Missile Launchers are essentially a less powerful alternative to rocket launchers but with homing projectiles. Generally, missile launchers can only be fired if at least one target lock has been established. Missile launchers capable of locking onto multiple targets at once are unable to lock onto the same target more than once unless that target is actively being marked by a Laser Guide Kit or Guide Beacon Gun.
There are a relatively large variety of missiles to choose from, ranging from the rapid firing MLRA to the slow but extremely powerful Air Tortoise.
EDF 4.1[]
Ranger[]
Ranger | Air Tortoise 01 | Weapon Level: 0 | |||||||||||||||||
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A giant guided missile with immense destructive power. It has a good lock-on range and top quality homing capabilities, though its firing speed is a bit slow. After launch, the projectile will descend slightly, making it necessary to aim upward in order to avoid self injury. As this is a prototype, too, its ultimate destructive power is not as great as it could be, and its lock-on time is relatively long. Press and hold the attack button to begin the lock-on, then pick an enemy within the applicable range and get it in your sight (represented by a red square). The sight will change shape when a lock has been successfully established. Release the button to fire. |
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Ranger | ME1 Emerald | Weapon Level: 0 | |||||||||||||||||
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A multi-purpose personal missile launcher with homing functionality. As this is a prototype, however, the homing is a little spotty, often missing its mark. Additionally, its lock-on range is limited, so support from Air Raiders will be necessary for ranged combat. Press and hold the attack button to begin the lock-on, then pick an enemy within the applicable range and get it in your sight (represented by a red square). The sight will change shape when a lock has been successfully established. Release the button to fire. |
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Ranger | MLRA | Weapon Level: 1 | |||||||||||||||||
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A missile launcher with a rapid rate of fire and multi-lock targeting, though its small projectiles are limited in their destructive capability. Once a lock has been established, that lock will remain for a short while even if the enemy moves, making multiple locks much easier to establish. Its range is limited, however, necessitating the support of Air Raiders in ranged combat. Press and hold the attack button to begin the lock-on, then pick an enemy within the applicable range and get it in your sight (represented by a red square). The sight will change shape when a lock has been successfully established. Release the button to fire. |
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Ranger | Air Tortoise 02 | Weapon Level: 3 | |||||||||||||||||
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The second iteration of the Air Tortoise. Its firepower is increased tremendously, making it highly effective in combat. The resulting explosion measures 40 meters in diameter and the lock-on distance is fairly good. After launch, the projectile will descend slightly, making it necessary to aim upward to avoid self-injury. Press and hold the attack button to begin the lock-on, then pick an enemy within the applicable range and get it in your sight (represented by a red square). The sight will change shape when a lock has been successfully established. Release the button to fire. |
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Ranger | ME2 Emerald | Weapon Level: 4 | |||||||||||||||||
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A battle-ready version of the Emerald personal missile launcher boasting a vastly improved guidance system. Press and hold the attack button to begin the lock-on, then pick an enemy within the applicable range and get it in your sight (represented by a red square). The sight will change shape when a lock has been successfully established. Release the button to fire. |
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Ranger | FORK-A15 | Weapon Level: 7 | |||||||||||||||||
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A missile launcher that fires 15 high-speed mini-missiles at once. It can only lock on to one target at a time with these missiles, but that does result in a tremendously high damage output to that one target. Its sight is intentionally smaller than average to help in narrowing its focus accordingly. Press and hold the attack button to begin the lock-on, then pick an enemy within the applicable range and get it in your sight (represented by a red square). The sight will change shape when a lock has been successfully established. Release the button to fire. |
