Weapons Statistics
To help you determine which weapons are best to beat your opponents senseless.
 
Choose from the following Categories:

 
Ballistic Weapons
Name
Cost
RU
Dmg
Space
Ammo
Rng
Delay
Power
Req
Tech
12.7 mm  
Machinegun
25k
7
3-6
2
200
2
.5
5
1
20mm Cannon
45k
10
5-10
4
150
2
.6
5
1
30mm Cannon
70k
15
7-14
6
120
3
.7
15
2
20mm Vulcan
150k
20
8-10
6
300
3
.3
50
2
50mm Autocannon
300k
25
15-20
5
90
3
.6
70
2
30mm Vulcan
300k
30
9-12
8
250
3
.5
80
3
105mm Tank Gun
950k
60
22-44
15
70
5
1.1
150
3
70mm Autocannon
750k
35
20-26
6
60
4
.9
120
4
CV 40mm Caseless
600k
40
10-20
5
100
4
.6
100
4
120mm Tank Gun
1.7M
70
30-60
20
50
6
1.4
250
5
155mm Howitzer
1.5M
500
40-70
20
40
20
7.8
400
6
9mm Lt. Rail Gun
1.4M
50
20-30
6
100
5
.6
350
6
200mm Howitzer
2.8M
800
50-85
30
40
25
7.8
600
7
15mm Rail Gun
1.75M
70
25-45
14
75
7
.6
600
7
20mm Rail Gun
2.6M
90
35-60
24
50
8
.6
800
8
 
 
Laser Weapons
Name
Cost
RU
Dmg
Space
Ammo
Rng
Delay
Power
Req
Tech
Pulse
530k
80
5-15
2
150
4
.4
1000
5
Heavy Pulse
1M
100
10-25
4
150
6
.6
1500
6
X-Ray
1.5M
125
10-35
5
150
5
.8
1600
7
Plasma Torch
4M
250
10-90
8
80
2
.9
4000
7
Plasma Accelerator
2.5M
400
20-80
16
60
4
.9
3000
8
Particle Beam
5M
1000
20-110
28
60
7
1.2
8000
8
 
 
Missile Weapons
Name
Cost
RU
Dmg
Space
Ammo
Rng
Delay
Power
Req
Tech
TOW-2
500k
250
125-200
5
4
7
3.4
5
2
2.75" Rocket Pod
350k
50
20-25
6
20
10
1
5
3
Hellfire
450k
150
100-150
8
4
8
2.5
5
4
Sidewinder
100k
100
150-300
4
4
6
1.9
10
4
Javelin
1.5M
500
175-300
10
4
10
3.8
20
5
MLRS
3.5M
800
100-175
37
12
19
3
25
5
 
 
Misc. Weapons
Name
Cost
RU
Dmg
Space
Ammo
Rng
Delay
Power
Req
Tech
Mines
 
 
 
 
 
 
 
 
 
General Purpose
130k
50
50-75
8
15
0
2.8
200
3
Heavy Duty
255k
75
100-150
12
10
0
2.8
200
4
Super Combust
300k
90
300-400
16
5
0
2.8
200
5
Anit Air
 
 
 
 
 
 
 
 
 
Dual 40mm AA Guns
350k
12
18-24
5
150
4
.9
10
3
Stinger Missiles
350k
150
150-275
6
4
10
2.5
100
5
AA Pulse Laser
650k
90
5-25
6
100
5
.5
1100
6
 
 
 
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Name
Picture
Description
12.7mm Machinegun
For cheap, effective distribution of mortal injury, there are few 
equals to the good-old 12.7mm MG. Firing lead slugs, it pokes holes 
in un-armored targets.
20mm Cannon
A large gun, great for perforating light armor, with more penetrating rounds than the MG. Carry this big stick and forget about walking softly!
30mm Cannon
The big gun's bigger brother, this variant boosts range and power 
by increasing resource costs. But when you need to stop big armor, 
cost seems unimportant.
Dual 40mm AA Guns
 
