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Weapons are used to damage, destroy, disable, or immobilize parts of enemy vehicles.

Weapon types[ | ]

Icon Name Features Cons Purpose
Icon MG Machine Guns
  • Extreme Turning Speed
  • Moderate Accuracy & Range
  • High rate of fire
  • Low HP
  • Moderate Overheat
  • Good all-around weapon for close to medium range.
  • High rate of fire combined with the natural flexibility makes it perfect for a sustained damage output.
  • Shoot the enemy's weapons until they're harmless.
Icon Miniguns Miniguns
  • Extreme rate of fire
  • Moderate Accuracy & Range
  • Inaccurate beyond medium range
  • Needs time to spool up
  • Laying down sustained damage
  • High rate of fire makes it ideal for stripping off parts
Icon Shotgun Shotguns
  • Automatic
  • High damage
  • Moderate rate of fire
  • Terrible Accuracy
  • Rapid Overheat
  • Delayed Turn Speed
  • Brawling weapon, useful only at close ranges.
  • High burst damage makes this weapon useful for hit & run tactics.
Icon Autocannon Autocannons
  • Excellent range and accuracy
  • Good damage
  • Average rate of fire
  • Slow turn rate
  • Medium to long ranges work best for the autocannon as it limits the amount of turning the autocannon has to do.
  • Autocannons are essentially automatic, miniature Turreted Cannons and behave as such.
Icon Turret Cannons
  • Excellent range
  • Good accuracy
  • Excellent damage
  • Slow Turn Rate
  • Limited ammunition
  • Bullet Drop
  • Long reload
  • Splash damage destroys clusters of weapons and hardware.
  • Shooting from cover takes advantage of this weapon's high range and damage.
Icon Melee Melee Weapons
  • High damage
  • Contact range
  • Low energy costs
  • Impact based damage
  • Useless against evasive targets
  • For when you want to get nasty in close combat. Getting in range can be a challenge.
  • Stab enemies until they explode!
Icon RL
Icon SalvoRL
Unguided Rockets
  • Splash damage
  • Quick Reload
  • Limited Ammo
  • Low accuracy
  • Rockets are ballistic
  • A rocket pod that contains a salvo of unguided rockets that can be launched at the enemy.
  • Devastating if all rockets hit their mark.
Icon RL
Icon SalvoRL
Homing Missiles
  • Good damage
  • High range
  • Locks onto target
  • Varying Projectile Speed
  • Can be shot down
  • Limited Ammo
  • Minimum range
  • Low fire rate
  • A launcher that fires homing missiles that will track their target with high accuracy. Can be used from great distances.
Grenade Launchers
  • Large damage output
  • Splash damage
  • Heavy projectile drop rate
  • Slow moving projectiles
  • Limited ammunition and overheats
  • Shoot grenades that detonate on impact
  • Hard to use, and almost impossible to combine with other weapon types, but can be very powerful in the right hands.
Energy Weapons
  • Very accurate
  • Good damage
  • Main type of energy weapons fire the volley with a delay
  • Slow bullet velocity
  • Fires energy spheres that deal moderate to heavy damage.
Drones and turrets
  • Automatic aim with potential high damage
  • Suitable for support (drones) and defense (turrets)
  • Easy to destroy individual units
  • Can block you or teammates if in the way (turrets)
  • Very limited amount, need microfactory to increase amount
  • Can deal damage without the operator aiming
  • Able to divide enemy attention
  • Turrets in numbers are good for defense scenarios
Artillery * High damage in large area
  • High range
  • Precise arched aiming
* Cannot fire close
  • Main purpose is support teammates from behind the front line.
Crossbows * Very accurate
  • High damage
  • High structure
* Limited ammo
  • Long reload
  • Bulky size, exposed
  • Good for hit and run.
Flamethrowers
  • Can do a fair amount of damage
  • Heats up parts over time for additional bullet damage
  • Limited ammo and can overheat
  • Limited range
  • Can be used on their own or with other close range weapons. Concentrated fire is very effective.
Minelayers
  • Powerful when used correctly
  • Different models to fit different play styles
  • Limited ammo
  • Small detonation range
  • Depending on the model, it can either set the mines down (good for defense or if you're being pursued) or launch the mines at enemies as an offense.
Uncategorized weapons

