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Special Weapons are the most diverse weapon type by far and the only one possessed by 3 classes in the main EDF games. This type is included in all games up through 2017 but was unfortunately left out of Insect Armageddon before making its return in EDF 2025 (and its remake 4.1: The Shadow of New Despair). It features a number of useful weapons including the various Acid Guns and the turrets such as the ZEXR-GUN. Below is a list of these weapons. Since every weapon is unlocked by drop packages (except the bonus weapons), the unlock level in the table below represents the earliest level that the weapon can be obtained. The Easy/Normal means that it can be picked up at any point after this level in either easy or normal difficulty.


Earth Defense Force 2017[]

Unlock Level Weapon Name Description
Easy/Normal 16 Acid Shot Prototype Clip Size:
Fire Rate:
Damage:
Reload Time:
Range:
Accuracy:
Easy/Normal 44 Acid Gun Clip Size:
Fire Rate:
Damage:
Reload Time:
Range:
Accuracy:
Hard 30 Acid Shot Clip Size:
Fire Rate:
Damage:
Reload Time:
Range:
Accuracy:
Hardest 15 Wide Acid Gun Clip Size:
Fire Rate:
Damage:
Reload Time:
Range:
Accuracy:
Hardest 23 Super Acid Gun Clip Size:
Fire Rate:
Damage:
Reload Time:
Range:
Accuracy:
Easy/Normal 1 Burner Clip Size:
Fire Rate:
Damage: Negligible
Reload Time:
Easy/Normal 11 Flame Thrower Clip Size:
Fire Rate:
Damage:
Reload Time:
Hard 15 Flame Thrower α Clip Size:
Fire Rate:
Damage:
Reload Time:
Hardest 20 Flame Cannon Clip Size:
Fire Rate:
Damage:
Reload Time:
Inferno 30 Magma Cannon Clip Size:
Fire Rate:
Damage:
Reload Time:
Easy/Normal 6 C24 Hand Bomb Quantity:
Damage:
Blast Area:
Reload Time:
Easy/Normal 35 C24 Bomb Quantity:
Damage:
Blast Area:
Reload Time:
Hard 22 C25 Special Bomb Quantity:
Damage:
Blast Area:
Reload Time:
Hard 48 C26 Bomb Quantity:
Damage:
Blast Area:
Reload Time:
Hardest 36 C70 Bomb Quantity:
Damage:
Blast Area:
Reload Time:
Easy/Normal 16 Y10 Impulse Quantity:
Damage:
Reload Time:
Range:
Easy/Normal 43 Y10 Wide Impulse Quantity:
Damage:
Reload Time:
Range:
Hard 16 Y11 Impulse Quantity:
Damage:
Reload Time:
Range:
Hard 43 Y11 Anti-Aircraft Quantity:
Damage:
Reload Time:
Range:
Bonus 3 (Hard) Y20 Impulse Quantity:
Damage:
Reload Time:
Range:
Inferno 27 Y21 Impulse Quantity:
Damage:
Reload Time:
Range:
Easy/Normal 13 ZE-GUN Quantity:
Ammo/gun:
Damage:
Reload Time:
Range:
Easy/Normal 26 ZER-GUN Quantity:
Ammo/gun:
Damage:
Reload Time:
Range:
Easy/Normal 41 ZE-Sniper Quantity:
Ammo/gun:
Damage:
Reload Time:
Range:
Bonus 2 (Normal) ZE-Launcher Quantity:
Ammo/gun:
Damage:
Reload Time:
Range:
Hard 43 ZERA-GUN Quantity:
Ammo/gun:
Damage:
Reload Time:
Range:
Hardest 40 ZE-GUN10 Quantity:
Ammo/gun:
Damage:
Reload Time:
Range:
Hardest 48 ZEX-Launcher Quantity:
Ammo/gun:
Damage:
Reload Time:
Range:
Inferno 32 ZEXR-GUN Quantity:
Ammo/gun:
Damage:
Reload Time:
Range:
Easy/Normal 11 Firecracker 1 Quantity:
Damage:
Fuse:
Blast Area:
Easy/Normal 38 Firecracker 2 Quantity:
Damage:
Fuse:
Blast Area:
Hard 8 Firecracker 3 Quantity:
Damage:
Fuse:
Blast Area:
Hard 39 Firecracker 4 Quantity:
Damage:
Fuse:
Blast Area:
Hardest 17 Burst Firecracker Quantity:
Damage:
Fuse:
Blast Area:
Easy/Normal 7 P78 Bound Gun Clip Size:
Fire Rate:
Damage:
Reload Time:
Range:
Accuracy:
Easy/Normal 23 P79 Bound Gun Clip Size:
Fire Rate:
Damage:
Reload Time:
Range:
Accuracy:
Hard 23 P80 Bound Gun Clip Size:
Fire Rate:
Damage:
Reload Time:
Range:
Accuracy:
Hardest 25 P89 Bound Gun Clip Size:
Fire Rate:
Damage:
Reload Time:
Range:
Accuracy:
Bonus 4 (Hardest) PX50 Bound Shot Clip Size:
Fire Rate:
Damage:
Reload Time:
Range:
Accuracy:

Earth Defense Force 2025[]

Ranger[]

Acid Guns[]

Ranger Acid shot prototype Weapon Level: 7
Capacity : 20
ROF : 2 /sec
Damage : 10 × 6
Reload Time : 3 sec
Range : 50 m
Accuracy : B-


Ranger Acid Gun Weapon Level: 20
Capacity : 300
ROF : 60 /sec
Damage : 15
Reload Time : 3 sec
Range : 50 m
Accuracy : A-


Ranger Acid shot Weapon Level: 37
Capacity : 20
ROF : 0,5 /sec
Damage : 35 × 40
Reload Time : 5 sec
Range : 240 m
Accuracy : B-


