User Weapon Ideas

Protector
Hardpoint: Heavy

Type: Shield

Description: Protector is an indestrutcble anti-sniper shield that blocks any type of Bullet. It protects only by weapons with more than 550m range. Useless against brawling weapons.

Level/League Required: 25, Gold I or above

Price:10.000 Components or 25.000 Gold

P-Buster
Hardpoint: Light

Type: Plasma

Damage: 1200 per shot (3600 at lvl 12)

Range: 350 m

Clip size: 24

Reload: 4.8 seconds

Unload time: 9.6 seconds

Rate of fire: 3 shots every burst

Smart reload: false

Effective range: 350 m or below

Additional description: P-Buster is a plasma weapon, similar to taran and reedemer. Like is medium and heavy counterpart,is letal at close range. proiectile are red

Level/League required: 19/Silver II

Price: 10.000 components or 1250 gold

Destroyer
Hardpoint: Heavy

Type: Splash

Damage: 5567 lvl1 mk1

Reload: 12 secs

Clip size: 1

Requires Lock-on: False

Range: 1100m

Description: A powerful cannon that fires explosive shells.

Price: 640000 Silver

Smart Reload: False

Effective Range: 800m

Level/league: Gold III, Level 18

Meltdown
Hardpoint:Heavy

Type:Energy

Damage:890/s lvl1 mk1

Reload:Cooldown 7.5sec

Clip Size:15 Charges

Requires Lock-on:False

Range:600m

Description:High powered energy weapon that requires user to hold the shoot button to fire. It will overheat when fired for too long. Can shoot 4 targets at once. Deals ×1.5 times more damage towards physical shields.

Price:10,000 comp. or 5000AU

Smart Reload:False

Effective Range:600m

Level/League:Diamond II, Level 30

Barene
Hardpoint: Heavy

Type: Energy/Shotgun

Damage: 9,000 - LvL 6 Mk 1

Fire Rate: 1 Shell every 2 seconds

Range: 400

Clip size: 5

Reload: 3 seconds per shell (reloads while firing)

Requires lock-on: True

Effective range: 50 - 200

Additional description: Barene is a Vanguard Class energy shotgun designed to disorientate enemies while dealing a viable amount of damage.

It uses Hydro - Plasma ammunition and has a reflecting barrel at the end. Once shot, the target will be pushed back, pulled, push back, pulled, and pushed back again which lasts for only half a second, which it can disorientate the enemy pilot.

Lynch
Hardpoint: Medium

Type: Energy Beam

Damage: 1250 - LvL 1 Mk 1

Range: 700

Clip size: 10 seconds of releasing of energy

Reload: 3 seconds

Requires lock-on: True

Effective range: 0-500

Additional description: Lynch is an energy beam weapon similar to the Gekko. It focuses its stored energy and fires it at very high temperatures. It takes ammo from the sun that is in the map, allowing it to be perfect for mid range support, which is also why it makes this weapon unique. However, it depends on the map whether its dark or not. The weapon will not reload whenever the pilot goes under a ceiling or building. The darker the map, the slower the weapon will reload.

Die Glocke
Hardpoint: Heavy

Type: Energy pulse

Damage: 3,000 damage per pulse

Fire Rate: 1 seconds after every pulse

Range: 300 meters maximum

Clip size: 4

Reload: 12 seconds, 3 seconds per pulse (reloads while firing)

Requires lock-on: False

Additional description: The Die Glocke was a wunderwaffe of nazi germany capable of destroying everything organic in its way. Now it is rediscovered and is put to use as a heavy weapon. But instead of destroying organic matter it is now designed to destroy metal. The weapon gives off an energy pulse that bypasses ancile and travels like a shockwave around the player. Each pulse of the weapon degrades the health of all robots around the weapon which are in range. Making the Die Glocke an effective close combat weapon. Just like the nazi design the Die glocke looks like a bell. Price: 10,000 components

Revolv
Hardpoint: Heavy

Type: Kinetic

Damage: 1108 damage per shell

Fire Rate: Single shot or full automatic (1 second delay per shell)

Range: 750 meters

Clip size: 6

Reload: 10 seconds

Requires lock-on: False

Additional description: The Revolv is a heavy sniper revolver based from the guns of old. The weapon can be single shot which has 85% accuracy but fully automatic has 65% accuracy. With these two modes, the weapon can be used as both a sniper and support fire weapon. Because of it being kinetic, it deals double damge to physical shields. But unlike other machine gun type weapons, it does not have increased fire rate. The player is advised to use the weapon like a nashorn which can make the Revolv a bombardment sniper weapon. Price: 10,000 components

Grenada
Hardpoint: Medium

Type: Grenade, Splash

Damage: 750 damage per grenade

Fire Rate: 1 second after every launch

Range: 450 meters maximum, 100 meters minimum

Clip size: 8

Reload: 10 seconds

Requires lock-on: False

Splash Damage: True

Additional description: The Granada is a medium grenade launcher, the first lobbing weapon in its weight class. But unlike its long range counterparts the Zenit and Noricum, the Granada is a medium ranged support weapon. Because of it being a lobber it is able to fire over cover and into unsuspecting enemies. The weapon has Splash damage wchich can be a threat to shielded robots. The grenade, which explodes 3 seconds after touching a solid object will explode and also effect the enemies which are 25m near the grenade. The Granada launches a sticky grenade that will attcah to anything it made first contact with (ex. Robot, Cover). But the downside is because of it being a lobbed weapon it cannot fire within 100 meters. Because of this weakness, it is advised that the player maintain distane to make the weapon effective. Price: 10,000 components

Exterminator
Hardpoint: Heavy

Damage: 10475 lv1 mk 1

Clip size: 140

Level/league: 20 Bronze I

Description: a heavy taran, it fires ten bolts of plasma in 2 seconds.

Tornado
Hardpoint: Light

Damage: 9745 at lv1 mk1

Level/league requirement: lvl 22 bronze II Type: energy

Reload: 7 secs

Clip size: 30

Smart Reload: True max Range: 450m

Requires lock-on: false

Effective range: 100-200m

Additional description: similar to taran, the tornado fires blasts of 5 plasma charges every 1.5 seconds. Unlike most plasma weapons, this does damage to ancile shielding and the shielded bot.

Price: 3750 wp

Thermoshock
Hardpoint: Medium

Damage: 1000 per thermal bolt ( 2,640 max )

Level/league requirement: Lv 20/ Master II

Type: Thermal Cannon

Reload: 3 second cooldown + 12 second reload

Clip size: 10 bolts

Smart Reload: False

Range: 400M

Requires lock-on: True

Effective range: N/A

Additional description:

Medium thermal cannon designed for rapid strikes that can inflict severe damage to even well armoured enemies. Fires superheated fusion bolts with insane rapidity and accuracy. The bolts, while they cannot effectively knock down energy shields, can turn physical shields into molten slag and effectively cripple and even destroy well armoured targets with well placed blasts.

Ability: Questoris Fusionus - Pattern bolt of Cleansing

Weapon has a 5% chance to fire a Questoris Fusionus - Pattern Bolt, which can reduce the structural integrity of a physical shield or heavy robot by 50%, making the shield or robot take double damage for 5 seconds. Effect does stack. Chance and integrity reduction increases every level. Robot HP must be above 175,000

'A relic of war, once considered too advanced, but now realized in all it's glory. It shall cleanse the battlefield of evil.'

Price: 10,000 Components

Shockbolt
Hardpoint: Medium

Type: Stun Cannon

Damage: 1000 per second ( 2640 per second Max )

Range: 500M

Clip size: 1 600 Terawatt Ultracapacitor

Reload: 5 seconds

Rate of fire : 60 Terawatts per second

Smart Reload: False

Requires lock-on: False

Effective range: N/A

'''Additional description: Medium Slot stun cannon designed to neutralize hard-hitting opponents. The high - voltage twin to the Thermoshock, it launches forth a high-energy Promethium alloy arc from a high-energy capacitor. Has a 1 in 20 chance to inflict the Energy Depletion effect.'''

'''Energy Depletion: This effect reduces the strength of Energy Shields, both mounted and inbuilt. It also disables ability activation for up to 5 seconds, which gives a huge advantage to those seeking to disable fast moving opponents'''

'''It strikes with lethal effect, showing no mercy to anyone. As James Bond would put it'''

"Shocking"

Level/league requirement: 20 / Champion ( pay to wins cannot get components ) Price: 10,000 Components

Lightspear
Hardpoint : Light

Type: Stun Cannon

Damage : 1320 per second max

Range: 500M

Clip size: 1 300 Terawatt ultracapacitor

Reload: 5 Seconds

Rate of fire: 30 Terawatts per seconds

Smart Reload: False

Requires Lock on: false

Effective range: N/A

'''Additional description: Light Slot stun cannon designed to neutralize hard-hitting opponents. The high - voltage twin to the Fusoris, it launches forth a high-energy Promethium alloy arc from a high-energy capacitor. Has a 1 in 15 chance to inflict the Energy Depletion effect.'''

