Page Contents Current As of Patch:
GU09
Rocket Launchers Edit
Usable by:
Rocket Launchers can be used to take down enemy ground or air vehicles, as well as tightly packed squads or MANA turrets.
Fire Modes Edit
Dumb Fire : Warhead will fire where pointed. Bullet drop applies.
Unguided: Warhead will travel in a straight line. Bullet drop does not apply.
Rapid Fire : Multiple warheads are fired when trigger is held down.
Lock-On : When ADS is enabled, warhead will be capable of "locking onto" specified target and following said target for a time. Bullet drop does not apply. (Ground) indicates warheads that lock onto ground vehicles, (Air) indicates warheads that lock onto air vehicles, (Air/Ground) indicates warheads that lock onto all vehicles.
Guided : Warhead is player-controlled. (Camera) indicates that the controlling is done from the missile's viewpoint, (Wire) indicates that the controlling is done from the player's viewpoint.
Charge : Warhead max damage increases the longer the trigger is hold.
Statistics Edit
Terran Republic Edit
Type
ASP-30 Grounder
M9 SKEP Launcher
ML-7
T2 Striker
Electronics
Improved Lock-On
The ML-7 Launches unguided rockets that are effective against both infantry and armor.
Empire:
Fire Rate:
200 RPM
Muzzle Velocity:
115m/s
Range:
Long
Fire Modes:
Dumbfire
Damage
Max Damage:
1700
Min Damage:
1700
Max Indirect Damage:
1000 before 0.5m
Min Indirect Damage:
1 after 5m
Reload Speed:
5.2s
Ammunition
Magazine Size:
1
Ammunition Pool:
5
Accuracy
Hip
Aim
Crouch
Still:
2
1
Move:
1.5
1
Stand
Still:
2.5
1
Move:
5
1
Bloom per Shot:
2
2
Costs
Cert Cost:
Default
SC Cost:
Default
Utilizing the armor piercing SKEP round, the M9 was specially designed to lock-on and destroy ground based vehicles.
Empire:
Fire Rate:
200 RPM
Muzzle Velocity:
115m/s
Range:
Long
Fire Modes:
Lock-on (Ground)
Damage
Max Damage:
1500
Min Damage:
1500
Max Indirect Damage:
1000 before 0.5m
Min Indirect Damage:
1 after 6m
Reload Speed:
5.2s
Ammunition
Magazine Size:
1
Ammunition Pool:
5
Accuracy
Hip
Aim
Crouch
Still:
2
1
Move:
1.5
1
Stand
Still:
2.5
1
Move:
5
1
Bloom per Shot:
2
2
Costs
Cert Cost:
250
SC Cost:
500
The ASP-30 Grounder utilizes lock-on technology to quickly dispatch enemy aircraft.
Empire:
Fire Rate:
200 RPM
Muzzle Velocity:
100m/s
Range:
Long
Fire Modes:
Lock-on (Air)
Damage
Max Damage:
1500
Min Damage:
1500
Max Indirect Damage:
1000 before 0.5m
Min Indirect Damage:
1 after 5m
Reload Speed:
5.2s
Ammunition
Magazine Size:
1
Ammunition Pool:
5
Accuracy
Hip
Aim
Crouch
Still:
2
1
Move:
1.5
1
Stand
Still:
2.5
1
Move:
5
1
Bloom per Shot:
2
2
Costs
Cert Cost:
250
SC Cost:
500
The rapid firing TS2 Striker is capable of launching heat-seeking missiles at both vehicles and aircraft.
Empire:
Fire Rate:
400 RPM
Muzzle Velocity:
100m/s
Range:
Long
Fire Modes:
Rapid Fire, Lock-On (Air/Ground)
Damage
Max Damage:
500
Min Damage:
500
Max Indirect Damage:
500 before 0.5m
Min Indirect Damage:
1 after 3m
Reload Speed
Short Reload:
4.4s
Long Reload:
5s
Ammunition
Magazine Size:
5
Ammunition Pool:
20
Accuracy
Hip
Aim
Crouch
Still:
2
1
Move:
1.5
1
Stand
Still:
2.5
1
Move:
5
1
Bloom per Shot:
2
2
Costs
Cert Cost:
1000
SC Cost:
700
New Conglomerate Edit
The Shrike is an unguided missile launcher, equipped with high-explosive warheads and has both anti-personnel and anti-armor capabilities.