Ranger Wide Acide Gun Weapon Level: 52
Capacity : 20
ROF : 2 /sec
Damage : 47 × 20
Reload Time : 3 sec
Range : 50 m
Accuracy : A-


Ranger Super Acid Gun Weapon Level: 57
Capacity : 800
ROF : 60 /sec
Damage : 75
Reload Time : 3 sec
Range : 100 m
Accuracy : A-


Flamethrower[]

Ranger Torch Weapon Level: 0
Capacity : 900
ROF : 60 /sec
Damage : Negligible
Reload Time : 3.0 sec
A gas torch for welding.
Ranger Flamethrower Weapon Level: 5
Capacity : 900
ROF : 60 /sec
Damage : Small
Reload Time : 3 sec
A powerful flamethrower. Can burn giant insects to death, like the adult version of holding up a magnifying glass. It is extremely effective in battle against multiple insects at once or in narrow spaces.
Ranger Flamethrower α Weapon Level: 29
Capacity : 2700
ROF : 60 /sec
Damage : Medium
Reload Time : 3 sec


Ranger Flame Cannon Weapon Level: 55
Capacity : 900
ROF : 60 /sec
Damage : Medium
Reload Time : 3 sec


Ranger Magma cannon Weapon Level: 82
Capacity : 900
ROF : 60 /sec
Damage : Large
Reload Time : 3 sec


Firecracker[]

Ranger Firecracker 1 Weapon Level: 5
Damage : 30 × 10
Detonates by : Impact
Detonation time : ---- sec
Blast Area : Radius 1 m
These fireworks have been modified for combat. Their official military designation is 'Spread Grenade.' The user grabs a handful of them at a time, each the size of a table tennis ball, and throws them all at the enemy.
Ranger Firecracker 2 Weapon Level: 18
Damage : 50 × 30
Detonates by : Impact
Detonation time : ---- sec
Blast Area : Radius 1 m
An improved firecracker. With the size having been reduced to that of a marble, the user can throw more of them at once.
Ranger Firecracker No. 3 Weapon Level: 25
Damage : 100 × 30
Blast Area : Radius 2 m


Ranger Firecracker No. 4 Weapon Level: 42
Damage : 90 × 60
Blast Area : Radius 1 m


Ranger Burst Firecracker Weapon Level: 55
Damage : 320 × 30
Blast Area : Radius 4 m


Bound Guns[]

Ranger P78 Bound Gun Weapon Level: 3
Capacity : 120
ROF : 12 /sec
Damage : 12
Reload Time : 1,5 sec
Range : 220 m
Accuracy : B
An assault rifle based on the AF14. Fires special bullets that ricochet off of walls. Its firepower and range are considerably higher than the AF14's.
Ranger P79 Bound Gun Weapon Level: 10
Capacity : 200
ROF : 30 /sec
Damage : 8
Reload Time : 2,5 sec
Range : 240 m
Accuracy : C
A special AF16-RA model. Fires special bullets that ricochet off of walls, and the AF16-RA's notoriously low accuracy can be used to spray bullets over a wide area in order take advantage of this feature. Its firepower is low compared to the AF16-RA, but its range is doubled.
Ranger P80 bound Gun Weapon Level: 33
Capacity : 120
ROF : 15 /sec
Damage : 28
Reload Time : 1,5 sec
Range : 325 m
Accuracy : B+


Ranger P89 bound Gun Weapon Level: 58
Capacity : 30
ROF : 12 /sec
Damage : 200
Reload Time : 3 sec
Range : 90 m
Accuracy : B


Ranger PX50 bound shot Weapon Level: 73
Capacity : 8
ROF : 1 /sec
Damage : 40 × 50
Reload Time : 6 sec
Range : 540 m
Accuracy : D


Reverser[]

Ranger Proto Reverser Weapon Level: 0
Amount Healed : 0,5
Spray Count : 200
A special piece of equipment that sprays nanomachines, which can cluster and harden to form invisible armor or close wounds. Used both to fix damaged armor and to heal friendly soldiers' health and vehicles' durability. (Note: since prolonged exposure to nanomachines can be harmful, these nanomachines are programmed not to engage the user directly -- which means no self-healing.) Since namomachines are difficult to produce, too, this equipment is very limited in quantity and cannot be reloaded.
Ranger Reverser Weapon Level: 1
Amount Healed : 1,6
Spray Count : 1800
A special piece of equipment that sprays nanomachines, which can cluster and harden to form invisible armor or close wounds. Used both to fix damaged armor and to heal friendly soldiers' health and vehicles' durability. This model can even be used on oneself. Since namomachines are difficult to produce, however, this equipment is very limited in quantity and cannot be reloaded.
Ranger Reverse Gun Weapon Level: 12
Amount Healed : 40
Spray Count : 40
Zoom : 8 x
A piece of equipment that launches a special capsule full of nanomachines. On impact, the capsule bursts and spreads the nanomachines across the area, where they repair friendly armor and vehicles. Compared to the standard Reverser, the Reverse Gun is capable of delivering its payload at a far greater distance. However, since nanomachines are difficult to produce, this equipment is limited in quantity and cannot be reloaded.
Ranger High Cycle Reverser Weapon Level: 20
Capacity : 1800
ROF : 60 /sec
Amount Healed : 3
Reload Time : - * sec


Ranger Reverser M2 Weapon Level: 28
Capacity : 1920
Amount Healed : 3,2
Reload Time : - * sec


Ranger Reverse shooter T1 Weapon Level: 35
Capacity : 5
Amount Healed : 1000
Reload Time : - * sec


Ranger Reverser M3 Weapon Level: 42
Capacity : 1320
Amount Healed : 8,8
Reload Time : - * sec


