| A | B | C | D | E | F | G | H | I | |
|---|---|---|---|---|---|---|---|---|---|
1 | EQUIPMENT NAME | EQUIPMENT TYPE | STATS | TRAITS | PREREQUISITES | COST | DESCRIPTION | COUNTRY OF ORIGIN | AVAILABLE |
2 | GUNS/CANNONS | ||||||||
3 | Autocannon AC5 | Ballistic Gun | Accuracy: 50 Attacks Per Turn: 2 Range: Gun | Coaxial Gun | None | 12 | A standard single-barreled 30mm autocannon. | Generic | ∞ |
4 | Rotary Cannon RAC | Ballistic Gun | Accuracy: 50 APT: 4 Range: Gun | Coaxial Gun | None | 12 | A standard 20mm rotary autocannon. | Generic | ∞ |
5 | Flak Cannon FLK | Ballistic Gun | Accuracy: 50 APT: 1 Range: Gun | Coaxial Gun Splash | None | 16 | A flak cannon armed with proximity-fused shells, modified for use on an airframe. | Mercana | ∞ |
6 | Heavy Cannon UAC | Ballistic Gun | Accuracy: 40 APT: 1 Range: Gun | Bulky Coaxial Gun Excessive Recoil | None | 16 | A clunky and unwieldy weapon capable of shaking the airframe to pieces. Much worse for the guy on the receiving end, though. | NAUC | ∞ |
7 | Shot-Cannon LBX | Ballistic Gun | Accuracy: 50 APT: 1 Range: Gun | Bulky Excessive Recoil Scatter | Requires Heavy Airframe | 20 | Can score as many hits as the player rolls degrees of success divided by two. | NAUC | 2 |
8 | Gauss Rifle KSM | Ballistic Gun | Accuracy: 50 APT: 1 Range: Missile | Bulky Enhanced Velocity Excessive Recoil | Requires Heavy Airframe | 24 | An advanced kinetic weapon, the KSM is designed to propel a heavy inert projectile at hypersonic velocities. The weapon is too large to be mounted on smaller airframes, and would likely cancel their forward momentum entirely. | Kintharia | 2 |
9 | Laser Cannon LCB | Energy Gun | Accuracy: 55 APT: 1 Range: Missile | Advanced Coax. Gun Gets Hot | T2+ | 12 | An advanced beam-based weapon, firing a sustained beam capable of penetrating deep into enemy armor. | Huitzitlaotani | 2 |
10 | Pulse Laser LCP | Energy Gun | Accuracy: 50 APT: 3 Range: Gun | Advanced Coax. Gun Gets Hot | T2+ | 10 | Similar to the LCB, this weapon fires rays of energy. Instead of a continuous beam, this weapon rapidly fires high-energy pulses to quickly dispatch targets. | Huitzitlaotani | 4 |
11 | EMP Lance EML | Energy Gun | Accuracy: 45 APT: 1 Range: Gun | Advanced No Damage Scrambler Lv5 | T2+ | 8 | A specialized weapon designed to be a close-range aircraft disabling EMP pulse. The weapon is incredibly difficult to use, however it can knock an aircraft out of the sky intact with a single hit. | Zentragothorum | 1 |
12 | Particle Proj. Cannon PPC | Energy Gun | Accuracy: 60 APT: 1 Range: Missile | Advanced Gets Hot Scrambler Lv2 | T4+ | 12 | An advanced energy weapon, firing a concentrated ion streams at a single target, producing both thermal and kinetic damage. The beam fired by the weapon is surrounded by a characteristic helix of plasma. The charged nature of the projectile causes electronic scrambling. | Zentragothorum | 2 |
13 | |||||||||
14 | MISSILES/ROCKETS | ||||||||
15 | Heatseeker HSM | Conventional Missile | -25 EV Range: Missile | A2A Only | None | 4 | A standard heat-seeking A2A missile. Can be replicated by COMRO. | Generic | ∞ |
16 | Anti-Ground Missile AGM | Conventional Missile | Range: Missile | A2G Only | None | 6 | A standard fire-and-forget A2G missile. Can be replicated by COMRO. | Generic | ∞ |
17 | Anti-Ship Missile ASM | Conventional Missile | Range: Missile | Anti-Ship Only | None | 16 | An AGM but heavier and specifically for boats. | ******------------- ******------------- ******------------- --------------------- | ∞ |
