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Survival Guide - Dust Settles: Weapons
Table of Contents:
Purpose:
The entire purpose of weapons is to provide your army
and militia better attack and defense power
during battle. They will allow you the
ability to attack more quickly and with more force than just fighting bare-handed
or with makeshift weapons. Both your army units and militia will be able to
use weapons of some kind, while special ops are trained to work without weapons.
Officers use special pistols that are issued to them during training. You will
have to research specific topics to open
the ability to produce weapons and have fully quartered barracks
as well. You can buy weapons off the Trade Market
or merchant camps if you have the CEPs needed. All weapons
listed on this page will be produced through the Barracks page.
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Opening Weapons:
When you first start training army units for battle, you will not have the
ability to make weapons. Instead your soldiers will merely fight unarmed. In
order to begin building weaponry, you will have to research
Weapon Design. Your first level of weaponry, both long and short ranged, will
open at 10. Researching to at least 20 will open the second set of weapons.
The third level short-ranged weapon will open once you hit 40. Rails guns and
heavy weapons will be the last ones that you can open. You must be at 50 to
open them. For more information on opening Weapon Design research, please see
the page on Basic Research.
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Weapons Stats Overview:
Below you will find charts containing some of the basic statistics for each
weapon type, including unarmed. The following is a quick explanation of each.
- Production Costs:
This refers to the number of building supplies
and CEP (if listed) needed to produce 1 of
that weapon type.
- Research Level Needed: This shows you what level of Weapon
Design you need to open that weapon for production.
- Crew Required: This is to remind you of how many army units are required
to work a single weapon of this type.
- Max. Produced/Barracks: Next you can see how many of that weapon type
can be produced in each staffed barracks.
- Min. Range: The minimum range is the closest your troops can be to the
opposing forces while carrying that weapon without dropping to 1/4 of the weapon's
normal attack power.
- Max. Range: This refers to the distance where your troops will be able
to actually start hitting people.
- Damage / Armor:
This is how much damage will be caused by this weapon if it hits, and how
much armor a person carrying this weapon has. Listed armor ratings are for
standard army. Militia have a lower armor rating.
- Reload Time: This number refers to how long it takes to reload the weapon
before firing again. Basically, if the reload time is 1 round, the unit(s) carrying
that weapons type will be firing every single time a volley is fired. If the
reload time is 2 rounds, the units will be firing every other volley.
- Run Speed: This is the distance army units can move forward across the
battle field as they are reloading before the next volley.
- Accuracy: This is the maximum base accuracy a weapon can achieve before weather,
competency, or any other modifications. Your troops cannot reach this point
without doing more research in Weapons Design than is required to open it. When
the weapon is first opened, your troops, no matter their competency will have
a decreased accuracy.
- Fuel Required: This shows how much fuel
is required for that weapon.
- Storage: This shows the number of weapons of that type that can be stored
in each armory.
- Alternate Damage: How much damage the weapon will do to targets that
are not it's preferred type.
- Preferred Target Types: The type of troop, vehicle,
or aircraft this weapon is specifically
geared to attack. Weapons will do their actual damage to a preferred target
and a much lower damage to any other target.
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Unarmed:
Whenever you do not have enough weapons to assign to your troops, the ones
sent on an attack or used on defense who have no weapons will fight "unarmed"
using whatever they can find. They'll pick up sticks, stones, clumps of dirt,
old shards of metal, whatever they can or just use their fists and feet to fight
when needed. Your militia, when there aren't enough close combat weapons in
storage, will also fight unarmed. Though these units will be relatively weak,
in high enough numbers they can do some, though very limited damage. Heck you
get enough people throwing rocks at a single helicopter and you're bound to
do something.
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Unarmed
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When you have no other
choice, you fight with what you can.