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Ranger | MLRA-2 | Weapon Level: 10 | |||||||||||||||||
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An upgraded MLRA missile launcher with improved homing capability. Once a lock has been established, that lock will remain for at least a short while even if the enemy moves, making multiple locks much easier to establish. Its range is even more limited than its predecessor's, however, necessitating the support of Air Raiders in ranged combat. Press and hold the attack button to begin the lock-on, then pick an enemy within the applicable range and get it in your sight (represented by a red square). The sight will change shape when a lock has been successfully established. Release the button to fire. |
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Ranger | ME3 Emerald | Weapon Level: 15 | |||||||||||||||||
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A powered-up Emerald missile launcher that allows for locking on to three targets at once if so desired. Its destructive power and lock-on distance have improved considerably, but the time required to establish a lock has gone up. Press and hold the attack button to begin the lock-on, then pick an enemy within the applicable range and get it in your sight (represented by a red square). The sight will change shape when a lock has been successfully established. Release the button to fire. |
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Ranger | MLRA-30 | Weapon Level: 21 | |||||||||||||||||
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An upgraded MLRA model with better firepower and an improved guidance system. Its lock-on maximum has increased to 30 as well, making it possible to attack an entire group of enemies with just one soldier. Its range is more limited, however, necessitating the support of Air Raiders in ranged combat. Press and hold the attack button to begin the lock-on, then pick an enemy within the applicable range and get it in your sight (represented by a red square). The sight will change shape when a lock has been successfully established. Release the button to fire. |
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Ranger | Prominence M1 | Weapon Level: 23 | |||||||||||||||||
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A large, tenacious homing missile. Flies straight for five seconds before homing onto an enemy. By shooting it toward the sky, you can attack an enemy behind a building or out in the distance. Also comes with a scope to see where the missile is heading. Press and hold the attack button to begin the lock-on, then pick an enemy within the applicable range and get it in your sight (represented by a red square). The sight will change shape when a lock has been successfully established. Release the button to fire. |
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Ranger | FORK-A20 | Weapon Level: 29 | |||||||||||||||||
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A missile launcher that fires 20 high-speed mini-missiles at once. It can only lock on to one target at a time with these missiles, but that does result in a tremendously high damage output to that one target. Its sight is intentionally smaller than average to help in narrowing its focus accordingly. Press and hold the attack button to begin the lock-on, then pick an enemy within the applicable range and get it in your sight (represented by a red square). The sight will change shape when a lock has been successfully established. Release the button to fire. |
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Ranger | ME4 Emerald | Weapon Level: 35 | |||||||||||||||||
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A greatly enhanced version of the Emerald missile launcher featuring improved destructive power, wider targeting rage, expanded targeting distance, reduced lock-on time, and the ability to lock on to up to four targets at once. |
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Ranger | Air Tortoise ME | Weapon Level: 43 | |||||||||||||||||
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A battle-ready Air Tortoise missile. Boasts even greater firepower than the prototype model and causes an explosion that's roughly 60 meters in diameter. The missile speed is still characteristically slow, however. After launch, the projectile will descend slightly, making it necessary to aim upward in order to avoid self injury. |
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Fencer[]
Fencer Missile Launchers that require a Guide Kit cannot lock on to enemies directly - they can only lock on to points designated by an Air Raider's Laser Guide Kit or Guide Beacon Gun.
