Weapons Guide
4th May 2018
Introduction.
Battlezone tanks and other assorted units come armed with a variety of
weapons designed to obliterate the opposing faction. Some act as
deterrents for oncoming enemies, whereas some pack a real punch and can
cause major damage and destruction.
An understanding of the
weapons at your disposal allows for an easier dispatch of ones foes. The
following is a selection of the weapons you are likely to encounter on
the Battlezone.
Cannon.
A smoothbore anti-tank gun firing a field-stabilised SEFOP round.
Devastating
rounds that can deal huge direct damage to opposing units. Timing is
everything due to the speed of the round once fired.
Split Cannon.
Anti-tank gun firing Hi-Ex cluster shells.
These cluster shells
can add a significant amount of damage once deployed to other units in
the near vicinity. Staying clear from these rounds is advisable.
EMP Cannon.
Modified EMP round disrupts targets' systems.
The round fired by
this weapon auto-detonates on impact but can also be remotely triggered
by a second press of the trigger. It temporarily disables electronic
systems like AI brains.
Autocannon.
Rapid-firing 30mm heavy machine gun.
These machine gun rounds can
deal continous fire toward enemies. Whilst not particularly effective
powerwise, the onslaught can still make the difference on the battle
field.
Mag Autocannon.
Rapid-firing heavy machine gun with magnetic time-fused rounds.
Particularly useful against low armour units. The rapid fire mechanism can wipe out enemies pretty swifty if used effectively.
Burst Autocannon.
Burst firing semi-auto 30mm heavy machine gun.
Relatively low
damage weapon that can be used as a deterrent against oncoming enemies.
Can be useful when low on more damaging alternate weapon rounds.
Machine Gun.
High rate of fire .50cal AP machine gun.
High damage weapon at a
frightening rate. Can be used to dispatch low armour vehicles with ease
and as a deterent option for more heavily armoured vehicles.
Unguided rockets.
Volley firing unguided Hi-Ex rocket pod.
Fires a salvo of small
unguided rockets which aim to strike their target thanks to their
erratic weaving motion. Nicknamed “misguided rockets” by the cynical.
Missiles.
Barrage-based missile launcher.
Aiming the reticle at the
intended target until a lock is achieved is required before these
missiles can be released. The power of the detonation is well worth the
wait.
Laserguided Rockets.
Semi-active laser homing missile system.
Once this missile is
fired, it will guide itself to the point designated by the targeting
laser. This laser must be kept on the intended point of impact until the
rocket strikes.
Railgun.
Ultra-velocity armour piercing rifle.
A massively damaging
long-range weapon that must be charged up before firing. The longer the
weapon is charged for, the more powerful the ensuing impact.
Artillery.
Long range HE cannon. Auto-computes range for units tagged by other pilots.
A
hugely explosive, ballistic shot that can be fired over cover to cause
massive area-of-effect damage. The downside is that a Pilot is unable to
move while aiming.
Laser.
High-powered laser cannon.
A concentrated beam of high-energy
radiation. It takes a short time to charge up but can then be fired
continuously until the current battery needs to be replaced.
Flakcannon.
Fire flak to absorb and confuse enemy projectiles.
This popular
weapon fires a cluster of high explosive rounds that each cause massive
damage. Is more devastating the closer the target gets.
EMP Cannon.
Fires EMP bombs that can be detonated in the air.
A great weapon for taking on aerial units. Firing into The Swarm can seriously destabilise the oncoming horde.
Flamethrower.
Projects a jet of flame hot enough to melt tanks.
“Flame” is too
simple a word to describe the ferocity of the super-heated plasma this
weapon projects. This plasma can cut through shields and hull in
moments.
Charged Laser.
Charge up the emitters to produce a deadly laser blast.
Powerful
and effective against enemy units, the laser can deal major damage.
Accuracy is essential as the beam is focused in one direct line.
Multi Missiles Lockon.
Fire-and-Forget multiple missile barrage.
This launches multiple
homing missiles, each with an individual target selected via the
reticle. Great for dealing with small, fast enemies like Scout Bikes and
Hoppers.
Single Missiles Lockon.
Fire-and-Forget missile with a single Hi-Ex payload.
The user
establishes a target lock by selecting a target and holding the trigger
until the lock process completes. Releasing the trigger at that point
almost guarantees a hit on the selected target.