Click on the pictures below to experience
each weapon.
Deliver destruction with eleven weapons. Disorient
and disable your enemies with a variety of mines and grenades. Choose
wisely, as the effectiveness of each weapon depends not only on
your skill, but the situation in which each is used.
All existing weapons have been updated and display
completely new weapons effects. The three new weapons, and four
new devices, added in Tribes 2 will enhance and balance the teamplay
experience. Stay tuned as we reveal each of these to you in the
coming weeks.
Blaster
A simple coherent-pulse energy carbine, the
blaster draws power from the user's energy cell, providing
limitless ammunition. Its high rate of fire and long range
make up for the relatively small damage each energy projectile
delivers. The blaster is unaffected by water - blaster projectiles
maintain velocity, range, and damage despite being fired under
or into water.
Chain Gun
The chaingun churns out explosive micro-flechettes
in a conical pattern and can quickly chew up a target at short
range. At longer range, however, the weapon loses much of
its effectiveness.
Plasma Gun
Spitting out superheated balls of plasma that
explode on contact, the "plascannon" is capable of immolating
a target in one shot. A versatile weapon, it is useful at
both close and medium range, as well as either indoors or
outdoors. Its explosive charges deal damage in a radius around
the target.
Laser Rifle
The laser rifle (aka longrifle) is a deadly
sniper's weapon that, like the blaster, feeds off an armor's
energy supply. It has almost unlimited range and strikes instantly.
The amount of damage dealt is proportional to the amount of
energy stored in the armor's power cell, so if used faster
than it recharges, it become far less effective. The more
energy discharged with a shot, the more damage the target
suffers. A complex and power-intensive weapon, it can only
be used by a tribesman in light armor carrying an energy pack.
Spinfusor
The spinfusor (also known as the Stormhammer)
fires a high-explosive disc-shaped charge over an almost unlimited
range. Its rate of fire is average among tribal weapons, as
is the disk's velocity. The disk explodes at the point of
impact and damages anything within the explosion's radius.
Grenade Launcher
The grenade launcher lobs grenades much farther
than warriors can throw them by hand, and each explosive round
does damage in a radius. Rounds take a second or two to arm,
and thus may be bounced around corners or over hilltops. Once
the grenade has armed itself, it explodes on contact.
Shock Lance
Our melee weapon. This unusual weapon is used
in close quarters to deliver a massive electrical shock to
an enemy, and can only affect an enemy at point-blank range.
Precise placement is critical. Unless the user succeeds in
striking the more thinly shielded rear of a target armor,
the weapon does significantly less damage. The Shock Lance,
used in conjunction with our cloaking pack, makes for stealthy,
one-strike kills when sneaking up upon unsuspecting enemies.
Electron Flux Gun (ELF)
The Electronic Flux Gun, or ELF, is a short-range
energy weapon. It deals little direct damage, but rapidly
drains a target's energy supply, which renders energy-based
weaponry and equipment useless while severely hampering a
targeted warrior's mobility. It is commonly used to soften
an enemy objective's defensive force fields or to slow a fast-moving
enemy warrior.
Mortar
Capable of lobbing highly explosive shells
over long distances, no other personal weapon used by the
tribal warriors can match its destructive capability. Because
of the mortar's great weight, only Heavy Armor can carry it
-- and then only with limited ammunition. This weapon is especially
effective when used in tandem with a targeting laser, as the
targeting laser gives the mortar (and grenade) launchers a
guide as to where to shoot.
Targeting Laser
The Targeting Laser does no damage itself.
Instead, it allows the user to "paint" a target for a teammate
equipped with another weapon, such as the mortar. It draws
energy from the warrior's main energy reserve and will stop
working whenever energy runs out.
Missile Launcher
Only medium and heavy armors may use the missile
launcher. Missiles track flying targets (even friendlies if
no enemy targets are visible) after a few seconds to achieve
a lock, or fire in a straight line if no flying targets are
present. Damage is severe, but the rate of fire is very slow,
and the launcher carries sparse ammunition.
Basic Grenade
A timed explosive charge thrown by a warrior.
Each warrior carries six grenades as part of the standard
loadout.
Concussion Grenade
This grenade does little damage but produces
a powerful concussive force that pushes warriors away from
the point of detonation and can knock weapons out of the victims'
hands.
Flare Grenade
Flare grenades use a slow-burning thermal
charge to provide light. They are used to mark a spot with
bright light or to decoy a guided missile away from its target.
Whiteout Grenade
Flash grenades are hand grenades that blind
nearby warriors (friend and foe alike) who happen to face
the blast. The severity of blindness afflicting a warrior
depends on how close she was to the point of detonation. Ineffective
beyond 20 meters.