Fencer | Phoenix 1 | Weapon Level: 0 | |||||||||||||||
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Launches enormous laser-guided missiles which boast extreme destructive power, but the guidance component necessitates that this weapon not be used on its own: it must be paired with an Air Raider's Laser Guide Kit to establish a viable target lock. When the desired location is within the guide's sight (represented by a red square), pressing the attack button will lock on. Then, when the attack button is released, the missile will launch directly toward the indicated target. On impact, it will explode spectacularly, inflicting damage across the entire area. Note, however, that the lock-on process takes some time, so this entire operation should be carried out with discretion. |
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Fencer | Arm Hound | Weapon Level: 1 | |||||||||||||||
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A heavy missile launcher capable of targeting multiple enemies at once. Press and hold the attack button to display the sight, represented by a red square. When a target in range is captured within this sight, a positive lock will be established. Release the attack button to unleash missiles, which will track the target or targets and explode on contact. |
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Fencer | Leviathan | Weapon Level: 3 | |||||||||||||||
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A massive missile launcher. Launches enormous laser-guided missiles which boast extreme destructive power, but the guidance component necessitates that this weapon not be used on its own: it must be paired with an Air Raider's Laser Guide Kit to establish a viable target lock. When the desired location is within the guide's sight (represented by a red square), pressing the attack button will lock on. Then, when the attack button is released, the missile will launch directly toward the indicated target. On impact, it will explode spectacularly, inflicting damage across the entire area. Note that the lock-on process requires not only the support of an Air Raider, but also a considerable amount of time, so this entire operation must be carried out with discretion. When used effectively, however, it can be absolutely devastating to the enemy. |
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Fencer | Haytal Multi-Missile | Weapon Level: 8 | |||||||||||||||
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A massive multi-missile launcher that requires the use of multiple laser guidance systems. Because laser guides are necessary for targeting, it cannot be used alone: it must be paired with an Air Raider's Laser Guide Kit to establish a viable target lock. When the desired location is within the guide's sight (represented by a red square), pressing the attack button will lock on. Then, when the attack button is released, each missile will launch directly toward the indicated target. On impact, they will explode spectacularly, inflicting damage across the entire area. |
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Fencer | Arcane 6-Barrel Launcher | Weapon Level: 13 | |||||||||||||||
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A six-barreled missile launcher that, predictably, can fire six missiles at once. Press and hold the attack button to display the sight, represented by a red square. When a target in range is captured within this sight, a positive lock will be established. Release the attack button to unleash missiles, which will track the target or targets and explode on contact. |
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Fencer | FG01 High Altitude Impact Launcher | Weapon Level: 18 | |||||||||||||||
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A high-performance missile launcher designed for urban warfare. After firing, the missile will rise to a high altitude, then fall toward its target. Due to its high arc, obstacles such as buildings will have little impact on its targeting capability. Its lock-on speed is fast, too, and makes it possible to attack several enemies at a time. Press and hold the attack button to display the sight, represented by a red square. When a target in range is captured within this sight, a positive lock will be established. Release the attack button to unleash missiles, which will track the target or targets and explode on contact. |
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Fencer | Phoenix 2 | Weapon Level: 22 | |||||||||||||||