Empire:
Fire Rate:
200 RPM
Muzzle Velocity:
115m/s
Range:
Long
Fire Modes:
Dumbfire
Damage
Max Damage:
1700
Min Damage:
1700
Max Indirect Damage:
1000 before 0.5m
Min Indirect Damage:
1 after 5m
Reload Speed:
5.2s
Ammunition
Magazine Size:
1
Ammunition Pool:
5
Accuracy
Hip
Aim
Crouch
Still:
2
1
Move:
1.5
1
Stand
Still:
2.5
1
Move:
5
1
Bloom per Shot:
2
2
Costs
Cert Cost:
Default
SC Cost:
Default
The anti-tank AF-22 Crow's powerful warhead and lock-on capabilities have proved the weapon as an effective solution to enemy armor.
Empire:
Fire Rate:
200 RPM
Muzzle Velocity:
115m/s
Range:
Long
Fire Modes:
Lock-on (Ground)
Damage
Max Damage:
1500
Min Damage:
1500
Max Indirect Damage:
1000 before 0.5m
Min Indirect Damage:
1 after 6m
Reload Speed:
5.2s
Ammunition
Magazine Size:
1
Ammunition Pool:
5
Accuracy
Hip
Aim
Crouch
Still:
2
1
Move:
1.5
1
Stand
Still:
2.5
1
Move:
5
1
Bloom per Shot:
2
2
Costs
Cert Cost:
250
SC Cost:
500
The advanced heat signature detection in Genudine Dynamics' Hawk GD-68 allows it to lock on and destroy enemy aircraft with ease.
Empire:
Fire Rate:
200 RPM
Muzzle Velocity:
100m/s
Range:
Long
Fire Modes:
Lock-on (Air)
Damage
Max Damage:
1500
Min Damage:
1500
Max Indirect Damage:
1000 before 0.5m
Min Indirect Damage:
1 after 5m
Reload Speed:
5.2s
Ammunition
Magazine Size:
1
Ammunition Pool:
5
Accuracy
Hip
Aim
Crouch
Still:
2
1
Move:
1.5
1
Stand
Still:
2.5
1
Move:
5
1
Bloom per Shot:
2
2
Costs
Cert Cost:
250
SC Cost:
500
The NC15 Phoenix's camera-guided missiles allow the user to make adjustments mid-flight, vastly increasing accuracy at range.
Empire:
Fire Rate:
200 RPM
Muzzle Velocity:
42m/s
Range:
Long
Fire Modes:
Guided (Camera)
Damage
Max Damage:
750
Min Damage:
750
Max Indirect Damage:
100 before 2m
Min Indirect Damage:
1 after 5m
Reload Speed:
5.2s
Ammunition
Magazine Size:
1
Ammunition Pool:
5
Accuracy
Hip
Aim
Crouch
Still:
2
1
Move:
1.5
1
Stand
Still:
2.5
1
Move:
5
1
Bloom per Shot:
2
2
Costs
Cert Cost:
1000
SC Cost:
700
Vanu Sovereignty Edit
Equipped with high-explosive warheads, the Solar-1 is proficient against both infantry and armor.
Empire:
Fire Rate:
200 RPM
Muzzle Velocity:
115m/s
Range:
Long
Fire Modes:
Dumbfire
Damage
Max Damage:
1700
Min Damage:
1700
Max Indirect Damage:
1000 before 0.5m
Min Indirect Damage:
1 after 5m
Reload Speed:
5.2s
Ammunition
Magazine Size:
1
Ammunition Pool:
5
Accuracy
Hip
Aim
Crouch
Still:
2
1
Move:
1.5
1
Stand
Still:
2.5
1
Move:
5
1
Bloom per Shot:
2
2
Costs
Cert Cost:
Default
SC Cost:
Default
Designed to counter the heavy armor found on enemy tanks and Sunderers, the Hades VSH4 is capable of locking on and destroying mobile armor from a safe distance.
