Assets – Gear
This is a basic list of weapons available for units in the game.
Items marked in Green are available at the start of the campaign and do not have to be unlocked.
Weapons in Tactics have unlimited ammo and do not have ammo types, stats and damage are tied to each weapon instead.
Some weapons have limited shots per clip and require reloading (those weapons will have a Clip value of > 1 and a time listed in the Reload column).
Primary Weapons
Name |
Range |
Damage |
Accuracy |
Interval |
Clip |
Reload |
FG45 Combat Rifle |
35 |
5 |
0 |
1.5 |
8 |
2.5 |
M117 Combat Rifle |
40 |
5 |
1 |
1.5 |
8 |
2 |
ZS10 Combat Rifle |
35 |
6 |
1 |
1.5 |
6 |
2 |
GPMG Machine Gun |
25 |
8 |
-1 |
1 |
5 |
3 |
MK330 Machine Gun |
30 |
6 |
0 |
1 |
8 |
4 |
Secondary Weapons
Name |
Range |
Damage |
Accuracy |
Interval |
Clip |
Reload |
Radius |
M310 Pistol |
15 |
2 |
-1 |
0.8 |
14 |
1.5 |
NA |
SCAT1 Pistol |
18 |
2 |
-1 |
0.8 |
12 |
1.5 |
NA |
A9MAG Machine Gun |
25 |
12 |
-1 |
2 |
10 |
8 |
NA |
RT41 Shotgun |
12 |
10 |
1 |
2 |
5 |
5 |
NA |
HD45G Shotgun |
12 |
10 |
1 |
2 |
8 |
5 |
NA |
HK900 Shotgun |
16 |
12 |
1 |
2 |
8 |
5 |
NA |
PL12 Sniper Rifle |
60 |
6 |
2 |
2 |
6 |
3 |
NA |
BMP9 Sniper Rifle |
70 |
10 |
2 |
2 |
6 |
2 |
NA |
DTR4A Sniper Rifle |
70 |
8 |
2 |
2 |
8 |
3 |
NA |
J334B Grenade Launcher |
25 |
15 |
-2 |
1.5 |
4 |
6 |
3 |
GLE22 Grenade Launcher |
35 |
10 |
-2 |
1.5 |
6 |
5 |
2 |
KLMP Rocket Launcher |
30 |
20 |
-2 |
2 |
6 |
6 |
4 |
Hornet Rocket Launcher |
30 |
30 |
-1 |
3 |
1 |
5 |
4 |
Grenades (Item Slot)
Name |
Effect |
Range |
Damage |
Radius |
Fuse |
APG |
Explosive |
15 |
20 |
5 |
1 |
Frag |
Explosive |
15 |
25 |
6 |
1 |
EMPG |
Disables vehicles and androids inside radius for 15 seconds |
15 |
NA |
8 |
1 |
FLASH |
Stuns infantry units inside radius for 15 seconds |
15 |
NA |
8 |
1 |
SMOKE |
Creates a smoke cloud that blocks visibility through
the smoke and gives cover to all infantry units inside |
15 |
NA |
6 |
1 |
Melee Weapons (Primary Weapon Slot)
Name |
Damage |
Combat Knife |
Uses the unit’s Attack Melee stat |
Energy Lance CL1 (Blue) |
10 |
Energy Lance CL3 (Red) |
15 |
Weapon Attachments (Item Slot)
Name |
Effect |
Scope |
Adds +1 accuracy to a rifle, cannot be used on pistols, machine guns, shotguns or melee weapons.
|
Laser Marker |
Adds +1 accuracy to any friendly units also firing on this target
|
Grenade Launcher |
Gives 4 grenade shots to a Rifle class weapon. Grenade shots use the same stats as the J334B Grenade Launcher with a range of 20.
|
Infantry Weapons:
The following are short weapon descriptions listed under each weapon type:
WEAPON TYPE |
|
Melee |
Melee attacks only
|
Pistol |
Close range weapon of last resort |
Combat Rifle |
Combat Rifles are all-purpose weapons
|
Shotgun |
Increased damage at short range
|
Sniper Rifle |
Chance of headshot. Low accuracy at short range
|
Machine Gun |
Damage ranges from 1/2 to 2X damage stat
|
Launcher |
Explosive area of effect damage
|
Grenade Launcher |
Explosive area of effect damage
|
The following attributes are shared between infantry weapons:
ATTRIBUTE |
|
Range |
The max distance the weapon can fire (in Unity units) |
Damage |
Damage per "shot" (some weapons use bursts but each burst is still counted as one shot) |
Accuracy |
An offset that affects the character’s aim. Distance to target affects accuracy, most weapons receive an accuracy bonus for short range and a penalty for long range. Sniper rifles receive a penalty for short range while getting no penalty for long range shots. |
Interval |
How long each shot takes to fire (interval between shots) |
Clip Size |
How many shots before reload |
Reload Time |
How long it takes to reload weapon |
Additional Attributes that are used by other weapons
ATTRIBUTE |
|
Radius |
For explosives, this the radius in Unity units that determines which units were affected.