Ranger Reverse Bomber Weapon Level: 47
Capacity : 5
Amount Healed : 300 × 10
Reload Time : - * sec


Ranger High cycle Reverser D Weapon Level: 51
Capacity : 2200
ROF : 60 /sec
Amount Healed : 15
Reload Time : - * sec


Ranger Reverse shooter T2 Weapon Level: 62
Capacity : 8
Amount Healed : 1600
Reload Time : - * sec


Ranger Reverser X Weapon Level: 70
Capacity : 1200
Amount Healed : 16
Reload Time : - * sec


Ranger Reverse Shooter X Weapon Level: 77
Capacity : 10
Amount Healed : 3000
Reload Time : - * sec


Ranger High cycle Reverser ZD Weapon Level: 80
Capacity : 2800
ROF : 60 /sec
Amount Healed : 24
Reload Time : - * sec


Wing Diver[]

Wing Diver Pandora Weapon Level: 2
Damage : 10
Charge Time : 60 sec
Energy Cost : 45 %
A top-secret super weapon. Its very existence is highly classified; it's anyone's guess how exactly it works. Discharges balls of energy which hang silently in the air and fire off arrows of light. Pressing and holding the attack button will determine distance, and releasing the attack button will discharge. (The path is indicated by a red line.) Even when discharged (and note that speed will have an impact on direction), it's still possible to control the height and trajectory of the resulting shots.
Wing Diver Gleipnir Weapon Level: 2
Damage : 15
Shots : 300
Charge Time : 60 sec
Energy Cost : 65 %
A super weapon that can only be used by Wing Divers with mastery of the Psionic Link. Discharges a ball of energy that stays in the air and homes in on all targets in its vicinity. One shot won't do much, but this weapon can launch continuous attacks, which is almost always very effective. Press and hold the attack button to increase the throwing distance, and release and release it to discharge. (The path is indicated by a red line.)
Wing Diver Thunder Cluster Weapon Level: 7
Damage : 20
Charge Time : 60 sec
Energy Cost : 45 %
A top-secret super weapon. Its very existence is highly classified; it's anyone's guess how exactly it works. Discharges balls of energy which hang silently in the air and fire off bolts of lightning downward. Pressing and holding the attack button will determine the distance, and releasing the attack button will discharge. (The path is indicated by a red line.) Even when discharged (and note that speed will have an impact on direction), it's still possible to control the height and trajectory of the resultant shots. When activated in a high location, the lightning will disperse over a wide area; conversely, when activated in a lower location, the dispersal area is small and the damage will be concentrated on a single group of enemies.
Wing Diver Pandora Anti-Air Custom Weapon Level: 13
Damage : 13
Charge Time : 60 sec
Energy Cost : 45 %
An anti-aircraft Pandora model. Designed to be fired upward, and is thus especially effective against flying enemies. Discharges balls of energy which hang silently in the air and fire off arrows of light. Pressing and holding the attack button will determine distance, and releasing the attack button will discharge. (The path is indicated by a red line.) Even when discharged (and note that speed will have an impact on direction), it's still possible to control the height and trajectory of the resultant shots.
Wing Diver Pandora β Weapon Level: 20
Damage : 30
Charge Time : 60 sec
Energy Cost : 45 %
A superweapon that destroys everything around it indiscriminately. Once it's activated, it brings calamity. Discharges balls of energy which hang silently in the air and fire off arrows of light. Pressing and holding the attack button will determine distance, and releasing the attack button will discharge. (The path is indicated by a red line.) Even when discharged (and note that speed will have an impact on direction), it's still possible to control the height and trajectory of the resultant shots.
Wing Diver Heaven's Gate Weapon Level: 24
Damage : 30
Charge Time : 60 sec
Energy Cost : 45 %
A top-secret super weapon. Its very existence is highly classified; it's anyone's guess how exactly it works. Discharges balls of energy which hang silently in the air and extend pillars of light downward toward the ground. All who touch these pillars will be devastated. Pressing and holding the attack button will determine the distance, and releasing the attack button will discharge. (The path is indicated by a red line.) Even when discharged (and note that speed will have an impact on direction), it's still possible to control the height and trajectory of the resultant shots.
Wing Diver Psi Cluster Weapon Level: 25
Damage : 30
Charge Time : 60 sec
Energy Cost : 45 %
A super weapon that can only be used by Wing Divers. Discharges balls of energy which hang silently in the air and fire off arrows of light. Pressing and holding the attack button will determine distance, and releasing the attack button will discharge. (The path is indicated by a red line.) Even when discharged (and note that speed will have an impact on direction), it's still possible to control the height and trajectory of the resultant shots. When activated in a high location, the lightning will disperse over a wide area; conversely, when activated in a lower location, the dispersal area is small and the damage will be concentrated on a single group of enemies.
Wing Diver Pandora α Weapon Level: 34
Damage : 45
Charge Time : 60 sec
Energy Cost : 45 %


Wing Diver Psicluster α Weapon Level: 42
Damage : 60
Charge Time : 60 sec
Energy Cost : 45 %


Wing Diver Heaven's gate 10 Weapon Level: 50
Damage : 30 × 10
Charge Time : 60 sec
Energy Cost : 45 %


Wing Diver Thunder cluster α Weapon Level: 55
Damage : 45
Charge Time : 60 sec
Energy Cost : 45 %


Wing Diver Heaven's gate D10 Weapon Level: 70
Damage : 60 × 10
Charge Time : 60 sec
Energy Cost : 45 %


Wing Diver Thunder Orb Weapon Level: 87
Damage : 100 × 2
Charge Time : 80 sec
Energy Cost : 240 %


Wing Diver Final Days Weapon Level: 87
Damage : 10 × 10
Charge Time : 60 sec
Energy Cost : 200 %


Air Raider[]

Deployables[]

