Infinity/N4 Tactics/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[edit | edit source]
- 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[edit | edit source]
BS WEAPONS[edit | edit source]
Adhesive Weapons[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 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.
Grenades[edit | edit source]
- Grenades: Thrown weapons. They come in Eclipse, Smoke, Normal, and E/M flavors. These are throwing weapons, so accuracy is based off of PH. Smoke and Eclipse grenades do not need a target- they can be thrown at the ground to create a zero visibility circular template. MSV can see through standard smoke while NOTHING can see past Eclipse grenades. They have Speculative Attack, so you can actually throw them into a spot that's out of LoF (with a -6 penalty). Handy for flushing out dug-in targets.
- Grenade Launcher: Same as above, but on a launcher to lob them even further out. Unlike thrown grenades, these use your BS and have no +3 bonus anywhere. Neutral range up to 24 inches, and it just gets worse from there.
Heavy Ordnance[edit | edit source]
- 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.
Machine Guns[edit | edit source]
- Heavy Machine Gun: The standard for hard-hitting, high-burst weapons. Effective up to 32", Inaccurate up close, however. If needing to use at short range, best to set it under suppressive fire to eliminate the -3 mod. Ariadna in particular gets this thing with AP ammo.
- Mk12: Hits as hard as an HMG but with a marksman rifle's burst and similar range bands. Neutral mods up close. Hard-hitting, well rounded option that typically takes up no SWC. The 'cheaper' alternative to an HMG.
- Red Fury: An oddball of a gun. Standard rifle damage, machine gun-like burst, good up to 24". Its main draw is Shock ammo. This makes it a very effective anti-light infantry weapon.
- Spitfire: If you actually need something at medium to short range, you can't go wrong with a Spitfire. It's the HMG's little brother. Hits almost as hard, neutral accuracy at close range, effective up to 24". Sometimes comes with AP ammo.
Marksman Rifles[edit | edit source]
- Marksman Rifle: Comes in AP, K1, standard, MULTI, Shock, and T2 flavors. Effective only at medium range- terrible accuracy at short and long range. Used the same way as normal rifles, except you are now accurate at the 16-32" range band- at the cost of being shit at 0-8".
Pistols[edit | edit source]
- 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. Currently comes in Normal, Breaker, Stun, and Viral flavors.
- 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.
- Heavy Pistol: Big Iron. Hits harder than a standard pistol, with Shock ammo as the cherry on top. Will instantly kill anything not immune to Shock. Also comes in AP flavor.
- MULTI Pistol: Bigger 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.
- Submachine Gun: Listed here due to its range bands. Similar enough. Used much like a MULTI weapon anywhere else: AP+Shocking grunts dead, effective vs heavy armor as well. Terrible at medium to long range.
Rifles[edit | edit source]
- AP Rifle: A significant step up from a Rifle. AP ammo makes it more useful, but still weak up close.
- Breaker Rifle: An attempt at making an archaic weapon futuristic. Rips through BTS like no one's business.
- Breaker Combi Rifle: What the Breaker Rifle wishes it was. Just as accurate within 0-8" as it is at 8-16". Not much else otherwise.
- Combi Rifle: The humble combi-rifle. It's the workhorse of every modern faction in the game. Respectable only because it's accurate up-close, unlike its older brother.
- 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. For what it's worth, at least it has Anti-Materiel.
- K1 Combi Rifle: SPICY. This thing ignores armor much like a Monofilament Blade does, minus the instant death. Best used vs ARM 4+. Scares TAGs shitless.
- MULTI Rifle: Combi Rifle with different ammo types. Burst Mode is the normal mode, packing AP/Shock ammo to rip apart armor and instantly murder anyone not immune to Shock. Anti-Materiel mode is intended for AROs (Due to its single shot burst) and destroying objectives.
- 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.
- Plasma Rifle: Stupid busted alien tech. Has a direct hit mode and a blast template mode, both firing at full burst. Hit mode hits a little harder. Forces the victim to make two saves much like a DA ammo weapon- except this one's a combination of simultaneous ARM save and BTS save.
- Rifle: THE bog-standard, basic bitch gun. Does not have a bonus at close range, setting it apart from the humble combi rifle. You'll typically just see Ariadnans and Haqqislamites use this thing. At least Haqq has the decency to stick a light shotgun on them to make up for its lack of accuracy up close.
- T2 Rifle: Caledonians have so much Tesseum they practically shit the stuff. They flex hard by turning it into ammunition. While it lacks armor piercing, it makes up for it with sheer trauma. Two wounds will knock most Heavy Infantry unconsncious and straight up kill anyone with 1 wound. Much more effective than Shock.
- Viral Combi Rifle: A viral rifle done right. It's accurate up close.
- Viral Rifle: Anti-werewolf rifles. DA+Shock vs BTS. Much more effective at murdering grunts than the basic Multi-Rifle shot. Ignores a Dog Warrior's total immunity due to the Weakness trait!
Sniper Rifles[edit | edit source]
- Ohotnik: Basically a Mosin Nagant in all but name. It's a shorter-ranged sniper rifle with decent damage and AP. Much more useful at shorter range bands by virtue of being at 0 accuracy from 8-16".
- MULTI Sniper Rifle: Awesome enough to deserve its own entry. The only MULTI weapon in the game to have its full burst in both normal and Anti-Materiel modes.
- Sniper Rifle: Extremely long range at cost at being useless at close to medium range. Equally effective on the active and reactive turns. Especially deadly when used alongside a Surprise Attack against an opponent caught outside their weapon's optimal range. Extremely easy to impose a -12 mod on an enemy if you set it up right. Standard versions typically only seen in Ariadna and Haqqislam. Haqqislam (including Ex-Haqqislamite Major Lunah) get the absolutely disgusting Viral Sniper Rifle. Ariadna, up to their chests in Tesseum, get a T2 Sniper Rifle. A single shot from the T2 variant is guaranteed to put down anything with 2 HP or less.
TAG Weapons[edit | edit source]
- 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.
Technical Weapons[edit | edit source]
- Deactivator: Very niche. Really hard to justify its use, but can come in handy. Used to shut down enemy deployable weapons and equipment. The latter in particular is pretty vague. However! Things going for it: It ignores Mimetism and other skill mods; only its own rannge mods matter (+6 0-8, +3 8-16), and passing the WIP check immediately shuts down the target; no potential armor rolls saved and a few orders of shooting wasted.
- Flash Pulse: Nothing quite like shining a laser pointer on an opponent's eye. Note: It's only ever B1; it cannot gain extra burst from a fireteam but instead induces a DA roll on the opponent. Stuns opponents. Stun is pretty powerful, now!
- Forward Observation: It's an entirely separate profile from Flash Pulse. This is how you inflict a Targeted state on opponents besides using Spotlight. The proper use of a Flash Pulse's laser pointer.
- Jammer: For when you want to isolate someone and lack a hacking device to do so. On the bright side, it works on anyone. As a result, it's disposable. Odd and niche, but can really screw with your opponent.
Unsorted[edit | edit source]
- Nanopulser
- Pulzar: A bigger Nanopulser.
- Pheroboster
- Pitcher: 'Harmless' gun that launches a deployable repeater. Important for expanding your hacking area.
- Sepsitor
- Sepsitor Plus
- Shotgun
- Light Shotgun
- Boarding Shotgun
- Heavy Shotgun
- Vulkan Shotgun
- Symbiobomb
- Symbiobugs
- Wild Parrot:
- Zapper