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. |