Air Raider Electromagnetic Bunker Weapon Level: 0
Number : 4
Reload Time : 20 sec
Durability : 300
A device which erects a wall of energy that not only stops bullets, but optical weapons as well. Also has on-the-spot collision detection, allowing all allies and friendly fire to pass through -- meaning it doesn't just offer cover, but serves as a legitimate shield from behind which the good guys can fire at the bad guys unopposed. Press the attack button to release it and the reload button to retrieve it.
Air Raider Decoy [Red] Weapon Level: 8
Number : 3
Reload Time : 20 sec
Durability : 120
Effective Time : 90 sec


Air Raider Anti-aircraft Bunker Weapon Level: 13
Number : 3
Reload Time : 20 sec
Durability : 1000
Effective Time : ? sec


Air Raider Heavy Bunker Weapon Level: 21
Number : 1
Reload Time : 20 sec
Durability : 2400
Effective Time : ? sec


Air Raider Decoy [Blue] Weapon Level: 29
Number : 3
Reload Time : 20 sec
Durability : 1600
Effective Time : 90 sec


Air Raider Electromagnetic Bunker M2 Weapon Level: 32
Number : 5
Reload Time : 20 sec
Durability : 5000
Effective Time : ? sec


Air Raider Personal shelter Weapon Level: 40
Number : 1
Reload Time : 20 sec
Durability : 12000
Effective Time : ? sec


Air Raider Electromagnetic Prison Weapon Level: 56
Number : 3
Reload Time : 5 sec
Durability : 24000
Effective Time : ? sec


Air Raider Decoy [yellow] Weapon Level: 63
Number : 4
Reload Time : 20 sec
Durability : 4000
Effective Time : 120 sec


Air Raider Anti-aircraft protection Bunker ME Weapon Level: 69
Number : 2
Reload Time : 20 sec
Durability : 30000
Effective Time : ? sec


Air Raider Electromagnetic Bunker GH Weapon Level: 72
Number : 5
Reload Time : 40 sec
Durability : 20000
Effective Time : ? sec


Air Raider Borderline Weapon Level: 78
Number : 2
Reload Time : 40 sec
Durability : 60000
Effective Time : ? sec


Air Raider Decoy [Silver] Weapon Level: 82
Number : 3
Reload Time : 30 sec
Durability : 16000
Effective Time : 90 sec


Air Raider Electromagnetic walls Weapon Level: 88
Number : 1
Reload Time : 40 sec
Durability : 100000
Effective Time : ? sec


Air Raider Absolute Bunker Weapon Level: 89
Number : 5
Reload Time : 30 sec
Durability : 30000
Effective Time : ? sec


Wire Cannon[]

Air Raider Caesar wire Weapon Level: 3
Capacity : 3
Damage : 10 × 5
Reload Time : 6,7 sec


Air Raider Rapid Fire wire Weapon Level: 8
Capacity : 12
Damage : 20
Reload Time : 7 sec


Air Raider Sky trap wire Weapon Level: 16
Capacity : 3
Damage : 15 × 8
Reload Time : 6,7 sec


Air Raider Wire shot Weapon Level: 26
Capacity : 1
Damage : 50 × 24
Reload Time : 13,3 sec


Air Raider Sky trap wire 12W Weapon Level: 44
Capacity : 3
Damage : 30 × 12
Reload Time : 6,7 sec


Air Raider Rapid Fire wire DA Weapon Level: 55
Capacity : 12
Damage : 150
Reload Time : 7 sec


Air Raider Caesar wire ZD Weapon Level: 68
Capacity : 3
Damage : 80 × 12
Reload Time : 6,7 sec


Air Raider Sky trap wire 16W Weapon Level: 80
Capacity : 3
Damage : 120 × 16
Reload Time : 6,7 sec


Earth Defense Force 4.1: The Shadow of New Despair[]

Ranger[]

Pure Decoy Launchers[]

Acid Guns[]

Ranger Acid shot Prototype Weapon Level: 7
Capacity : 20
ROF : 2.0 /sec
Damage : 10 × 6
Reload Time : 3.0 sec
Range : 50.0 m
Accuracy : B-
A special gun that fires a strong acid capable of instantaneously dissolving metal. Created with bodily fluids extracted from the giant insects, the original design calls for a weapon capable of spraying acid over a large area, but this prototype's range is a bit narrower than planned.
Ranger Acid Gun Weapon Level: 20
Capacity : 600
ROF : 60.0 /sec
Damage : 15
Reload Time : 3.0 sec
Range : 50.0 m
Accuracy : A-
A special gun that shoots a steady stream of strong acid at the target, like a deadly water pistol. Characterized by its high rate of fire, this weapon can deal incredible damage at close range.
Ranger Acid Shot Weapon Level: 37
Capacity : 20
ROF : 0.5 /sec
Damage : 35 × 40
Reload Time : 5.0 sec
Range : 240.0 m
Accuracy : B-
The completed Acid Shot model. This special gun fires a spray of strong acid over a wider area than its prototype.
Ranger Wide Acide Gun Weapon Level: 52
Capacity : 20
ROF : 2 /sec
Damage : 47 × 20
Reload Time : 3 sec
Range : 50 m
Accuracy : A-


Ranger Super Acid Gun Weapon Level: 57
Capacity : 800
ROF : 60.0 /sec
Damage : 75
Reload Time : 3.0 sec
Range : 100 m
Accuracy : A-
The ultimate Acid Gun. This weapon is designed to shoot a new, more powerful type of acid developed by the science team.

