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 Armageddonbefore 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.
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.