Weapon parts[ | ]

Machine Guns[ | ]

Bullets damage
Name Perk / Description Power score Structure Energy Mass
Icon LightMG
LM-54 "Chord"
Great against weak points. Allow to quickly dispatch enemies at medium range. 170 60 -2 144
Icon Machinegun Med
MM5-4 "Vector"
A machine gun that improves on the junior model in every way. 390 74 -3 171
Defender
ST-M23 Defender
Great accuracy. Limited fire angle. 390 140 -3 144
M-37 Piercer
M-37 Piercer
Machine gun with extreme rate of fire and a burst fire mode. Don't expect pinpoint accuracy and huge damage, but it can provide surprising density of fire. 570 127 -3 195
Sinus-0
Sinus-0
A rapid machine gun with great fire density. Improves on the previous model in damage.

Perk: A direct hit increases the weapon's damage by 2% for 2 sec. Stacks up to 10 times. Resets when you miss.

570 90 -3 185
ST-M26 Tackler
ST-M26 Tackler
Great accuracy. Reduced energy requirements. Limited fire angle.

Perk: Increased resistance to all types of damage except energy damage. This perk is disabled when shooting.

825 228 -3 180
M-29 Protector
M-29 Protector
Great fire density. Increased damage resistance. Limited firing angles.

Perk: Every successful hit on an enemy increases resistance to all types of damage by 2%. The effect is active for 1 sec. and stacks up to 10 times.

825 213 -3 170
M-38 Fidget
M-38 Fidget
Twin-barrel rapid-fire machine gun. Commonly used by Steppenwolfs in quick Wastleland skirmishes, where you alwaysneed to be quick on your wheels. 825 145 -3 220
Icon HeavyMG
Spectre-2
Twin machine gun. Deals increased damage at the cost of higher energy drain.

Perk: A direct hit increases the weapon's damage by 5% for 2 sec. Stacks up to 10 times. Resets when you miss.

1100 186 -4 216
Caucasus
Caucasus
An intelligent defence complex. Just point at the target and it does the rest.

To start your attack, hold the trigger for a second, while keeping an enemy in the weapon's range in your crosshairs. Perk: Automatically attacks the selected target in range.

1100 342 -4 864
M-39 Imp
M-39 Imp
This innovative Steppenwolf weapon boasts very high rate of fire. Used for setting up mobile ambushes to destroy parts of hostile armored vehicles at short range extremely quickly.

Perk: Increases damage dealt by all "Rapid-fire machine guns" by 5%.

1200 209 -3 280
Aspect
Aspect
This machine gun requires nerves of steel to deal maximum damage. But with sufficient gunner skill it's unparalleled at medium distances.

Perk: The higher the weapon's temperature, the higher its damage. At full heat damage increases by 60%.

1600 200 -4 342
Punisher
Punisher
According to popular belief, only Nomads can escape anomalies alive. No surprises here. With the "Punisher" on their car, anyone could.

Perk: Successfully landing 40 shots increases damage by 100% for 5 seconds and minimizes spread. Misses add to the number of required shots, until reaching the default 40.

2400 386 -4 430

Miniguns[ | ]

Bullets damage
Name Perk / Description Power score Structure Energy Mass
Icon Equalizer
MG13 Equalizer
Maximum rate of fire and overheating threshold. Needs time to spin up barrels.

Perk: The longer the weapons fire, the higher its damage. After 7 sec. of uninterrupted shooting damage increases by 105%.

825 163 -3 216
MG14 Arbiter
MG14 Arbiter
Three-barrelled minigun. Designed for dense fire with average acurracy at medium range. Takes time to spool up the barrells.

Perk: The longer the weapon fires, the higher its damage. After 7 sec. of uninterrupted shooting damage increases by 150%.