Flamethrowers[]

Ranger Torch Weapon Level: 0
Capacity : 900
ROF : 60.0 /sec
Damage : Negligible
Reload Time : 3.0 sec
A gas torch for welding.
Ranger Flamethrower Weapon Level: 5
Capacity : 900
ROF : 60.0 /sec
Damage : Small
Reload Time : 3.0 sec
A powerful flamethrower. Can burn giant insects to death, like the adult version of holding up a magnifying glass. It is extremely effective in battle against multiple insects at once or in narrow spaces.
Ranger Flamethrower α Weapon Level: 29
Capacity : 2700
ROF : 60.0 /sec
Damage : Medium
Reload Time : 3.0 sec
The most powerful flamethrower available. Obliterates enemies with its deadly flames.
Ranger Flame Cannon Weapon Level: 55
Capacity : 900
ROF : 60 /sec
Damage : Medium
Reload Time : 3 sec


Ranger Magma cannon Weapon Level: 82
Capacity : 900
ROF : 60 /sec
Damage : Large
Reload Time : 3 sec


Firecracker[]

Ranger Firecracker 1 Weapon Level: 5
Damage : 30 × 10
Detonates by : Impact
Detonation time : ---- sec
Blast Area : Radius 1 m
These fireworks have been modified for combat. Their official military designation is 'Spread Grenade.' The user grabs a handful of them at a time, each the size of a table tennis ball, and throws them all at the enemy.
Ranger Firecracker 2 Weapon Level: 18
Damage : 50 × 30
Detonates by : Impact
Detonation time : ---- sec
Blast Area : Radius 1 m
An improved firecracker. With the size having been reduced to that of a marble, the user can throw more of them at once.
Ranger Firecracker 3 Weapon Level: 25
Damage : 100 × 30
Detonates by : Impact
Detonation time : ---- sec
Blast Area : Radius 2 m
An improved version of the Firecracker 2. The individual explosives' power has been greatly increased for a much higher total damage output.
Ranger Firecracker 4 Weapon Level: 42
Damage : 90 × 60
Detonates by : Impact
Detonation time : ---- sec
Blast Area : Radius 1 m
A special type of firecracker. Its size has been reduced to allow users to toss more of them at once than ever before.
Ranger Burst Firecracker Weapon Level: 55
Damage : 320 × 30
Blast Area : Radius 4 m


Bound Guns[]

Ranger P78 Bound Gun Weapon Level: 3
Capacity : 120
ROF : 12.0 /sec
Damage : 12
Reload Time : 1.5 sec
Range : 220.0 m
Accuracy : B
An assault rifle based on the AF14. Fires special bullets that ricochet off of walls. Its firepower and range are considerably higher than the AF14's.
Ranger P79 Bound Gun Weapon Level: 10
Capacity : 200
ROF : 30.0 /sec
Damage : 8
Reload Time : 2.5 sec
Range : 240.0 m
Accuracy : C
A special AF16-RA model. Fires special bullets that ricochet off of walls, and the AF16-RA's notoriously low accuracy can be used to spray bullets over a wide area in order take advantage of this feature. Its firepower is low compared to the AF16-RA, but its range is doubled.
Ranger P80 Bound Gun Weapon Level: 33
Capacity : 120
ROF : 15.0 /sec
Damage : 28
Reload Time : 1.5 sec
Range : 325.0 m
Accuracy : B+
A special AF19 model. Fires special bullets that ricochet off of walls. Its range is more than twice that of the AF19, allowing it to take advantage of this feature -- though at the cost of some firepower.
Ranger P89 bound Gun Weapon Level: 58
Capacity : 30
ROF : 12 /sec
Damage : 200
Reload Time : 3 sec
Range : 90 m
Accuracy : B


Ranger PX50 Bound Shot Weapon Level: 73
Capacity : 8
ROF : 1.0 /sec
Damage : 40 × 50
Reload Time : 6.0 sec
Range : 540 m
Accuracy : D
A special version of the Governor 50 shotgun. This newly developed weapon fires special bullets that ricochet off of walls. Additionally, its range is exceedingly long for a shotgun. You might want to test it in a small space, however, to get the hang of things -- just be careful not to hurt yourself in the process!

Reverser[]

Ranger Proto Reverser Weapon Level: 0
Amount Healed : 0.5
Spray Count : 200
A special piece of equipment that sprays nanomachines, which can cluster and harden to form invisible armor or close wounds. Used both to fix damaged armor and to heal friendly soldiers' health and vehicles' durability. (Note: since prolonged exposure to nanomachines can be harmful, these nanomachines are programmed not to engage the user directly -- which means no self-healing.) Since namomachines are difficult to produce, too, this equipment is very limited in quantity and cannot be reloaded.
Ranger Reverser Weapon Level: 1
Amount Healed : 1.6
Spray Count : 1800
A special piece of equipment that sprays nanomachines, which can cluster and harden to form invisible armor or close wounds. Used both to fix damaged armor and to heal friendly soldiers' health and vehicles' durability. This model can even be used on oneself. Since namomachines are difficult to produce, however, this equipment is very limited in quantity and cannot be reloaded.
Ranger Reverse Gun Weapon Level: 12
Amount Healed : 40
Spray Count : 40
Zoom : 8 x
A piece of equipment that launches a special capsule full of nanomachines. On impact, the capsule bursts and spreads the nanomachines across the area, where they repair friendly armor and vehicles. Compared to the standard Reverser, the Reverse Gun is capable of delivering its payload at a far greater distance. However, since nanomachines are difficult to produce, this equipment is limited in quantity and cannot be reloaded.
Ranger High Cycle Reverser Weapon Level: 20
Capacity : 3600
ROF : 60.0 /sec
Amount Healed : 3
An upgraded version of the Reverser with extremely high output. Sprays nanomachines, which can cluster and harden to form invisible armor or close wounds. Used both to fix damaged armor and to heal friendly soldiers' health and vehicles' durability. (Note: since prolonged exposure to nanomachines can be harmful, these nanomachines are programmed not to engage the user directly -- which means no self-healing.) Since namomachines are difficult to produce, this equipment is still very limited in quantity and cannot be reloaded.
Ranger Reverser M2 Weapon Level: 28
Amount Healed : 3.2
Spray Count : 4000
Sprays nanomachines, which can cluster and harden to form invisible armor or close wounds. Used both to fix damaged armor and to heal friendly soldiers' health and vehicles' durability. (Note: Since prolonged exposure to nanomachines can be harmful, these nanomachines are programmed not to engage the user directly -- which means no self-healing.) Since nanomachines are difficult to produce, this equipment is still very limited in quantity and cannot be reloaded.
Ranger Reverse Shooter T1 Weapon Level: 35
Amount Healed : 1000
Spray Count : 5
Zoom : 8 x
Emits capsules that explode on impact, dispersing the nanomachines inside. Boasts a large dispersal radius thanks to its explosive nature, and has an improved firing distance over the previous model Reversers. The nanomachines are safe to transport and have not been deactivated, which means they're effective on the user as well. Since nanomachines are difficult to produce, however, this equipment is still very limited in quantity and cannot be reloaded.
Ranger Reverser M3 Weapon Level: 42
Capacity : 1320
Amount Healed : 8,8
Reload Time : - * sec