18 | All-Aspect Missile AAM | Conventional Missile | -35 EV Range: Missile | A2A Only | None | 6 | An advanced missile capable of aquiring a lock from any angle. Good for dogfights, but slower than HSMs. Ignores Supermaneuverable. | Generic | ∞ |
19 | Joint-Strike Missile JSM | Conventional Missile | -20 EV Range: Missile | None | 4 | A standard multirole missile, capable of both A2A and A2G operations. However, it is weaker than its dedicated equivalents. Can be replicated by COMRO. | Generic | ∞ | |
20 | Radar-Guided Missile RGM | Conventional Missile | -15/-30/-45 EV Range: Radar | A2A Only | None | 6 | A long-range radar-guided missile, primarily designed to intercept targets before they can move into HSM and JSM range. Requires you to maintain a lock (which means you have to maintain your heading) from launch to impact. | Generic | ∞ |
21 | Rocket Pod R20 | Conventional Rocket | Accuracy: 40 APT: =<8 Range: Gun | Splash Unguided | None | 10 | An unguided rocket launcher designed to very quickly throw smaller munitions at targets. | Generic | ∞ |
22 | Heavy Rocket Pod F12 | Conventional Rocket | Accuracy: 45 APT: =<6 Range: Gun | Splash Unguided | None | 14 | An unguided rocket launcher designed to hit ground targets with a greater degree of precision and damage than the RL-20. | Generic | ∞ |
23 | Torpedo TPD | Torpedo | Power Lv6 Range: Torpedo | Anti-Ship Only | None | 25 | A torpedo. Drop it in the water and sink a boat. Maybe. | Generic | ∞ |
24 | MMS-6 | Unconventional Missile | -5 EV p/m Range: Missile | Advanced Salvo | T3+ | 8 | The MMS is an advanced missile system, capable of flinging a salvo of small homing missiles at a single target. Very hard to outmaneuver. | Huitzitlaotani | 2 |
25 | MMS-12 | Unconventional Missile | -5 EV p/m Range: Missile | Advanced Salvo | T3+ | 16 | Huitzitlaotani | 2 | |
26 | MMS-20 | Unconventional Missile | -5 EV p/m Range: Missile | Advanced Salvo | T3+ | 24 | Huitzitlaotani | 2 | |
27 | Vortex Missile VTM | Unconventional Missile | -20 EV Range: Missile | A2A Only | T2+ | 8 | Simultaneously creates a vacuum and an electromagnetic pulse at the point of detonation, immediately sending any afflicted aircraft into a very long stall. Unfortunately (or fortunately), they have poor tracking for an air-to-air munition. | Zentragothorum | 4 |
28 | |||||||||
29 | BOMBS | ||||||||
30 | Napalm Bomb | Conventional Bomb | Power Lv4 | Splash | None | 14 | A large shell filled with over a hundred gallons of combustible material, great for area denial or burning down buildings, forests, and infantry. | Generic | ∞ |
31 | Light Dumb Bomb UGB-250 | Conventional Bomb | Power Lv3 | Splash | None | 6 | A light gravity-propelled explosive device. Has a high yield, much larger than a missile with a comparable size. Can be replicated by COMRO. | Generic | ∞ |
32 | Dumb Bomb UGB-500 | Conventional Bomb | Power Lv4 | Splash | None | 10 | A moderately-sized gravity-propelled explosive device. Designed to take out several targets at once. Can be replicated by COMRO. | Generic | ∞ |
33 | Heavy Dumb Bomb UGB-750 | Conventional Bomb | Power Lv5 | Splash | None | 14 | A heavy gravity-propelled explosive device. Designed to not only destroy large amounts of vehicles, but structures as well. Can be replicated by COMRO. | Generic | ∞ |