1200 170 -3 260
Icon Reaper
Reaper
Cannon with the highest rate of fire and projectile velocity. Needs time to spin up barrels.

Perk: The Weapon "Reaper" does not overheat while shooting.

Has limited ammo.

2400 520 -6 603

Shotguns[ | ]

Bullets damage
Name Perk / Description Power score Structure Energy Mass
Icon Shotgun Basic
Lupara
Deadly at close range. 255 63 -3 68
Icon Sledgehammer
Sledgehammer
Powerful shotgun. 390 115 -3 54
Spitfire
Spitfire
Deadly at close range. Limited firing angle is compensated by higher durability. 390 183 -3 126
Goblin
Goblin
Reduced energy requirements, deals additional damage in collisions. Part of incoming damage passes through the weapon.

Perk: Resistance to melee damage: 90%. Lets damage through: 50%.

380 128 -2 90
Junkbow
Junkbow
Mass production of ammunition fell into oblivion together with the old world. Don´t worry, you can charge the Junkbow with all sorts of literal junk right from the Wasteland! 760 247 -4 189
Mace
Mace
A powerful shotgun with good close-range efficincy.

Perk: For every 40 m. the vehicle taverses, weapon damage increases by 10%. Stacks up to 4 times.

570 123 -3 65
Leech
Leech
Lunatics claim it's their own original "sturdy blunderbus". Yet the "Leech" looks suspiciously familiar... Deadly at close range. Limited firing angle.

Perk: While cooling down, the weapon's resistance to all damage types increases by 15%.

570 190 -3 135
Arothron
Arothron
A clever design, assembled by the hand of a nameless craftman and found who-knows-where by the Ravens.

Perk: The projectile explodes after several meters and turns into pellets, increasing its effective range.

1100 280 -4 378
Fafnir
Fafnir
The engineer in charge of this metal monster's design was clearly inspired by legends of dragons. A volly from a couple of these shotguns can literally vaporise anyone who's foolish enough to stand too close.

Perk: The higher the car's speed, the lower its weapons spread. Maximum effect: +30% at 60 km/h

1100 315 -4 255
Icon Thunderbolt
Thunderbolt
Deadly at close range.

Perk: For every 40 m. the vehicle traverses, damage increases by 25%. Stacks up to 4 times.

1100 173 -4 90
Rupture
Rupture
This shotgun used to be exclusive to the faction of Lunatics and completely unavailable to survivors. However, the Knechte with their passion for presenting new weapons to the inhabitants of the Valley solved the problem and convinced Pete to start mass-producing it. Limited firing angle.

Perk: The weapon's resistance to all damage types increases by 15% while shooting.

825 229 -3 160
Nidhogg
Nidhogg
Deliberate, yet lethal force that's fit to sing songs about. The shotgun reaches its peak efficiency at close range and high speed.

Perk: The higher the car's speed, the faster the weapons reloads. Maximum efficiency: +20% at 80 km/h

1600 340 -4 290
Icon Hammerfall
Hammerfall
Deadly at close range.

Perk: Every 100 m passed by the car, give one charge that's spent when shooting and guaranteed to disable the enemy's weapon rotation for 0.5 sec. Stacks up to 1 times.

2000 221 -5 122
Breaker
Breaker
Lunatic shotguns keep getting scarier. The Breaker will smash anyone who's foolish enough to come close.

Perk: When the weapon receives fatal damage, it becomes invincible for 1 second. Cooldown 35 seconds.

3000 387 -5 180

Autocannons[ | ]

Blast damage
Name Perk / Description Power score Structure Energy Mass
Icon Autocannon20mm
AC43 Rapier
Great accuracy, but requires experience at aiming at long range. 520 113 -4 180
AC50 Storm
AC50 Storm
Great accuracy, but requires experience at aiming at long range.

Perk: The further the target - the higher the damage. For every 100 m to current target, damage increases by 12%.

760 168 -4 210
AC64 Joule
AC64 Joule
For this rapid-fire autocannon, Nomads experimented with aviation-grade cooling systems. They ended up with a weapon that's particularly efficent in high-spped firefights.