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Production
Costs
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Research
Level Needed
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Crew Required
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N/A
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0
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1
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Max. Produced/Barracks
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Min. Range
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Max. Range
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N/A
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0 m
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0 m
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Damage
/ Armor
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Reload
Time
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Run
Speed
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. 25 / 3
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1 round
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50 m/round
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Accuracy
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Fuel Required
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Storage
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95%
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0
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N/A
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Alternate Damage
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Preferred Target Types
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0. 1
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- Short Range - Long
Range - Heavy Weapons -
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Ranged Fire:
Ranged fire weapons are those weapons used by your army
to begin firing at a farther distance than short-ranged or makeshift weapons
allow. You will begin with the ability to produce basic bows and work your way
up to rail guns. You can, of course, buy any level of weaponry available on
the trade market that you can afford.
You will want to assign a larger number of ranged weapons to your defensive
army than for an offensive attack.
In an offensive attack, you will need long ranged weapons for the initial part
of the battle, but you will also need
plenty of close combat weapons for melee combat and fighting militia
if your army breaks through the wall. Ranged
fire weapons drop to 1/4 there initial attack power once inside their minimum
range.
The following charts will give you the basic statistics about each ranged fire
weapon.
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Bows
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The first long range
weapon for humans is the first again. This time with nylon threads.
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Production
Costs
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Research
Level Needed
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Crew Required:
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1 BS / 0 CEP
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10
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1
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Max. Produced/Barracks
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Min. Range
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Max. Range
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15
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25 m
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100 m
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Damage
/ Armor
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Reload
Time
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Run
Speed
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1. 5 / 3
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1 round
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40 m/round
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Accuracy
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Fuel Required
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Storage
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60%
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0
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200
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Alternate Damage
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Preferred Target Types
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0.5
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- Short Range - Long
Range - Heavy Weapons -
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Rifles
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Pick 'em off from
afar. Don't get too close or else this is just a fancy bat.
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Production
Costs
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Research
Level Needed
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Crew Required
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3 BS / 0 CEP
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20
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1
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Max. Produced/Barracks
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Min. Range
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Max. Range
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10
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25 m
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200 m
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Damage
/ Armor
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Reload
Time
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Run
Speed
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2 / 3
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1 round
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40 m/round
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Accuracy
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Fuel Required
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Storage
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70%
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0
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100
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Alternate Damage
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Preferred
Target Types
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0.75
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- Short Range
- Long Range - Heavy Weapons -
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Rail Guns
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High energy, long
range, beauty of modern weapons tech. Cuts through pillboxes like they
were paper.
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Production
Costs
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Research
Level Needed
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Crew Required
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10 BS, 3 CEP
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50
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1
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Max. Produced/Barracks
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Min. Range
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Max. Range
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5
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50 m
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400 m
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Damage
/ Armor
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Reload
Time
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Run
Speed
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2.5 / 3
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2 rounds
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25 m/round
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Accuracy
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Fuel Required
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Storage
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75%
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0
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50
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Alternate Damage
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Preferred Target
Types
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1
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- Short Range - Long
Range - Heavy Weapons -
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Close Combat:
Close combat weapons are used by both army
and militia to provide you extra attack
and defense power. These are the only weapons that your militia will be able
to carry. You will need enough to assign for attack
and defense and to leave in storage
for you militia to grab when your camp is attacked either by another camp's
army or special ops.
Since these weapons will be used by an attacking
army for both melee battle during the main battle against the camp's defensive
army and to combat the militia once the army breaks through the wall,
you will want to assign a decent number of close combat weapons to be fully
prepared. You will want to assign a smaller amount of close combat weapons for
your defense since your army are the only units that can carry ranged fire weapons.
You must make sure that you leave some short ranged weapons in storage if possible.
If you do not have any in storage, your militia will have no weapons that they
can grab to defend your camp if the attacking army makes it that far.
The following charts will give you the basic statistics about each close combat
weapon.
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Swords
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Fairly makeshift blade
and handle. Fight up close with this.