We can either inflict the same damage on all units within that radius or decrease damage
based on distance from the center.
|
Fuse |
Grenades have a fuse that determines the explosion delay after the grenade has landed. |
Some grenades can be used to incapacitate infantry or vehicles. When noted these will disable any matching units in the explosion radius for 5 seconds.
Infantry weapons are affected by range to the target. In general close range shots increase accuracy and extreme long range decreases accuracy, the only exception is sniper rifles that decrease accuracy at short range and don’t decrease accuracy at long range.
Range (meters) |
Standard Accuracy Adjustment |
0-6 |
+4 |
7-8 |
+2 |
9-10 |
+1 |
11-19 |
0 |
20+ |
-1 |
Range (meters) |
Sniper Accuracy Adjustment |
0-8 |
-4 |
9-12 |
-3 |
13+ |
0 |
Shotguns have a special damage chart that affects their damage by range to target.
Range (meters) |
Shotgun Damage Adjustment |
0-4.5 |
None |
4.5-7 |
-20%
|
7-10 |
-50% |
10+ |
-80% |
Machine gun damage is a random range from 1/2 of the damage value to 2x the damage value. Making them a bit unpredictable but giving them potentially very high damage.
Primary Weapons:
These are weapons that fit into a character’s primary weapon slot and are typically used for ranged attacks.
FG45 Combat Rifle
Standard issue automatic rifle, good overall balance between rate of fire, weight and damage. STARTING ITEM
M117 Combat Rifle
Higher Range and better accuracy.
ZS10 Combat Rifle
Higher damage, faster rate of fire.
GPMG Machine Gun
Basic machine gun. Low accuracy but high rate of fire. STARTING ITEM
MK330 Machine Gun
Longer range, lower damage, large clip size.
Secondary Weapons:
These are weapons that fit into a character’s secondary weapon slot and are used for special attacks.
M310 Pistol
Short range, low damage but high capacity clips. STARTING ITEM
SCAT1 Pistol
Short range, low damage but high capacity clips. STARTING ITEM
A9MAG Machine Gun
Heavy rapid fire machine gun. Higher damage and rate of fire but takes a long time to reload.
RT41 Shotgun
Basic shotgun, short range but good damage and easy to hit.
HD4SG Shotgun
Higher clip capacity.
HK900 Shotgun
Higher range, higher damage, higher clip capacity.
PL12 Sniper Rifle
Basic sniper rifle, high range, medium damage. Sniper rifles have a 15% chance of getting an instant kill with a headshot (on infantry only). STARTING ITEM
BMP9 Sniper Rifle
Higher range, higher damage, faster rate of fire. Sniper rifles have a 15% chance of getting an instant kill with a headshot (on infantry only).
DTR4A Sniper Rifle
Higher range, higher damage, higher clip size. Sniper rifles have a 15% chance of getting an instant kill with a headshot (on infantry only).
Hornet Rocket Launcher
Explosive radius damage. Single missile fire, long range and high damage.
J334B Grenade Launcher
Explosive radius damage. Medium range, large explosive radius.
GLE22 Grenade Launcher
Long range grenade launcher, small clip size.
KLMP Rocket Launcher
Lower range and damage than Hornet but has a 4 shot clip.
APG Grenade
Explosive radius damage. STARTING ITEM
Frag Grenade
Explosive radius damage. Higher damage.
EPMG Grenade
Disables electronic systems and vehicles for 15 seconds.
Smoke Grenade
Creates a smoke particle effect over an area. Any units inside the smoke radius count as being in cover.
Flash Grenade
Creates a disorienting flash of light and sound, any units inside radius are stunned for 15 sec.
Melee Weapons
Combat Knife
All units carry a combat knife in addition to their regular weapon slots.
Energy Lance CL1
A powerful melee energy weapon. Uses the characters secondary weapon slot. STARTING ITEM
Energy Lance CL2
A powerful melee energy weapon. Uses the characters secondary weapon slot.
Weapon Attachments
These attachments count as items and use one of the character’s item slots.
Scope
Increases accuracy of a combat or sniper rifle.
Laser Marker
Increases accuracy of all friendly units also firing on the current target.
Grenade Launcher
Gives 4 grenades to a combat rifle, making it the equivalent of a J334B Grenade Launcher.
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