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Launches enormous laser-guided missiles which boast extreme destructive power, but the guidance component necessitates that this weapon not be used on its own: it must be paired with an Air Raider's Laser Guide Kit to establish a viable target lock. When the desired location is within the guide's sight (represented by a red square), pressing the attack button will lock on. Then, when the attack button is released, the missile will launch directly toward the indicated target. On impact, it will explode spectacularly, inflicting damage across the entire area. Note, however, that the lock-on process takes some time, so this entire operation should be carried out with discretion. |
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Fencer | G2 Arm Hound | Weapon Level: 29 | |||||||||||||||
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A heavy missile launcher capable of targeting multiple enemies at once. Press and hold the attack button to display the sight, represented by a red square. When a target in range is captured within this sight, a positive lock will be established. Release the attack button to unleash missiles, which will track the target or targets and explode on impact. |
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Fencer | Haytal Multi-Missile M2 | Weapon Level: 30 | |||||||||||||||
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A massive multi-missile launcher that requires the use of multiple laser guidance systems. Because laser guides are necessary for targeting, it cannot be used alone: it must be paired with an Air Raider's Laser Guide Kit to establish a viable target lock. When the desired location is within the guide's sight (represented by a red square), pressing the attack button will lock on. Then, when the attack button is released, each missile will launch directly toward the indicated target. On impact, they will explode spectacularly, inflicting damage across the entire area. |
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Fencer | M2 Blood Storm | Weapon Level: 32 | |||||||||||||||
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A convergent missile cannon. Missiles launched from this weapon will separate in the air and rain down on the enemy's head. Their damage pattern isn't limited to a single target, but an entire area. Though exceptionally powerful, misuse of the homing feature when the enemy is too close can reduce its effect. Press and hold the attack button to display the sight, represented by a red square. When a target in range is captured within this sight, a positive lock will be established. A maximum of two enemies may be locked on at any given time. Release the attack button to unleash missiles, which will track the target or targets and explode on contact. |
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Fencer | Leviathan MA | Weapon Level: 34 | |||||||||||||||
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A massive missile launcher. Launches enormous laser-guided missiles which boast extreme destructive power, but the guidance component necessitates that this weapon not be used on its own: it must be paired with an Air Raider's Laser Guide Kit to establish a viable target lock. When the desired location is within the guide's sight (represented by a red square), pressing the attack button will lock on. Then, when the attack button is released, the missile will launch directly toward the indicated target. On impact, it will explode spectacularly, inflicting damage across the entire area. Note that the lock-on process requires not only the support of an Air Raider, but also a considerable amount of time, so this entire operation must be carried out with discretion. When used effectively, however, it can be absolutely devastating to the enemy. |
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Fencer | FG02 High Altitude Impact Launcher | Weapon Level: 38 | |||||||||||||||
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A high-performance missile launcher designed for urban warfare. After firing, the missile will rise to a high altitude, then fall toward its target. Due to its high arc, obstacles such as buildings will have little impact on its targeting capability. Its lock-on speed is fast, too, and makes it possible to attack several enemies at a time. Press and hold the attack button to display the sight, represented by a red square. When a target in range is captured within this sight, a positive lock will be established. Release the attack button to unleash missiles, which will track the target or targets and explode on contact. |
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Fencer | Phoenix 3 | Weapon Level: 43 | |||||||||||||||