Perk: Weapon heating while firing slows down as your movement speed increases. Maximum heating reduction - 25% at 80 km/h.

1100 216 -4 240
Icon Autocannon 25mm
AC72 Whirlwind
Great accuracy, but requires experience at aiming at long range.

Perk: The further the target - the higher the damage. For every 100m to current target damage increases by 30%.

1375 391 -5 486
Whirl
Whirl
The autocannon that helped Sigurd and his friends many times while wandering the Wasteland. Has high rate of fire and shoots bullets instead of shells.

Perk: If there are 2 or more enemies within a 65 m radius, damage dealt by the cannon will increase by 30%.

1100 457 -4 729
Cyclone
Cyclone
An arms race often becomes the engine of progress. Who would have thought that you could squeeze out additional firepower from a twin autocannon. But it happened. Moreover, Cyclone's rate of fire rises while shooting!

Perk: The longer the weapon fires, the higher its rate of fire.

2000 535 -5 570

Cannons[ | ]

Blast damage
Name Perk / Description Power score Structure Energy Mass
Icon 76mm cannon
Avenger 57mm
Ballistic, lead, huge damage. Has limited firing angle. 425 217 -5 468
Icon 88mm Cannon
Judge 76mm
Ballistic, lead, huge damage. Has limited firing angle. 650 320 -5 585
Prosecutor 76mm
Prosecutor 76mm
Armour-piercing projectiles, ballistics, lead, huge damage. Has limited aiming angle.

Perk: Fires armor-piercing projectiles exploding after penetration of 102 pts. or 100 cm. of armor

950 400 -5 670
Icon 100mm Cannon
Executioner 88mm
Armour-piercing projectiles, ballistics, lead, huge damage. Has limited aiming angle.

Perk: Fires armor-piercing projectiles exploding after penetration of 132 pts. or 200 cm. of armor

1375 495 -5 864
BC-17 Tsunami
BC-17 Tsunami
Has tremendous recoil, high accuracy and high muzzle velocity.

Perk: Every 2 sec. of staying still increase damage by 10%. Stack up to 6 times.

2400 746 -6 1850
CC-18 Typhoon
CC-18 Typhoon
This Steppenwolf project is the next step towards increasing weapon power and effective range. A direct hit with a "Typhoon" is a death sentence for any enemy.

Perk: Hitting an enemy reduces its reload speed and weapon cooling time by 40% for 3 sec.

3600 950 -6 2200

Turreted Cannons[ | ]

Blast damage - 360° Axis
Name Perk / Description Power score Structure Energy Mass
Median
Median
Combines the speed of autocannon projectile with the armour-piercing capabilites of cannons. Minimal blast radius, infinite ammo. 950 189 -5 342
Icon Turret 76mm
Little Boy 6LB
Allows for precise shots at any range in any direction. 780 454 -6 837
Icon 88mm turret
ZS-33 Hulk
Alows for precise shots at any range in any direction.

Perk: A direct hit speeds up the following shot's reloading by 0.3 sec.

1140 583 -6 850
Elephant
Elephant
This 76mm tank cannon is one of the most massive weapons from the great war. Now it continues its service aboard the "Risen".

Perk: After a shot, the weapon's resistance to all damage types increases by 20% for 3 sec.

1650 847 -6 1300
Icon 88mm turret
ZS-34 Fatman
Allows for precise shots at any range in any direction.

Perk: A direct hit speeds up the following shot's reloading by 0.5 sec.

1650 830 -6 1215
Icon Mammoth
ZS-46 Mammoth
Allows for precise shots at any range in any direction.

Perk: A direct hit increases the weapon's damage by 20% for 10 sec. Stacks up to 3 times. Resets when you miss.

2400 1284 -6 2633
Mastodon
ZS-52 Mastodon
Allows for precise shots at any range in any direction.

Has two modes: 1. Single-shot when pressing the trigger.