Empire:
Fire Rate:
200 RPM
Muzzle Velocity:
115m/s
Range:
Long
Fire Modes:
Lock-on (Ground)
Damage
Max Damage:
1500
Min Damage:
1500
Max Indirect Damage:
1000 before 0.5m
Min Indirect Damage:
1 after 6m
Reload Speed:
5.2s
Ammunition
Magazine Size:
1
Ammunition Pool:
5
Accuracy
Hip
Aim
Crouch
Still:
2
1
Move:
1.5
1
Stand
Still:
2.5
1
Move:
5
1
Bloom per Shot:
2
2
Costs
Cert Cost:
250
SC Cost:
500
The Nemesis VSH9's integrated IFF capabilities allow it to quickly target and shoot down enemy aircraft.
Empire:
Fire Rate:
200 RPM
Muzzle Velocity:
100m/s
Range:
Long
Fire Modes:
Lock-on (Air)
Damage
Max Damage:
1500
Min Damage:
1500
Max Indirect Damage:
1000 before 0.5m
Min Indirect Damage:
1 after 5m
Reload Speed:
5.2s
Ammunition
Magazine Size:
1
Ammunition Pool:
5
Accuracy
Hip
Aim
Crouch
Still:
2
1
Move:
1.5
1
Stand
Still:
2.5
1
Move:
5
1
Bloom per Shot:
2
2
Costs
Cert Cost:
250
SC Cost:
500
The Lancer VS22s charge up particle accelerator is capable of firing a beam that punches through enemy armor with frightening speed. The more the weapon is charged the more ammunition will be used, causing more damage.
Empire:
Fire Rate:
200 RPM
Muzzle Velocity:
600m/s
Range:
Long
Fire Modes:
Unguided, Charge
Damage
Max Damage:
150 before 400m
Min Damage:
110 after 500m
Reload Speed
Short Reload:
4s
Long Reload:
5s
Ammunition
Magazine Size:
6
Ammunition Pool:
24
Accuracy
Hip
Aim
Crouch
Still:
3
?
Move:
2.5
?
Stand
Still:
3.5
?
Move:
5
2
Bloom per Shot:
2
2
Costs
Cert Cost:
1000
SC Cost:
700
Nanite Systems Edit
The NS Decimator is an unguided missile launcher. Its shaped charge warhead is highly effective against all armor types, but has a slower projectile speed.
Empire:
Fire Rate:
200 RPM
Muzzle Velocity:
60m/s
Range:
Long
Fire Modes:
Dumbfire
Damage
Max Damage:
2000
Min Damage:
2000
Max Indirect Damage:
1000 before 0.5m
Min Indirect Damage:
1 after 5m
Reload Speed:
5.7s
Ammunition
Magazine Size:
1
Ammunition Pool:
4
Accuracy
Hip
Aim
Crouch
Still:
2.5
1
Move:
2
1
Stand
Still:
3
1
Move:
5
1
Bloom per Shot:
2
2
Costs
Cert Cost:
1000
SC Cost:
700
The advanced heat signature detection in the NS Annihilator allows it to lock on and destroy both aircraft and armor.
Empire:
Fire Rate:
200 RPM
Muzzle Velocity:
100m/s
Range:
Long
Fire Modes:
Lock-On (Air/Ground)
Damage
Max Damage:
1200
Min Damage:
1200
Max Indirect Damage:
1000 before 0.5m
Min Indirect Damage:
1 after 5m
Reload Speed:
4.7s
Ammunition
Magazine Size:
1
Ammunition Pool:
5
Accuracy
Hip
Aim
Crouch
Still:
2.5
1
Move:
2
1
Stand
Still:
3
1
Move:
5
1
Bloom per Shot:
2
2
Costs
Cert Cost:
1000
SC Cost:
700
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