'''Energy Depletion: This effect reduces the strength of Energy Shields, both mounted and inbuilt. It also disables ability activation for up to 5 seconds, which gives a huge advantage to those seeking to disable fast moving opponents'''

'''It strikes with lethal effect, showing no mercy to anyone. As James Bond would put it'''

"Shocking"

'And, I dont care if it's half the size, it's still full of energy... and death'

Level/league requirement: 20 / Champion ( pay to wins cannot get components ) Price: 10,000 Components

Abolisher, Abrogator, and Rescinder
Hardpoint: Light,Medium, and Heavy respectively

Type: Gauss cannon

Damage: 140,190,and 240 per gauss bolt ( 370,502, and 634 respectively )

Range: 600

Clip size: 50 bolts each

Reload: 5 Seconds ( Rate Of Fire 10 Bolts per second )

Smart Reload: False

Requires lock-on: False

Effective range: 500 M

Additional description: Gauss cannons designed for nullification of heavy targets. Fast rate of fire and identical clip size and RoF allow for perfect synchronization among all three weapons. Bolts can pass right through all shields and have a 5% chance to inflict power reduction, which reduces movespeed and attack power by up to 30 percent each. These cannons also have a 3 percent chance to temporarily blind enemy radar for up to three seconds, preventing lock on target firing.

Level/league requirement: Level 20 or higher with a Lvl 15 or higher workshop

Price:10,000 Components

Fusoris
Hardpoint: Light

Type: Thermal Cannon

Damage: 550 per bolt

Rate of fire: 1 bolt every 0.1 seconds

Range: 500 M

Clip: 150 bolts

Smart Reload: False

Additional Description: A lightweight counterpart to the Thermoshock, it also has the ability to fire the Questoris Fusionus Pattern Bolt of Cleansing, albeit a weaker and smaller version of the bolt. It has the same rapid fire capability as it's big brother, which allows for quick sneak attacks that can weaken anything ranging from the weak to the Bulgasari.

It doesn't matter that it's half the size, it still packs a punch that would make anyone CRY

Extirpator
Damage: 1440 base (1 charge) ( + 1440 per charge ( 14,400 maximum damage )) ( 3801.6 damage per charge Mk 2 Lv 12)

Level/league requirement: 20

Type: Kinetic Railgun

Reload: 1/2 second cooldown ( + 1/2 second per charge accumulated ), 10 second reload

Clip size: One armorpiercing bolt, with ten power charges

Smart Reload: False

Range: 500 - 1100 M ( + 50 M accumulated per charge) Bolt Speed : 500 m/s to 3000 m/s ( 250 m/s accumulated per charge)

Requires lock-on: Yes ( 5 second lock on period )

Effective range: 1100 M

Maximum pierce : 1 - 5 Robots ( + 1 pierce per 2 charges )

Additional description

'''Long range heavy railgun designed for maximum armor penetration at long ranges. Massive damage and ability to pierce robots and shields with no reduction in damage comes at a cost of long reload times and long lock on time. Will not go through energy shields.'''

'''Accumulates one charge every second, while holding a maximum of ten charges.  Range, ''' '''bolt speed, and damage scale up by a listed factor for every charge. Holds the record for the fastest projectile speed in the known factions. Also has the ability to pierce through multiple robots, but cannot pierce through walls. Lock on is required to fire.'''

'''Once fired, the weapon enters a cooldown phase, wherein it cools down for half a second with one charge accumulated, with another half second added for every charge accumulated before firing. Once cooldown ends, the weapon begins to reload for ten seconds.'''

A strike of destruction, a single bolt of unceasing pain, hurled by those you know are there, yet cannot see nor hit with your mediocre tools of war.

Note : There is also a medium version, called the Thunderstreak that deals two thirds of the Extirpators damage 

Price: 10,000 Extirpator Components - rare components

Vulcan and Blazer
Hardpoint: Heavy / Medium

Type: Thermal

Damage: 90,000 Mk2 Lv 12 ( 90 Damage Per Pulse ) / 60,000 Mk2 Lv 12 ( 60 Damage Per Pulse )

Range: 500 M

Clip size: 750 Bolts

Reload: 5 Seconds ( Rate of fire 75 bolts per seconds )

Smart Reload: False

Requires lock-on:False

Effective range: 300 M or less

Effect : Thermal Burn

Blazer : 0.5% chance to leave a thermal burn which inflicts 10% of base damage for 5 Seconds

Vulcan : 0.3% chance to leave a thermal burn which inflicts 15% of base damage for 5 seconds

Additional description: Heavy and Medium Thermal Cannons designed for short ranged attacks. Both can be used in conjunction with each other to inflict maximum damage. The weapons each have a special effect called Thermal Burn, which can scar the target even further by dealing extra damage as stated above. Extreme damage comes at cost of reduced accuracy at longer ranges

'You'd better take that back before the gods kill you... oh wait, they JUST DID!'

Level/league requirement: Lv 20 / Expert 1 Price:10,000 Components

Dragonfly
Hardpoint: Heavy

Damage: Carries a Pin

Level requirement: 30

Type: Drone

Reload: 30 seconds (deploys up to three drones)

Clip size: 3

Smart Reload: True

Range: 100 meters

Requires lock-on: True

Additional description: Deploys up to three drones that wanders within a 100 meters range. Each drone carries a Pin that automatically aims and shoots at enemies. Smart targeting systems allow rockets to be aimed before a moving bot.

Price: 10000 Dragonfly components

Arbiter
Hardpoint: Heavy

Damage: Around that of a Trebuchet.

Level requirement: 30

Type: Energy

Reload: 10 seconds

Clip size: 1

Smart Reload: False

Range: 400 meters

Requires lock-on: True

Additional description: Fires a bouncing pulse that is heavily affected by gravity. Pulse may bounce up to five times. Smart targeting system calculates pulse trajectory and automatically aims at the enemy when locked on. Each bounce increases pulse damage by 7%.

Price: 3000 Au

Umad, campers?
Hardpoint: Heavy

Damage: same as Trident

Level requirement: 30

Type: Rocket

Reload: 15 seconds

Clip size: 3

Smart Reload: True

Range: 600 meters to 1200 meters

Requires lock-on: False

Additional description: A Trident with twice the range but 150% of its reload time. Cannot be used within 600 meters because that would be heresy. Umad, campers?

Price: Free; anyone is eligible for this treat.

Gladius
Hardpoint: Light

Damage:5 times as much as Gekko

Level requirement: 30

Type: Melee

Reload:5 seconds

Clip size: 1

Smart Reload: False

Range: 300 meters (launch), 10 meters (melee)

Requires lock-on: False

Additional description: A launchable blade with a motorized chain edge. Does maximum damage when brought into direct contact with enemy bots.

Price: 750 gold

Heavy Shocktrain
Hardpoint: Heavy

Damage: ——

Level requirement: 30

Type: Energy

Reload: 15 seconds

Clip size: 1

Smart Reload: False

Range: 300 meters

Requires lock-on: False

Additional description: Fires a particle beam that annihilates everything in its path. The beam has an infinite pierce and bounces off of walls once. Vertical aiming is enabled for this weapon as it cannot lock onto enemies. This weapon will constantly emit a laser pointing at solid terrain directly in front of the center of the robot, improving the user’s aiming abilities while serving as a warning for the enemies. This aiming device, however, lacks the ability to calculate beam trajectory after hitting terrain or obstacles. Once the beam passes through an enemy, it will deal damage equivalent to 50% of the target’s current HP and grant the target a 90% damage reduction from all sources for 7 seconds. If target is at 25% of its current HP, one-hit KO instead. Ignores all shields. Each additional Heavy Shocktrain equipped will add one more bounce and 100 meters to the range, but does not deal additional damage. Bounces may exceed weapon range by 150 meters.

Price: 10k Heavy Shocktrain components

Steamhammer
Hardpoint: Heavy

Base damage(lvl 5): 15K

Level requirement: 30

Type: Firearm

Reload: 10 seconds

Clip size: 4

Smart Reload: False

Range: 300 meters

Requires lock-on: False

Rate of fire: 0.5 cartriges per second

Dispersion angle: 0.04

Additional description: Decently accurate shotgun that deals terrifying damage to targets and shreds physical shields within seconds. Vulnerable while reloading.

Price: 1500 Au



Executioner
Hardpoint: Heavy

Damage: 350

Level requirement: 18

Weapon type: Kinetic

Reload: 10

Clip size: 250

Smart Reload: False

Lock-on Range: 500

Requires lock-on: False

Effective range: 200

Additional description: The big brother to the Punisher and the Punisher T. A massive minigun mounted to the top of a robot, the Executioner brings a new meaning to the term ‘Leadhose’. After three seconds, an accelerated firing system will engage, allowing more bullets to be shot at your enemies. Not very effective at mid to long range combat.

''A maelstrom of Hellfire and lead, he keeps coming... closer and closer...''

Price: 10000 Executioner Components

Harbinger
Hardpoint type: Heavy

Damage: 10000

Level/league requirement: Level 25 AND Diamond League

Weapon type: Energy

Reload: 20 Seconds

Clip size: 7 Charges

Smart Reload: False

Lock-on Range: 500

Requires lock-on: True

Additional description: As if the Shocktrain weren’t powerful enough, now there’s a new weapon to rock the WR world. The Harbinger is the answer to people looking for over-the-top power. If you let the Harbinger charge for long enough, seven charges will be ready to be unleashed upon your designated foe. And, those shots will ricochet off the opponent in random directions, so don’t stand too close!

Spinning pylons generate electric death; a red beam of misery for those unlucky enough to be caught in the arking blast...

Price: 10000 Harbinger Components

Volt
Hardpoint type: Light

Damage: 500

Level/league requirement: 20

Weapon type: Energy

Reload: 2 seconds

Clip size: 7 Charges

Smart Reload: False

Lock-on Range: 400

Requires lock-on: True

Additional description: To those of you who are thinking; "I wish there was a way to make the Shocktrain weaker," I’ve got the solution to make your dreams come true! Here is my latest and greatest weapon design yet; the Volt! This little Shocktrain is perfect for those who want to see that all-too-familiar red bolt, but don’t want people despising them for the rest of their lives. Dealing half the damage, but with the same amount of charges, this weapon encourages people to move the heck out of your way!