Ranger Reverse Bomber Weapon Level: 47
Amount Healed : 300 × 10
Spray Count : 5
Zoom : 8 x
An upgraded Reverse Shooter. Emits capsules that explode on impact, dispersing the nanomachines inside. It has a large dispersal area due to the blast. More nanomachines in each capsule means greater recovery and a wider radius, but its firing distance is quite short. The nanomachines are safe to transport and have not been deactivated, which means they're effective on the user as well. Since nanomachines are difficult to produce, however, this equipment is still very limited in quantity and cannot be reloaded.
Ranger High Cycle Reverser D Weapon Level: 51
Capacity : 4400
ROF : 60.0 /sec
Amount Healed : 15
Zoom : 4 x
The aerial reverser was abolished due to concerns over air pollution, and this model was made to take its place, since it can discharge liquefied nanomachines into the air without concern. Sprays nanomachines, which can cluster and harden to form invisible armor or close wounds. Used both to fix damaged armor and to heal friendly soldiers' health and vehicles' durability. (Note: Since prolonged exposure to nanomachines can be harmful, these nanomachines are programmed not to engage the user directly -- which means no self-healing.) Since nanomachines are difficult to produce, this equipment is still very limited in quantity and cannot be reloaded.
Ranger Reverse shooter T2 Weapon Level: 62
Capacity : 8
Amount Healed : 1600
Reload Time : - * sec


Ranger Reverser X Weapon Level: 70
Capacity : 1200
Amount Healed : 16
Reload Time : - * sec


Ranger Reverse Shooter X Weapon Level: 77
Capacity : 10
Amount Healed : 3000
Reload Time : - * sec


Ranger High cycle Reverser ZD Weapon Level: 80
Capacity : 2800
ROF : 60 /sec
Amount Healed : 24
Reload Time : - * sec



Wing Diver[]

Wing Diver Pandora Weapon Level: 2
Damage : 10
Shots : ----
Charge Time : 60 sec
Energy Cost : 45 %
A top-secret super weapon. Its very existence is highly classified; it's anyone's guess how exactly it works. Discharges balls of energy which hang silently in the air and fire off arrows of light. Pressing and holding the attack button will determine distance, and releasing the attack button will discharge. (The path is indicated by a red line.) Even when discharged (and note that speed will have an impact on direction), it's still possible to control the height and trajectory of the resultant shots.
Wing Diver Gleipnir Weapon Level: 2
Damage : 15
Shots : 300
Charge Time : 60 sec
Energy Cost : 65 %
A super weapon that can only be used by Wing Divers with mastery of the Psionic Link. Discharges a ball of energy that stays in the air and homes in on all targets in its vicinity. One shot won't do much, but this weapon can launch continuous attacks, which is almost always very effective. Press and hold the attack button to increase the throwing distance, and release it to discharge. (The path is indicated by a red line.)
  • Gleipnir is only obtainable by purchasing the DLC of the same name.
Wing Diver Thunder Cluster Weapon Level: 7
Damage : 20
Shots : ----
Charge Time : 60 sec
Energy Cost : 45 %
A top-secret super weapon. Its very existence is highly classified; it's anyone's guess how exactly it works. Discharges balls of energy which hang silently in the air and fire off bolts of lightning downward. Pressing and holding the attack button will determine distance, and releasing the attack button will discharge. (The path is indicated by a red line.) Even when discharged (and note that speed will have an impact on direction), it's still possible to control the height and trajectory of the resultant shots. When activated in a high location, the lightning will disperse over a wide area; conversely, when activated in a lower location, the dispersal area is small and the damage will be concentrated on a single group of enemies.
Wing Diver Pandora Anti-air Custom Weapon Level: 13
Damage : 16
Shots : ----
Charge Time : 60 sec
Energy Cost : 45 %
An anti-aircraft Pandora model. Designed to be fired upward, and is thus especially effective against flying enemies. Discharges balls of energy which hang silently in the air and fire off arrows of light. Pressing and holding the attack button will determine distance, and releasing the attack button will discharge. (The path is indicated by a red line.) Even when discharged (and note that speed will have an impact on direction), it's still possible to control the height and trajectory of the resultant shots.
Wing Diver Pandora β Weapon Level: 20
Damage : 30
Shots : ----
Charge Time : 60.0 sec
Energy Cost : 45 %
A superweapon that destroys everything around it indiscriminately. Once it's activated, it brings calamity. Discharges balls of energy which hang silently in the air and fire off arrows of light. Pressing and holding the attack button will determine distance, and releasing the attack button will discharge. (The path is indicated by a red line.) Even when discharged (and note that speed will have an impact on direction), it's still possible to control the height and trajectory of the resultant shots.
Wing Diver Heaven's Gate Weapon Level: 24
Damage : 30
Shots : ----
Charge Time : 60.0 sec
Energy Cost : 45 %
A top-secret super weapon. Its very existence is highly classified; it's anyone's guess how exactly it works. Discharges balls of energy which hang silently in the air and extend pillars of light downward toward the ground. All who touch these pillars will be devastated. Pressing and holding the attack button will determine distance, and releasing the attack button will discharge. (The path is indicated by a red line.) Even when discharged (and note that speed will have an impact on direction), it's still possible to control the height and trajectory of the resultant shots.
Wing Diver Psi Cluster Weapon Level: 25
Damage : 30
Shots : ----
Charge Time : 60.0 sec
Energy Cost : 45 %
A super weapon that can only be used by Wing Divers. Discharges balls of energy which hang silently in the air and fire off arrows of light. Pressing and holding the attack button will determine distance, and releasing the attack button will discharge. (The path is indicated by a red line.) Even when discharged (and note that speed will have an impact on direction), it's still possible to control the height and trajectory of the resultant shots. When activated in a high location, the lightning will disperse over a wide area; conversely, when activated in a lower location, the dispersal area is small and the damage will be concentrated on a single group of enemies.
Wing Diver Pandora α Weapon Level: 34
Damage : 45
Shots : ----
Charge Time : 60.0 sec
Energy Cost : 45 %
An improved Pandora that focuses its output downward, effectively dealing damage to enemies below the user but having no reach above. Discharges balls of energy which hang silently in the air and fire off arrows of light. Pressing and holding the attack button will determine distance, and releasing the attack button will discharge. (The path is indicated by a red line.) Even when discharged (and note that speed will have an impact on direction), it's still possible to control the height and trajectory of the resultant shots.
Wing Diver Psi Cluster α Weapon Level: 42
Damage : 60
Shots : ----
Charge Time : 60.0 sec
Energy Cost : 45 %
An improved Psi Cluster that concentrates its attack directly ahead of the user, releasing numerous points of light forward. Only really does damage ahead of the user, however, and thus should be reserved for just the right occasion. Pressing and holding the attack button will determine throwing distance, and releasing the attack button will discharge. (The path is indicated by a red line.) Even when discharged (and note that speed will have an impact on direction), it's still possible to control the height and trajectory of the resultant shots. When activated in a high location, its effects will disperse over a wide area; conversely, when activated in a lower location, the dispersal area is small and the damage will be concentrated on a single group of enemies.
Wing Diver Heaven's gate 10 Weapon Level: 50
Damage : 30 × 10
Charge Time : 60 sec
Energy Cost : 45 %