2. Two-round burst when the shot is fully charged. The first shot deals less damage, but heats all parts in the explosion's radius. The second shot does not consume ammo.

3600 1505 -6 3038

Melee Weapons[ | ]

Contact damage, unless otherwise noted
Name Perk / Description Power score Structure Energy Mass Damage
Boom
Boom
As Lunatic field tests have demonstrated, the easiest way to destroy the target with explosives is to ram the explosives up the target's bumper.

Deals damage to the target and explodes upon impact.

190 31 -1 45 5/10
Lancelot
Lancelot
Lunatics gave this weapons a name to honour its inventor who thought himself to be a true knight. The ill-fated Lancelot only left a scorched vehicle behind, but Psycho Pete really loved his invention.

Deals damage and explodes upon impact.

Perk: The higher the car's speed, the more damage the blast deals. Max efficiency: 75% to damage at speed of 100km/h.

275 57 -1 144 8/10
Icon Auger
Borer
Deals additional damage while in contact with the target.

Resistance to blast damage: 30%. Resistance to melee damage: 75%.

260 330 -2 250 2/10
Icon Buzzsaw
Buzzsaw
Deals additional damage while in contact with the target.

Resistance to blast damage: 30%. Resistance to melee damage: 75%.

380 279 -2 125 3.3/10
Icon Druzba2
Mauler
Deals additional damage while in contact with the target.

Perk: Increases damage dealt by all mounted chainsaws by 10%.

Resistance to blast damage: 30%. Resistance to melee damage: 75%.

825 327 -2 94 5/10
Lacerator
Lacerator
Deals additional damage while in contact with the target.

Perk: Increases durability of all mounted chainsaws by 10%.

Resistance to blast damage: 30%. Resistance to melee damage: 75%.

825 401 -2 188 4.6/10
Icon Harvester
Harvester
Deals additional damage while in contact with the target.

Perk: Deals 135% more damage to enemies influenced by negative effects and to heated vehicle parts.

Resistance to blast damage: 30%. Resistance to melee damage: 75%.

1600 765 -4 940 7/10

Unguided Rockets[ | ]

Blast damage
Name Perk / Description Power score Structure Energy Mass
Icon Wasp Launcher
Wasp
Unguided rocket. Hard to use, but may be a deadly tool against all enemies. Launches 2 missiles in each volley. 520 55 -4 90
Pyralid
Pyralid
The weapon for a budding firestarter. Helps both get into a conflict with friends and get out of it. There are two rockets in each salvo.

Perk: If both missiles of the volley hit the target, increases blast radius of the next volley by 12% for 5 sec.

760 69 -4 98
Locust
Locust
A course rocket with each shot hitting like a swarm of locusts. Has 2 missiles in each salvo.

Perk: If both missiles of the volley hit the target, increases blast radius of the next volley by 30% for 5 sec.

1100 100 -4 110
Icon Cricket
Cricket
Unguided rocket. Hard to use, but may be a deadly tool against all enemies. Launches 5 missiles in each volley.

Perk:The further the target - the higher the damage. For every 100m to current target, damage increases by 100%.

1375 150 -5 288
ATGM Flute
ATGM Flute
A type of guided missile. For a few of seconds after launch, the operator can guide the direction of the missile using a laser designator.

Perk: For each second of the missile's flight the explosive damage increases by 18%.

550 47 -2 81
Clarinet
Clarinet TOW
Guided missile. For a couple of seconds after launch the operator can guide the direction of the missile's detonation.

Only one weapon of this type can be installed on the car.

Perk: Missile can be controlled in flight.

1375 172 -5 270


Homing Missiles[ | ]

Blast damage
Name Perk / Description Power score Structure Energy Mass
Icon Pyre
Pyre
Powerful infrared-homing missile.

Perk: Homing missiles track the closest target in the aiming cone and adjust flight trajectory accordingly.

550 52 -2 81
Icon Hurricane
Hurricane
Volley of 4 infrared-homing missiles.

Perk: Homing missiles track the closest target in the aiming cone and adjust flight trajectory accordingly.