It may be small, but enough voltage can kill...

Price: 10000 Volt Components

Tourniquet
Hardpoint: Heavy

Damage: 2780 per missile

Level requirement: 18

Type: Missile

Reload: 10 seconds

Clip size: 8

Smart Reload: False

Range: 600

Requires lock-on: True

Additional description: Tourniquet is a Heavy slot homing missile launcher. A heavy varient of the Spiral, this weapon has perfect synergy with its lighter counterpart, having similar reload and unload times. Works very well with a Hydra as well. Missiles fired from the Tourniquet have an advanced homing system, allowing them to pass over almost all obstacles.

''They say that the old tourniquet was used to stop bleeding of missing limbs... but this stops the life of whomever it meets...''

Price: 10000 Tournaquet Components

Torrent
Type: Rocket (unguided)

Accuracy: Good

Area Of Effect: 30M

Ability: None

Damage: 2,100 (per rocket)

Capacity: 50 Rockets

Range: 700M

Reload: 3 second's (per 5 rockets)

Cost: 10,000 component's

Jolt
Type: Energy

Accuracy: Good

Area of Effect: None (single shot)

Ability: Stun (14% chance to trigger per charge) stops the target in place for 5 seconds

Damage: 10,500 (per charge)

Capacity: 5 Charges

Range: 300M

Reload: 5 Seconds (per charge)

Cost: 10,000 components/2,000 AU/50,000,000 AG

Chiller
Type: Kinetic

Accuracy: Low

Area of Effect: Good (spreadshot)

Ability: None

Damage: 16,500 (per shell)

Capacity: 10

Range: 400M

Reload: 4 seconds (per shell) weapon ability after 5 shots have fired increase dmg by 30%

Cost: 10,000 components

Nightmare
Type: Kinetic

Accuracy: Deadly

Area of Effect: None

Damage at Level 12: 70,000

Clip Size: 1

Range: 300 to 1100

Reload: 25 seconds

Cost: 100,000 components

Shade
Type: Missile

Area of Effect: 50M

Clip Size: 6

Range: 600

Reload: 15 seconds

Damage at level 12: 8,000

Special: Blind: if 3 or more rockets hit target they go blind for 7 seconds

Cost: 10,000 Components

Arrow Cannon
Hardpoint: medium

Damage: 10 each arrow

Clip Size: 1000

Type: kinetic

Reload: 15 seconds

Required Level: 15

Range: 500 to 1100

Area of Effect: 50M or 100M

Price: 500K Ag or 500 Au

Description: same as Noricum and Zenit

Relief
Hardpoint: heavy

Damage: 0

Type: other

Reload: 3 seconds

Clip size: 1

Smart Reload: false

Lock-on Range: 200

Additional description: rather than many other weapons, this one heals rather than damages. it will aim towards the closest teammate, and it fires a could of mist. the mist will repair the robot for 7-15k hp. the mist creates an aesthetic droplet effect, slightly obstructing the vision of the target for a few seconds. can not aim at enemies. for any robot inside the mist cloud, the healing effect is divided by that number. looks like a grey ember weapon with a large drum of mist instead of two small fuel tank thingies.

Squid Launcher
Hardpoint: light

Damage: depends on the squid being launched, 1-3 damage per squid

Level/league requirement: diamond 2

Type: squid

Reload: 3 seconds

Clip size: 1

Smart Reload: false

Range: 100

Lock-on: true

Effective Squid: the largest squid launched

Additional description: This weapon flings squids at your target. the squids stay there for a few seconds, and then they randomly disapear. each larched-on squid deals 5000-6000 damage, over the course of 5 seconds, also, squids will stain the enemy robot with ink, making the robot 5-10% slower and obstructing the view. the speed debuff does not stack, but the vision obstruction does

Price: 250 gold

USSR
Hardpoint: heavy

Damage: 10000 damage to whole enemy team

Level/league requirement: level 30, diamond 2

Type: USSR

Reload: 10

Clip size: 1

Smart Reload: false

Range: 1100

Requires lock-on: true

Additional description: blasts the Soviet Anthem as an Ear-Rape one time, per USSR, also has a chance to play a loud "IDI NAHUI CYKA BLYAT" sound effect:

Price: 0 silver, because it is communism NEW BOT: Haechi But It's For Free, It is more OP, and it has a Bee Movie skin health: cyka blyat (this means 350k) speed: 45 shield: Aegis class shield that regenerates, and it has 100k hp. (aegis class shield is the official name for the Bulwark's shield) ability: dash (three charges) descritption: this is litteraly a free haechi that is more powerful, and it has a bee movie skin skins: normal haechi skin COST:1 gold Barry Bee Benson COST: default (included with purchase) this is barry from the bee movie dragon tail COST: 1 potato, or one gold

Harpoon
Hardpoint: Medium

Damage: 3250

Required level/league: Level 15

Reload: 15 seconds

Clip size: 4

Smart reload: false

Requires lock-on: True

Lock-on Range: 300-1100

Price: 340k Silver

Additional description: It is a medium version of Noricum. Fires missiles that similar represent Harpoon missiles from 4 tubes. Lighter version of Zenit with 30% more rocket speed than Zenit. Cannot fire targets less than 300 meters away. If weapon hardpoint is destroyed, it explodes, dealing 2,300 around it, including the robot. Unlike Zenit, the missiles follow their target but follows a predictable path. Missiles turn fairly slowly and fast robots can dodge it. Large AOE (Area of Effect). 15 meter blast radius.

Honey Badger (Molot 2.0)
Hardpoint: Medium

Damage: 330 (800 max) per shell

Required level/league: Level 25 AND at least silver league I

Reload: 15 seconds

Clip size: 500 rounds

Smart reload: False

Requires lockon: False

Lock-on range: 400m

Price: 1,500 Au

Additional description: Its a combination of Punisher T and Molot T. It has the characteristics of Punisher T but has the design of Molot T, with Punisher's color scheme in black and yellow. It has 1.8x the RPM of Molot T but less range than Punisher T. It design is specifically for brawling and laying down suppressive fire. Unlike its counterparts, it's accelerated state is 2.1x firing rate but 5% less damage. It, however, has long reload time and short range. It's recommended to mount this weapon on robots like Inquisitor, Spectre, and robots with at least 1 medium hardpoint and other hardpoints in combination.

"I predict a 80% chance of bullets and wreackage for today"

Soundstorm
Hardpoint: Medium

Type: Sonic waves

Damage per 50 blasts at 200m: 5k

Required level/league: Level 18

Reload: 0.3 sec

Clip Size: 1

Effective Range: 300 m

Smart Reload: True

Needs Lock-On: False

Price: 1000 Au

Explanation: A "sound" weapon, this beast launches sonic waves that turn weaker over distance but larger over it too!Unaffected by walls less than 500m from source and can effectively damage enemies behind cover. Support type,Best with a more of its kind.

"Before you know it, I have found you behind your cover and only your shell may remain."

Switcher
Hardpoint: Heavy

Type: Hacking

Hijack time at base: 10 sec

Required level/league: Level 21

Reload: 4 sec

Clip Size: 2

Effective Range: 1000 m

Smart Reload: True

Needs Lock-On: TRUE. Also, no-one should be shooting you.

Price: 10k components

Explanation: This dangerous machine hijacks enemy bots by connecting to their interface and temporarily setting weapons(always 15 sec) to fire at their own team and can deal damage to their team AND is then controlled by an AI for the weapon time, disengaging the player from controlling the bot. The hacking effect stacks, in other words 2 Switchers at same level can hack bots in 1/2 the time as one due to TWO simultaneous attacks weakening the interface. Long range. "Oops, you seemed to have started friendly fire. I take all responsibility."

Metalrain
Hardpoint: Medium

Type: Swarm

Deployment time at base: 5 sec

Required level/league: Level 21

Reload: 15 sec

Clip Size: 1

Effective Range: 600 m around your bot

Smart Reload: False

Needs Lock-On: No.

Price: 10k components

Explanation: The little gizmo launches a HUGE swarm of drones equipped with mini-molots that have half the damage of normal molots. the swarm of 2000 drones have a low health of 1000, but, safety in numbers, any bots that cannot fire fast enough cannot survive. "Safety in numbers? More like DANGER COMES IN NUMBERS."

F0XTRAUT
Currently 42 Weapon & Module Ideas to check out!

Charge Magnum
Hardpoint: Light

Damage Per Shot: 1050 Damage When Fully Charged: 6100

Level/league requirement: level 20

Weapon type: Energy

Reload: 0

Clip size: 5

Smart Reload: True

Lock-on Range: 1100m

Requires lock-on: False

Effective range: 350m

Description: Small and Powerful alternate version of the Magnum, charges for 5 seconds accumulating additional damage then firing it all in one burst.

Price: 10000 Components

Scar
Hardpoint type: Medium

Weapon type: Missiles

Damage: 1980 per Missile

Level/league requirement: 16

Reload: 10 Seconds

Clip size: 25 Missiles

Smart Reload: True

Lock-on Range: 600m

Requires lock-on: 600m

Effective range: 600m or Less

Description: An extensively powerful version of the Hydra. Locks onto one target and fires a volley of missiles following a straight path to the target, because of its lackluster tracking system, it fails to doge many of the obstacles. It is mostly used to make short work or enemies

Price: 10000 Components

Heavy Flux-Beam
Hardpoint: Heavy

Type: Special

Damage: 36,000 over 6 seconds

Level/league requirement: level 25, must be in Diamond League III or higher

Reload: 21 Seconds

Clip size: 6 Energy Cells

Smart Reload: True

Lock-on Range: 800m

Requires lock-on: True

Effective range: 800m

Description: SuperHeavy Laser Beam that was derived from a very large spaceship, has been optimized for use on a heavy hardpoint. Fires a Red Fusion Beam over 6 seconds, shows an aiming beam before firing - aiming beam is not visible to other players. Because the Flux Beam is ridiculously powerful, it slows the target by 30% per beam. Effect does stack.