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Launches enormous laser-guided missiles which boast extreme destructive power, but the guidance component necessitates that this weapon not be used on its own: it must be paired with an Air Raider's Laser Guide Kit to establish a viable target lock. When the desired location is within the guide's sight (represented by a red square), pressing the attack button will lock on. Then, when the attack button is released, the missile will launch directly toward the indicated target. On impact, it will explode spectacularly, inflicting damage across the entire area. Note, however, that the lock-on process takes some time, so this entire operation should be carried out with discretion. |
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Fencer | Arcane 6-Barrel Launcher G2 | Weapon Level: 47 | |||||||||||||||
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A six-barreled missile launcher capable of launching six missiles at a time. Press and hold the attack button to display the sight, represented by a red square. When a target in range is captured within this sight, a positive lock will be established, up to the pre-established maximum of six. Release the attack button to unleash missiles, which will track the target or targets and explode on contact. |
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Fencer | G3 Arm Hound | Weapon Level: 55 | |||||||||||||||
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A heavy missile launcher capable of targeting multiple enemies at once. Press and hold the attack button to display the sight, represented by a red square. When a target in range is captured within this sight, a positive lock will be established. Release the attack button to unleash missiles, which will track the target or targets and explode on contact. |
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Fencer | Wild Leviathan | Weapon Level: 58 | |||||||||||||||
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A high-capacity missile launcher. Launches enormous laser-guided missiles which boast extreme destructive power, but the guidance component necessitates that this weapon not be used on its own: it must be paired with an Air Raider's Laser Guide Kit to establish a viable target lock. When the desired location is within the guide's sight (represented by a red square), pressing the attack button will lock on. Then, when the attack button is released, the missile will launch directly toward the indicated target. On impact, it will explode spectacularly, inflicting damage across the entire area. Note that the lock-on process requires not only the support of an Air Raider, but also a considerable amount of time, so this entire operation must be carried out with discretion. When used effectively, however, it can be absolutely devastating to the enemy. |
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Insect Armageddon[]
Battle[]
Tier | Weapon Name | Description | ||
2 | Wallagis DB | Manual Locks: 1x0.35s
Turn Rating: D Blast Area: 2m The Wallagis DB fires an uncommonly slow missile-- but it possesses heat-seeking accuracy and maneuverability that is second to none. The Wallagis launcher was completely designed around the capabilities of the EDF Battle Armor, and provides and excellent antidote to aerial enemies. |
Cost: | 500cr |
Damage: | 225 | |||
Fire Rate: | 2.50/s | |||
Clip Size: | 6 | |||
Reload Time: | 2.80s | |||
Leviticus Dobro | Auto Locks: 2
Turn Rating: D Blast Area: 7m Blasting forth dual medium yield heat seekers, the Dobro is yet another lethal arrow in the Battle Armor's quiver, created by the philanthropists over at Leviticus |
Cost: | 500cr | |
Damage: | 2x49 | |||
Fire Rate: | 2.50/s | |||
Clip Size: | 2 | |||
Reload Time: | 1.20s | |||
3 | Leviticus Dobro L | Auto Locks: 2
Turn Rating: C Blast Area: 10m The L variant of the Dobro ups the ammo count and decreases the firing interval of this missile launcher while providing higher yield warheads as well. |
Cost: | 2100cr |
Damage: | 2x72 | |||
Fire Rate: | 2.50/s | |||
Clip Size: | 2 | |||
Reload Time: | 1.20s | |||
Jagiri Systems ADD-H* | Auto Locks: Faulty
Turn Rating: A Targets: 0 Blast Area: 15m Jagiri Systems is a forward thinking arms company. Current research indicates the likelihood of extraterrestrials being silicate-based, and the ADD series of missiles are designed with one purpose, to seek and destroy silicate-based life forms. One problem-- Ravagers are carbon-based. |
Cost: | 0cr | |
Damage: | 3x65 | |||
Fire Rate: | 1.11/s | |||
Clip Size: | 12 | |||
Reload Time: | 3.50s | |||
4 | Wallagis PopStar* | Auto Locks: 1
Turn Rating: C Blast Area: 7m Another product of the Wallagis factory in Wichita, the PopStar seeks it's target and then bursts into a cluster of grenades, inflicting mass damage on anything in the area. Prototype. |
Cost: | 0cr |
Damage: | 1x3x124 | |||
Fire Rate: | 1.25/s | |||
Clip Size: | 6 | |||
Reload Time: | 2.80s | |||
Air Tortoise* | Manual Locks: 1x0.50s