2400 175 -6 288

Grenade Launchers, Explosive damage[ | ]

Name Perk / Description Power score Structure Energy Mass
Impulse
GL-55 Impulse
Automatic Grenade launcher. Difficult to use, but has great destructive power.

Perk: After 5 consecutive successful hits, the next projectile will deal additional damage. Each miss will increase the amount needed to activate the perk.

1375 126 -5 198
Retcher
Retcher
Automatic Grenade launcher. Launches a volley of 4 very slow projectiles with ballistics.

Perk: The further the target - the higher the damage. For every 100 m to current target damage increases by 200%.

2400 213 -6 234

Energy Weapons[ | ]

Energy damage
Name Perk / Description Power score Structure Energy Mass Damage Type Damage Fire Rate Range
Synthesis
Synthesis
Launches a dense batch of overheated plasma. 760 175 -4 158 * Energy 2 10 2
Aurora
Aurora
Fusion of mechanics and electronics. Air cooling of barrels provides uninterrupted pulse laser rate of fire. Sadly, effective range in the atmosphere is very limited.

Perk: Heats up parts on hit. They receive up to 100% more damage depending on the amount of accumulated heat.

1100 275 -4 315 * Energy 1 10 2
Gravastar
Gravastar
This invention made Tachyon famous among the people of the Wasteland. The young genius was praised, asked for help, almost manipulated. After that, Tachyon disappeared from the radar for a few years and returned as an adult in the Dawn's Children. They said he had been kidnapped. But Tachyon himself and his closest friends are denying that version.

Perk: When the weapon overheats, the first projectile heats parts on hit. The shotgun also becomes heated. This effect is reset after the shot.

1100 196 -4 306 3.7 5.9 0.8
Quasar
Quasar
Projects a ball lightning dealing significant damage to any matter it contacts with.

Perk: Launches a projectile straight ahead and has no recoil.

1650 597 -6 792 *Blast
  • Energy
8 3.4 10
Prometheus V
Prometheus V
It's amazing how ideas of inventions come almostsmultaneously to different people. The creator of Prometheus V, although they had worked independently, assembled a weapon very reminiscent of Synthesis. Each shot boosts the next one.

Perk: Within each burst, each shot deals 10% more damage than the previous one.

1100 185 -4 200 2 10 2
Trigger
Trigger
Thanks to the Founders, the former drilling tool became a dangerous weapon, most efficent at medium and short range.

Perk: In the final moments of the shot the beam deals 500% damage.

1100 246 -4 410 2 10 1.5
Blockchain
Blockchain
Once used to be plasma metal cutter for the heaviest construction work. Now it's the final argumen in the hottest dispute.

Perk: Penetrable parts only let through 75% of damage from this weapon and receive the remaining damage.

1100 260 -4 340 5 5.2 2
Pulsar
Pulsar
Tireless inventors from the Dawn's children keep updating their line of plasma cannons. "Pulsar" is the logical continuation of "Quasar" working at extreme range with maximum precision.

Perk: For every 100m, passed by the projectile, its explosion radious increases by 0.25 m.

2400 693 -6 950 8.5 3 10
Helios
Helios
Allegedly, the early prototypes of this emiter were very unstable and took the lives of at least as many allies as they did enemies. But does all this really matter if it launches a volley of 5 plasma pellets, deals high damage and has incredible accuracy?

Perk: The enemy's cabin is dealt additional damage if all projectiles of the volley hit that target.

1600 225 -4 250
  • Energy
4 10 2
Spark III
Spark III
Deals identical damage to all targets in the aiming cone. Effective against multiple enemies.

Perk: Dealing damage to an enemy also reduces its cabin power by 9% for 1 sec. The effect stacks up to 8 times.

1600 435 -4 360 1 3 1
Assembler
Assembler
The latestof the oldest welding machines, which mankind had time to come up with before the apocalypse, but just felt short of setting it up. A couple of dozen manipulations by an experienced engineer have turned it into a dealy weapon with two firing modes.