Price: 12,000 WP 6,000,000 Ag 3,000 AU

Death Bane
Hardpoint type: Heavy

Weapon type: Energy

Damage: 358 (400m)

Level/league requirement: 18

Reload: 5 Seconds

Clip size: 100 Charges

Smart Reload: False

Lock-on Range: 600m

Requires lock-on: 600m

Effective range: 400m or Less

Description: A Heavy Scourge dealing twice the damage of the Medium Scourge, has 4 prongs and a Reddish Colour. the Energy Ark could be either be Red or Blue. Damage increases as target closes distance.

Price: 10000 Components

Renegade
Weapon type: Splash

HardPoint Type: Medium

Damage 2700

Level/league requirement: level 7

Reload: 18 seconds

Clip size: 6 Rockets

Smart Reload: True

Lock-on Range: 500m

Requires lock-on: False

Effective range: 500m

Description: Upgraded Version of the Tulumbas, deals higher damage with a smaller capacity and medium range. Looks similar to the Hydra but just make the launch tubes square and has a light blue tint - a hybrid design of the Hydra and the Tulumbas

Price: 2500 Gold

Spearhead
Hardpoint: Heavy

Type: Missile

Damage: 5100

Range: 600m

Clip size: 2 Missiles

Reload: 10 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 600m

Additional description: An Upgraded Trident, has two grey barrels that fire 2 Missiles dealing about twice the damage of the Trident, has no revolver piece in overall design.

Level/league requirement: 20

Price: 10000 Components

Shimmer
Hardpoint: Heavy

Damage Type: Laser

Damage: 1130 per Charge

Range: 500m

Clip size: 8 Charges

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: True

Effective range: 500m

Additional description: Essentially an heavy version of the Shocktrain, has the same working mechanics as the Shocktrain but with higher damage and more charges. Has 4 Prongs instead of 3.

Level/league requirement:19

Price:10,000 Components

Coruscate
Hardpoint: Light

Damage Type: Laser

Damage: 490 per Charge

Range: 500m

Clip size: 7 Charges

Reload: 4 - 11 Seconds

Smart Reload: False

Requires lock-on: True

Effective range: 500m

Additional description: Essentially an light version of the Shocktrain, has the same working mechanics as the Shocktrain but deals less damage and has more charges. Has 2 Prongs instead of 3.

Level/league requirement:16

Price:10,000 Components

Apostle
Hardpoint: Medium

Damage Type: Explosive

Damage: 1900 per Charge

Range: 500m

Clip size: 10 Charges

Reload: 10 Seconds

Smart Reload: False

Requires lock-on: True

Effective range: 500m

Additional description:  Compact Grenade Launcher, immediately expends all of its ammo during firing, Grenades spread out in a 200m area around target, potentially damaging other targets nearby. Great for crowd control.

Level/league requirement:13

Price:10,000 Components

Serpent
Hardpoint: Heavy

Damage Type: Splash and Homing

Damage: 2200 per Charge

Range: 600m

Clip size: 10 Charges

Reload: 20 Seconds

Smart Reload: True

Requires lock-on: True

Effective range: 600m

Additional description:  Destructive Heavy Prototype, locks-on and Fires a volley of Heat seekers which would track the target until impact, dealing high splash damage. Most likely a fusion of the tulumbas and the Hydra

Level/league requirement:17

Price:10,000 Components

Nexus
Hardpoint: Light

Damage Type: Plasma

Damage: 3,130 per Shot

Range: 350m

Clip size: 6 Charges

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 350m

Additional description: Essentially an light version of the Redeemer, has the same working mechanics as Redeemer but deals less damage and only fires one shot at a time.

Level/league requirement:17

Price:10,000 Components

Wraith
Base level: Level 1 Base HP: 150,000 Speed: 40 km/h

Hardpoints: 3 Light, 1 Heavy Ability: Stealth
 * Description of ability: Temporarily becomes untraceable by enemy weapons for a set duration of 10 seconds and a cooldown of 15 seconds

Extra: Has and Energy Shield with an HP of 50,000 and regeneration of 1,200 per second. Additional description: Its looks like a heavy robot with 4 legs, the body of a leo.

Price: 10,000 Components

Solaris
Hardpoint: Heavy Type: Plasma

Damage: 2150 per Charge

Range: 600m

Clip size: 10 Charges

Reload: 10 Seconds

Smart Reload: True

Requires lock-on: False

Effective range: 600m

Additional description: Powerful Plasma Cannon that has a close reference of the Dragoon and Redeemer, Fires three High-Powered Plasmoids that penetrate Energy Shields and decrease enemy plasma resistance by -15%. Level/league requirement: 20

Price:10,000 Components

ColdFire
Hardpoint: Light

Type: Special

Damage: 120 per litre

Range: 350m

Clip size: 100 Litres

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 350m

Additional description: A modified light version of the fearsome Ember, projects frozen flames (lack of a better words) at its target slowing it down by 10% for however long the target is engulfed in fire, effect does not stack. Looks similar to the ember but its colour scheme is navel blue and the flames are ice blue.

Level/league requirement: 19

Price: 10000 Components

Disruptor
Hardpoint: Medium

Type: Energy

Damage: 1020 per Laser

Range: 500m

Clip size: 100 Laser Cells

Reload: 5 Seconds

Smart Reload: True

Requires lock-on: True

Effective range: 350m

Additional description: The phase disruptor fires thinned out lasers, dealing excellent burst damage. Unupgraded, the Disruptor can only fire a single laser at a time but as it is upgraded it is able to fire more lasers at once, Maximum lasers fired at max level is 6. Particularly useful against multiple targets thanks to its advanced multi-target capturing system.

Level/league requirement: 18

Price: 10000 Components

Litch
Hardpoint: Light

Type: Energy

Damage: 1500 per Cell

Range: 350mm

Clip size: 100 Siphoning Cells

Reload: 5 Seconds

Smart Reload: True

Requires lock-on: True

Effective range: 350m

Additional description: The Litch, also called "The Vampire" can quickly deal damage and restore some of your health at short range. The Damage dealt equals to how much health you regain, a perfect weapon for anyone who wishes to survive their encounters.

Level/league requirement: 15

Price: 10000 Components

Zarya
Hardpoint: Medium

Type: Energy and Homing

Damage: 1050 per Meson

Range: 500m

Clip size: 100 Mesons

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: True

Effective range: 500m

Additional description: Small and Brisk weapon. fires a series of homing mesons that seek out your current target through the smartest of ways at a slow pace, dealing high damage while making your enemy quiver in their pants.

Level/league requirement: 19

Price: 10000 Components

Helix
Hardpoint: Light

Type: Energy

Damage: 150 per Projectile

Range: 350m

Clip size: 100 Plasmoids

Reload: 10 Seconds

Smart Reload: True

Requires lock-on: False

Effective range: 300m or less

Additional description: Small and powerful energy autogun, The helix continuously fires Plasma bolts at an impressive fire rate. The plasmoids follow a helix pattern to the target dealing high damage at short range. Your target should be severely damaged if they got any closer.

Level/league requirement: 16

Price: 10000 Components

Garuda
Hardpoints: 2 Medium and 2 Light Base level: Level 1 Base HP: 90,000 Speed: 45 km/h

Ability: Psionic Screech
 * Description of ability: Emits a powerful electromagnetic pulse that disables enemy weapons in a 200m radius that lasts for 5 seconds, with a 15 second recharge time.

Extra: Receives less damage from enemy weapons as the robot losses HP. Additional description: looks like a Velociraptor made of metal, there would be a medium weapon and a light weapon on its two arms.

Price: 10,000 Components

Vorpal Lance
Hardpoint:Medium

Type:Special

Damage: 6.5k

Range: 600m

Clip size: 5 Charges

Reload: 10 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 350m

Additional description: Looks almost like the Ballista but merged with Shocktrain. Fires a piercing Heat Ray that bypasses shielding and most robots while dealing moderate damage, cannot penetrate walls (excluding small barriers).

Level/league requirement: 21

Price: 10000 Components

Quantum
Hardpoint: Heavy

Type: Energy

Damage: 300 per Particle

Range: 600m

Clip size: 200 Particles

Reload: 10 Seconds

Smart Reload: False

Requires lock-on: True

Effective range: 600m

Additional description: The Quantum Stream, This weapon fires a particle beam that automatically searches for your current target dealing constant damage until it is out of particles, it does not have clever tracking however. The beam would just move in the direction of the target without taking any turns or curves around obstacles. Particularly useful on flat terrain against slow robots.

Level/league requirement: 21

Price: 10000 Components

Zatha
Hardpoint: Heavy

Type: Energy and Homing

Damage: 1970 per Zatha Kamikaze Probe

Range: 500m

Clip size: 15 Zatha Probes

Reload: 10 Seconds

Smart Reload: True

Requires lock-on: True

Effective range: 500mm

Additional description: Zatha Kamikaze Probes require no aiming. Just stay at a good distance from your target and fire away. Zatha Probes track and follow your current target at a moderate pace dealing moderate damage and dodging some obstacles. This weapon can make anyone start running for cover. Useful against most targets that don't have a physical shields.