Wing Diver Thunder cluster α Weapon Level: 55
Damage : 45
Charge Time : 60 sec
Energy Cost : 45 %


Wing Diver Heaven's gate D10 Weapon Level: 70
Damage : 60 × 10
Charge Time : 60 sec
Energy Cost : 45 %


Wing Diver Thunder Orb Weapon Level: 87
Damage : 100 × 2
Charge Time : 80 sec
Energy Cost : 240 %


Wing Diver Final Days Weapon Level: 87
Damage : 10 × 10
Charge Time : 60 sec
Energy Cost : 200 %


Air Raider[]

Deployables[]

Air Raider Electromagnetic Bunker Weapon Level: 0
Number : 4
Reload Time : 20 sec
Durability : 300
A device which erects a wall of energy that not only stops bullets, but optical weapons as well. Also has on-the-spot collision detection, allowing all allies and friendly fire to pass through -- meaning it doesn't just offer cover, but serves as a legitimate shield from behind which the good guys can fire at the bad guys unopposed. Press the attack button to release it and the reload button to retrieve it.
Air Raider Decoy [Red] Weapon Level: 8
Number : 3
Reload Time : 20.0 sec
Durability : 120
Effective Time : 90 sec
A device that discharges a balloon which mimics human appearance and mannerisms. Produces heat, makes a slight noise, and projects an overall air of purity and confidence, attracting nearby enemies with these human-like traits. Can be deployed by pressing the Zoom/Activate button. Only remains active for a short while, after which point it will self-destruct so as not to fall into enemy hands or tip its proverbial hat. May also be destroyed the old-fashioned way: by taking damage. Suggested uses include installing it on a vehicle as a decoy, using it to distract the enemy in an area being bombed, etc. Fun for the whole army!
Air Raider Anti-Aircraft Bunker Weapon Level: 13
Number : 3
Reload Time : 20.0 sec
Durability : 1000
A device which creates a wall of energy that extends upward, blocking attacks from above. Also has on-the-spot collision detection, allowing all allies and friendly fire to pass through -- meaning it doesn't just offer cover, but serves as a legitimate shield from behind which the good guys can fire at the bad guys unopposed. Press the attack button to release it and the reload button to retrieve it.
Air Raider Heavy Bunker Weapon Level: 21
Number : 1
Reload Time : 20 sec
Durability : 2400
A powerful Electromagnetic Bunker which creates a wall of energy that extends forward on deployment and provides lateral defense across its entire surface area. Also has on-the-spot collision detection, allowing all allies and friendly fire to pass through -- meaning it doesn't just offer cover, but serves as a legitimate shield from behind which the good guys can fire at the bad guys unopposed. Press the attack button to release it and the reload button to retrieve it.
Air Raider Decoy [Blue] Weapon Level: 29
Number : 3
Reload Time : 20.0 sec
Durability : 1600
Effective Time : 90 sec
A device that discharges a balloon which mimics human appearance and mannerisms. Produces heat, makes a slight noise, and projects an overall air of purity and confidence, attracting nearby enemies with these human-like traits. The design has been changed. Performance is improved when used by elite troops. Can be deployed by pressing the Zoom/Activate button. Only remains active for a short while, after which point it will self-destruct so as not to fall into enemy hands or tip its proverbial hat. May also be destroyed the old-fashioned way: by taking damage. Suggested uses include installing it on a vehicle as a decoy, using it to distract the enemy in an area being bombed, etc. Fun for the whole army!
Air Raider Electromagnetic Bunker M2 Weapon Level: 32
Number : 5
Reload Time : 20.0 sec
Durability : 5000
A device that creates a semi-circular wall of energy that can block attacks from multiple directions. Stops not only bullets, but optical weapons as well. It does not block blasts, however, and allies cannot pass through it. Press the attack button to release it and the reload button to retrieve it.
Air Raider Personal Shelter Weapon Level: 40
Number : 1
Reload Time : 20.0 sec
Durability : 12000
A device that generates a high-power defensive shield. Designed to protect only one person. Senses objects that collide with it, and does allow allies to pass through unimpeded. Press the attack button to release it and the reload button to retrieve it.
Air Raider Electromagnetic Prison Weapon Level: 56
Number : 3
Reload Time : 5 sec
Durability : 24000
Effective Time : ? sec


