Weapons

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This page lists infantry weapons. For lists of vehicle weapons, check the Vehicle Weapon Appendix.


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
The ammo limit may not be accurate for 2.30.

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 Pistol
Standard issue Brenodi pistol. The NF pistol and the BE pistol 1 share the same values.
Damage: 28(Minimal 17)
Clip Size: 12
Ammo Limit: 24
Accuracy: High
Rate Of Fire: 0.15
Falloff/Base: 800
Melee/cycle: 50/.5
Notes:
Class Engineer, Scout, Grenadier, Rifleman
Brenodi Empire High Caliber Pistol
Brenodi Pistol 2
Heavy version of the standart issue Brenodi pistol.
Damage: 50(Minimum 25)
Clip Size: 7
Ammo Limit: 21 for Grenadier/14 for Rifleman
Accuracy: Medium
Rate Of Fire: 0.2
Falloff/Base: 0.9
Melee/cycle: 50/.5
Notes: Less accuracy but more damage then its smaller counterpart.
Class Grenadier, Rifleman
NF 9mm Pistol
Northern Faction 9mm Pistol
Standard sidearm for the Northern Faction. The NF pistol and the BE pistol 1 share the same values.
Damage: 28(Minimum 17)
Clip Size: 12
Ammo Limit: 24
Accuracy: High
Rate of Fire: .15
Falloff/Base: 800
Melee/cycle: 50/.5
Notes:
Class Engineer, Scout, Grenadier, Rifleman
Northern Faction Shot Pistol
Northern Faction Shot Pistol
Armed with dual shotgun shells for close range action.
Damage: 10 pellets x 12 damage each(Minimum 9 damage each)
Clip Size: 2
Ammo Limit: 16
Accuracy: Low
Rate of Fire: .5
Falloff/Base: 350
Melee/cycle: 50/.5
Notes: Very high burst damage is offset by a rather long reload time.
Class Grenadier, Rifleman

Submachine Guns

Submachine Guns are automatic weapons designed for close to medium quarter combat. They have a highRate of Fire, but a low damage potential.

Brenodi Empire Standard Issue SMG
Brenodi Engineer SMG 1
Standard issue SMG. Accurate but weak.
Damage: 20(Minimum 15)
Clip Size: 30
Ammo Limit: 120
Accuracy: High
Rate of Fire: 0.09
Falloff/Base: 1000/.9
Melee/cycle: 50/.5
Notes:
Class Engineer, Scout
Brenodi Empire Balanced SMG
Brenodi SMG 2
An average SMG with a good balance of firepower and Accuracy.
Damage: 30(Minimum 15)
Clip Size: 25
Ammo Limit: 120
Accuracy: Medium
Rate of Fire: 0.085
Falloff/Base: 1000/.9
Melee/cycle: 50/.5
Notes:
Class Engineer, Scout
Northern Faction Standard Issue SMG
Northern Faction SMG 1
Standard issue SMG. Accurate but weak.
Damage: 20(Minimum 15)
Clip Size: 30
Ammo Limit: 120
Accuracy: High
Rate of Fire: 0.09
Falloff/Base: 1000/.9
Melee/cycle: 50/.5
Notes:
Class Engineer, Scout
Northern Faction Balanced SMG
Northern Faction SMG 2
An average SMG with a good balance of firepower and accuracy.
Damage: 30(Minimum 15)
Clip Size: 35
Ammo Limit: 120
Accuracy: Medium
Rate of Fire: 0.085
Falloff/Base: 1000/.9
Melee/cycle: 50/.5
Notes:
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. The standard and heavy rifles are equipped with ironsights which reduce spread by 25%, while the scout rifles are equipped with scopes imparting near perfect accuracy when used.

Brenodi Empire Heavy Rifle
Brenodi Heavy Rifle
The standard issue ranged rifle.
Damage: 35(Minimum 20)
Clip Size: 40
Ammo Limit: 150
Accuracy: Medium-High
Rate of Fire: 0.08
Falloff/Base: 2000/.8
Notes:
Class Rifleman
Brenodi Empire Assault Rifle
Brenodi Assault Rifle
The assault rifle is designed especially for long range combat.
Damage: 30(Minimum 20)
Clip Size: 25
Ammo Limit: 120
Accuracy: High
Rate of Fire: 0.075
Falloff/Base: 2500/.9
Notes:
Class Rifleman
Brenodi Empire Ranged Rifle
Brenodi Scout (Ranged) Rifle
Ranged rifle equipped with a good zoom but a small clip.
Damage: 60(minimum 45)
Clip Size: 10
Ammo Limit: 30
Accuracy: Extreme high
Rate of Fire: 1.375
Falloff/Base: 6000/.85
Notes: Despite the scope, the damage output is minimized by the low rate of fire as well as the lower minimum damage.
Class Scout
Northern Faction Standard Issue Assault Rifle
Northern Faction Assault Rifle
The standard issue assault rifle with ironsights for improved aim.
Damage: 35(Minimum 20)
Clip Size: 30
Ammo Limit: 150
Accuracy: Medium-High
Rate of Fire: 0.07
Falloff/Base: 1500/.85
Notes:
Class Rifleman
Northern Faction .50 Cal Rifle
Northern Faction .50cal Rifle
Very heavy semi-automatic rifle with a small clip.
Damage: 40(Minimum 28)
Clip Size: 15
Ammo Limit: 60
Accuracy: High-Extreme High
Rate of Fire: 0.18
Falloff/Base: 2500/.9
Notes: Despite the scope, the damage output is minimized by the low rate of fire as well as the lower minimum damage
Class Rifleman
Northern Faction Ranged Rifle
Northern Faction Scout (Ranged) Rifle
Ranged rifle equipped with a good zoom but a small clip.
Damage: 60(Minimum 45)
Clip Size: 10
Ammo Limit: 30
Accuracy: Extreme High
Rate of Fire: 1.275
Falloff/Base: 6000/.85
Notes: Despite the scope, the damage output is minimized by the low rate of fire as well as the low minimum damage.
Class Scout

