Empires Player Guide
Vehicle Payload Appendix
Machine Guns
-
 | Standard Machine gun |
- Cost: 10
- Damage: 40
- Clip Size: 50 rounds (3 Clips)
- Slots: 1
- Weight: 10
- Added Heat: + 0.1
- Description: A small machine gun that fires bullets with common properties.
-
 | Biological Machine Gun |
- Cost: 35
- Damage: 5
- Clip Size: Clip Size: 50 rounds (4 Clips)
- Slots: 2
- Weight: 70
- Added Heat: + 0.5
- Description: A small machine gun that fires bullets that contain infectious material to do continual damage to a target. Each hit deals 4 damage per second for 20 seconds. (Affects vehicles and infantry)
-
 | .50 Cal Medium Machine Gun |
- Cost: 30
- Damage: 50
- Clip Size: 75 rounds (5 Clips)
- Slots: 2
- Weight: 70
- Added Heat: + 0.2
- Description: A heavier .50 caliber firing medium machine gun.
-
 | .50 Cal Heavy Machine Gun |
- Cost: 40
- Damage: 60
- Clip Size: 75 rounds (6 clips)
- Slots: 3
- Weight: 90
- Added Heat: + 0.2
- Description: A heavier .50 caliber firing heavy machine gun.
-
 | Depleted Uranium Machine Gun |
- Cost: 30
- Damage: 4
- Clip Size: 80 rounds (4 clips)
- Slots: 2
- Weight: 70
- Added Heat: + 0.5
- Explosion Radius / Force: 50 / 30
- Description: This machine gun fires armor penetrating rounds that can damage vehicle armor.
-
 | Depleted Uranium Heavy Machine Gun |
- Cost: 50
- Damage: 5
- Clip Size: 120 rounds (4 clips)
- Slots: 3
- Weight: 120
- Added Heat: + 0.75
- Explosion Radius / Force: 50 / 30
- Description: This machine gun fires armor penetrating rounds that can damage vehicle armor. It is more damaging than the standard version.
-
 | Chain Gun |
- Cost: 20
- Damage: 16
- Clip Size: 200 rounds (4 clips)
- Slots: 1
- Weight: 70
- Added Heat: + 0.3
- Description: This machine gun fires ammo at a very fast rate.
-
 | Medium Chain Gun |
- Cost: 30
- Damage: 32
- Clip Size: 150 rounds (4 clips)
- Slots: 2
- Weight: 70
- Added Heat: + 0.5
- Description: This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.
-
 | Plasma Machine Gun |
- Cost: 40
- Damage: 1
- Clip Size: 200 rounds (4 clips)
- Slots: 2
- Weight: 70
- Added Heat: + 6
- Explosion Radius / Force: 10 / 10
- Description: This machine gun fires superheated ammo that is designed to overheat the target vehicle. Adds 10 heat to target on each hit.
-
 | High Explosive Machine Gun |
- Cost: 40
- Damage: 12
- Clip Size: 30 rounds (6 clips)
- Slots: 2
- Weight: 70
- Added Heat: + 1
- Explosion Radius / Force: 100 / 50
- Description: This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.
Tank Cannons
-
 | Standard Cannon |
- Cost: 20
- Damage: 40
- Clip Size: 30 shells
- Slots: 1
- Weight: 50
- Added Heat: + 16
- Explosion Radius / Force: 300 / 100
- Description: A small caliber cannon that fires tank shells.
-
 | Ranged Cannon |
- Cost: 20
- Damage: 60
- Clip Size: 40 shells
- Slots: 2
- Weight: 70
- Added Heat: + 14
- Explosion Radius / Force: 300 / 100
- Description: A small caliber cannon that fires tank shells. Its barrel is enhanced for farther distances.
-
 | High Explosive Cannon |
- Cost: 25
- Damage: 75
- Clip Size: 24 shells
- Slots: 2
- Weight: 70
- Added Heat: + 16
- Explosion Radius / Force: 400 / 200
- Description: This cannon has its explosive compound upgraded for a stronger explosion upon impact.
-
 | Plasma Cannon |
- Cost: 25
- Damage: 45
- Clip Size: 30 shells
- Slots: 2
- Weight: 70
- Added Heat: + 16
- Explosion Radius / Force: 300 / 100
- Description: This cannon fires a superheated shell able to transfer a large amount of heat into the target (8 heat per hit) and put it into an overheated shutdown.
-
 | Railgun |
- Cost: 35
- Damage: 50
- Clip Size: 40 shells
- Slots: 3
- Weight: 80
- Added Heat: + 6
- Explosion Radius / Force: 100 / 50
- Description: This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.
Artillery Cannons
-
 | Small Artillery Cannon |
- Cost: 30
- Damage: 100
- Clip Size: 10 shells (6 clips)
- Slots: 1
- Weight: 100
- Added Heat: + 10
- Explosion Radius / Force: 550 / 500
- Description: An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload.