Air Raider Decoy [Yellow] Weapon Level: 63
Number : 4
Reload Time : 20.0 sec
Durability : 4000
Effective Time : 120 sec
A device that discharges a balloon which mimics human appearance and mannerisms. Produces heat, makes a slight noise, and projects an overall air of purity and confidence, attracting nearby enemies with these human-like traits. This particular model features an updated design which includes body armor and durability enhancements. Can be deployed by pressing the Zoom/Activate button. Only remains active for a short while, after which point it will self-destruct so as not to fall into enemy hands or tip its proverbial hat. May also be destroyed the old-fashioned way: by taking damage.
Air Raider Anti-aircraft protection Bunker ME Weapon Level: 69
Number : 2
Reload Time : 20 sec
Durability : 30000
Effective Time : ? sec


Air Raider Electromagnetic Bunker GH Weapon Level: 72
Number : 5
Reload Time : 40 sec
Durability : 20000
Effective Time : ? sec


Air Raider Borderline Weapon Level: 78
Number : 2
Reload Time : 40 sec
Durability : 60000
Effective Time : ? sec


Air Raider Decoy [Silver] Weapon Level: 82
Number : 3
Reload Time : 30 sec
Durability : 16000
Effective Time : 90 sec


Air Raider Electromagnetic walls Weapon Level: 88
Number : 1
Reload Time : 40 sec
Durability : 100000
Effective Time : ? sec


Air Raider Absolute Bunker Weapon Level: 89
Number : 5
Reload Time : 30 sec
Durability : 30000
Effective Time : ? sec



Wire Cannon[]

Air Raider Caesar Wire Weapon Level: 3
Capacity : 3
Damage : 3.0 × 5
Reload Time : 6.7 sec
A device that discharges steel thread -- specifically, five bundles of it at a time. These threads are so small that they're almost invisible to the naked eye, but they're as sharp as blades. Each strands wraps itself around the target, after which point high voltage is applied, causing horrific damage. Once the threads have been launched, they'll continue 'hanging around,' damaging any and all enemies that touch them through contact alone.
Air Raider Rapidfire Wire Weapon Level: 8
Capacity : 12
Damage : 7.0
Reload Time : 7.0 sec
A rapid-fire type of Caesar Wire. Only discharges one bundle of steel thread, but it's a more continuous strand. It's so small that it's almost invisible to the naked eye, but it's as sharp as a blade. It wraps itself around the target, after which point high voltage is applied, causing horrific damage. Once the thread has been launched, it will continue 'hanging around,' damaging any and all enemies that touch it through contact alone.
Air Raider Skytrap Wire Weapon Level: 16
Capacity : 3
Damage : 5.0 × 8
Reload Time : 6.7 sec
An improved model of Caesar Wire that launches toward aerial insects in an effort to effectively capture them. Capable of discharging steel threads in multiple directions, scattering them over a wide area to affect as many foes as possible. These threads are so small that they're almost invisible to the naked eye, but they're as sharp as blades. Each strand wraps itself around the target, after which point high voltage is applied, causing horrific damage. Once the threads have been launched, they'll continue 'hanging around,' damaging any and all enemies that touch them through contact alone.
Air Raider Wire Shot Weapon Level: 26
Capacity : 1
Damage : 17.0 × 24
Reload Time : 13.3 sec
An improved model of Caesar Wire that discharges a whopping 24 bundles of steel thread. The threads in these bundles are so small that they're almost invisible to the naked eye, but they're as sharp as blades. Each strand wraps itself around the target, after which point high voltage is applied, causing horrific damage. Once the threads have been launched, they'll continue 'hanging around,' damaging any and all enemies that touch them through contact alone.
Air Raider Sky trap wire 12W Weapon Level: 44
Capacity : 3
Damage : 30 × 12
Reload Time : 6,7 sec


Air Raider Rapid Fire wire DA Weapon Level: 55
Capacity : 12
Damage : 150
Reload Time : 7 sec


Air Raider Caesar Wire ZD Weapon Level: 68
Capacity : 3
Damage : 26.0 × 12
Reload Time : 6.7 sec
The final battle spec of the Caesar Wire. Its discharge capacity has increased to 12, increasing its damage potential many times over. The threads in the bundles are so small that they're almost invisible to the naked eye, but they're as sharp as blades. Each strands wraps itself around the target, after which point high voltage is applied, causing horrific damage. Once the threads have been launched, they'll continue 'hanging around,' damaging any and all enemies that touch them through contact alone.
Air Raider Sky trap wire 16W Weapon Level: 80
Capacity : 3
Damage : 120 × 16
Reload Time : 6,7 sec


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