Level/league requirement: 20

Price: 10000 Components

Quaizar
Hardpoint: Heavy

Type: Energy

Damage: 15,000

Range: 600m

Clip size: 3 Compacted Quarks

Reload: 10 Seconds

Smart Reload: True

Requires lock-on: False

Effective range: 600m

Additional description: Powerful Prototype Cannon used for heavy bombardment, fires large condensed Quarks and Antiquarks at the target dealing devastating damage at medium range. Reload while firing mechanic.

Level/league requirement: 20

Price: 10000 Components

Requiem
Hardpoint: Light

Type: Energy

Damage: 550 per

Range: 500m

Clip size: 100 Charged Electrons

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: True

Effective range: 350m

Additional description: Destructive weapon of Mass Destruction, fires a burst of Negatively charged Electrons that deal decent damage. If Negatively Charged Electrons come into contact with an energy shield, it will reduce the capacity and recharge rate by 1% for every hit. Great against Energy Shields.

Level/league requirement: 18

Price: 10000 Components

Torrent
Hardpoint: Heavy

Type: Kinetic

Damage: 1500 per Missile

Range: 500m

Clip size: 36 Missiles

Reload: 15 Seconds

Smart Reload: False

Requires lock-on: True

Effective range: 500m

Additional description: A more Heavily Upgraded version of the Chimera, locks onto 6 Targets within range and expends all of its Missiles that would equally distribute themselves among 6 targets, dealing high damage. Useful against multiple targets.

Level/league requirement: 15

Price: 10000 Components

Flameward
Hardpoint: Heavy

Type: Special

Damage: 100 per Flame

Range: 500m

Clip size: 100 Fuel Cells

Reload: 5 Seconds

Smart Reload: True

Requires lock-on: True

Effective range: 350m

Additional description: A different version of the Ember, firing a prolonged, beam of intense flames over long distances in return for low damage output.

Level/league requirement: 16

Price: 10000 Components

EarthQuake
Hardpoint: Heavy

Type: Kinetic

Damage: 4800

Range: 500m

Clip size:10 Thumper Rounds

Reload: 10 Seconds

Smart Reload: True

Requires lock-on: True

Effective range: 500mm

Additional description: Powerful and Destructive Automated Cannon, fires Thumper Shells that effectively knocks back your target 30 Meters. Very Powerful against stopping beacon Cappers.

Level/league requirement: 17

Price: 10000 Components

AfterShock
Hardpoint: Medium

Type: Kinetic

Damage: 3000

Range: 500m

Clip size:10 Thumper Rounds

Reload: 10 Seconds

Smart Reload: True

Requires lock-on: True

Effective range: 500mm

Additional description: Powerful and Destructive Automated Cannon, fires Thumper Shells that effectively knocks back your target 20 Meters. Very Powerful against stopping beacon Cappers.

Level/league requirement: 15

Price: 10000 Components

Rumble
Hardpoint: Light

Type: Kinetic

Damage: 1200

Range: 500m

Clip size:10 Thumper Rounds

Reload: 10 Seconds

Smart Reload: True

Requires lock-on: True

Effective range: 500mm

Additional description: Powerful and Destructive Automated Cannon, fires Thumper Shells that effectively knocks back your target 10 Meters. Very Powerful against stopping beacon Cappers.

Level/league requirement: 13

Price: 10000 Components

Frontal Aegis Module
Cool down:10 seconds

Charges: 2 Charges

Duration: 15 seconds

Aegis Shield HP: 50,000

Conditions: level 7 or higher robot, robots with no energy shield

Description: Projects an aegis shield of 75,000 HP that has a width of 150m high & a height of 100m, in front of your robot that blocks all damage coming from that specific direction, pressing the button again will restore the shield back to full health for one charge, stores up to 2 charges. Very Useful against direct fire arms. Upgrade to increase shield capacity and regeneration

Bullet EMP Module
Cool down:12 seconds

Conditions:level 5 robot or Higher

Description: Emits a powerful energy pulse that disintegrates any fast or slow moving projectiles within a 400m radius. Particularly useful in a rocket fight.

Attack Module
Cool down:N/A (Passive Ability)

Conditions:level 1 robot or higher

Description:Increases your Weapon's Damage Output by 10%, Upgrade it to increase Damage Boost.

Defence Module
Cool down:N/A (Passive Ability)

Conditions:level 1 robot or higher

Description:Increases your Robot's HP and Shield HP by 15%, Upgrade it to increase HP Boost.

Speed Module
Cool down:N/A (Passive Ability)

Conditions:level 1 robot or higher

Description:Increases your Robot's Speed and Maneuverability by 10%, Upgrade it to increase Speed and Maneuverability Boost.

Detonation Module
Cool down:12 seconds

Conditions:level 7 robot or higher

Description:Very similar to Hellburner's Kamikaze Ability but deals 25% more damage and has no speed boost, also has a 5 second timer before exploding.

Distortion Module
Cool down:15 seconds

Conditions:level 6 robot or higher

Description:Scatters light particles and distorts your robot's current image, producing multiple non-realistic ghosts of your current robot that move in the same way you do. This makes it a lot harder for enemies to target you or to accurately hit you. Unupgraded, the module produces 2 Ghost of yourself, upgrade the module to produce more Ghosts.

Invisibility Module
Cool down:20 seconds Duration: 10 seconds Conditions: level 7 robot or higher Description: Makes your robot invisible to your enemies, enemies can still lock onto you but they cannot hit you with any kinetic, laser or plasma weaponry. Splash weaponry can still damage you while your invisible. Useful when sneaking around.

C.A.M
Cool down:N/A (Passive Ability)

Conditions:level 5 robot or higher

Description:The Custom Ancile Module (CAM) projects a small custom energy shield that can be toggled between: - Kinetic (Yellow) - Splash (Red) - Laser (Green) - Plasma (Blue) To Protect against that certain Damage Type, Upgrade the CAM to increase Shield HP and Regeneration.

Vampirism Module
Cooldown: 18 seconds

Duration: 10 seconds

Conditions:level 6 robot or higher

Description:  Allows your robot to gain health, speed and firepower when attacking for a set duration. Upgrade to increase duration.

Escutcheon
Hardpoint:Light and Medium (Top Hardpoints)

Type:Energy Shield

Hitpoints:15,000

Regeneration: 3,000 HP per 0.5 seconds

Reload: 2.5 Seconds

Smart Reload: True

Requires lock-on: False

Effective range: 50m

Additional description: Small alternative version of the Ancile, has 75% less Shield Capacity & 75% more shield regeneration than the normal Ancile. Useful when sniping or to absorb lethal shots.

Level/league requirement: 10

Price: 1250 Gold

Light Weapon Hardpoint Module
Cool down:None

Conditions: level 1 or higher robot, robots with Light Hardpoints

Description: Theoretically, this module would introduce a small metal arm(s) that would have a small platform in which would serve as a mounting for a light weapon, which would be located on the "Back" of the robot, whatever weapon on the "Arm" would fire when the red button is pressed, there is no separate button to fire the modular weapon. Inspired by Alias. Mounting Options
 * Punisher
 * Molot
 * Spiral
 * Aphid
 * Gecko
 * Pin
 * Pinata
 * Noricum
 * Spark
 * Gust
 * Shredder
 * Halo
 * Sting
 * Magnum

New Map: Mothership
Description:A Big Mother ship somewhere in the Galaxy, robots fight in this gigantic Alien Ship for supremacy in a very large and complex environment consisting of many loops and turns as well as stairways and floor levels. Inspired by Carrier and Rome.

Background: This map takes on a similar fashion of Carrier and Rome, featuring a large cylindrical Prism-like Power Core at the centre of the map and multiple ground levels around it - about 4 floor levels in the shape of a donut. There will be a good amount of cover to hide behind near the ground level and the 1st floor while 2nd - 4th will have little cover, There will be many tall pillars that act as supports for each level (probably 50 meters wide), The map boundaries are shaped as a square. The map is essentially one big room, having a ceiling of 700m and a max width of 800m while the ceiling and height of each floor is only 500m, the core that is represented as a cylinder has a spiral ramp or staircase that leads up each level, each level having a short bridge that connects to the spiral staircase or ramp. However if you get to the very top of the cylinder, there is a big hole in the centre of the cylinder, in which is as big as a raijin, it would be a hazardous zone to players that fall down the hole. At the bottom of the hole is the Plasma Core that powers the alien ship, players would be burnt or incinerated if they ever came into contact with it. There are also few exposed ground level areas with no cover. If you have ever played Halo Reach, it has nearly the same concept as the map Zealot.

Gameplay: This map is a mix of Close range and midrange combat and many levels to attack from, also as because of how much obstacles there are at ground level and the ceiling of each level, any jumps or descend abilities won't be able to work to its full effect because of how low the ground levels are. That also means that spectre jumps are short lived. almost all the time there will be a piece of cover near you wherever you are when your fighting. Basically this map restricts any robots that can jump or fly while making it easy for anyone to flank around their enemy. There is also a Beacon on each level. This map is made specifically for knife fighters and has a range of cover to use, this also implements fast paced gameplay. Also the only way to move to each level is by the spiral staircase which would expose you for some time, one possible outcome on this map may end up with a standoff for both teams at ground level as they cannot approach the staircase without being killed. Getting beacons would be much harder as the are above you and your team.

