WEAPONS

 

 

 

Guns

Standard Machine Gun (ISDF) Projectile Weapon

Pilots are equipped with this basic armament for extra-vehicular defensive needs. While impractical against enemy ships, it can be useful for engaging or evading light infantry.

 

Pummel Gun (ISDF) Projectile Weapon

Similar to a shotgun, this weapon fires a concentrated burst that is highly effective at close range.

 

Cold Fusion Laser (ISDF) Energy Weapon

This engineering marvel is, technically, a miniature power plant. It can deliver high-energy blasts at great distances, making it ideal for sniping. Its major drawback is a long cool-down time that dramatically reduces the rate of fire.

 

Ion Gun (Scion) Energy Weapon

This is the standard-issue Scion Sentry weapon for extra-vehicular use. It fires dual beams of green and yellow ion energy. While dependable, it is not effective against armored vehicles.

Cannons

Blast Cannon (ISDF) (Gun Tower) Energy Weapon

A larger, more powerful version of the Cold Fusion Laser. Best for use against light-armored targets at great range. It is hindered by the same long cool-down time and heavy ammunition requirements.

 

Stabber (ISDF) Projectile Weapon

This is the standard-issue ISDF cannon weapon. It fires rapid bursts with only a slight drain on ammo, making it highly versatile. It is particularly effective at close-range against light-armored targets.

 

Plasma Cannon (Scion) Energy Weapon

Fires single bursts of radioactive plasma. It is the standard-issue weapon for both Scion Scouts and Warriors. It is not recommended for use against well-armored targets.

 

Plasma Stream (Scion) Energy Weapon

A more intense variant of the Plasma Cannon. It fires a steady stream of radioactive plasma over a much shorter distance. It also drains ammo much faster than the Cannon.

 

Super Stabber (ISDF) Projectile Weapon

Improvements in shell design make the standard Stabber rounds more damaging to armor. A slower reload rate and increased ammo consumption limit its use to primarily the stronger enemy vehicles.

 

Arc Stream (Scion) Energy Weapon

A continuous stream of electrical energy that can disable an enemy vehicle in seconds. Steep ammo needs make it prohibitive for use against less armored vehicles. Save it for well-armored vehicles and buildings. 

 

Quill Cannon (Scion) Projectile Weapon

A devious Scion concoction, this weapon fires a burst of razor-sharp metal debris that slices through armor. It is one of the Scion’s few projectile-based weapons.

 

Fang Cannon (Scion) Projectile Weapon

A more intense variant of the Quill Cannon. It expels a larger burst of metal shards at a much shorter range. It also drains ammo much faster than the Quill.

 

Mortars

 

Standard Mortar (ISDF) Explosive Weapon

A good tool to precede a direct assault. It lobs a blind explosive shell up to 300 meters. Use it with caution, though. The mortar cuts with a dull blade, and can easily damage friendly units if hurled into a close-range melee. 

 

Manual Detonation Mortar (ISDF) Explosive Weapon

A clever variation on the standard mortar. It allows the pilot to manually choose the instant at which the shell will explode. This makes it dramatically safer and more precise at close range. It is also far superior at hitting moving targets. 

 

Splinter (ISDF) Projectile Weapon

The Splinter is an excellent tool to use against multiple attackers. Upon exploding, it launches deadly shrapnel in all directions, completely saturating the area within its blast radius. It is well-suited for enemy base attacks. And of course, it is extremely hazardous when used in the vicinity of friendly units.

 

Resin Gun (Scion) Corrosive Weapon

A corrosive chemical compound that can eat through any type of metal. It tends to linger on the target unit, affecting mobility as well as hull integrity. If the chemical resin hits the ground after being released, it can remain there for some time and still damage anything that passes over it.

 

Acid Cloud Mortar (Scion) Corrosive Weapon

The shell of this mortar releases a dense cloud of toxic gas that completely fills the area within its blast radius, steadily damaging any units within as well as limiting visibility. The cloud is at its most devastating when fired at a stationary building. The building cannot escape the cloud and must endure its effect until it dissipates.

 

Missiles

 

TAG (ISDF) Projectile Weapon

First marks the enemy with a "leader round" that burrows into the target’s hull. Once embedded, the round beacons a salvo of 10 homing shells from the launcher. The shells seek out their leader round and barrage it heavily.   

 

FAF Missile (ISDF) Explosive Weapon

Stands for "Fire and Forget." Once fired, the missiles automatically home in on the target via its radar signal. They do only minor damage, but have a fast reload rate and a low ammo cost.    

 

Image Shadower (ISDF) Explosive Weapon

Faster and more agile than the FAF Missile, the Shadower locks onto its target’s visual image pattern. Once locked, these missiles are hard to shake and do a great deal of damage.

Rockets

Thermal Hornet (ISDF) Explosive Weapon

A very powerful but slow-moving rocket that follows its target’s heat signature. Advanced armor plating has reduced thermal discharge in most ground units, however, it does remain effective against the lighter armor of airships.   

 

Comet Cruise XL (ISDF) Explosive Weapon

Like a sledgehammer, the XL is a blunt, powerful weapon for use against strong but disabled targets. It is slow-moving and easily shot down by base defenses. Save it for the final moments of an assault, once enemy resistance is eliminated.   

 

Salvo (ISDF) Explosive Weapon

Fires a spread of blind rockets. It can deal enormous damage, but is only practical at close range against slow-moving targets.

 

 

Specials

 

Solar Flare (ISDF) Energy Weapon

A mine that releases a large plume of fire into the air. It serves well as both a defensive barrier and a countermeasure to heat-seeking missiles and rockets. 

 

Proximity Mine (ISDF/Scion) Energy Weapon

Standard-issue mine that detonates when it senses motion directly above it.    

 

Blink Device (Scion)

Scion teleportation device. The device will teleport you a random distance in the direction you are facing. 

Shields (Scion Only)

Deflection (anti-projectile)

Deflects solid projectiles away from the ship’s hull, dramatically reducing the amount of damage sustained. It has no effect on energy weapons.

   

Absorption (anti-energy)

Absorbs and disperses energy impact over the entire area of a ship, reducing the damage inflicted by energy-based weapons. It has no effect on projectiles.   

 

Stasis (Dual purpose)

The Stasis shield diminishes the strength of both projectile and energy weapons.

 

 

 

 

 

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