Empires Player Guide

Table of contents:









Weapons Appendix

This is the Weapon Appendix. The left column contains the Brenodi Empire arsenal and the right column contains the Northern Faction weaponry.

Pistols

  • Brenodian Pistol - Standard issue Brenodi pistol. Useful in a pinch.
  • Damage: 30 (Minimum 17, based on distance)
    Clip Size: 12
    Ammo Limit: 36
    Accuracy: High
    Rate Of Fire: 0.15
    Falloff/Base: 1000
    Melee/cycle: 50/.5
    Class Engineer, Scout, Grenadier, Rifleman
  • Northern Faction Pistol - Standard sidearm for the Northern Faction. Remarkably unremarkable.
    Damage: 30 (Minimum 17)
    Clip Size: 12
    Ammo Limit: 36
    Accuracy: High
    Rate Of Fire: 0.15
    Falloff/Base: 1000
    Melee/cycle: 50/.5
    Class Engineer, Scout, Grenadier, Rifleman
  • Brenodian Heavy Pistol - A higher caliber version of its counterpart. This pistol is reserved for higher priority units with a higher stopping power.
  • Damage: 60 (Minimum 25)
    Clip Size: 7
    Ammo Limit: 21 for Grenadier/14 for Rifleman
    Accuracy: Medium
    Rate Of Fire: 0.2
    Falloff/Base: 1000
    Melee/cycle: 50/.5
    Class Grenadier, Rifleman
  • Northern Faction Shot Pistol - Armed with dual shotgun shells for close range action.
  • Damage: 16 pellets x 12 damage each (Minimum 9 damage each)
    Clip Size: 2
    Ammo Limit: 18
    Accuracy: Low
    Rate of Fire: .5
    Falloff/Base: 350
    Melee/cycle: 50/.5
    Class Grenadier, Rifleman

Submachine Guns

  • Brenodi Engineer SMG 1 - Standard issue SMG for the Engineer class. Accurate but weak.
  • Damage: 25 (Minimum 15)
    Clip Size: 30
    Ammo Limit: 90
    Accuracy: High
    Rate of Fire: 0.09
    Falloff/Base: 1500
    Melee/cycle: 50/.5
    Class Engineer, Scout
  • Northern Faction Engineer SMG 1 - Standard issue SMG for the Engineer class. Accurate but weak.
  • Damage: 25 (Minimum 15)
    Clip Size: 30
    Ammo Limit: 90
    Accuracy: High
    Rate of Fire: 0.09
    Falloff/Base: 1500
    Melee/cycle: 50/.5
    Class Engineer, Scout
  • Brenodi SMG 2 - A close-quarter SMG. High rate of fire and high damage, but very small action radius.
  • Damage: 35 (Minimum 15)
    Clip Size: 35
    Ammo Limit: 105
    Accuracy: Medium
    Rate of Fire: 0.085
    Falloff/Base: 1000
    Melee/cycle: 50/.5
    Class Engineer, Scout
  • Northern Faction SMG 2 - A close-quarter SMG. High rate of fire and high damage, but very small action radius.
  • Damage: 35 (Minimum 15)
    Clip Size: 35
    Ammo Limit: 105
    Accuracy: Medium
    Rate of Fire: 0.085
    Falloff/Base: 1000/.9
    Melee/cycle: 50/.5
    Class Engineer, Scout

Rifles

  • Brenodi Assault Rifle - This assault rifle is the most balanced of all the rifles. It is less powerful than the heavy rifle due to ammunition type, but it has less kick. Good for medium to long range combat.
  • Damage: 30 (Minimum 20)
    Clip Size: 20
    Ammo Limit: 80
    Accuracy: High
    Rate of Fire: 0.075
    Falloff/Base: 2500/.9
    Class Rifleman
  • Northern Faction Assault Rifle - The standard issue ranged rifle with ironsights. Good in close to medium range combat.
  • Damage: 35 (Minimum 15)
    Clip Size: 30
    Ammo Limit: 90
    Accuracy: Medium-High
    Rate of Fire: 0.07
    Falloff/Base: 1500/.85
    Class Rifleman
  • Brenodi Heavy Rifle - The standard rifle modified with a larger clip and ironsights. Good in close to medium range combat.
  • Damage: 35 (Minimum 20)
    Clip Size: 40
    Ammo Limit: 140
    Accuracy: Medium-High
    Rate of Fire: 0.08
    Falloff/Base: 2000/.8
    Class Rifleman
  • Northern Faction .50 cal Rifle - Very heavy rifle with a rather small clip and ironsights. Fires semi-auto. Good for medium to long range combat.
  • Damage: 35 (Minimum 30)
    Clip Size: 15
    Ammo Limit: 45
    Accuracy: High-Extreme High
    Rate of Fire: 0.18
    Falloff/Base: 2500/.9
    Class Rifleman
  • Brenodi Scout Rifle - Designated Marksman rifle equipped with a good zoom but a small clip. Loses damage over distance very fast.
  • Damage: 45 (Minimum 30)
    Clip Size: 10
    Ammo Limit: 20
    Accuracy: Extreme high
    Rate of Fire: 1.275
    Falloff/Base: 6000/.85
    Class Scout
  • Northern Faction Scout Rifle - Ranged rifle equipped with a good zoom but a small clip. Loses damage over distance very fast.
  • Damage: 45 (Minimum 30)
    Clip Size: 10
    Ammo Limit: 20
    Accuracy: Extreme high
    Rate of Fire: 1.275
    Falloff/Base: 6000/.85
    Class Scout

