Whilst having mechs is all well and good, you're going to need weapons to overthrow the Occupying Forces and liberate the Homeland too. Fortunately there's a wide array of them for you to find, salvage, and loot from various encounters.
Editor's Note: This page will attempt to serve as an overview-list of all the weapons available to you, though as the game is currently under development it may not always be 100% accurate and precise stats will likely not be available given they may change from update to update with rebalances. With that in mind, let's proceed.
Weapons are split into major categories or archetypes, such as “Shotgun” or “Assault Rifle”, and then within that there are several subtypes or models. But first, let's cover the basics of weapons, their stats;
When previewing a weapon, you'll be presented with a panel that shows the weapon's base statistics; its raw damage, scatter, mass, range, and so on. Each of these can be hovered-over to see a full description, but a short one will be presented here as well, from top to bottom on the weapon pane;
Basics: the weapon's name, level, rarity, and archetype, along with a short description of its specs, and some backstory/setting information on the model and manufacturer.
Damage Radius: the weapon's area of effect. Only exceeds 1 on Flak Cannons and the Firestarter pistol currently.
Impact: unknown. Terrain/structure damage?
Impact Radius: likewise.
Projectile Speed: speed of projectiles in flight. Higher = faster.
Fragments: only seen on weapons with multiple projectiles per attack, such a shotguns. Indicates the # of pellets/projectiles per attack.
Heat Change: the projected final increase in heat over time from firing the weapon.
Optimal Interval: the ideal delay between attacks that should give the unit time to cool off and avoid overheating.
Damage in Volley: the final, total damage inflicted by the entire attack volley, assuming every projectile hits the intended target and deals 100% damage.
Optimal Range: the range band in which the weapon deals 100% of its listed damage. Above or below these ranges, the damage will be reduced.
Damage per second: the final damage per second of firing time.
Shots: the number of attacks per firing cycle, or volley.
Hit Damage: the level-adjusted damage per projectile.
Base Damage: the level-unadjusted base damage per projectile. Higher is usually better.
Mass: the weapon's weight. Heavier weapons will slow mechs down.
Scatter (Idle/Moving): the degrees by which projectiles will deviate when the unit is standing still and moving, respectively. Lower means the shots are more accurate.
Range (min/max): the range band beyond which the weapon deals minimum possible damage, whether under or over. Seperate from optimal range.
Concussive Damage: the concussion damage dealt by each hit. Pilots that take too much concussion damage will be knocked unconscious and be unable to fight.
Heat: the total heat generation of the weapon's use, not accounting for heat sinking over time.
Duration: the time (in seconds) required to make a full attack with this weapon, or the duration of a shield being raised and ready.
These are your main weapons, and must be equipped in the RIght Item slot. They cannot be used if the mech's right arm has been destroyed.
Assault Rifles - middle of the road, assault rifles are good all-round weapons that are accurate on the move, don't generate too much heat, or take too long to fire.
AR-01 Standard - the most generic and basic of assault rifles, this is your starter model. It doesn't have much going for it, but it's better than nothing.
AR-02 Burst - a precision burst-fire assault rifle with a short firing cycle.
Shotguns - exceptionally short ranged, shotguns can inflict massive damage up close. They have some of the slowest projectile velocities though.
HS-01 Heavy - a heavyweight double-shot shotgun. Fairly wide spread makes it ineffective beyond close ranges.
HS-02 Heavy - the other heavyweight, but only firing a single volley of shot. Shorter firing cycle and concentrated damage, but high heat generation.
SAS-01 Semi - a reliable semi-automatic shotgun, firing four volleys per attack over a fairly long firing cycle and a very wide spread.
AS-01 Auto - rapid fire assault shotgun; extremely long firing cycle that puts out seven volleys of shot. Poor concussive damage, but fairly tight spread for a shotgun.
Marksman Rifles - bridging the gap between assault and sniper rifles, marksman rifles cover the 60-80 meter range bracket. Like snipers, they are inaccurate on the move.
MR-01 Baseline - fires four shots in fairly rapid succession, with good velocity. May be preferable to ARs due to the slightly longer range.
Sniper Rifles - exceptionally long-ranged (80-120+ meters), sniper rifles can pick off targets before they ever get close. They are very inaccurate on the move though.
SR-01 Midway - standard mech-grade sniper rifle, firing two shots fairly quickly, but with high heat generation.
SR-02 Lock - semi-automatic sniper rifle, firing five shots over a long cycle. Extremely high heat generation, but high damage potential. Very fast projectiles.
