Weapons are Items that increase the offensive capabilities of a unit, primarily by passively modifying their attack. They are automatically equiped when picked up and they can be placed in any of the inventory slot.
Active: Launches a 40mm Grenade at the target point, dealing 600 explosive damage to all enemy and allied ground units in the area. The explosion also destroys items, can detonate Explosive Charges, and causes screen-shake to nearby players. Each use consumes 1 charge. Holds up to 10 charges.
Default 3 charges. Maximum 10 charges. Charges can be stacked with M5-MAR. Charges can be replenished with 40mm Grenades. Item does not vanish at 0 charges.
Armor Items increase the defensive capabilities of a unit, primarily by passively decreasing the damage they receive. They can only be equipped on the Armor slot -- which is the 6th inventory slot of a player's Hero unit or the 3rd inventory slot of a player's Military unit. The shields granted by Armors can be replenished by dropping and picking up the Item.
Name
Description
Kevlar Body Armor
Increases armor by 5.
Adds 50 shields.
SPCS
Increases armor by 12.
Adds 75 shields.
Decreases move speed by 0.10.
Special Ops Kevlar
(Cavalry scout and Ghost only)
Increases armor by 4.
Adds 50 shields.
Increases move speed by 0.05.
Grants 15% evasion
OPA
Increases armor by 6.
Adds 35 shields.
Grants a 70% chance to reduce damage by 60%.
Increases move speed by 0.05.
Does not appear until the last mission of Chapter 2 onward.
Shield Generator(Vehicle)
Grants 200 Shield
Increases armor by 5
Mini Shield Generator(Vehicle)
Grants 100 Shield
Equipment[]
Equipment Items generally grant a passive effect that help the player to deal damage, increase movement speed or apply special debuffs to enemies to increase survivability. Each Item's effects are unique buffs and do not stack with themselves, making it wasteful to have more than one of any particular Equipment Item an exception is the Vehicle weight reduction which can stack 2 times. The following items can be clicked on to save inventory space Flashlight, Aim Assist(non vehicle and vehicle), Scope, Weight Reduction(flamethrower), Recoil Suppressor(autorifleman, cyborg and vehicle) and Magnetic Stabalizer.
Name
Description
Flashlight
Detects nearby invisible units.
Grants a cone of light effect to maintain vision during Fog or Dark Cloud events.
Weight Reduction(for flamethrower only)
gives +0.08 bonus movement speed
Recoil Suppressor(For Automatic rifleman and cyborg only)
Adds 1 bonus range
Slows target by 10% for 1 second(Massive are immune)
Magnetic Stabilizer(For Shotgun users only)
Adds 1 bonus range
Stuns targets for 0.2 seconds
does not stack
Scope
Improves range by 2 and sight by 1.
Can be equipped by using.
Kinetic Integrator
Increases energy regeneration by 1.25 per second.
AP Rounds
Increases base damage by 18%.
Aim Assist
Increases base damage by 20%.
Increases attack speed by 15%.
Can be equipped by using.
DU Rounds
Increases base damage by 10%.
Increases base damage against Armored by 40%.
Does not appear until the last mission of Chapter 2 onward.
Magazine Extender(rifle mos only)
Requires 2 magazines to reload
Reload takes 50% longer
Doubles magazine size
ISM 19C(Ghost only)
Provides +0.8 energy regeneration.
Provides Super Cloak for up to 4 seconds after cloaking.
Lift Boots
Active: Rocket towards a nearby location. Will traverse any terrain and does not cause Jump Injury. Has a cooldown of 50 seconds.
Does not appear until the last mission of Chapter 2 onward.
Aim Assistant (Vehicle)
Adds +20% bonus damage
Increases attack speed by 15%
Recoil Suppressor(Vehicle)
Adds +1 bonus range
Slows target by 10% for 1 second(Massive are immune)
Weight Reduction(Vehicle)(Can stack twice)
gives +0.04 bonus movement speed
Recon Drone Module (Vehicle)
Gives detection
Gives +1 vision and +1 Weapon range
Consumables[]
Consumables are Items with active effects that can only be used a limited number of times. Most of these Items have charges that allow a player to stack multiple counts of one Item into one inventory slot, but having more charges than the maximum allowed will require additional inventory slots to hold the Items. Some items may have its charges replenished by Items other than itself. Consumables are further categorized due to their highly varied effects.
Explosives[]
Explosives are offensive Items that affect enemies on the field, mainly by dealing explosive damage in an area when used. Explosive damage can kill allies, destroy Items, set off Explosive Charges, and disorient allies -- so use caution when utilizing them.
Name
Description
Smoke Grenade
Active: Throws a smoke grenade at the target point, creating a smokescreen with 3 units radius that lasts 30 seconds.
Enemy and allied ground units in the smokescreen have their move speed reduced by 50%, their attack range reduced by 4, and their maximum sight range limited to 13. This effect persists for 0.6 seconds after leaving the area of effect.
Default 3 charges. Maximum 5 charges. Charges can be stacked with Smoke Grenade.
Incendiary Grenade
Active: Throws a Incendiary grenade at the target point, creating flames with 3 units radius. Does 400 damage on impact.
Enemy and allied ground units in the flames receive 1 stack of napalm.
Default 3 charges. Maximum 5 charges. Charges can be stacked with Incendiary Grenades.
Frag Grenade
Active: Throws a frag grenade at the target point, dealing 400 explosive damage to enemy and allied ground units in the area.
Default 3 charges. Maximum 5 charges. Charges can be stacked with Frag Grenade. Item vanishes at 0 charges.
