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Tribes 2

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Tribes 2

 

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.