Fusion
Stats: Level 12 mk1

Hardpoint: Heavy

Type: Special (but damage is reduced by 50% when damaging robots through their energy or physical shields)

Accuracy: Alright (7/10)

Area of Effect: 10 meters

Ability: Can damage robots with energy or physical shields but incoming damage is reduced by 50% when going through their shields

Damage: 5800 (per pulse)

Capacity: 20 Pulses

Range: 350M

Reload: 7 seconds (when cartridge is fully empty)

Overall Unload Time: 10 seconds

Reload System: Fire While Reload

Effective capacity: 25 Pulses (due to Fire while Reloading system)

Role: Brawling, Suppressive Fire

Cost: 750,000 silver

"Before you even see me, you will be covered in explosions and smoke. And when the smoke finally clears, nothing will be left except the shell of what used to be a robot"

Havoc
Stats: Level 12 mk1

Hardpoint: Light

Type: Guided Energy Weapon

Accuracy: Good (9/10)

Area of Effect: None

Ability: Can automatically curve around most obstacles due to its passive tracking system and bypass energy shields. When a robot is hit, any subsequent damage caused by energy weapons within the next 10 seconds is increased by 20%

Capacity: 2 Bursts (each containing 5 guided pulses)

Damage: 4000 (per guided pulse)

Overall Damage: 40,000

Range: 400m

Reload: 8 seconds

Overall unload time: 2 seconds (1 second per burst)

Reload System: Manual

Role: Skirmishing, harassment and suppressive fire

Cost: 5000 WP or 500K silver

GOOD AGAINST (IN ORDER): Carnage, Fujin, Haechi, Ancilot

" You cannot hide, I will always hit you. And then the real fun can begin"

Pyroburst
Stats: Level 12 mk1

Type: Special

Hardpoint: Heavy

Accuracy: Good (7/10)

Area of Effect: 5 meters

ABILITY: Can bypass physical shields. Robots that are hit by this weapon for more than 5 seconds have overheated reactors, dealing an additional 15,000 damage (fixed) to a Heavy Robot, 10,000 damage to a Medium Robot and 5,000 damage to a Light Robot. An additional effect is that this weapon reduces their speed by 5mph for the next 5 seconds regardless of how long the robot has been hit.

CAPACITY: 25 litres of napalm

OVERALL UNLOAD TIME: 12.5 seconds (2 litres per second)

RELOAD SYSTEM: Manual

RELOAD: 10 seconds

OVERALL DAMAGE: 105,000 (excluding special effect damage)

RANGE: 325 meters

ROLE: Brawling

COST: 2000 Gold or 12,500 WP

REQUIRED ACCOUNT LEVEL: Level 25

"Fire has always brought three things: Light, Heat and Destruction. This weapon brings all three...but leaves the unwary behind"

Impulse
Stats: Level 12 mk1

Type: Energy

Hardpoint: Medium

Accuracy: Excellent

Area of Effect: None (no splash damage)

Ability: If the enemy robot is hit 5 times or more, then its ability cannot be used or recharged for 10 seconds. Also bypasses energy shields and Anciles.

Capacity: 8 bursts of blue plasma particles (similar to the Dragoon)

Overall Unload Time: 5 seconds (2 bursts per second, like the Magnum) but accelerated firing to 3 bursts per second if the firing button is held down for more than 2 seconds.

Reload System: Fire While Reloading

Reload: 6 seconds

Overall Damage: 26,000

Damage per Particle: 3250

Range: 600 metres

Role: Suppressive or support mid-range fire

Cost: 6,200 WP or 1000 Gold

Required Account Level: Level 20

"Firing on instinct can prove infinitely dangerous...to both the user and the enemy"

Thor
Damage: 9000 (initial laser) 15000 (burst)

League/Level requirement: level 30 (Diamond III or above)

Weapon type: Energy

Reload: 7s

Clip size: 2 (1 laser and 1 burst)

Reload type: Standard

Weapon range: 500m

Requires lock on: False

Effective range: 350-500m

Description:A superheavy plasma cannon. Fires a weak laser for 3 seconds before shooting a massive plasma blast along the laser towards the target.

Apocalypse
Hardpoint: heavy

Damage: 30,000 per full rocket, 1,000 per mini rocket

Level/league requirement: Level 20/League: Expert III or above

Type: Rocket

Reload: 15

Clip size: 1 full rocket & 10 mini rockets

Reload type: Standard

Range: 400

Requires lock-on: False

Effective range: 50-400

Additional description: This weapon is specifically designed to eradicate large groups of robots. Fires with a 30-degree arc over low cover and upon exploding has a splash radius of 20m. After exploding releases 10 mini rockets in a ring in a 100m radius, each with a splash radius of 10m.

Electrified mesh
Type: Shield

Details: Works similarly to a physical shield. Can be mounted on a bot similarly to an ecu

Functionality: Blocks splash and energy weapons. Kang daes and Nashorns deal double damage to the shield and normal damage to the bot. Small projectiles mostly pass through the mesh.

Explanation: Electrical wiring allows the mesh to disrupt plasma and energy shots by absorbing them as energy into the wires. Rockets are short-circuited as they hit the mesh and therefore do not explode. Kang daes and nashorns deal double damage to the shield since they are too big to pass through the mesh and instead, punch a huge hole in it. Since Punisher and Molot class weapons fire small projectiles, 80% of the projectiles fired will pass through while the other 20% deal normal damage due to limited shock absorption of wire mesh.

Ragnarok
Hardpoint: superheavy

Damage: 100,000

Level/league requirement: Champion league only

Type: Rocket

Reload: 15

Clip size: 1

Reload type: Standard

Range:1100

Requires lock-on: False

Effective range:1100

Additional description: A true bringer of destruction. This weapon is too heavy to fit on heavy slots, thus it needs a special hardpoint and a powerful bot to carry it. Fires a massive explosive shell which devastates all enemies in a 50m radius. Instantly breaks any ancile shields it hits, regardless of their health.

It is said that even the bravest will fear the greatest...

Gungnir
Hardpoint: superheavy

Damage: 20,000

Level/league requirement: Champion league only

Type: Homing

Reload: 8

Clip size: 1

Reload type: Standard

Range:500

Requires lock-on: True

Effective range:500

Additional description: Bearing immense power, this weapon is too heavy for heavy hardpoints. Fires a single spear at immense speeds, allowing it to deal double penetrating damage (deals double damage and penetrates) to ancile and aegis shields. Deals double damage to physical shields. This weapon can home in on stealthed targets after weapon is fired, but cannot lock on to stealthed targets

''You can't run from death. You will only delay it and make the journey ever more painful''

Avenger
Hardpoint:Heavy

Damage: 380

Level/league requirement: 12

Weapon type: Kinetic

Reload: 12

Clip size: 220

Smart Reload: False

Lock-on Range: 600

Requires lock-on: false

Effective range: 500

Additional description: A heavy punisher, with a two second reload rate. The stats are similar to the punisher, like the tempest to the molot. The rate of fire is 8.3 with an accelerated reload rate of 10.

Price: 10,000 Components

"Lead bullets, fired from a molten cannon. Relentless and ready to avenge by shredding and piercing bot armor..."

Permafrost
Heh...hey guys, JetpackJoyrider here again.

Hardpoint: medium

Damage: 3000 per 30 liters

Level/league requirement: Level 20

Weapon type: Unique/Bypasses energy and physical shields

Reload: 12 seconds for full tank

Clip size: 300 liters

Smart Reload: False

Lock-on Range: 300

Requires lock-on: false

Price: 2500 Gold

The weapon will have the ability to slow bot movement by 30% and weapon fire rates by 30%. "The legends speak of a weapon unlike any other...but no pilot could have thought of ice beams bursting out furiously, slowing down bot movement and fire rate by 30%..."

biggus dickus
Hardpoint: light

Type: Budget dash

Damage:none

Level/league requirement:29

Reload: 9 sec

Clip size: 1

Smart Reload: False

Lock-on Range: 400

Requires lock-on: true

Additional description:shoots out a giant hook with a chain attached to it allows it to grab on robots and dash to them,adding to the speed the bigger the bot, the slower it gets. Does not if the target is a light robot, instead pulls the light robot to you.

Medium bots:51km

Heavy bots:40km

Note: its way of attachment is like an ecu, only one side at times.

Price: gold

penatrator XXX
Hardpoint: medium

Type: Melee weapon

Damage:twice the power of gust

Level/league requirement:69 ( ͡° ͜ʖ ͡°)

Reload: infinite(ty stones)

Clip size: ^^

Smart Reload: true

Lock-on Range: right in front of the enemy

Requires lock-on: true

'Additional description:if aimed right if can slowdown the enemy or rip off the weapons

Note: there is a lighter variation called long schlong 69 with slightly lesser dameged but is great on stalkers

Price: gold

golden flamer
Hardpoint: medium

Damage per clip: 3500 at level 1

Weapon type: special (medium ember)

Reload:' 5 seconds

Clip size: 1

Smart reload: false

Range: 350

Additional description: is shaped roughly like an ember, but is blue. Is slightly smaller than an ember and slightly different shape. (Basically a medium ember).

Currency: components

Arclight
Hardpoint: Heavy

Damage per Clip: 7k at Level 5

Weapon Type: Energy

Reload: 10 seconds

Clip Size: 1

Smart Reload: False

Range: 600m

Additional Description: A heavy pulse gun (think a magnum, but with a tesla coil instead of a yellow ball), which fires a pulse of energy at a target. The shot deals very low damage, but greatly reduces the turning speed of a hit target for 3 seconds. It also makes them take 25% more damage.

