Infinity/N4 Tactics/Weapons

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Revision as of 21:50, 1 September 2021 by 1d4chan>AbesolutZERO (CC WEAPONS)
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Here is a comprehensive list of weapons featured in the game. If you want to see stats, go look at Infinity Army. You are coming here to get a quick tactical writeup of any weapon you may be interested in making use of in your next match.

CC WEAPONS

  • AP CC Weapon: Melee weapon that slices armor in half. Handy against HI and TAGs.
  • AP + DA CC Weapon: AP CCW on steroids. Does two damage dice. Has Anti-Materiel so they're useful vs destructible objectives.
  • AP + Shock CC Weapon: For those rare, high-armor single-wound targets that are not shock-immune.
  • CC Weapon: Bog-standard melee weapon. Everything in the game has this or a variant of it. Nothing special here.
  • DA CC Weapon: Weapons with real concussive force. Two damage dice. Anti-Materiel so they are useful vs destructible objectives.
  • E/M CC Weapon: Fries electronics. Isolates its target from the order pool. Especially deadly as hell against REMS/HI/TAGs. They can potentially immobilize those targets on top of doing normal damage and causing isolation. Note that the two damage types mean that opponent makes both an ARM save and BTS saves vs this.
  • EXP CC Weapon: TNT on a stick. So violently concussive they deal three damage dice. Naturally, these have Anti-Materiel.
  • Monofilament CC Weapon: Glorious Nippon Steel. Will cut through anything and kill them in one hit. Ignores armor, instant DEAD on a failed armor save VS a fixed damage of 12. Martial Arts will NOT boost the damage! MA increases PH-based damage. Pack this for when you want to go RULES OF NATURE on an enemy TAG.
  • PARA CC Weapon: REMs usually have this as a last-ditch melee weapon. Does not kill the target; immobilizes if they manage to land a hit with them. Normal troops rarely have this. The ones that do tend to be good in melee. Decent option if you want to effectively take a model out of the game if there is no other option for killing it.
  • Shock CC Weapon: Will instantly kill anything that isn't shock-immune. Usually found on models that have a skillset that enables them to get into melee in the first place. Best to just shoot your target otherwise.
  • T2 CC Weapon: FREEEDOOOOM! Prime Caledonian Tesseum blade. Will straight up deal two damage on a successful hit. God help you if you get crit with one of these. Usually found on angry Scottish warbands.
  • Trench-Hammer: Literal TNT on a stick. Flat damage rating, so MA will not improve its damage output. Can be thrown, comes in packs of three. Anti-Materiel so it works on objectives.
  • Viral CC Weapon: Poisoned weapons. BTS saves against this; great against Ariadnans in particular. NOT Anti-Materiel despite the presence of DA ammo.
  • Vorpal CC Weapon: One, two! One, two! And through and through

The vorpal blade went snicker-snack! He left it dead, and with its head He went galumphing back.

It's a THROWABLE Monofilament blade that does not run out ammo!

Ammunition Types

BS WEAPONS

Adhesive Weapons

  • Adhesive Launcher: Everyone's favorite glue launcher. Low burst means best for ARO. Will completely ruin a low-PHYS model's day- freeze them solid! Useless against Immunity (Total). Don't even try.
  • Akrylat-Kanone: Panzerfaust with a glue-filled warhead. Goos people solid from half a table away. Only two shots before you'll need to reload.
  • Riotstopper: Glue on a direct template. Dodge or get frozen! Arguably more reliable than any other spray template weapon- it's much harder to resist PH-6 than Dam 13/14.
  • Heavy Riotstopper: Spraying cement on a large direct template. Chain rifle but with glue. You can now freeze entire fireteams solid!

Bows

  • Tactical Bow: Silent But Deadly. Low burst, works against objectives. Most importantly, does not trigger AROS if shot from out of LOS.
  • Viral Tactical Bow: Loses Ant-Material, gains Shock, affects BTS instead of armor. Even better against vulnerable targets.


E/M Weapons

  • Blitzen: Panzerfaust with an E/M warhead. Will ruin HI/Remotes/TAGs by immobilizing and isolating them. Only two shots, make them count.
  • E/Marat:
  • E/Mitter:

Unsorted

  • Chain Rifle
    • Chain-Colt
  • Contender: Pure trash. Its only redeeming feature is that it's better than a combi rifle in reactive turn, but it lacks suppressive fire and active-turn firepower. Consider this weapon a tax.
  • Feuerbach
  • Flamethrower:
  • Flammenspeer
  • Flash Pulse: Technically a WIP weapon. Also a Technical weapon.
  • Forward Observer Here on an even more niche technicality than the flash pulse.
  • Grenade Launcher: Comes in many flavors. Just 'Grenade Launcher' kills people with a circular template.
  • Grenades: Throwing grenades, using the PH stat.
  • Hyper-Rapid Magnetic Cannon (HRMC): The only native Burst 5 weapon in the game, with decent ammo types.
  • Jammer: UGH
  • Missile Launcher:
  • MK12:
  • MRL: Multiple Rocket Launcher. Comes in two varieties.
    • Katyusha
    • Uragan
  • Nanopulser
    • Pulzar: A bigger Nanopulser.
  • Ohotnik
  • Panzerfaust
  • Pheroboster
  • Pitcher: 'Harmless' gun that launches a deployable repeater. Important for expanding your hacking area.
  • Pistol
  • Plasma Carbine: Notable here as it's the only 'carbine' in the game. B2, otherwise a rifle that has the Plasma ammo type with the circular template and no suppressive fire.
  • Portable Autocannon: What are wrists, Ivan?
  • Red Fury:
  • Rifles
    • Combi Rifle
    • Marksman Rifle
  • Sepsitor
  • Sepsitor Plus
  • Shotgun
    • Light Shotgun
    • Boarding Shotgun
    • Heavy Shotgun
    • Vulkan Shotgun
  • Sniper Rifle
  • Submachine Gun
  • Symbiobomb
  • Symbiobugs
  • Tactical Bow
  • Wild Parrot:
  • Zapper