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Production
Costs
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Research
Level Needed
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Crew Required
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1 BS / 0 CEP
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10
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1
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Max. Produced/Barracks
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Min. Range
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Max. Range
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15
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0 m
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0 m
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Damage
/ Armor
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Reload
Time
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Run
Speed
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1. 5 / 3
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1 round
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50 m/round
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Accuracy
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Fuel Required
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Storage
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90%
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0
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200
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Alternate Damage
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Preferred Target Types
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0.5
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- Short Range - Long
Range - Heavy Weapons -
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Pistols
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Makeshift handgun
with a small clip. Great up close. Weapons are getting better again.
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Production
Costs
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Research
Level Needed
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Crew Required
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3 BS / 0 CEP
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20
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1
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Max. Produced/Barracks
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Min. Range
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Max. Range
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10
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0 m
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20 m
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Damage
/ Armor
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Reload
Time
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Run
Speed
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2 / 3
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1 round
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50 m/round
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Accuracy
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Fuel Required
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Storage
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80%
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0
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200
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Alternate Damage
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Preferred Target
Types
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0.75
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- Short Range - Long
Range - Heavy Weapons -
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Shock Pistols
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This is a modern weapon
again. It wreaks havoc in short range. There's nothing like directed energy.
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Production
Costs
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Research
Level Needed
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Crew Required
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6 BS / 1 CEP
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40
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1
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Max. Produced/Barracks
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Min. Range
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Max. Range
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5
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0 m
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40 m
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Damage
/ Armor
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Reload
Time
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Run
Speed
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2. 5 / 3
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1 round
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40 m/round
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Accuracy
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Fuel Required
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Storage
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80%
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0
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150
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Alternate Damage
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Preferred Target Types
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1
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- Short Range - Long
Range - Heavy Weapons -
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Heavy Weapons:
Heavy weapons are used by army to attack
vehicles and aircraft
on the battlefield. You will need plenty of these for both attack
and defense since either side can send
AAVs, tanks, and choppers into battle. Both of these weapons require 2 army
units to run each weapon.
You will want to assign a fair amount of these weapons for both sides, since
these will have the strongest attack power against opposing vehicles and aircraft.
In close combat, though, these weapons will lose most of their attack power.
Because of this and the fact that these weapons will NOT fire at standard troops,
you should never assign your entire army to carry these weapons. These weapons
will only ever fire at the vehicles or aircraft they were designed to destroy.
The charts below will give you the basic statistics about each heavy weapon.
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Recoilless Rifle
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One holds, the other
loads. You got tanks coming? This is the answer. One hit kills with this
shelling weapon.
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Production
Costs
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Research
Level Needed
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Crew Required
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20 BS / 10 CEP
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50
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2
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Max. Produced/Barracks
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Min. Range
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Max. Range
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5
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50 m
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375 m
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Damage
/ Armor
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Reload
Time
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Run
Speed
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40 / 6
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2 rounds
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25 m/round
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Accuracy
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Fuel Required
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Storage
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40%
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0
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50
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Alternate Damage
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Preferred Target Types
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2. 5
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- Ground Vehicles
- Battle Mechs -
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Stinger Rocket
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One holds and the
other loads this portable surface to air missile. Bombers and jets are
too fast, but watch out choppers!
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Production
Costs
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Research
Level Needed
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Crew Required
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20 BS / 10 CEP
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50
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2
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Max. Produced/Barracks
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Min. Range
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Max. Range
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5
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50 m
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400 m
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Damage
/ Armor
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Reload
Time
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Run
Speed
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15 / 6
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2 rounds
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25 m/round
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Accuracy
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Fuel Required
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Storage
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55%
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0
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50
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Alternate Damage
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Preferred Target Types
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1. 5
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- Light Aircraft -
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Production:

You will use the Barracks page to assign
weapons for production. You will only be able to produce weapons from barracks
that are both staffed and fully quartered. You can check to see how many barracks
are fully staffed, and thus available for production at the top of the Barracks
page.