Turn Rating: B Blast Area: 20m The Air Tortoise is a classic weapon, a super slow missile with enormous explosive energy. |
Cost: | 0cr | |
Damage: | 9999 | |||
Fire Rate: | --- | |||
Clip Size: | 1 | |||
Reload Time: | 10.00s | |||
5 | Wallagis LC | Manual Locks: 1x0.30s
Turn Rating: C Blast Area: 10m The LC model of the Wallagis missile launcher sees improvement in every key feature set, except that of projectile speed. The increased damage output makes this a must-have upgrade |
Cost: | 10000cr |
Damage: | 1006 | |||
Fire Rate: | 2.50/s | |||
Clip Size: | 6 | |||
Reload Time: | 2.70 | |||
Wallagis PopStar 6* | Auto Locks: 1
Turn Rating: C Blast Area: 15m The Wallagis PopStar 6 is an upgraded variant on the original PopStar prototype. It features grenades with enhanced explosive potential as well as enhanced frangibility, literally filling the air around the point of impact with supersonic shrapnel. Prototype |
Cost: | 0cr | |
Damage: | 1x4x155 | |||
Fire Rate: | 1.25/s | |||
Clip Size: | 6 | |||
Reload Time: | 2.60 | |||
Jagiri Systems ADD-H II** | Auto Locks: Faulty
Turn Rating: A Targets: 0 Blast Area: 15m The ADD-H II features even more advanced silicate-life form tracking and homing. It also features improved warhead yield and faster projectiles. It still doesn't track Ravagers. |
Cost: | 0cr | |
Damage: | 4x188 | |||
Fire Rate: | 1.11/s | |||
Clip Size: | 14 | |||
Reload Time: | 3.50 | |||
6 | Wallagis MC | Description | Cost: | |
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7 | Wallagis AD | Description | Cost: | |
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Wallagis PopStar 9* | Description | Cost: | 0cr | |
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Jagiri Systems ADD-H III* | Description | Cost: | 0cr | |
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Jet[]
Tier | Weapon Name | Description | ||
1 | GoatShrike FNG | Auto Locks: 2
Turn Rating: C Blast Area: 2m Developed expressly for flying applications, the GoatShrike FNG rains a deadly storm of homing missiles on its unfortunate prey. Sometimes, however, even the best flyers get grounded and the GoatShrike works well when the user is ground bound too. |
Cost: | 0cr |
Damage: | 2x51 | |||
Fire Rate: | 1.03/s | |||
Clip Size: | 6 | |||
Reload Time: | 2.30s | |||
Brewbreaux 08b-m** | Auto Locks: 1
Turn Rating: C Blast Area: 7m The Brewbreaux 08b-m splitting missile launcher allows the Jet armor to rain down terror from above. |
Cost: | 0cr | |
Damage: | 1x4x25 | |||
Fire Rate: | 0.75/s | |||
Clip Size: | 6 | |||
Reload Time: | 3.25s | |||
2 | AT-11 Skillet | Cost: | ||
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3 |
Goat Shrike 28 |
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4 |
Goat Shrike 36 |
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5 |
GoatShrike 67 |
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6 |
GoatShrike 82 |
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7 |
GoatShrike 110e |
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Tactical[]
Tier | Weapon Name | Description | ||
1 | Leviticus 01W | Manual Locks: 1x0.30s
Turn Rating: D Blast Area: 2m While the Leviticus 01W is not as powerful as some missile launchers, its advanced lock-on system makes it equally (if not more) deadly. The proven reliability have led to this weapon being chosen as standard issue by the EDF. |
Cost: | 0cr |
Damage: | 161 | |||
Fire Rate: | 1.43/s | |||
Clip Size: | 4 | |||
Reload Time: | 1.80s | |||
Wiltton Pinedog** | Auto Locks: 1
Turn Rating: C Blast Area: 7m The product of an obscure (now defunct) company in the hills of West Virginia, the Wiltton Pinedog was designed to defeat countermeasures by exploding into a blast of projectiles shortly before reaching the target. |
Cost: | 0cr | |
Damage: | 1x4x16 | |||
Fire Rate: | 0.91/s | |||
Clip Size: | 10 | |||
Reload Time: | 2.90s | |||
2 | O/DMS-M1 | Cost: | ||
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3 | Leviticus 02W | Cost: | ||
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4 | Leviticus 03W | Cost: | ||
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5 | Leviticus 04W | Cost: | ||
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7 | Leviticus 06W | Cost: | ||
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0/DMS-M4 | Cost: | |||
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Longest Wattkins* | Cost: | 0cr | ||
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Orligan/Darnhart Plow** | Cost: | |||
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8 | Pesticide Missle | Cost: | ||
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Trooper[]
Tier | Weapon Name | Description | ||
1 | Hammurabi C-6 Stentor** | Auto Locks: 1
Turn Rating: C Blast Area: 7m The Stentor splits and releases a barrage of sticky projectiles, which cling to whatever they hit and explode. |
