Information on all weapons are given in the specs of each tank, as well as the strength of each weapon, measured in Ks (either a made-up unit for the game, or perhaps kilograms of explosives?).
Each tank has a pre-configured set of weapons, which either have a limited stock of ammunition, drain power from the battery, or have no cost to fire. All weapons can be destroyed by enemy fire, leaving the player with fewer options, so be careful once your armor is depleted.
The largest number of weapons any tank possesses is 4, and the loadout is completely different for almost every tank.
Weapons may be temporarily or permanently disabled if the player takes too much damage.
Categories of Weapons:[]
High Velocity Rocket[]
A weak but fast firing rocket, often used on Stealth Tanks and Demolishers as a self defense weapon. Every tank can only store a limited number of HV rockets, so it can run out in protracted battles, unlike the rail gun. HV rockets are low damaging, but by having a large supply of them you can unleash a relentless volley, unlike the rail gun, which slows down once the battery is depleted.
Rail Gun[]
The rail gun (often called a "railer" by pilots) is the standard gun for most tanks. Powered by the tanks generators, this weapon has virtually unlimited ammo. However, because the rate the rail gun drains the batter exceeds the recharge on all tanks, you only have a limited number of rapid shots before the weapon slows down its rate of fire to a level the power generators can keep up with.
Rail guns are fairly effective against tanks, but less effective against even the weakest of buildings (doing only about 1% damage per shot).
Note that since both active armour and the plasma cannon take power from the batteries, taking damage or unleashing a plasma blast will reduce your ability to use the rail gun.
On most heavy tanks twin railers are mounted and fired in tandem. This consequently take twice the energy from the battery, and is vastly more powerful than just the single railer. Should a battery be depleted while using a twin railer, the individual railguns will fire in an alternating pattern if the generators have only recovered enough power for one.
Missile[]
Missiles are a primary tool of choice against buildings. Almost all tanks have missiles equipped, of different strengths and quantities. Missiles work just like HV rockets, but they have a much slower fire rate and flight speed, do much more damage to buildings, are explosive, and can be locked onto tanks (unless the tanks have an active stealth kit).
Most tanks have about 30 missiles to start with, so it is recommended to save them for tougher battles or destroying buildings. However they are a good option to use on the move at range if target lock can be acquired.
Mines[]
Mines are deployed out the rear of a tank, dealing similar damage to a missile but operating like a trap. They are proximity sensitive, and can damage all sides of the tank crippling its ability to use its railgun (if the affected tank has active armor). Mines are used often by computer opponents, blocking or slowing your advance. Unfortunately mines expload after a short while, so you can't place them to cut off or prep an arear. They are therefore a dogfighting weapon, and so feel a bit useless, often only good at damaging pursuers or fighting in a built up area, Note that allied mines will damage the player if they activate too close, so charging with them isn't wise.
Laser Designator / Missile Strike[]
This weapon can only be used if there are friendly missile launchers active and in range. The player points at where they want a missile strike and uses the fire button to call the attack. It can be used at any range within eyesight, and the reticle displays a timer for how long a launched missile will take to reach the target based on the distance from the launcher (up to 15 seconds on some maps).
If enemy sensor towers are active near the target site, or between the missile launcher and the target, they will relay the missile's trajectory to enemy satellites, which will in turn destroy it before it impacts the target. Therefore, along with protecting friendly missile launchers, destroying enemy sensor towers is generally necessary before this weapon can be used.
Plasma Cannon[]
The plasma cannon is a powerful projector of a stream of blue hot plasma. It can easily melt buildings as well as tanks in one shot. The weapon does deplete the battery heavily, and can't be fired without a large battery charge. They are mostly mounted on demolishers, but also wielded by the Halon Empire's Warden. Keep distance from these tanks to avoid instant destruction.
When using a plasma cannon, be mindful of your armor. Should you take too much damage, you may not be able to fire the cannon while the active armor repairs itself.