187 SMG (Standard Mini Gun)

The Mini Gun is a rapid-fire, small-projectile machine gun. The SMG is particularly devastating against infantry and non-moving targets.


The AT-Stabber, short for Anti-Tank Stabber, fires a high-speed, low-impact shell.

Blast Cannon

The Blast Cannon delivers a short but powerful laser beam burst that does tremendous damage to enemy armor. The energy needed to create the laser requires a great deal of nano-ammo. For this reason, the Blast Cannon is best utilized by Gun Towers.

MAG (Magnetic Acceleration Gun)

The MAG Cannon is a charging magnetic acceleration gun that fires highly condensed balls of magnetic energy. This weapon has a maximum range of 250 meters.

Flash Cannon

The Flash Cannon, often referred to as the "Hot Foot," fires a concentrated beam of microwave energy at its target. The microwave energy causes the target vehicle's v-thruster engine to overheat.

Automated Targeting Gun (TAG Cannon)

The Automated Targeting Gun or TAG Cannon has two phases. In the first phase it shoots a homing ordnance into the skin of the target craft. If the first round hits its mark, the TAG Cannon unleashes a salvo of guided missiles that will head toward the homing signal.

AT-Super Stabber

The Super Stabber is an advanced Stabber round. Upon impact, the round damages the vehicle it strikes and anything else within a blast radius of five


Standard Mortar

The mortar fires in an arced trajectory. The ordnance will explode on contact with any object and inflict collateral damage throughout its five meter blast radius.

Manual Detonation Mortar (MDM)

The MDM fires like a standard mortar; however, it does not detonate on impact with terrain. The MDM will only detonate if it collides with an enemy vehicle or if the pilot presses the fire button a second time, thereby setting off the charge. The MDM is designed to bounce or ricochet in order to allow the pilot more exact placement before detonation. Multiple MDMs

The Splinter (Death Wheel)

The Splinter detonates upon contact with enemy vehicles and does normal mortar damage. Should the Splinter miss its target however, all is not lost. The ordnance will raise itself up into the air and fire circular bursts of .72mm AP projectiles.

may be fired by pressing the Ctrl key when firing.

Pop Gun

When fired, a popper travels straight up to an altitude of 200 meters. It then locks onto the nearest enemy target and comes down again propelled by its rocket guidance system.

Day Wrecker (Fired by the Armory)

The Day Wrecker is the most powerful artillery available. The Day Wrecker has a range of 1500 meters. It will explode when it comes within 20 meters of the ground with a devastating shock wave 50 meters in diameter.


Thermal Hornet

The Thermal Hornet's sensors lock onto the thermal signature of an enemy ship. Armed with a combustion, shard-scattering warhead, the Hornet is designed to explode on impact spraying the target with shrapnel. Any vehicle within five meters of the blast will also take damage. Especially effective against fast-moving vehicles with hot engines.

Rocket Bomb

All of the fancy electronic components were stripped out of a Thermal Hornet casing to make room for even more explosives. The result was the Rocket Bomb, a heavy, slow moving rocket that has given up speed and finesse for one heck of a punch.

Image Locking Shadower Missile

The ILS Missile locks onto the visual image of its targets. It works best on slow-moving targets, complementing the Thermal Hornet well.

Comet Cruise Missile

The Comet Cruise Missile is a radar guided missile that can lock onto any target as long as it is within radar range.

Sand Bag Missile

The Sand Bag Missile is a non-locking missile. When the Sand Bag Missile strikes its target it deploys a magnetic anchoring device that will slow the targeted ship down. This missile is designed to allow slower, less maneuverable vehicles to pin down fast-moving craft.

Special Weapons & Counter Measures

RED-Field Generator (Radar Echo Dampening Field Generator)

The RED-Field Generator completely removes the ship's echo signature from all radar while selected. All weapons that require a radar signal to lock will not be able to target or track the ship once the RED-Field Generator is activated.

M-Curtain Mine (Magnetic Curtain Mine)

The M-Curtain is a specialized mine designed to produce a localized field of extreme magnetism. Once the mine is launched it imbeds itself into the terrain. One second after it imbeds into the ground, it starts to generate a bubble of magnetism that is 20 meters in diameter and three meters tall. No projectile can penetrate the magnetic bubble, however, vehicles under the bubble can fire out.

Solar Flare

The Solar Flare is a specially modified mine that will produce a plume of fire burning at high temperature for a short period of time. The flare gives off a thermal signature that will attract heat-seeking projectiles within 200 meters of it.

MITS (Magnetic Inverting Tethering Snare)

The MITS or "catcher's mitt" is a modified M-Curtain Mine. Instead of pushing outward with magnetic force the MITS does exactly the opposite Ð pulling anything towards itself with incredible force. MITS will also attract any projectile within 200 meters.

Proximity Mine

A standard mine that detonates when an enemy vehicle enters its detection range. The mine does not become armed until two seconds after it is placed in the ground. Once the mine is armed, any enemy vehicle that gets within seven meters of the mine will activate it.

Sensory Image Terrain Exposing Camera (SITE Camera)

The SITE Camera is an x-ray device that allows a pilot to see through terrain. The device has a range of 100 meters. Any terrain feature outside the camera's range will not become transparent.


No one is exactly sure how the Thumper device works. It is believed that raw energy is extracted from nano-ammo and channeled directly into the ground like a concentrated seismic charge. The result is a shock-wave that distorts the terrain it travels across