Cost: | 0cr |
Damage: | 1x4x41 | |||
Fire Rate: | 0.67/s | |||
Clip Size: | 4 | |||
Reload Time: | 3.00s | |||
Dunruh RA-q** | Manual Locks: 3x0.03s
Turn Rating: B Blast Area: 10m The RA-q allows the astute user to rapidly acquire and lock several targets and destroy them with a screaming pack of guided missiles. |
Cost: | 0cr | |
Damage: | 49 | |||
Fire Rate: | 6x0.50/s | |||
Clip Size: | 12 | |||
Reload Time: | 3.00s | |||
2 |
Hammurabi LAW |
Auto Locks: 1
Turn Rating: D Blast Area: 2m The Hammurabi LAW is a basic, single warhead heat-seeking missile launcher. Originally designed to destroy tanks, it was found to work quite well against Ravagers. |
Cost: | 500cr |
Damage: | 158 | |||
Fire Rate: | 0.79/s | |||
Clip Size: | 6 | |||
Reload Time: | 2.50s | |||
y-12 Gorgona | Auto Locks: 1
Turn Rating: C Blast Area: 7m The y-12 Gorgona is a heat seeking MIRV. It is a highly effective weapon but has fairly tight heat seeking tolerances, requiring a bit more aim than most. |
Cost: | 500cr | |
Damage: | 1x4x37 | |||
Fire Rate: | 0.70/s | |||
Clip Size: | 5 | |||
Reload Time: | 3.00s | |||
Hammurabi CODE 1* | Auto Locks: 1
Turn Rating: C Blast Area: 2m Particularly useful against heavily armored targets, the CODE releasing a cascading burst of seeking missiles. |
Cost: | 0cr | |
Damage: | 173 | |||
Fire Rate: | 4x1.25/s | |||
Clip Size: | 4 | |||
Reload Time: | 3.50s | |||
3 | Hammurabi LAW Mk. 2 | Auto Locks: 1
Turn Rating: D Blast Area: 2m The Mk. 2 LAW has improved output and reload speed, as well as an improved firing rate. |
Cost: | 2100cr |
Damage: | 235 | |||
Fire Rate: | 0.83/s | |||
Clip Size: | 6 | |||
Reload Time: | 2.20s | |||
Hammurabi CODE 2* |
Auto Locks: 1
Turn Rating: C Blast Area: 2m The CODE 2 features incremental improvements across the board, and still retains the distinctive cascading burst. Evolution rather than revolution. |
Cost: | 0cr | |
Damage: | 201 | |||
Fire Rate: | 6x0.83/s | |||
Clip Size: | 6 | |||
Reload Time: | 3.50s | |||
4 | Hammurabi LAW Mk. 3 | Auto Locks: 1
Turn Rating: D Blast Area: 10m By the time the Mk. 3 LAW hit the scene, Hammurabi Labs were truly hitting their stride. This is a finely balance weapon, surpassing all earlier efforts in all key areas. |
Cost: | 3500cr |
Damage: | 351 | |||
Fire Rate: | 0.83/s | |||
Clip Size: | 8 | |||
Reload Time: | 2.20s | |||
y-13 Gorgona* | Auto Locks: 1
Turn Rating: C Blast Area: 10m A number of improvements made their way into the y-13 model of the Gorgona, but looser aim tolerance was not one of them. Still a fine weapon. |
Cost: | 0cr | |
Damage: | 1x4x94 | |||
Fire Rate: | 0.75/s | |||
Clip Size: | 8 | |||
Reload Time: | 2.90s | |||
5 |
Hammurabi LAW Mk. 4 |
Auto Locks: 1
Turn Rating: D Blast Area: 10m After the success of the Mk. 3, many companies would be content to rest on their laurels. Not the case with Hammurabi Labs. The Mk. 4 came out hot on the heels of the Mk. 3 and was quickly adopted by fighting forces all over the world. |
Cost: | 10000cr |
Damage: | 702 | |||
Fire Rate: | 0.83/s | |||
Clip Size: | 8 | |||
Reload Time: | 2.20s | |||
y-14 Gorgona* | Auto Locks: 1
Turn Rating: C Blast Area: 15m With the y-14, Gorgona implemented new tracking systems which gave the user in the field a lot more aiming leeway with this revision. |
Cost: | 0cr | |
Damage: | 1x6x110 | |||
Fire Rate: | 0.77/s | |||
Clip Size: | 8 | |||
Reload Time: | 2.85s | |||
6 | Hammurabi LAW Mk. 5 | Auto Locks: 1
Turn Rating: D Blast Area: 10m Some of the world's top scientists were recruited by Hammurabi after the success of the Mk. 4. After a slightly extended incubation period, the MK. 5 was developed and accepted as near perfect. |
Cost: | 37500cr |
Damage: | 1366 | |||
Fire Rate: | 0.86/s | |||
Clip Size: | 8 | |||
Reload Time: | 2.15s | |||
Hammurabi CODE 3* | Auto Locks: 1
Turn Rating: C Blast Area: 2m Hammurabi Labs scored yet another coup with the release of the CODE 3. This weapon's capabilities against hardened targets are legendary, and with good reason. |
Cost: | 0cr | |
Damage: | 983 | |||
Fire Rate: | 8x0.75s | |||
Clip Size: | 8 | |||
Reload Time: | 2.45s | |||
7 |
Hammurabi LAW Mk.6 |
Auto Locks: 1
Turn Rating: D Blast Area: 15m The Hammurabi LAW Mk. 6 leverage years of improvement and refinement into an elegant package of heat-seeking lethality. |
Cost: | 97500cr |
Damage: | 2345 | |||
Fire Rate: | 0.86/s | |||
Clip Size: | 8 | |||
Reload Time: | 2.15s | |||
y-16 Gorgona* | Auto Locks: 1
Turn Rating: C Blast Area: 20m After the disastrous trials of the y-15, it was scrapped and Gorgona went back to the drawing board-- ultimately producing their finest work in the y-16 Gorgona. |
Cost: | 0cr | |
Damage: | 1x6x383 | |||
Fire Rate: | 0.77/s | |||
Clip Size: | 8 | |||
Reload Time: | 2.60s |
*In-game pick-up weapon
**DLC weapon