Cost: 10,000 Arclight Components

Exile
Hardpoint: Heavy

Type: Defense (Energy)

Health: Lvl 1, Mk1 - 62,000 (MAX: 117,000)

HP/Second: Lvl 1, Mk1 - 1240 (MAX: 2340)

Regen Rate: 2% per Second

Price: 10,000 Components / 2,500 Au (Gold)

Can Block: Energy, Kinetic, Homing

Cannot Block: Rocket

Additional description:


 * A Defensive Item. Exile can block Energy, Kinetic and Homing Missiles, but cannot block ordinary Rocket Weaponry. The Shield blocks damage based on Speed, meaning faster projectiles cannot pass through, but slow projectiles such as rockets are slow enough to bypass it. The Ember's Flames can entirely bypass the Exile shield.

Blackout
Hardpoint: Light

Type: Energy

Damage: Lvl 1, Mk1 - 670

Range: 500m

Clip Size: 6 Charges

Unload Time: Instant

Reload: 3 Seconds (6 Second Recharge)

Smart Reload: False

Requires lock-on: True

Effective range: None. Damage is consistent no matter the Distance.

Price: 10,000 Components

Additional description:


 * A Mid Range Energy Weapon. Each shot has a Chance to Compress, or Downgrade the Enemy's Speed. It is most helpful against Fast-moving Bots, but must Acquire a Target Lock to Fire. Bypasses Energy Shields, due to being an Energy Weapon. The effect cannot stack, meaning having Multiple Compression weapons is not Advisable.

Ability description:


 * Compression: Slows the Enemy's Speed down by a Certain Amount. Each Charge has a Chance to Compress the Enemy, the chance increasing with each Upgrade. 1 Charge: -1 Km/h | 6 Charges: -6 Km/h.

Flurry
Hardpoint: Medium

Type: Energy

Damage: Lvl 1, Mk1 - 970

Range: 500m

Clip Size: 7 Charges

Unload Time: Instant

Reload: 3 Seconds (7 Second Recharge)

Smart Reload: False

Requires lock-on: True

Effective range: None. Damage is consistent no matter the Distance.

Price: 10,000 Components

Additional description:


 * A Mid Range Energy Weapon. Each shot has a Chance to Compress, or Downgrade the Enemy's Speed. It is most helpful against Fast-moving Bots such as the Kumiho or Pursuer, but must Acquire a Target Lock to Fire. Bypasses Energy Shields, due to being an Energy Weapon. The effect cannot stack, meaning having Multiple Compression weapons is not Advisable.

Ability description:


 * Compression: Slows the Enemy's Speed down by a Certain Amount. Each Charge has a Chance to Compress the Enemy, the chance increasing with each Upgrade. 1 Charge: -1 Km/h. | 7 Charges: -7 Km/h.

Xenon
Hardpoint: Light

Type: Rocket/Kinetic (Explosive Kinetic Rounds)

Damage: Lvl 1, Mk1 - 1000

Range: 300m

Clip Size: Infinite Rounds

Unload Time: Instant

Reload: None

Smart Reload: False

Requires lock-on: False

Effective range: None. Damage is consistent no matter the Distance.

Price: 10,000 Components

Additional description:


 * A Close Range Explosive Cannon. Each shot has a small AoE, which entirely bypasses Physical Shields. The Xenon is able to fire Continuously, as it does not have a reload time. Fires once every 0.70 Seconds, allowing it to deal large amounts of damage in a short amount of time.

Wallop
Hardpoint: Light

Type: Special

Damage: Lvl 1, Mk1 - 1500

Range: 400m

Clip Size: 1 Charge

Unload Time: 2 Seconds

Reload: 7 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 200m or Less. The Closer the Enemy, the Further back they're Blasted.

Price: 10,000 Components

Additional description:


 * A Special Light Weapon, designed not for Damage, but for Knocking Enemies out of your Range. The Opposite of Grapple Weapons, the Wallop is definitely a Threat to any Knife Fighter or Brawler, making it a Risk for them to come near you. Using a Blast of Kinetic Energy, the Wallop can well, Wallop Enemies away from you. With every Powerful creation, comes a Recognizable Weakness. For the Wallop, its Shields. Physical Shields absorb 75% of the Blast, and Energy Shields absorb the Entire Blast. To a Lesser Degree, the Gravitar takes on the same Trait, and to an even Lesser Degree, so does the Homerun.

Gravitar
Hardpoint: Medium

Type: Special

Damage: Lvl 1, Mk1 - 2700

Range: 400m

Clip size: 1 Charge

Unload Time: 2 Seconds

Reload: 7 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 200m or Less. The Closer the Enemy, the Further back they're Blasted.

Price: 10,000 Components

Additional description:


 * A Special Medium Weapon, designed not for Damage, but for Knocking Enemies out of your Range. The Opposite of Grapple Weapons, it is a Fearsome Enemy towards any Knife Fighter, blasting them out of their Range. While being a Pain to deal with, Shields easily Hinder the performance of the Gravitar, making Shielded Robots an advisable choice. Physical Shields absorb 60% of the Blast, and Energy Shields absorb the Entire Blast. To a More Severe Degree, the Wallop takes the Same Disadvantages, and to a Lesser Degree, so does the Homerun.

Homerun
Hardpoint: Heavy

Type: Special

Damage: Lvl 1, Mk 1 - 3200

Range: 400m

Clip size: 1 Charge

Unload Time: 2 Seconds

Reload: 7 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 200m or Less. The Closer the Enemy, the Further back they're Blasted.

Price: 10,000 Components

Additional description:


 * A Special Heavy Weapon, designed not for Damage, but for Knocking Enemies out of your Range. The Opposite of Grapple Weapons, it is the Kryptonite of Knife Fighters brought into Reality, the Homerun is essentially a Massive Baseball Bat. Anything Fearsome or Powerful will have one Weakness, in this case, Shields. Physical Shields absorb 35% of the Blast, and Energy Shields absorb the Entire Blast. To a More Severe Degree, the Gravitar takes the same Disadvantages, and to and Even More Severe Degree, so does the Wallop.

Clutch
Hardpoint: Light

Type: Special

Damage: Lvl 1, Mk 1 - 2200

Range: 400m

Clip size: 1 Grapple

Unload Time: Instant

Reload: 7 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: At Maximum Range, Grapple weapons reach their full Pull Force. However, the Projectile (Grapple) is slow, and can be dodged by Highly Mobile Robots. At shorter ranges, it'll become increasingly difficult to dodge.

Price:  10,000 Components

Additional description:


 * A Special Light Weapon, designed to Grapple Enemies towards you. The Opposite of Pushback Weapons, this weapon is used to Grapple in Mid-range and Long-range Opponents. Pair the Clutch with close range Weapons, you'll be a Living Nightmare for Enemies to take care of. Weight of a Robot will matter, either Hindering or Buffing a Pushback weapon's performance. Light Bots receive 90% more Grapple Force, Medium Bots stand Neutral, and Heavy Bots will reduce force by 60%. Energy Shields block the Clutch entirely, and Physical Shields make no difference in the Grapple Force.

Chainlink
Hardpoint: Medium

Type: Special

Damage: Lvl 1, Mk1 - 2800

Range: 400m

Clip size: 1 Grapple

Unload Time: Instant

Reload: 7 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: At Maximum Range, Grapple weapons reach their full Pull Force. However, the Projectile (Grapple) is slow, and can be dodged by Highly Mobile Robots. At shorter ranges, it'll become increasingly difficult to dodge.

Price:  10,000 Components

Additional description:


 * A Special Medium Weapon, designed to Grapple Enemies towards you. The Opposite of Pushback Weapons, this weapon is used to Grapple in Mid-range and Long-range Opponents. Combining the Chainlink with Close Range Weapons such as Shotguns or Rockets, will make you a Dangerous opponent, advising Brawling to ensue. Weight of a Robot will matter, either Hindering or Buffing a Pushback weapon's performance. Light Bots receive 110% more Grapple Force, Medium Bots stand Neutral, and Heavy Bots will reduce force by 40%. Energy Shields block the Chainlink entirely, and Physical Shields make no difference in the Grapple Force.

Moontide
Hardpoint: Heavy

Type: Special

Damage: Lvl 1, Mk1 - 3500

Range: 400m

Clip size: 1 Grapple

Unload Time: Instant

Reload: 7 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: At Maximum Range, Grapple weapons reach their full Pull Force. However, the Projectile (Grapple) is slow, and can be dodged by Highly Mobile Robots. At shorter ranges, it'll become increasingly difficult to dodge.

Price: 10,000 Components

Additional description:


 * A Special Heavy Weapon, designed to Grapple Enemies towards you. The Opposite of Pushback Weapons, this weapon is used to Grapple in Mid-range and Long-range Opponents. With this, you don't DARE let your Enemies escape. Jump, Hide, Run Away, they will eventually feel the Force of the Moontide. Weight of a Robot will matter, either Hindering or Buffing a Pushback weapon's performance. Light Bots receive 165% more Grapple Force, Medium Bots stand Neutral, and Heavy Bots will reduce force by 15%. Energy Shields block the Moontide entirely, and Physical Shields make no difference in the Grapple Force.

Sparky Cannon
Hardpoint: Heavy

Type: Energy

Damage: Lvl 1, Mk1 - 14,000

Range: 500m

Clip Size: 1 Energy Cell

Reload: 6 Seconds

Smart Reload: False

Requires lock-on: False

Effective Range: None. Damage is consistent no Matter the Distance.

Price: 6,000,000 Silver

Additional description:


 * Superheavy Mid-ranged weapon designed to ensure maximum devastation on your enemies. Massive Firepower combined with even greater splash radius, a total of 50m radius splash.

Sparky Turret
Hardpoint: Medium

Type: Energy

Damage: Lvl 1, Mk1 - 10,000

Range: 500m

Clip Size: 1 Energy Cell

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: False

Effective Range: None. Damage is consistent no Matter the Distance.

