northern Faction.
Damage 30
Clip Size 14
Carry Limit 24 Bullets
Accuracy Fair
Rate Of Fire 300 Bullets Per Minute
Class Engineer, Scout, Grenadier, Rifleman
Northern Faction Shot Pistol
Northern Faction Shot Pistol
Northern Faction Shot Pistol
Armed with dual shotgun shells for close range action.
Damage (shot of 9 pellets, per pellet) 12
Clip Size 2
Carry Limit 16 Shells
Accuracy Poor
Rate Of Fire 120 Shells Per Minute
Class Engineer, Scout, 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.

Brenodi Empire Standard Issue SMG
Brenodi Empire Standard Issue SMG
Brenodi Engineer SMG 1
Standard issue SMG. Accurate but weak.
Damage 24
Clip Size 30
Carry Limit 120 Bullets
Accuracy Good
Rate Of Fire 600 Bullets Per Minute
Class Engineer, Scout
Brenodi Empire Balanced SMG
Brenodi Empire Balanced SMG
Brenodi SMG 2
An average SMG with a good balance of firepower and accuracy.
Damage 14
Clip Size 30
Carry Limit 120 Bullets
Accuracy Fair
Rate Of Fire 700 Bullets Per Minute
Class Engineer, Scout
Northern Faction Standard Issue SMG
Northern Faction Standard Issue SMG
Northern Faction SMG 1
Standard issue SMG. Accurate but weak.
Damage 10
Clip Size 35
Carry Limit 120 Bullets
Accuracy Good
Rate Of Fire 700 Bullets Per Minute
Class Engineer, Scout
Northern Faction Balanced SMG
Northern Faction Balanced SMG
Northern Faction SMG 2
An average SMG with a good balance of firepower and accuracy.
Damage 20
Clip Size 40
Carry Limit 120 Bullets
Accuracy Fair
Rate Of Fire 660 Bullets Per Minute
Class Engineer, Scout

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.

Brenodi Empire Standard Issue Rifle
Brenodi Empire Standard Issue Rifle
Brenodi Assault Rifle
The standard issue ranged rifle with medium zoom.
Damage 35
Clip Size 30
Carry Limit 150 Bullets
Accuracy Good
Rate Of Fire 1080 Bullets Per Minute
Class Rifleman
File:NF ar new.jpg
Northern Faction Standard Issue Assault Rifle
Northern Faction Assault Rifle
The standard issue assault rifle with ironsights for improved aim.
Damage 42
Clip Size 30
Carry Limit 150 Bullets
Accuracy Good
Rate Of Fire 1080 Bullets Per Minute
Class Rifleman
Brenodi Empire Heavy Rifle
Brenodi Empire Heavy Rifle
Brenodi Heavy Rifle
The standard rifle modified with a larger clip and tiny zoom.
Damage 50
Clip Size 40
Carry Limit 150 Bullets
Accuracy Good
Rate Of Fire 920 Bullets Per Minute
Class Rifleman
Northern Faction .50cal Rifle
Very heavy rifle with a small clip and no zoom.
Damage 60
Clip Size 10
Carry Limit 60 Bullets
Accuracy Fair
Rate Of Fire 400 Bullets Per Minute
Class Rifleman
Brenodi Empire Ranged Rifle
Brenodi Empire Ranged Rifle
Brenodi Scout Rifle
Ranged rifle equipped with a good zoom but a small clip.
Damage 150
Clip Size 6
Carry Limit 60 Bullets
Accuracy Excellent
Rate Of Fire 72 Bullets Per Minute
Class Scout
Northern Faction Ranged Rifle
Northern Faction Ranged Rifle
Northern Faction Scout Rifle
Ranged rifle equipped with a good zoom but a small clip.
Damage 150
Clip Size 6
Carry Limit 60 Bullets
Accuracy Excellent
Rate Of Fire 72 Bullets Per Minute
Class Scout


Heavy Weapons

Heavy weapons are (semi-)automatic weapons, often with high explosive compounds.

Northern Faction Heavy Machine Gun
Northern Faction Heavy Machine Gun
Heavy Machine Gun
Equipped with a very large clip, this machine gun is ideal for suppressive fire.
Damage 25
Clip Size 200
Carry Limit 400 Bullets
Accuracy Poor
Rate Of Fire 920 Bullets Per Minute
Class Rifleman
Brenodi Empire Rocket Launcher / Mortar
Brenodi Empire Rocket Launcher / Mortar
Rocket Launcher
Guided missle launcher, well suited to the anti-armor role.
Damage 80
Clip Size 1
Carry Limit 5 Rockets
Accuracy Good
Rate Of Fire 20 Missiles Per Minute
Class Grenadier
Mortar
Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures.
Damage 110
Clip Size 1
Carry Limit 10 Rounds
Accuracy Excellent
Rate Of Fire 15 Rounds Per Minute
Class Grenadier


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.

Brenodi Empire Binoculars
Northern Faction Binoculars
Binoculars
Used to observe enemy activity and call in strikes.
Class Scout
Brenodi Empire Mine (Side)
Brenodi Empire Mine (Top)
Brenodi Mine
Defensive landmine that is effective for infantry and armor.
Damage 110
Carry Limit 5 Mines
Class Grenadier
Northern Faction Mine
Northern Faction Mine
Defensive landmine that is effective for infantry and armor.
Damage 110
Carry Limit 5 Mines
Class Grenadier
Brenodi Empire Standard Issue Grenade
Smoke Grenade
Effective for assaults or temporary visual cover.
Carry Limit 5 Grenades
Class Scout
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
Brenodi Empire Engineer Tool
Brenodi Empire Engineer Tool
Northern Faction Engineer Tool
Northern Faction Engineer Tool
Engineer Tool
Used to build structures, heal units or deconstruct enemy structures / vehicles. Also used to place turrets, walls, surveillance gear and ammo crates.
Damage 26
Class Engineer


Tips

  • 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%.


  • 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