Perk: When the weapon is fully charged, damage grows up to 175 % over 2 sec. If you don't shoot in this window, the charge resets and the weapon heats up by 100%.

2400 312 -6 360 7.5 3.5 10
Flash I
Flash I
A support weapon. Deals the same damage to all targets in the targeting cone. Effective for fighting multiple enemies at once.

Perk: Dealing damage to an enemy also reduces its reload speed and cabin power (which reduces it the speed and acceleration without taking the maximum chassis speed into account) by 6% for 1 sec. The effect stacks up to 12 times.

2400 544 -4 450 1 3 1

Drones and Turrets[ | ]

These parts deploy autonomous combat robotics, mobile drones and stationary turrets. Every part has 4 charges, except the legendary Annihilator which boast 8 charges. Holding down the fire button destroys the currently deployed companions.

Flying Drones[ | ]

Name Effect Power score Structure Energy Mass
Icon Attack Drone
AD-12 Falcon
Launches a drone with a basic machine gun. 390 126 -3 128
AD-13 Hawk
AD-13 Hawk
Launches a drone with a twin-barrel minigun. 570 141 -4 128
Icon Missile Drone
MD-3 Owl
Launches a drone with missiles equipped. 1100 161 -4 128
Annihilator
Annihilator
Previously used to deliver medium-light materials and tools to the uppoer floors of building. Causes trouble for enemies after the disaster.

Perk: When dealing damage, reduces the enemy's cabin power by 6%. The effect last 2 sec. and stacks up to 10 times.

1600 190 -4 200

Wheel Drones[ | ]

Name Effect Power score Structure Energy Mass
Sidekick
Sidekick
Launches a wheeled drone with a Spectre machinegun loaded. 760 141 -4 256
Grenadier
Grenadier
Launches a mobile combat drone on wheels armed with a grenade launcher. 1100 141 -4 180
Fuze
Fuze
Deploys mobile drones, exploding upon proximity to targets. 1100 161 -4 128

Turrets[ | ]

Name Effect Power score Structure Energy Mass
Icon Turret Deployer
DT Cobra
Builds a combat turret defending the perimeter for a limited time. 390 126 -3 128
T4 Python
T4 Python
Builds a combat turret defending the perimeter for a limited time. 570 141 -3 128
Icon Missile Turret
RT Anaconda
Builds a combat turret defending the perimeter with missiles for a limited time. 1100 321 -4 256
Barrier IX
Barrier IX
Creates a large-radius static dence field in the activation spot, absorbing damage from fast projectiles and energy flows for a couple of seconds. 825 161 -3 128


Artillery[ | ]

Explosion and fire damages
Name Perk / Description Power score Structure Energy Mass
Incinerator
Incinerator
Launches an incendiary projectile, that leaves a burning area at the place of explosion. When you hit someone with this weapon, Firestarters scream, it seems, something about a fiery hyena. Apperently, they do not know that they are not found in Wastleland.

Perk: Explosion leaves a flammable liquid puddle dealing damage to all targets.

1650 472 -6 540
Mandrake
Mandrake
Enormous firepower and ability to deal damage from a large distance while hidden in cover are offset by significant recoil, high spread in motion and utter helplessness in melee combat.

Perk: Explosion leaves a flammable liquid puddle dealing damage to all targets.

3200 689 -8 2430

Crossbows[ | ]

Name Perk / Description Power score Structure Energy Mass
Spike-1
Spike-1
When gunpowder and explosives are running dry, good old cables, springs and rebars come in handy. Works just as well.

Perk: The bolts have significant physical impulse.

1100 305 -4 810
Phoenix
Phoenix
A simple crossbow wasn't enough for Firestarter engineers, so they added a bit of explosives.

Perk: The projectile sticks to surfaces and car parts and detonates after a short interval. It can be destroyed by enemies before detonation.

1375 380 -5 1012
Toadfish
Toadfish
This giant was assembled by a nameless craftsman from an old hunting crossbow with reverse shoulders. During its wandering in the Wasteland the crossbow lost its paint, but the marks of the masterare still preserved somewhere.

