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WeaponsEdit

Weapons are Items that increase the offensive capabilities of a unit, primarily by passively modifying their attack.  They can only be equipped on the Weapon slot -- which is the 5th inventory slot of a player's Heroic unit or the 2nd inventory slot of a player's Military unit.


Assault RiflesEdit

Can be used by the following MOS:

Name Description
Styner BR-2
  • Increases base damage by 55%.
  • Increases range by 2.
  • Reduces attack speed by 10%.
  • Reduces move speed by 0.05.
M5-MAR
  • Increases base damage by 25%.
  • Increases range by 2.
  • Active: Launches a 40mm Grenade at the target point, dealing 550 explosive damage to all enemy and allied ground units in the area. The explosion also destroys items, can detonate Explosive Charges, and causes screen-shake to nearby players.  Each use consumes 1 charge.  Holds up to 10 charges.
  • Default 3 charges.  Maximum 10 charges.  Charges can be stacked with M5-MAR.  Charges can be replenished with 40mm Grenades.  Item does not vanish at 0 charges.
US MCR
  • Increases attack speed by 40%.
HK42
  • Increases attack speed by 5%.
  • Increases damage by 12.
  • Increases move speed by 0.05.
SOF-AR
  • Increases base damage by 50%.
  • Increases range by 3.
  • Increases critical chance by 8%.
  • Reduces reload time by 15%.

Machine GunsEdit

Can be used by the following MOS:

Name Description
M41 SAW
  • Increases attack speed by 10%.
  • Increases move speed by 0.08.
  • Improves the rate of Burst Fire.
M241 MMG
  • Increases damage by 25%.
  • Increases range by 2.
  • Decreases move speed by 4%.
M135 Minigun
  • Increases attack speed by 30%.
  • Lengthens Burst Fire duration.
  • Decreases move speed by 8%.
  • Does not appear until the last mission of Chapter 2 onward.

ShotgunsEdit

Can be used by the following MOS:

Name Description
ISS-7
  • Increases attack speed by 30%.


Designated Marksman RiflesEdit

Can be used by the following MOS:

Name Description
IDMR-2
  • Increases attack speed by 18%.
M92 Torrent
  • Increases base damage by 85%.
  • Decreases attack speed by 30%.
  • Decreases move speed by 5%.
  • Does not appear until the last mission of Chapter 2 onward.

FlamethrowersEdit

Can be used by the following MOS:

Name Description
M79 Flamethrower
  • Increases damage by 15%.
  • Increases attack speed by 10%.
  • Increases range by 1.


Plasma RiflesEdit

Can be used by the following MOS:

Name Description
IPR
  • Increases attack speed by 30%.
  • Does not appear until the last mission of Chapter 2 onward.

ArmorEdit

Armor Items increase the defensive capabilities of a unit, primarily by passively decreasing the damage they receive.  They can only be equipped on the Armor slot -- which is the 6th inventory slot of a player's Hero unit or the 3rd inventory slot of a player's Military unit.  The shields granted by Armors can be replenished by dropping and picking up the Item.

Name Description
Kevlar Body Armor
  • Increases armor by 5.
  • Adds 50 shields.
SPCS
  • Increases armor by 12.
  • Adds 75 shields.
  • Decreases move speed by 0.10.
OPA
  • Increases armor by 6.
  • Adds 35 shields.
  • Grants a 70% chance to reduce damage by 60%.
  • Increases move speed by 0.05.
  • Does not appear until the last mission of Chapter 2 onward.

EquipmentEdit

Equipment Items generally grant a passive effect that help the player to deal damage and to survive.  Each Item's effects are unique buffs and do not stack with themselves, making it wasteful to have more than one of any particular Equipment Item.

Name Description
Flashlight
  • Detects nearby invisible units.
  • Grants a cone of light effect to maintain vision during Fog or Dark Cloud events.

Kinetic Integrator

  • Increases energy regeneration by 1.25 per second.

AP Rounds

  • Increases base damage by 18%.
Aim Assist
  • Increases base damage by 20%.
  • Increases attack speed by 15%.
DU Rounds
  • Increases base damage by 10%.
  • Increases base damage against Armored by 40%.
  • Does not appear until the last mission of Chapter 2 onward.
Lift Boots
  • Active: Rocket towards a nearby location.  Will traverse any terrain and does not cause Jump Injury.  Has a cooldown of 50 seconds.
  • Does not appear until the last mission of Chapter 2 onward.

ConsumablesEdit

Consumables are Items with active effects that can only be used a limited number of times.  Most of these Items have charges that allow a player to stack multiple counts of one Item into one inventory slot, but having more charges than the maximum allowed will require additional inventory slots to hold the Items.  Some items may have its charges replenished by Items other than itself.  Consumables are further categorized due to their highly varied effects.


ExplosivesEdit

Explosives are offensive Items that affect enemies on the field, mainly by dealing explosive damage in an area when used. Explosive damage can kill allies, destroy Items, set off Explosive Charges, and disorient allies -- so use caution when utilizing them.

