Weapons
There are quite a few guns in Warfare, with different ones spread out between oldfare, and coldfare. Hopefully this chart should give you a better idea of what something is before you pick it up.
Different classes start with different proficiencies in each type of weapon, making it so that your standard soldier isn't as good with an LMG as the sentry is, etc. Right click on your health indicator to see your skills.
Contents
Oldfare Equipment
Equipment | Type | Description |
---|---|---|
HMG Harbinger |
LMG | |
PTSD 41 |
Bolt-action rifle | An aptly titled single-shot sniper rifle, equipped with a scope for spying on the enemy and spotting your targets. Shots can penetrate one object, such as a dirt mound, metal barricade, wall or even soldier, allowing you to score 2 kills with one bullet if you see two people lined up outside of cover. Anyone who isn't a sniper will have difficulty aiming it. |
MK. 1 Stormrider |
Bolt-action rifle | The Stormrider is your standard grunt's rifle, complete with a magic 5+1 capacity and less moving parts than fingers on a soldier's hand. Getting a hit on your enemy's chest is likely to take them out of the fight, if it doesn't immediately kill them. Almost anyone is good with this. |
Mk. 1 Snapper |
Lever-action rifle | Functionally identical to the Stormrider and occasionally spawns in place of it. Perfect for playing games of Cowboys vs. Capitalists. |
Mk.1 Warmonger |
Semi-automatic rifle | A 15 round magazine fed rifle, prone to jamming if not maintained well. Despite it lacking the damage of the infantry rifles, it manages to lend itself well to trench rushers, acting as a harder hitting but smaller capacity Soulburn. |
WTX Frontier Special |
Pump-action shotgun | A tube fed pump-action trenchgun with a classic 5+1 capacity. Buckshot is extremely annoying and time consuming for medics to deal with due to the many pellets and many will simply not bother, which makes it an effective tool to keep soldiers out of your trenches and out of the way of their medics. Engineers are likely to spawn with this and are more skilled with it. |
MS Doom |
Break-action shotgun | A good ol' fashioned double barrelled, for when you want to spill some Blood. Other than looking cool and having no skill requirement to use effectively, there isn't much reason to order this from Cargo. |
Mk. 1 Soulburn |
SMG | An SMG typically issued to medics and engineers. Although it may seem to be a weapon exclusively for self defense due to its low damage and high jam rate (when poorly maintained), the Soulburn can be quite effective as an offensive weapon. Its high capacity and high rate of fire, coupled with its high jam rate, make it a risky but effective choice for trench raids. |
Captain's Special |
Double-action revolver | The weapon of 'choice' for the Captain and practitioners. Holds six rounds and does its job as an emergency defense weapon for non-combat roles. |
Mk.1 Reckoning |
Semi-automatic pistol | |
Ordinance & Melee | ||
File:Mortar.pngHE Trench Ender |
Mortar | |
File:Fgrenade.pngFrag Grenade |
Grenade | It's a grenade. Pull the pin and throw before it blows up in your hand. Alternatively, pull the pin and find an enemy to hug. Scavs, as with most weapons, cannot use these. |
File:Sgrenade.pngSmoke grenade |
Grenade | A grenade containing smoke instead of dangerous explosives. Good for covering advances and cutting off the sight of entrenched gunners. |
File:Club.pngTrench Club |
Melee Weapon | "If there were two guys in mid and one of them killed the other with a trench club would that be fucked up or what?" Found in your base. |
File:Knife.pngKnife |
Melee Weapon | Found in your boot. Can be used to open cans, cut wires and stab trench trespassers in the legs. |