Fires two bolts in burst. Suitable for accurate medium to long range fire. Perk: If the first bolt hits the target, the second bolt's impulse is significantly increased.

1600 384 -4 900

Flamethrowers[ | ]

Name Perk / Description Power score Structure Energy Mass
Remedy
Remedy
Do you lay awake at night thinking who's the one to flame? The latest no-a-flamethrower "Remedy" by Waderkvarn will answer this and a million other questions. Sparks will fly!

Perk: Heats up parts on hit. They receive up to 100% more damage depending on the amount of accumulated heat.

1100 420 -4 300
Draco
Draco
This used to be an agricultural flamethrower for destruction of weeds and pests. A rare case, when the essence has not changed over time.

Resistance to melee damage: 90%.

Perk: Heats up parts on hit. They receive up to 100% more damage depending on the amount of accumulated heat.

1600 360 -4 270
Firebug
Firebug
Only a madman could've dreamed up using fire in close combat. Apparently there's no shortage of madmen among the Engineers...

Perk: Heats up parts on hit. They receive up to 100% more damage depending on the amount of accumulated heat.

2400 540 -4 315

Minelayers[ | ]

Special, see description
Name Perk / Description Power score Structure Energy Mass
Kapkan
Kapkan
A curious weapon with mines that won't let a single victim elude you. Does not affect trucks and leviathans.

Perk: Places mines that fire harpoons at enemies in range.

550 267 -2 360
King
King
Places landmine with a proximity fuze that detonates if there is an enemy within range. The landmines are active for a limited time. One minelayer can place only two mines at the same time.

Perk: The mine jumps upon detonation which increases the affected area and allows the explosion to hit low-flying objects.

825 240 -3 540
Fortune
Fortune
Launches three wheels, which roll happily and explode when they collide with an enemy or receive damage.

They are stuffed with unstable explosives, so they detonate after 8 sec.

Perk: Projectiles do not detonate when hitting surfaces.

2000 288 -5 360
Porcupine
Porcupine
Lays burning barrels filled with explosive materials and metal chunks. The barrel explodes on contact with vehicles or when hit with any weapons. Self-destructs in 20 sec.

Perk: Explosion leaves a flammable liquid puddle dealing damage to all targets.

1800 384 -3 720

Uncategorized weapons[ | ]

Special, see description
Name Perk / Description Power score Structure Energy Mass
Emily
Emily
A revolver firing explosive projectiles from a grenade launcher.

Augustus Donner, the Knechte leader's right hand man, cherished this unique prototype and used it only for his own needs. But the gun proved itself so well in battle that it went into mass production.

760 100 -4 160
Summator
Summator
A retooled nail gun. Previously, it was used to drive fasteners into walls without using physical force.

Now we've changed the nails to rebars and added two firing modes. Perk: Holding down the fire button will charge up the shot for more damage.

760 157 -4 180
Corvo
Corvo
Looks very much like a gun from the very old world, when the knechte were far from roaming the Wasteland's highways. It very well may be that there were no highways back then (such savagery!). Ammunition reserves do not change. The clip is reloaded automatically.

Perk: The final projectile in the clip deals 200% more damage.

1100 160 -4 200
Adapter
Adapter
A precision pulse rifle taken over by a Ravage. It is most effective at medium range, it is perfect for survivors who do not give up until the very end and, having encounered difficultis, only become stronger.

Perk: Increases weapon damage as the vehicle's durability decrases. Maximum effect: +20% at 1% durability.

1100 154 -4 240
Skinner
Skinner
Harpoon a metal fish! This cannon launches a spear with a sturdy rope attched to it.

Penetrates up to 1 m of armor. Perk: Sticks to surfaces and car parts. Allies can detach the rope.

550 342 -2 378
Scorpion
Scorpion
Boasts great accuracy, ideal for any scope.

Perk: Projectiles pierce up to 2 m of any armor with slight damage reduction.

3600 552 -6 900
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