Name Description
Smoke Grenade
  • Active: Throws a smoke grenade at the target point, creating a smokescreen with 3 units radius that lasts 30 seconds.
  • Enemy and allied ground units in the smokescreen have their move speed reduced by 50%, their attack range reduced by 4, and their maximum sight range limited to 13.  This effect persists for 0.6 seconds after leaving the area of effect.
  • Default 3 charges.  Maximum 5 charges.  Charges can be stacked with Smoke Grenade.
Frag Grenade
  • Active: Throws a frag grenade at the target point, dealing 400 explosive damage to enemy and allied ground units in the area.
  • Default 3 charges.  Maximum 5 charges.  Charges can be stacked with Frag Grenade.  Item vanishes at 0 charges.
MGL
  • Active: Launches a 40mm grenade at the target point, dealing 550 explosive damage to  enemy and allied ground units in the area.
  • Default 5 charges.  Maximum 10 charges.  Charges can be stacked with MGL.  Charges can be replenished with 40mm Grenades.  Item does not vanish at 0 charges.
MRL
  • Active: After 1.5 seconds, fires a rocket at the target point, dealing 2300-2700 explosive damage to enemy and allied units in the area.  Deals 500 bonus explosive damage against Armored.
  • Default 2 charges.  Charges cannot be stacked or replenished.  Item vanishes at 0 charges.
Explosive Charge
  • Active: Plants an Explosive Charge on the ground.  When it is destroyed by explosive damage, it will detonate and deal 2000 explosive damage to enemy and allied units in a moderate radius.
  • Default 3 charges.  Maximum 12 charges.  Charges can be stacked with Explosive Charges.  Item vanishes at 0 charges.  Can be obtained by using Disarm on planted Explosive Charges.
Claymore
  • Active: Places a Claymore on the ground.  When triggered on command, will deal 400 explosive damage in the target direction to enemy and allied ground units.
  • Maximum 3 charges.  Charges can be stacked with Claymore.  Item vanishes at 0 charges.  Can only be obtained by using Disarm on planted Claymores.
LLDR
  • Active: After a short delay, deals 15,000 explosive damage to enemy and allied units in a very large radius at target point.  Units in the epicenter are stunned for a short duration.
  • Default 5 charges.  Charges cannot be stacked or replenished.  Item does not vanish at 0 charges.
  • Only appears once in the vehicle garage during Chapter 3 (Citius, Altius, Fortius) after the Air Threats are eliminated.


FlaresEdit

Flares are items that provide vision over an area, reveal invisible units, and disrupt enemy movement.

Name Effect
Flare Gun
  • Active: Fires a Flare Gun at the target point, providing vision of the area within 15 units radius and revealing invisible units within 15 units radius for allies and enemies. Enemy units in an area of 6 units radius have 20% decreased move speed. Lasts 45 seconds.
  • Default 3 charges.  Maximum 5 charges.  Charges can be stacked with Flare Gun.
Ground Flare
  • Active: Throws a ground flare at the target point, providing vision of the area within 12 units radius and revealing invisible units within 15 units radius for allies and enemies.  Lasts 240 seconds.
  • Default 3 charges.  Maximum 5 charges.  Charges can be stacked with Ground Flare.


MedicalEdit

Medical Items mimic the function of a Combat Medic in healing life, restoring energy, curing ailments, and boosting offensive capabilities.

Name Description
First Aid Kit
  • Active: Heals target unit for 250 life over 30 seconds.  Heals an additional 75 life when used by a Combat Medic.
  • Default 3 charges.  Maximum 5 charges.  Charges can be stacked with First Aid Kits.
Quick Clot
  • Active: The unit heals itself for 100 life instantly.  Also removes Minor, Moderate, and Severe Ailments.
  • Default 2 charges.  Maximum 3 charges.  Charges can be stacked with Quick Clots.
Energy Cell
  • Active: Replenishes 190 energy over 20 seconds.
  • Affected by the [PU] Skill Identifier.
  • Default 2 charges.  Maximum 3 charges.  Charges can be stacked with Energy Cells.
Muscle Relaxant
  • Active: Increases base damage by 50%, increases attack speed by 15%, and increases range by 5.  Lasts 90 seconds.
  • Default 1 charge.  Charges cannot be stacked or replenished.


AmmunitionEdit

Ammunition Items replenish the ammunition stock for the players' weapons.

Name Description
Magazines
  • Active: Increases the player's magazine count by 3.
  • Default 3 charges.  Maximum 3 charges.  Charges can be stacked with Magazine.  Can replenish charges for Ammunition Box.
Ammunition Box
  • Active: Increases the player's magazine count by 3.
  • Default 4 charges.  Maximum 10 charges.  Charges can be stacked with Ammunition Box or replenished with Magazine.
40mm Grenades
  • Replenishes charges for M5-MAR and MGL.
  • Default 5 charges.  Maximum 10 charges.  Charges can be stacked with 40mm Grenade.

Mission ItemsEdit

Mission items are indestructible items that are necessary for completing Mission objectives.  They either need to be brought from one location to another, need to be activated, or both.

Name Description
Sentry Gun
  • Mission Item for Prologue - Place [X] Sentry Guns.
BMDD
  • Mission Item for Prologue - Place [X] BMDDs.
Casualty
  • Mission Item for Chapter 2 (Killing) - MEDEVAC casualties.
Energy Battery
  • Mission Item for Chapter 2 (Killing) - Energize BDSs.
Satchel Charge
  • Mission Item for Chapter 3 (Citius, Altius, Fortius) - Destroy Sanies with Satchel Charges.

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