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    Heavy Machine Gun

         The heavy machine gun is available to only the rifleman class but is quite capable in holding a defensive position. It is able to be fired from the hip, but its accuracy is severly reduced to the point to make its offensive ability almost useless. It features a side loaded ammo box capable of supplying in excess of a hundred rounds without reloading. It is generally recommended for those experienced enough to handle its weight.

    .50 Caliber Assault Rifle

         The .50 Cal assault rifle is restricted to the rifleman class due to its extreme size and kickback properties. Only those proficient in its use can successfully handle its kickback to fully utilize its extremely powerful properties. Its power is offset by its small clip size.

    Assault Rifle

         The general use assault rifle is the most widely available weapon in service. The Northern Faction's version is a general machine stamped build with decent mechanical properties, but its strength lies in its availability to everyone. Without the assault rifle, the Northern Faction forces might be without the ability to fight back against the superior forces of the Brenodi military.

    Light Assault Rifle

         The light assault rifle is a scout class specific weapon ideally suited for long range encounters and for stealth based missions.

    Sub Machine Guns

         The submachine guns are a widely available weapon capable of a high rate of fire combined with an adequately size magazine at the cost of power. There are three models available for each side's army with differing qualities per army. They are ideal for short range and close quarters fighting. Those who are experienced enough may be able to utilize one submachine gun per hand.

    RPG Launcher

         The RPG Launcher is restricted to the anti-armor class and is the only weapon they are capable of carrying. However, it more than makes up for it with its versatility. By utilizing the standard RPG launcher of the New Empire era, the anti-armor class is effectively capable of an anti-armor, anti-air, and mortar based role. The RPG Launcher is capable of three different firing modes each with their own multiple forms of ammunition. Form one utilizes the barrel in a contracted form to utilize a smaller anti-armor round which generally consists of a dumb fire round which is manually targetted with the aid of a tracking computer to tell the user how far in front of the target to fire. Form two utilizes the launcher in an extracted format where the barrel is extended to accomodate larger anti-air ammunition with a larger rocket based propellant. It utilizes its own onboard targetting mechanism to track the aircraft in conjunction with the launcher's targetting computer. Form three requires the launcher's aft located blast door to be locked shut, its tripod extended, and the launcher itself to be placed firmly on the ground. Once in this position, mortar based ammunition may be utilized in conjunction with the launcher's targetting computer which links to satellite and scout based reconnaissance for pinpoint accuracy. Ultimately, the accuracy of the launcher is dependent on the user's experience.

    Buckshot Pistol

         The buckshot pistol is able to be used like a short range shotgun offerring quite a blow to any targets within immediate range. It is generally restricted to use by Northern Faction forces who prefer a kick in their sidearm.

    Standard Issue Pistol

         Both sides utilize a standard pistol for backup purposes. It isn't worth mentioning in terms of abilities but shouldn't be forgetten in close quarters and is extremely helpful when all other sources of ammo are depleted.