Making an infernal racket when fired, the Dual 40mm AA Guns are a welcome addition to any air defense force. Double your barrels, double your fun!
20mm Vulcan
Take a Machine Gun, add a cylinder of barrels, spin those barrels to 
keep them cool; and you can churn out rounds at awe-inspiring rates. 
This is the Vulcan way.
30mm Vulcan
50% larger bore on the barrels means 50% larger rounds fly out. This Vulcan variant provides a tad more 
punch for a tad more cost. The next step.
50mm Autocannon
An extremely large bore cannon with automatic breach-clearing and reloading which fires an explosive round. Our first real option in anti-armor weapons.
70mm Autocannon
Even bigger than the first Autocannon, the 70mm is a powder-keg waiting to be sparked. Few heavy targets will 
offer serious resistance to its onslaught.
CV 40mm Caseless
A 40mm cannon which consumes its shellcase when firing, allowing for a higher rate of fire and much greater 
accuracy. Engage with impunity and wraith.
105mm Tank Gun
105mm of anger. This gun opens up whole new horizons in destructive might. What once took four shots now takes only one. This beauty simply is essential.
120mm Tank Gun
A 14% increase in bore has yielded a 33% jump in power. Of course, it 
is heavier and more costly, but the payoff in penetration makes these objections moot. 
9mm Lt. Rail Gun
If you think 9mm is too small, you haven't yet seen 9mm slugs flung by a super-magnet. Quiet, deadly, and light, the Rail Gun is the new standard in ordinance.
15mm Rail Gun
One-upping the 9mm variant comes with a major increase in weight and 
costs. But hearing the 'SKREE ... BOOM' of it firing brings tears to 
commanders' eyes.
20mm Rail Gun
This is the ultimate slugthrower, pushing the envelope of bore 
diameters and chargebuilding. Puts a Tank Gun to shame; comes with earplugs standard.
TOW-2 Missiles
Long range, high damage, low power: every thing you want in a  weapon is now ready to deploy. These are a standard in any force, worthy of investment.
Hellfire Missiles
A longer-range, lighter missile variant, the Hellfire offers flexibility to  attackers, while granting distant reach to defense. All-in-all, a solid choice.
2.75" Rocket Pod
Sometimes, battlefield situations call for big booms. When, however, a scattering of more localized destruction is called for, reach for 'Tiny Cluster'.
Javelin Missiles
The Javelin is a more powerful, longer range missile option for the discriminating leader. It makes up for a slow firing rate with sheer 
destructive might.
MLRS Missiles
This is an artillery-class missile, useful 
at extreme ranges,which can provide fast support. Its drawbacks are mainly its low ammo loadout and low speed.
Pulse Laser
The Pulse Laser is a basic infrared emitter that controls power drain by strobing the beam emissions. If this weapon has any shortcoming, it's messiness.
Heavy Pulse Laser
A larger variant of the Pulse Laser, this one gives up the power gain 
from pulsing by making each pulse a whopper. This energy weapon can 
ruin a tank's day.
X-Ray Laser
An energy weapon whose beam is high frequency, the X-Ray Laser has the distinct quality of being able to boil an enemy's liver while not even charring his skin.
Plasma Torch
A variant on an old machine-welding tool, this device instead spits super-heated gas called plasma at its 
target, often vaporizing all remains.
Plasma Accelerator
This weapon increases the delivery power of the plasma by encasing it in an electro-mag shell until impact. No 
standard unit can survive a single round.
Particle Beam
Essentially a miniature particle accelerator, it spins atomic nuclei 
up to relativistic speeds, then releases 
them upon the target. Fission often results.
Mines: General Purpose
These are placed upon the battlefield in areas where you expect enemy movement. Once a unit passes over one, it explodes, directing  damage to weak bottoms.
Mines: Heavy Duty
 
These represent the next stage in Mine development. They, quite simply, deliver more damage when detonated than the General Purpose models.
Mines: Super Combustible
These mines, when detonated, actually start an air-fuel explosion directly above which can boil steel 
and vaporize flesh. Use with caution!
155mm Howitzer
This classic weapon fires upon targets at extreme ranges. Though slow, its explosive rounds deliver massive 
damage to all but the best-armored enemy.
200mm Howitzer
Better alloys allow us to dramatically widen the bore of a Howitzer to 200mm. This increase will grant longer range and greater damage delivery to target.
Sidewinder Missiles
Available only to the Gunship, this air-to-air missile insures its commander of having air superiority versus all but the toughest enemy units.
Stinger Missiles
Mountable only on an Anti-Aircraft tank, this mud-to-air missile will return control of the skies to a harried ground force commander.
AA Pulse Laser
Mountable only on an Anti-Aircraft mount, this laser enables the Anti-Air Tank to engage air and ground targets with brutal force.