Heavy Weapons

  • Brenodi Heavy Machine Gun - Equipped with a very large clip, this machine gun is ideal for suppressive fire. Fire in short burts for better accuracy.
  • Damage: 30 (Minimum 20)
    Clip Size: 200
    Ammo Limit: 200
    Accuracy: Medium
    Rate of Fire: 0.09
    Falloff/Base: 1500/.75
    Class Rifleman
  • Northern Faction Heavy Machine Gun - Equipped with a very large clip, this machine gun is ideal for suppressive fire. Fire in short burts for better accuracy.
  • Damage: 30 (Minimum 20)
    Clip Size: 200
    Ammo Limit: 200
    Accuracy: Medium
    Rate of Fire: 0.09
    Falloff/Base: 1500/.75
    Class Rifleman
  • Brenodi Rocket Launcher - Guided missile launcher, well suited to the anti-armor role. Does very little damage to buildings.
  • Damage: 130
    Clip Size: 1
    Ammo Limit: 12 Rockets
    Accuracy: Guided or Dumb-Fire
    Rate of Fire: 3
    Class Grenadier
  • Northern Faction Rocket Launcher - Guided missile launcher, well suited to the anti-armor role. Does very little damage to buildings.
  • Damage: 130
    Clip Size: 1
    Ammo Limit: 12 Rockets
    Accuracy: Guided or Dumb-Fire
    Rate of Fire: 3
    Class Grenadier
  • Brenodi Mortar - Long range mortar that must be propped in a crouch or prone before firing. Its range makes it ideal for destroying structures.
  • Damage: 130
    Clip Size: 1
    Ammo Limit: 12 Rounds
    Accuracy:
    Rate of Fire: 2
    Class Grenadier
  • Northern Faction Mortar - Long range mortar that must be propped in a crouch or prone before firing. Its range makes it ideal for destroying structures.
    Damage: 130
    Clip Size: 1
    Ammo Limit: 12 Rounds
    Accuracy:
    Rate of Fire: 2
    Class Grenadier

Equipment

  • Scout binoculars - Used to observe enemy activity and tag them for artillery tanks.
  • Carry Limit: N/A
  • Class Scout
  • Mine - Defensive landmine that is effective for both infantry and armor.
  • Damage: 150 (300 when detonated by a vehicle)
  • Carry Limit: 5 Mines
  • Class Grenadier
  • Smoke Grenade - This grenade produces large amounts of grey smoke, effective for assaults or temporary visual cover.
  • Carry Limit: 5 Grenades
  • Class Scout
  • Concussion Grenade - A blinding flash grenade that effects turrets and infantry for several seconds.
  • Carry Limit: 5 Grenades
  • Class Scout
  • Explosive Grenade - A frag grenade that damages armor, buildings and infantry. (damage dealt to buildings is reduced by 10)
  • Carry Limit: 5 Grenades
  • Damage: 100 (versus infantry and armor)
  • Class Rifleman
  • Seismic Grenade - Extremely effective at destroying buildings and defensive structures.
  • Carry Limit: 5 Grenades
  • Damage: 100 (versus buildings)
  • Class Engineer
  • Sticky Stun Grenade - A heavier variant of the concussion grenade, reducing its throwing radius drastically. Will stick to vehicles and after explosion overheat them for five seconds.
  • Carry Limit: 2 Grenades
  • Damage: 100
  • Class Scout
  • Sticky Anti-Tank Grenade - A heavy, sticky grenade that will stick to the chassis of tanks. Very small throwing radius, but very high damage.
  • Carry Limit: 2 Grenades
  • Damage: 150 (300 when stuck to an enemy vehicle)
  • Class Rifleman
  • Engineer Tool - Used by the Engineer class to build friendly structures, heal friendly units or deconstruct enemy structures / vehicles.
  • Damage: 1
  • Class Engineer

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