34 | Cluster Bomb CBB-20 | Conventional Bomb | Power Lv3 | Splash | None | 10 | A large gravity-propelled explosive device. Rather than concentrating all of the yield into one explosion, this device is designed to disperse explosives over a wide area. Can be replicated by COMRO. | Generic | ∞ |
35 | Guided Bomb GBU-250 | Conventional Bomb | Power Lv3 | Splash | T2+ | 8 | Unlike normal bombs, this bomb has a guidance system and control surfaces mounted on it. Designed for precision bombing rather than widespread destruction. | Generic | ∞ |
36 | EMP Bomb EMB-01 | Energy Bomb | No Damage Scrambler Lv5 Splash | T2+ | 10 | A bomb designed to lock down electronic targets rather than destroy them outright. | Zentragothorum | ∞ | |
37 | |||||||||
38 | SUPPORT MODULES | ||||||||
39 | Additional Flares | Countermeasure | 2 | Every plane has two uses of flares by default. This provides one additional use. Can be taken as many times as your plane has ordnance for, up to 10 total. (Just put "Extra Flares x#" on your loadout sheet) | Generic | ∞ | |||
40 | Additional Chaff | Countermeasure | 2 | One use of chaff. Can be taken as many times as your plane has ordnance for, up to 10 total. | Generic | ∞ | |||
41 | Artemis | Missile Support System | Advanced | 8 | Allows simultaneously firing your missiles at up to 4 separate targets. Works with all types of missile, including MMS. | Kintharia | ∞ | ||
42 | Heat Sink | Heat Dispersal | 4 | Vents the immense heat generated by energy weapons. You can take up to 2, but they must be in separate slots. | Huitzitlaotani | ∞ | |||
43 | TAG Beacon | Missile Support System | Advanced | 4 | 3 charges. -20 EV, no flares or chaff allowed. All missiles fired on a TAGGED target receive a +10 to their EV penalty. The target may not use flares or chaff, but they may use a Guidance Scrambler or attempt to evade. The Beacon also wears off after three turns. | Kintharia | 1 | ||
44 | LAMS | Countermeasure | Gets Hot Advanced | T4+ | 12 | Uses a focused laser beam to detonate missiles before impact. Very heavy though, and requires a heat sink for continued use. | Zentragothorum | 1 | |
45 | Guidance Scrambler | Support Countermeasure | Advanced | T2+ | 10 | Carries Three charges, and can be used to scramble incoming missiles regardless of target. For example, Joe Blow and Commander Numbnuts both have missiles tracking them. You, with the Guidance Scrambler, can save both their asses. | Kintharia | 1 | |
46 | Electronic Squadron Assistance Module | Electronic Warfare Suite | Advanced | Flight Leader | 16 | A blanket term used to refer to a variety of different assistance suites, providing squadron-wide buffs using various electronic fine-tuning methods and techno-sorcery. Only a flight leader may take this. | Kintharia | 1 | |
47 | Turbocharger | Maneuverability Enhancement System | 6 | A blanket term used to refer to a variety of after-afterburner methods. The bottom line is that it makes you go fast and your engines may or may not explode. | Mercana | ∞ | |||
48 | |||||||||
49 | UNUSABLE EQUIPMENT | ||||||||
50 | XAAM | Conventional Missile | -40 EV Range: Missile | Helian | Ignores Supermaneuverable. | Helios | - | ||
51 | ODMS | Unconventional Missile | -6 EV p/m Range: Missile | Helian | Ignores Supermaneuverable. | Helios | - | ||
52 | AVTM | Unconventional Missile | -30 EV Range: Missile | Helian | Does not ignore Supermaneuverable. | Helios | - | ||
53 | HDR | Energy Gun | Accuracy: 60 APT: 1 Range: Gun | Helian | Damage Over Time | Helios | - |