Heavy Machineguns

Automatic weapons ideal for suppresive fire. As such, they are very inaccurate unles fired prone.

Brenodi Empire Heavy Machine Gun
Brenodi Heavy Machine Gun
Equipped with a very large clip, this machine gun is ideal for suppressive fire.
Damage: 22(Minimum 7)
Clip Size: 200
Ammo Limit: 400
Accuracy:
Rate of Fire: 0.06
Falloff/Base: 1500/.8
Notes: There is a signifcant reload time, so it is a good idea to make sure you have a full clip.
Class Rifleman
Northern Faction Heavy Machine Gun
Northern Faction Heavy Machine Gun
Equipped with a very large clip, this machine gun is ideal for suppressive fire.
Damage: 23(Minimum 7)
Clip Size: 200
Ammo Limit: 400
Accuracy:
Rate of Fire: 0.06
Falloff/Base: 1500/.8
Notes: There is a signifcant reload time, so it is a good idea to make sure you have a full clip.
Class Rifleman

Heavy Weapons

Heavy weapons designed for anti-vehicle/anti-inplacement. These are the only weapons besides grnades that can damage vehicles.

Brenodi Empire Rocket Launcher
Brenodi Rocket Launcher
Guided missile launcher, well suited to the anti-armor role.
Damage: 105
Clip Size: 1
Ammo Limit: 5 Rockets
Accuracy: Guided
Rate of Fire: 3
Notes: The missile can be guided by holding the fire key. Once released, the missile will continue on its current path.
Class Grenadier
Nothern Faction Rocket Launcher
Northern Faction Rocket Launcher
Guided missile launcher, well suited to the anti-armor role.
Damage: 105
Clip Size: 1
Ammo Limit: 5 Rockets
Accuracy: Guided
Rate of Fire: 3
Notes: The missile can be guided by holding the fire key. Once released, the missile will continue on its current path.
Class Grenadier
Brenodi Empire Mortar
Brenodi Mortar
Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures as well as indirect fire.
Damage: 120
Clip Size: 1
Ammo Limit: 10 Rounds
Accuracy:
Rate of Fire: 4
Notes:
Class Grenadier
Northern Faction Mortar
Northern Faction Mortar
Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures as well as indirect fire.
Damage: 120
Clip Size: 1
Ammo Limit: 10 Rounds
Accuracy:
Rate of Fire: 4
Notes:
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.

Northern Faction Binoculars
Binoculars
Used to observe enemy activity and call in strikes.
Class Scout
Brenodi Empire Mine (Top)
Brenodi Mine
Defensive landmine that is effective for infantry and armor.
Damage: 110
Ammo Limit: 5 Mines
Class Grenadier
Northern Faction Mine
Northern Faction Mine
Defensive landmine that is effective for infantry and armor.
Damage: 110
Ammo Limit: 5 Mines
Class Grenadier
Brenodi Empire Standard Issue Grenade
Northern Faction Standard Issue Grenade
Smoke Grenade
Effective for assaults or temporary visual cover.
Ammo Limit: 5 Grenades
Class Scout
Concussion Grenade
A blinding flash grenade that affects turrets and infantry.
Ammo Limit: 5 Grenades
Class Scout
Explosive Grenade
A frag grenade that damages armor, buildings and infantry (damage dealt to buildings is reduced by 10).
Ammo Limit: 5 Grenades
Class Rifleman
Seismic Grenade
Extremely effective at destroying buildings and defensive structures but ineffective against infentry and vehicles.
Ammo Limit: 5 Grenades
Class Engineer
Sticky Bomb
Light anti-vehicular bomb with an adhesive surface. The user needs to be near the target for it to be effectively thrown and attached.
Ammo Limit: 2 Bombs
Class Rifleman
Sticky Heat Bomb
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.
Ammo Limit: 2 Bombs
Class Scout
Brenodi Empire 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. This is done with the secondary fire function.
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