Infinity/N4 Tactics/Weapons
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.
Chain Weapons
- Chain Rifle: The common man's equalizer. Very cheap, very illegal. Unleashes Damage 13 on a large teardrop. Template weapons automatically hit, forcing their targets to either take the hit and get a free shot on you, or dodge out of the way.
- Chain-Colt: The small teardrop version of a chain rifle. Basically a sidearm.
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: An E/M Chain Rifle. Isolate/fry everything in your path!
- E/Mitter: Single-shot. Impractical on the Active turn. Best used as a reactive weapon- same niche as the Adhesive Launcher, but with E/M ammo instead.
Flame Weapons
- Flammenspeer: Panzerfaust with a flame warhead. Can be fired as a direct shot at DAM 15, or a circular template at DAM 14. As with other Panzerfaust-style weapons, you only have two shots. Useful for setting snipers/support units/order donors on fire.
- Light Flamethrower: Continuous damage on a small teardrop. Not too different from the Chain weapons aside from the fact that when you suffer damage off one of these, you keep rolling until you make an armor save. Very useful against people with terrible dice luck.
- Heavy Flamethrower: Hits slightly harder than a light flamethrower, applied via a large teardrop. Usually seen as the secondary weapon on a TAG.
- Light Rocket Launcher: Mid-ranged fire rockets. Burst 2 means they are not too bad of an option on the active turn. Can be fired as a direct hit weapon or a blast template.
- Heavy Rocket Launcher: Long-ranged fire rockets. Hits harder than the light rocket launcher. Useful on both reactive and active due to Burst 2.
Heavy Ordnance
- Feuerbach: Baby Autocannon. One point less of damage, Anti-Materiel mode is AP+DA instead of AP+EXP. Unlike the Portable Autocannon, does not suck beyond 32 inches. Found in a surprisingly large amount of units. Wrist-friendly.
D.E.P.: "Descanza En Paz", Spanish for "Rest in Peace". Literally a disposable rocket launcher akin to an RPG or L.A.W.N4 UPGRADED THESE TO PANZERFAUSTS!
- Missile Launcher: One of the best ARO weapons in the game. Single-shot. Can be fired as a direct hit (AP+Explosive) or a circular template (Explosive). Both are useful vs objectives due to Ant-Materiel.
- MRL: Multiple Rocket Launcher. Comes in two varieties.
- Katyusha
- Uragan
- Panzerfaust: Disposable with up to two shots. Decently long range, great for cracking open armor. Found as a secondary on many units. Can only be fired as direct hit. Great against heavy armor.
- Portable Autocannon: What are wrists, Ivan? Most destructive weapon in the game. Hard-hitting. Anti-Materiel. Combines AP and Explosive. This is the kind of gun you find on light tanks and APCs.
Pistols
- Pistol: Basic close-range gun. Low damage, accurate at low range. Useful in a pinch and can be fired in CC as an alternative to a CCW. All pistols have this ability. Note that CC mode only has Burst 1.
- AP Heavy Pistol: Bigger Iron. Heavy Pistol with AP ammo instead of Shock.
- Assault Pistol: Automatic Glock. Skorpion. Uzi. Burst 4 on a pistol-class weapon. Found on profiles that typically have longer ranged or low-burst main guns.
- Breaker Pistol: AP vs BTS. Handy against models that are heavy on armor but low on BTS. Or really high on BTS.
- Heavy Pistol: Big Iron. Hits hard with Shock ammo. Will instantly kill anything not immune to Shock.
- MULTI Pistol: Biggest Iron. Damage 13 instead of 14, but combines AP and Shock with an alternative Anti-Materiel mode (DA Ammo) for use on AROs and against objectives.
- Stun Pistol: Taser. Almost never worth using unless nothing else works.
- Viral Pistol: Poison bullets! DA+Shock gives people a bad time. Affects BTS on top of that.
TAG Weapons
- Hyper-Rapid Magnetic Cannon (HRMC): The only native Burst 5 weapon in the game. Comes with two firing modes: Burst 5 AP/Shock for active turn mayhem, and Burst 1 Anti-Materiel (DA) mode for AROs and destroying objectives. You will almost never see this wielded by something that isn't a TAG.
- MULTI-Heavy Machine Gun: Similar to the HRMC in many respects. One less Burst. Worse beyond 32 inches. Anti-Materiel mode gets Explosive ammo instead of Double Action. Standard Heavy TAG gun. Like the HRMC, don't expect to see a man-sized version of this gun 99.9% of the time.
Unsorted
- 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.
- Flash Pulse: Technically a WIP weapon. Also a Technical weapon.
- Grenade Launcher: Comes in many flavors. Just 'Grenade Launcher' kills people with a circular template.
- Grenades: Throwing grenades, using the PH stat.
- Jammer: UGH
- MK12:
- Nanopulser
- Pulzar: A bigger Nanopulser.
- Ohotnik
- Pheroboster
- Pitcher: 'Harmless' gun that launches a deployable repeater. Important for expanding your hacking area.
- 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.
- 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
- Wild Parrot:
- Zapper