The Barracks page will be the place you will be able to check
your weapons storage. You will be able to
see the basic statistics about each weapons type on this page as well.
Finally, you will use the chart on the Barracks page to assign
weapons for production. You will be able to see how many weapons each of your
barracks can produce individually and how many they can produce in all as well
as the costs to produce those weapons. Here you can manually enter a number
that you want produced of each weapons type that you are able to produce or
you can click the appropriate button beside the text box to either max. out
or zero out production. If you have a minting
license, you can set up ranged fire for production on this
page. You will just receive a reminder in your end-turn
display that you are not allowed to produce these types of weapons when you
have a minting license. You can sell your license back to the Neutral
Exchange Camp and build up a ranged weapon supply, then rebuy
the license or just purchase them off of the Trade
Market.

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Assigning Weapons:
You will assign weapons for your army through both the Attack
and Defense pages. On the Defense page,
under the box where you set your defensive formation orders, you will be able
to assign the weapons that you want you army units to carry into battle. These
weapons will still have to be stored in armories overnight, but will not be available for either militia
units or an attack unless you change the weapons assigned. You can only assign
as many total weapons as you have total army. On the Attack page where you set
up the attack, you will assign up to one weapon for each army unit being sent
out. These weapons will also come from your storage and will thus be unavailable
for use elsewhere.
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Weapons in Battle:
Weapons in battle will determine a number
of factors. The first thing that will be determined by the weapons you have
assigned is when your army units can begin attacking. The farther your max.
range the faster you will be able to begin attacking the opposing forces. Next
your weapons will help determine your overall attack power as compared with
the opposing force's attack power. If you have better weapons, you will have
a better shot of defeating the opposing force with fewer losses. Your army
competency and Weapon Design research,
among other things, will help determine how effective your individual soldiers
are with the weapons they are assigned, though.
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Improvements:
You can improve your weapons power, etc. in a few ways. First, by researching
Weapon Design you can improve the weapons you can produce, thus giving you the
ability to make more powerful weapons for use in battle. Next, you will want
to keep both your overall camp's morale
and your army's competency up since they have
a major effect on the different units that you send into battle. Your camp's
morale will improve your militia's abilities
in battle, including accuracy to a slight extent. Your army's competency will
affect your army units' accuracy and attack/defense in battle to a much greater
extent.
Increasing your Weapon Design research will also have another benefit. Whenever
you first open a weapon, your troops' accuracy with that weapon will be relatively
poor since this is an entirely new weapon that they are unfamiliar with. As
your research increases, you people will become more familiar with the weapon
and gain an improved accuracy with that weapon. This means that if you stop
researching Weapon Design right at 50 when you get rail guns, those weapons
will never see their true base (listed) accuracy. If you continue to
research the topic a bit, though, you will improve your troops' accuracy with
that weapon.
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Limitations:
One of the primary limitations you will have regarding weapons is whether or
not you have done enough research to open
the ability to produce any weapons, much less some of the more advanced weapons
types. Continue researching Weapon Design, once it is opened to access the ability
to produce weapons.
You next major limitation will come in the form of staffed/quartered barracks.
It makes no difference if you have 50 barracks that are staffed
with 1 civilian apiece. If they are not filled
with army/special ops (50 total in each barracks) you will be unable to produce
weapons from those barracks. This means if 5 of those 50 are actually fully
quartered, you will be able to produce weapons only from those 5.
Along with the barracks production limitation, if you do not have enough building
supplies or CEP in storage to build the
weapons you have assigned to build, you will not be able to construct the weapons
that turn.
You will lose any weapons that your army or militia carry into battle if the
person carrying the weapon is killed. This means you will lose 50 swords from
your total number if 50 militia carrying swords are killed in a battle. You
will not lose weapons due to death from a special ops raid.
Finally, you will not be able to construct any long-ranged weapons while you
have a minting license. You can find other
ways to acquire this type of weapon, but you will not be able to produce your
own.
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