-
 | Medium Artillery Cannon |
- Cost: 35
- Damage: 120
- Clip Size: 10 shells (8 clips)
- Slots: 2
- Weight: 100
- Added Heat: + 10
- Explosion Radius / Force: 700 / 600
- Description: An artillery cannon with high damage but low reload times. Has a greater range than the small cannon and two extra ammo magazines.
-
 | High Explosive Artillery Cannon |
- Cost: 76
- Damage: 150
- Clip Size: 10 shells (8 clips)
- Slots: 2
- Weight: 100
- Added Heat: + 15
- Explosion Radius / Force: 900 / 700
- Description: An artillery cannon with the greatest damage.
-
 | Ranged Artillery Cannon |
- Cost: 45
- Damage: 100
- Clip Size: 10 shells (8 clips)
- Slots: 2
- Weight: 100
- Added Heat: + 20
- Explosion Radius / Force: 1100 / 500
- Description: An artillery cannon with high damage but low reload times. Has farthest range and largest splash damage of all artillery cannons.
Missile Launchers
-
 | Standard Missile Launcher |
- Cost: 20
- Damage: 40
- Clip Size: 4 missiles (5 clips)
- Slots: 1
- Weight: 30
- Added Heat: + 4
- Explosion Radius / Force: 100 / 50
- Description: A dumb fire missile launcher with no homing capabilities.
-
 | Upgraded Missile Launcher |
- Cost: 30
- Damage: 70
- Clip Size: 6 missiles (5 clips)
- Slots: 2
- Weight: 50
- Added Heat: + 6
- Explosion Radius / Force: 100 / 50
- Description: A dumb fire missile launcher with no homing capabilities but greater speed and damage than the standard version.
-
 | Biological Warhead |
- Cost: 40
- Damage: 50
- Clip Size: 3 missiles (3 clips)
- Slots: 2
- Weight: 120
- Added Heat: + 6
- Explosion Radius / Force: 300 / 50
- Description: A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute. Each hit deals 5 damage per second, inflicted for 60 seconds. (Affects vehicles and infantry)
-
 | Nuclear Tipped Missile Launcher |
- Cost: 150
- Damage: 200
- Clip Size: 6 missiles (1 clip)
- Slots: 3
- Weight: 200
- Added Heat: + 70
- Explosion Radius / Force: 2000 / 1000
- Description: A dumb fire missile launcher with a nuclear warhead which inflicts excessive damage over a large area.
-
 | Salvo Missile Launcher |
- Cost: 30
- Damage: 35
- Clip Size: 4 missiles (8 clips)
- Slots: 2
- Weight: 50
- Added Heat: + 3
- Explosion Radius / Force: 100 / 20
- Description: A missile launcher with no homing capabilities but can fire its payload of four missiles in quick succession before reloading.
-
 | Guided Missile Launcher |
- Cost: 30
- Damage: 50
- Clip Size: 4 missiles (4 clips)
- Slots: 2
- Weight: 50
- Added Heat: + 10
- Explosion Radius / Force: 110 / 40
- Description: A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs.
-
 | Upgraded Guided Missile Launcher |
- Cost: 35
- Damage: 80
- Clip Size: 4 missiles (4 clips)
- Slots: 2
- Weight: 50
- Added Heat: + 15
- Explosion Radius / Force: 130 / 60
- Description: A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more damage and better tracking.
-
 | Homing Missile Launcher |
- Cost: 30
- Damage: 60
- Clip Size: 4 missiles (6 clips)
- Slots: 2
- Weight: 50
- Added Heat: + 12
- Explosion Radius / Force: 100 / 40
- Description: A missile launcher which fires a single missile that home in on the locked on target. It has a good turning ability for tracking a target and a 50% chance of ignoring countermeasures.
-
 | Upgraded Homing Missile launcher |
- Cost: 35
- Damage: 80
- Clip Size: 4 missiles (6 clips)
- Slots: 2
- Weight: 50
- Added Heat: + 16
- Explosion Radius / Force: 100 / 60
- Description: A missile launcher which fires a single missile that home in on the locked on target. It is upgraded for faster lock-on, better tracking, and more damage.
-
 | Salvo Homing Missile Launcher |
- Cost: 35
- Damage: 40
- Clip Size: 4 missiles (6 clips)
- Slots: 2
- Weight: 70
- Added Heat: + 15
- Explosion Radius / Force: 80 / 30
- Description: A missile launcher that fires four missiles at once which home in on the locked on target. Due to the number of missiles released at once, each has a less effective tracking unit with an almost guaranteed chance of being fooled by countermeasures.
Grenade Launchers
-
 | Grenade Launcher |
- Cost: 10
- Damage: 80
- Clip Size: 10 grenades (2 clips)
- Slots: 1
- Weight: 50
- Added Heat: + 8
- Explosion Radius / Force: 200 / 100
- Description: A grenade launcher suited for urban combat with its ability of clearing out tight spaces.