MGL
Active: Launches a 40mm grenade at the target point, dealing 550 explosive damage to enemy and allied ground units in the area.
Default 3 charges. Maximum 10 charges. Charges can be stacked with MGL. Charges can be replenished with 40mm Grenades. Item does not vanish at 0 charges.
MRL
Active: After 1.5 seconds, fires a rocket at the target point, dealing 2300-2700 explosive damage to enemy and allied units in the area. Deals 500 bonus explosive damage against Armored.
Like rockets abilities, deals backblast damage directly behind the user.
Default 2 charges. Charges cannot be stacked or replenished. Item vanishes at 0 charges.
Explosive Charge
Active: Plants an Explosive Charge on the ground. When it is destroyed, it will detonate and deal 2000 explosive damage to enemy and allied units in a moderate radius.
Default 3 charges. Maximum 12 charges. Charges can be stacked with Explosive Charges. Item vanishes at 0 charges. Can be disarmed.
Claymore
Active: Places a Claymore on the ground. When triggered on command, will deal 400 explosive damage in the target direction to enemy and allied ground units.
Maximum 3 charges. Charges can be stacked with Claymore. Item vanishes at 0 charges. Can only be obtained by using Disarm on planted Claymores.
LLDR
Active: After a short delay, deals 15,000 explosive damage to enemy and allied units in a very large radius at target point. Units in the epicenter are stunned for a short duration.
Default 5 charges. Charges cannot be stacked or replenished. Item does not vanish at 0 charges.
Only appears once in the vehicle garage during Chapter 3 (Citius, Altius, Fortius) after the Air Threats are eliminated.
Flares[]
Flares are items that provide vision over an area, reveal invisible units, and disrupt enemy movement.
Name
Effect
Flare Gun
Active: Fires a Flare Gun at the target point, providing vision of the area within 15 units radius and revealing invisible units within 15 units radius for allies and enemies. Enemy units in an area of 6 units radius have 20% decreased move speed. Lasts 45 seconds.
Default 3 charges. Maximum 5 charges. Charges can be stacked with Flare Gun.
Ground Flare
Active: Throws a ground flare at the target point, providing vision of the area within 12 units radius and revealing invisible units within 15 units radius for allies and enemies. Lasts 240 seconds.
Default 3 charges. Maximum 5 charges. Charges can be stacked with Ground Flare.
Reviving Items[]
The following items can be used to revive dead players
Name
Description
Med-bot
When activated will seek out the nearest player(does not work on Mechanical units)
Spawns once the Scientist bonus mission has ended.
Wmk-72 RTo3
When activated will seek out the nearest Mechanical player
only spawns when 75 scrap is given to Doc Adams
Medical[]
Medical Items mimic the function of a Combat Medic in healing life, restoring energy, curing ailments, and boosting offensive capabilities.
Name
Description
First Aid Kit
Active: Heals target unit for 250 life over 30 seconds. Heals an additional 75 life when used by a Combat Medic.
Default 3 charges. Maximum 5 charges. Charges can be stacked with First Aid Kits.
Quick Clot
Active: The unit heals itself for 100 life instantly. Also removes Minor, Moderate, and Severe Ailments.
Default 2 charges. Maximum 3 charges. Charges can be stacked with Quick Clots.
Default 2 charges. Maximum 3 charges. Charges can be stacked with Energy Cells.
Nanites w13z (For Walker, Alligator and Predator only)
Heals for 100 hp
Cures any vehicle ailments
Muscle Relaxant
Active: Increases base damage by 50%, increases attack speed by 15%, and increases range by 5. Lasts 90 seconds.
Default 1 charge. Charges cannot be stacked or replenished.
Ammunition[]
Ammunition Items replenish the ammunition stock for the players' weapons.
Name
Description
Magazines
Active: Increases the player's magazine count by 3.
Default 3 charges. Maximum 3 charges. Charges can be stacked with Magazine. Can replenish charges for Ammunition Box.
Ammunition Box
Active: Increases the player's magazine count by 3.
Default 4 charges. Maximum 10 charges. Charges can be stacked with Ammunition Box or replenished with Magazine.
40mm Grenades
Replenishes charges for M5-MAR and MGL.
Default 5 charges. Maximum 10 charges. Charges can be stacked with 40mm Grenade.
Turrets[]
Turrets items can be used to deploy static turrets that will defend the position.
Name
Description
Packed MK-44 Sentry Gun
Active : Deploy a MK-44 Sentry Gun armed with a mounted .50 Cal.
MK-79 Sentry Gun
Active : Deploy a MK-79 Sentry Gun armed with a mounted Grenade Launcher.
Only appears in each LZ marked (3) during Chapter 3 (Altius, Citius, Fortius).
SAM Site
Active : Deploy a SAM Turret armed with AA-Missiles.
Only appears during the RA Helicopter Attack during Chapter 3 in PMC mode.
Mission Items[]
Mission items are indestructible items that are necessary for completing Mission objectives. They either need to be brought from one location to another, need to be activated, or both.
Name
Description
Sentry Gun
Mission Item for Prologue - Place [X] Sentry Guns.
BMDD
Mission Item for Prologue - Place [X] BMDDs.
Casualty
Mission Item for Chapter 2 (Killing) - MEDEVAC casualties.
Energy Battery
Mission Item for Chapter 2 (Killing) - Energize BDSs.
Satchel Charge
Mission Item for Chapter 3 (Citius, Altius, Fortius) - Destroy Sanies with Satchel Charges.