SR-03 Dice - a heavy single-shot sniper rifle, notable for dealing massive amounts of concussion damage compared to most other weapons. Very fast projectiles.
Machine Guns - capable of putting out terrifying amounts of firepower in a short amount of time, machineguns are most effective when stationary.
LMG-01 Typhoon - the lightest machinegun, but with a long fire and the second-highest heat generation.
MMG-01 Torrent - middle of the road, dual-barrel Torrent MMGs have the longest fire cycles and lowest number of projectiles fired, along with massive heat generation.
HMG-01 Hurricane - when a Hurricane fires, everyone takes notice. Whilst they're extremely heavy and somewhat inaccurate, they can quickly shred even the toughest targets.
Missile Launchers - launching long-range, mech-seeking missiles, these weapons are much more likely to hit given their guided projectiles.
Energy Weapons - using high-energy launch systems or projectiles, energy weapons can inflict significant heat buildup on enemies in addition to conventional damage, and some possess guided projectiles.
Flak Cannons - difficult to use but effective against clustered units, flak cannons fire explosive shells that detonate on impact or close proximity, dealing damage in an area.
C-01DM Impact - fires a pair of shots that deal decent damage over a small area. Has a long fire cycle, so hard to use effectively.
Primary Melee - melee weapons are the perhaps most difficult to use of all, but their per-strike damage is matched only by the heaviest shotguns. They can cleave limbs clean off in a single strike.
Swords
PM-01M Cut - a mid-length mech saber. Whilst it lacks the staggering power of its heavier cousin, the Cut can be used to make rapid consecutive attacks and is fairly light. Best paired with a mid-range SMG like the Burst or a good-quality Handgun.
PM-02H Line - a long and heavy mech saber, the Line has high heat generation but inflicts devastating, staggering blows on targets. Even if they survive, they're likely to be knocked prone or slammed into a building, and the Line also does significant Concussion damage.
These weapons can be placed in either the Left or Right Item slots and wielded in either hand, and typically complement another weapon, such as pairing a close-range SMG with a long-range Sniper Rifle.
Medium Handguns - nothing special, but they are quite lightweight; this makes them an option for sniper units when an SMG might be too heavy.
SAHG-01 Standard - a generic handgun if ever there was one. A long fire cycle, modest range, and poor concussion damage leave little to recommend it, though its shot velocity compares well to sniper weapons.
AHG-01 Spark - a curious “run and gun” handgun, which is actually more accurate if fired on the move. Features a much shorter fire cycle than the SAHG-01, and lower heat generation. Its shots are very slow however.
Heavy Handguns - rarer, but this archetype of handgun contains some interesting special models.
HHG-01 Granite - a conventional direct-fire heavy handgun, firing four shots fairly rapidly, and with decent speed and velocity.
HHG-02S Blast - the Blast is essentially a “shotgun pistol”, with ranges comparable to shotguns. One of the deadliest pistols, and with a quick fire cycle of just one shot.
HHG-03DM Firestarter - if the Blast is a shotgun pistol, the Firestarter is a flak pistol. Each cycle fires a pair of explosive rounds with area damage on impact.
Submachineguns - lightweight submachineguns fill the range gap between shotguns and assault rifles, though some models have ranges more like assault rifles.
SMG-01 Tactical - standard SMG. Fires a long burst but has fairly limited range, comparable to shotguns. A decent match for longer ranged weapons like Marksman and Sniper rifles.
SMG-02 Burst - fires a mid-length burst of rounds with good range and accuracy. Unlike most SMGs, the longer-ranged Burst makes a decent compliment to a shotgun or sword, or it can serve as a lightweight primary weapon for a shield-equipped unit.
Offhand Melee - rare and not as powerful or long-reaching as primary melee, but perhaps useful in a pinch.
SM-01L Slice - a mech-scale combat knife, the Slice is lightweight and thus a potential ‘last resort’ weapon for marksman or sniper mechs.
Shields - not truly a ‘weapon’ (though they can be used for ramming maneuvers), shields instead let the wielder defend themselves against incoming fire. When a mech has its shield readied, its weight class is considered higher for the purposes of collisions.
S-01 Firewall - a basic model shield, solid Integrity based defense, but also the heaviest.
S-02 Stance - heavy composite shield. Some Integrity is exchanged for Barrier, providing greater long-term survivability at the cost of less ability to deal with high ‘burst’ damage. Slightly lighter than the Firewall.
S-03 Tower - a lightweight shield intended for skirmisher units. The least durable of the three models, but like the Stance some of that durability is regenerating Barrier.