-
 | Upgraded Grenade Launcher |
- Cost: 20
- Damage: 110
- Clip Size: 10 grenades (2 clips)
- Slots: 2
- Weight: 50
- Added Heat: + 8
- Explosion Radius / Force: 400 / 150
- Description: A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and farther range.
Armor
-
 | Plain armor |
- Cost: 10
- Health: 30
- Slots: 1
- Weight: 15
- Description: Plain armor offers mild protection from damage.
-
 | Composite armor |
- Cost: 38
- Health: 80
- Slots: 1
- Weight: 10
- Description: Composite armor consists of layers of steel, ceramic, and plastic honeycomb, and it's designed to offer protection from almost all types of projectiles equally well.
-
 | Reactive armor |
- Cost: 34
- Health: 70
- Slots: 1
- Weight: 20
- Description: Electrically charged armor is internally aligned with charged capacitors. When an incoming projectile makes contact, the capacitor discharges its energy into the projectile, disrupting it or possibly even vaporizing it.
-
 | Reflective armor |
- Cost: 23
- Health: 60
- Slots: 1
- Weight: 15
- Description: Reflective armor is able to deflect almost all of a projectile's kinetic energy away from the vehicle so long as the projectile does not hit perfectly perpendicular to the armor plating.
-
 | Regenerative armor |
- Cost: 15
- Health: 75
- Slots: 1
- Weight: 15
- Description: Regenerative armor is engineered with living tissue designed to grow calcium carbonate as the protective medium. As it is newly formed, it is malleable enough to find its way into damaged areas where it solidifies and reinforces/replaces material that had been damaged/destroyed.
 | Absorbant armor |
- Cost: 15
- Health: 50
- Slots: 1
- Weight: 15
- Description: Absorbant armor is engineered with strong materials able to undergo excessive plastic deformation. This allows the armor to reduce damage received as a projectile's speed increases.
Engines
-
 | Standard engine |
- This is the standard engine with basic properties.
- Cost (Jeep / APC / Tank): 10 / 10 / 35
- Weight (Jeep / APC / Tank): 10 / 10 / 20
- Max Weight: 2000
- Max Speed Forward (Jeep / APC / Tank): 35 / 30 / 20
- Max Speed Reverse (Jeep / APC / Tank): 15 / 15 / 15
- Horsepower (Jeep / APC / Tank): 400 / 1050 / 2350
- Heat (Idle / Max): 1 / 2
-
 | Gas Turbine engine |
- This engine excels in raw horsepower.
- Cost (Jeep / APC / Tank): 20 / 50 / 70
- Weight: 20
- Max Weight: 5000
- Max Speed Forward (Jeep / APC / Tank): 55 / 45 / 30
- Max Speed Reverse (Jeep / APC / Tank): 25 / 25 / 20
- Horsepower (Jeep / APC / Tank): 400 / 1050 / 2640
- Heat (Idle / Max): 1 / 3
 | 3-Phase Electric motor |
This electric engine has a high top speed but stalls with damage and too much heat.
- Cost (Jeep / APC / Tank): 20 / 50 / 70
- Weight: 20
- Max Weight: 5000
- Max Speed Forward (Jeep / APC / Tank): 75 / 65 / 40
- Max Speed Reverse (Jeep / APC / Tank): 25 / 25 / 25
- Horsepower (Jeep / APC / Tank): 400 / 1050 / 2650
- Heat (Idle / Max): 1 / 2
-
 | Fission reactor |
- This engine has good horsepower and acceleration but has a high heat output.
- Cost (Jeep / APC / Tank): 20 / 50 / 70
- Weight: 20
- Max Weight: 5000
- Max Speed Forward (Jeep / APC / Tank): 70 / 60 / 35
- Max Speed Reverse (Jeep / APC / Tank): 25 / 25 / 25
- Horsepower (Jeep / APC / Tank): 400 / 1050 / 2575
- Heat (Idle / Max): 1 / 4
-
 | Bio-Diesel engine |
-
This bio diesel combustion engine is reliable and able to operate in the harshest conditions. This allows it to continue to operate even while taking excessive damage or being in an overheated state.
- Cost (Jeep / APC / Tank): 20 / 50 / 70
- Weight: 20
- Max Weight: 5000
- Max Speed Forward (Jeep / APC / Tank): 50 / 40 / 25
- Max Speed Reverse (Jeep / APC / Tank): 25 / 25 / 15
- Horsepower (Jeep / APC / Tank): 400 / 1050 / 2610
- Heat (Idle / Max): 1 / 2
-
 | Advanced Coolant based engine |
- This standard engine uses an advanced heat transfer medium for excellent heat dissipation properties.
- Cost (Jeep / APC / Tank): 20 / 50 / 70
- Weight: 20
- Max Weight: 5000
- Max Speed Forward (Jeep / APC / Tank): 40 / 35 / 25
- Max Speed Reverse (Jeep / APC / Tank): 25 / 25 / 15
- Horsepower (Jeep / APC / Tank): 400 / 1050 / 2590
- Heat (Idle / Max): 1 / 2
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