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Cannons
Mortars
Rockets
Special
Minigun | |
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Not powerful, but also doesn't require much ammo. Most effective against anything that you don't care how fast you will destroy it, because it destroys slowly but doesn't require much ammo. |
My rating: 7.0 Your rating: |
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AT Stabber | |
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The standard Anti-Tank weapon. Quite like the Minigun, but stronger, destroys faster and needs more ammo than the Minigun. |
My rating: 8.0 Your rating: |
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Flash | |
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A kind of a laser that can be shot "non-stop", until you run out of ammo. Very powerful against units with hot engines, but also damages slow units. The problem is that it doesn't damage buildings. You need to use no balistics with that weapon because it will get to it's target as soon as you fire, like the Blast Cannon, unlike other weapons. |
My rating: 9.0 Your rating: |
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Blast | |
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A very short laser beam. Quite like the Flash but the Blast damages building, slow vehicles and hot-engine vehicles the same. Unlike the flash, its fire rate is limited. |
My rating: 8.5 Your rating: |
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MAG | |
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Fires accelerated magnetic balls. Hold the fire button. While the fire button is held the MAG will charge. You can leave the fire button at any time, but the more you wait - the more powerful the shot will be. |
My rating: 9.0 Your rating: |
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AT Super Stabber | |
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Improved AT Stabber. It does more damage and needs more ammo than the AT Stabber. It has a very small damage area, which non-of the other cannons has. |
My rating: 9.5 Your rating: |
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Rave Gun! | |
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Needs low ammo. It takes a respectable damage. |
My rating: 9.0 Your rating: |
Mortar | |
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The mortar flies diagonally. It has a damage area. The standard mortar will explode when with impact. |
My rating: 8.0 Your rating: |
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MDM | |
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The Manual Detonation Mortar is just like the standard mortar except that it explodes either when it hits a vehicle or when the pilot presses the fire button again while the mortar was on the way. This makes it possible to fire the mortar and even detonate it after it is lying on the ground or after it jumped back from the ground. |
My rating: 8.5 Your rating: |
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Splinter | |
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The splinter flies like a standard mortar and explodes when it hits a vehicle. If the splinter misses it's target, when it will stop, it won't be lost. It will fire "miniguns" to all directions. The splinter is quite effective when attacking fortified gun towers. Firing a few splinters will almost surely destroy the power plants. It's quite ineffective against other vehicles but can be used. |
My rating: 8.0 Your rating: |
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Pop Gun | |
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The popgun is a mortar without a damage area. When it is launched to the air it will rise up (the manual says 200 meters) to the air, and then will "chase" the closest target like a guided missile. |
My rating: 9.0 Your rating: |
Hornet | |
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The hornet locks more easily on fast, warm-engine vehicles. The hornet flies in a medium speed, not as fast as the image shadower and not as slow as the cruise missile. It causes high damage and requires 125 ammo cells. Two hornets will almost completely destroy any vehicle, then it will be good to use some shadowers to completely destroy the enemy. |
My rating: 9.5 Your rating: |
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Image Shadower | |
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The shadower locks easily at targets in sight that move slowly. It flies very fast, makes a low damage and requires a small amount of ammo. Good for destroying critically damaged units. |
My rating: 8.5 Your rating: |
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Comet Cruise | |
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The comet locks only on targets that the pilot targeted before. It flies slowly, makes a very high damage and requires 1000 ammo cells. It's a cruise missile. That means that it goes around hills and elevations. It will also show what it sees in the "targets" window. |
My rating: 9.0 Your rating: |
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Rocket Bomb | |
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The rocket bomb has no lock. It flies slowly, makes a high damage in a direct hit and has a damage area of a mortar. |
My rating: 8.5 Your rating: |
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Sandbag | |
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The sandbag flies quite fast, does a very minimized damage, but it slows the target it hits significantly for a few seconds. |
My rating: 8.0 Your rating: |
Proximity Mine | |
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The proximity mine will explode only when an enemy unit will enter its detection range. It causes a respected damage. Note that its damage area might damage one of your own units. |
My rating: 8.5 Your rating: |
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MITS Mine | |
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The MITS mine will attract vehicles and shots within it's range. It's very hard to resist it, and if you are already too close to it you will have to wait until it's effect is gone. It's good to use it against pursuers. |
My rating: 9.0 Your rating: |
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M-curtain | |
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The M-Curtain will does the opposite of the MITS mine. It pushes away any objects in its area of affect. It's good to use one to stop direct fire, while guided missiles will go around it. |
My rating: 8.5 Your rating: |
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Phantom VR | |
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This will make you invisible to sight, but you can still be detected on radar. It uses ammo while activated. |
My rating: 8.0 Your rating: |
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Red Field Generator | |
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The red field makes you invisible on the enemy radar, but of course, the enemy can still see you in direct sight. It uses ammo while activated. |
My rating: 8.0 Your rating: |
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Site Camera | |
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The site camera lets the pilot see "through" terrain. It uses ammo while activated. |
My rating: 7.0 Your rating: |
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Thumper | |
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The thumper creates a wave of terrain that moves forward. It doesn't do much damage, but it will damage all units in its range and make them "jump" and "shake" for a couple of seconds. |
My rating: 8.0 Your rating: |
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