Price: 3,000,000 Silver

Additional description:


 * Medium Mid-ranged weapon designed to ensure maximum devastation on your enemies. Massive Firepower combined with even greater splash radius, a total of 50m radius splash.

Sparky Blaster
Hardpoint: Light

Type: Energy

Damage: Lvl 1, Mk1 - 7,000

Range: 500m

Clip Size: 1 Energy Cell

Reload: 3 Seconds

Smart Reload: False

Requires lock-on: False

Effective Range: None. Damage is consistent no Matter the Distance.

Price: 1,500,000 Silver

Additional description:


 * Light Mid-ranged weapon designed to ensure maximum devastation on your enemies. Massive Firepower (for its class) combined with even greater splash radius, a total of 50m radius splash.

Outbreak Prime
Hardpoint: Light

Type: Energized Kinetic

Damage: Lvl 1, Mk1 - 240

Range: 600m

Clip Size: 36 Rounds

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: False

Effective Range: 400m, but it's negligable since it is a very accurate weapon, more so than the Molot.

Price: 1,000 Gold

Additional description:


 * Light weapon that fires three-round bursts. Upon successfully destroying or critical hitting a robot, the Outbreak releases a SIVA swarm that attacks nearby enemies (75m range).
 * "I've done the math. When you pull this trigger, one plus one equals zero. Every time."

Black Hole Weapons
Hardpoint: Adjustable (Can be mounted on any hardpoint. Stats [damage] increase multiplicatively depending on hardpoint. Also changes name: Light=Event Horizon, Medium=Singularity, Heavy=TON-618.)

Type: Other

Damage: Lvl 1, Mk1 - 9,000 - Infinite Damage (10% chance)

Range: 600m

Clip Size: 1 Energy Cell

Reload: 2 Seconds, charge time is 3 seconds.

Smart Reload: False

Requires lock-on: False

Effective Range: None. Damage is consistent no Matter the Distance.

Price: 10,000 Components

Additional description:


 * Drastically downsized particle accelerator created using modified blueprints for a machine from the old days. Colides particles within the firing mechanism, and with enough mass, can be lethal when fired off. You weild the power of the most mysterious forces in the universe. Use it at your own discretion.

Transverse Lance
Hardpoint: Heavy

Type: Special''' Chance to desintigrate:''' Lvl 1 - 5%, Abduct time 3 sec

Range: 1100m

Clip Size: 1 Battery

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: False

Effective Range: 1100m

Price: 1,000 Gold

Additional description: The Transvere Lance is a tool for relocating enemies. Upon targeting and firing, the Lance tears apart spacetime to bring the target to you. Beware you don't bite off more than you can chew, though. Has a chance to instakill the robot while abducting, with chance increasing for each level.


 * "Reality is maleable, thus spacetime is mine to play with."
 * "Reality is maleable, thus spacetime is mine to play with."

Atomos
Hardpoint: Light

Type: Energy

Damage: MK1 lvl1: 10 - 25,000. The weapon has a random chance to destablize atomic structure and deal immense damage.

Range: 400m

Clip Size: Energy cells, can support constant fire up to 5 sec. If fired for too long will overheat and initiate a cooldown timer. Cooldown Time: 5 sec

Smart Reload: True

Requires lock-on: True, however standard aiming procedures apply. This weapon will not seek the locked target.

Effective Range: None. Damage is consistent no Matter the Distance.

Price: 5,000 Au

Additional description:

Light Rack mk 1
Hardpoint: Heavy

Type: dual hardpoint mounting

Damage: N/A

Range: N/A

Clip Size: N/A

Reload: N/A

Smart Reload: N/A

Requires lock-on: N/A

Price: 500 Gold

Additional description: A mounting system that allows two identical light weapons to be mounted and fired in tandem.

\
Hardpoint: Light Type: N/A

Damage: N/A

Range: N/A

Clip Size: N/A

Reload: N/A

Smart Reload: N/A

Requires lock-on: N/A

Price: 1 silver

Additional description:A light weapon that, on detecting a bot or weapon not created by pixonic, removes that bot/weapon from the game and replaces it- if a bot, with a schutze, if a weapon, with a molot, hydra or thunder corresponding to the hardpoint.

Echo
Hardpoint: Heavy

Type: Defense

Damage: 2,100

Range: 1100

Clip Size: 1 Charge (20secs)

Reload: 10 secs

Smart Reload: false

Requires lock-on: false

Price: 5,000,000 Silver

Additional description: The Echo is a long range heavy weapon used before on small vehicles and warships, The Echo is used for scare enemies and will do deadly damage at small distance.

Piercer
Hardpoint: Light

Type: Sound

Damage: 1,750

Range: 600

Clip Size: 1 Charge (10secs)

Reload: 10secs

Smart Reload: false

Requires lock-on: false

Price: 3,000,000 Silver

Additional description: The Piercer is a variant of the sound weapon having the ability with his giant amount of dB of piercing shields and energy shields. The Piercer is used for destroy heavy robots and defensive robots.

Interceptor
Hardpoint: Medium

Type: Sound

Damage: None

Range: 1100

Clip Size: Infinite

Reload: Infinite

Smart Reload: true

Requires lock-on: false

Price: 2,000,000 Silver

Additional description: The Interceptor is a defensive weapon that is used for take down a single missile or bullet salvo,also can’t take down energy projectiles but will make them do less damages.

Norowa
Hardpoint: Heavy

Type: Rocket

Damage: None

Range: 1100

Clip Size: 1 Rocket

Reload: 15 seconds

Smart Reload: false

Requires lock-on: True

Price: 10,000 Components (1000 gold)

Additional description: The Norowa is a weapon when touching the enemy it will disable his energy shield and his ability for 10 seconds

Parasite
Hardpoint: Heavy

Type: Rocket

Damage: None

Range: 1100

Clip Size: 3 Rockets

Reload: 15 seconds

Smart Reload: true

Requires lock-on: true

Price: 2,000,000 Silver

Additional description: The Parasite is a rocket launcher releasing drones on impact wich will attack the enemy without being able to be destroyed by the enemy (including helldive and others) and will make his chance of loosing weapons higher during 10 seconds. Shooting a rocket on a arleady ‘infected’ enemy will cause the death of the other drone and the new one may explode when released.

Striker
Hardpoint: Heavy

Type: Missile

Damage: 90,000

Range: 1100

Clip Size: 1 Shell

Reload: 30 seconds

Smart Reload: false

Requires lock-on: false

Price: 10,000 (5,000 Gold)

Additional description: The Striker is a weapon with a charging system shooting a javelin for more range equiped with a bomb that will make a giant explosion piercing all types of shields when fully charged When not fully charged the javelin will do less damage but it will divide itself before impact for more chance of touching slow robots. Due to the high amount of heat when launching the javelot the use of other weapons can’t be made.

Blackout
Hardpoint: Heavy

Type: Energy

Damage: 100,000

Range: 300

Clip Size: 1 Ammo

Reload: 10 seconds

Smart Reload: true

Requires lock-on: false

Price: 10,000 Components (5,000 Gold)

Additional description: The Blackout is a weapon using dark matter as ammo when used it will emit dark matter near the robot and will deal deadly damage piercing all types of shield however the robot wont be able to use his weapons for 5 seconds

Wyvern
Hardpoint: Heavy

Type: Energy

Damage: 5,000

Range: 1100

Clip Size: Infinite

Overheat: 10 seconds

Smart Reload: false

Requires lock-on: true

Price: 10,000 Components (5,000 Gold)

Additional description: The Wyvern is a heavy weapon using the sun light as ammo making his ammo infinite however it can overheat causing the weapon to explode, also due to the high amount of heat emitted from this weapon when using it you wont be able to use other weapons.

Vulture
Hardpoint: Medium

Type: Support

Damage: None

Range: 600

Clip Size: 1 Charge

Reload Time: 15 seconds

Smart Reload: true

Requires lock-on: false

Price: 10,000 Components

Additional description: The Vulture is a support equipement using a powerful magnet system for move destroyed robots and use them for repair the user. The Vulture is able to fully heal the user, it will repair 10% of the destroyed robot health to the user making it better on tanky robots. Using multiple Vultures will give more health to the user for each destroyed robot

Comet
Hardpoint: Heavy

Type: Rocket

Damage: 2,000

Range: 1100

Clip Size: 50

Reload:15 Secs

Smart Reload: false

Requires lock-on: true

Price: 600.000 Silver

Additional description: The Comet is a heavy noricum mainly used for destroy low health enemies.

Doomsday
Hardpoint: Heavy

Level Requirement: Lvl 28

Type: Rocket

Damage: 90,000

Range: 1100

Clip Size: 1

Reload:30 secs

Smart Reload: false

Requires lock-on: false

Price: 10,000 Components

Additional description: The Doomsday is a single shot weapon shooting a slow but powerfull rocket making a explosion of 400 meters capable of kill instantly any low hp robot or destroy enemy shields.

Hazmat
Hardpoint: Medium

Type: Bombs

Damage: 5,290

Range: 350

Clip Size: 10 Grenades

Reload:10 secs

Smart Reload: true

Requires lock-on: true

Price: 500.000 Silver

Additional description: The Wyvern is a grenade launcher capable of sending homing grenades. The Wyvern is mainly used for destroy enemies using cover.

Leviathan
Hardpoint: Heavy

Type: Missile

Damage: 30,000

Range: 750

Clip Size: 1 (5 Rockets at separation)

Reload:25 secs

Smart Reload: false

Requires lock-on: false

Price: 10,000 Components

Additional description: The Leviathan is a ICBM launcher that will launch rockets at all enemies in a range of 600m near the separation.