Usable Weapons Guide: Difference between revisions
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This page will list all player-usable weapons available in each Red Faction game. | This page will list all player-usable weapons available in each Red Faction game. | ||
Click the name of a game below to | Click the name of a game below to jump to the weapon guide for that specific game. | ||
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==[[Red Faction (Game)|Red Faction]]== | ==[[Red Faction (Game)|Red Faction]]== |
Revision as of 19:25, 1 February 2014
This page will list all player-usable weapons available in each Red Faction game.
Click the name of a game below to jump to the weapon guide for that specific game.
Red Faction
Faction | Image | Name | Description | Singleplayer? | Multiplayer? |
Control Baton | This crowd control weapon can serve as a truncheon or a stun gun. | Yes | Yes | ||
Riot Shield | A body-sized translucent shield that is used by the riot guards of Ultor. The riot shield is lightweight but can withstand blast and gunfire damage for a brief period of time. | Yes | Yes | ||
Sniper Rifle | Capable of semi-automatic firing only, this sniper rifle comes standard with an UNVS-8 scope that provides the user with up to 12x zoom. The rifle also features a wind velocity offset that corrects for wind conditions. This weapon is capable of inflicting critical wounds when a head or torso shot is achieved. It is also capable of penetrating light armored vehicles. | Yes | Yes | ||
Submachine Gun | This weapon is slightly larger than the handgun and is capable of full automatic fire. Heavier than the handgun, the machine pistol offers better control in full auto mode, though it remains inaccurate at medium or long range. Ultor officers (the guard commanders) get assault rifles as standard weapons. | Yes (Both modes) | Yes (12mm mode only) | ||
Shotgun | This weapon is a military-grade shotgun capable of semi-automatic and full automatic fire. Recoil in semi-automatic mode is slightly less than a civilian 10-gauge shotgun. Fully automatic fire is more difficult to control because of the recoil compensator's response time. | Yes | Yes | ||
12mm Pistol | This basic semi-automatic handgun packs a serious punch against unarmored targets. The handgun can penetrate body armor but with significantly less impact. This weapon is standard issue for Ultor security guards and officers. The Handgun can be fired underwater. | Yes | Yes (Silencer unavailable) | ||
Grenade | This weapon is a high explosive anti-personnel device with a kill radius of 5 meters. This weapon has a 4-second timer that starts when thrown. Hand grenades are highly effective against unarmored personnel and moderately effective against armored personnel. | Yes | Yes | ||
Assault Rifle | This weapon is designed to offer all the benefits of a full-length rifle in a compact design. It is capable of firing three-round bursts or full automatic fire. Compared to fully automatic fire, three-round bursts offer increased control and aim but potentially decreased force, unless fired at close range. The high-velocity armor-piercing shells inflict massive damage on unarmed targets and will penetrate body armor easily. This is the standard rifle issued to Ultor soldiers. | Yes | Yes | ||
Flame Thrower | This weapon is based on the Ultor Defoliator, used for clearing plant growth. It shoots a flaming stream of fuel that sticks on contact and burns for up to 30 seconds. This weapon has been modified to shoot a flame twice as far as the cost of faster fuel consumption. | Yes | Yes | ||
Remote Charge | This is a medium-sized, high-explosive remotely detonated charge. It has a kill radius of 10 meters. Only one charge can be detonated by gunfire or blast damage. They are effective against unarmored and armored personnel as well as light vehicles. | Yes | Yes | ||
Rocket Launcher | The weapon is capable of firing its rockets in "dumb" or "homing" (i.e., heat-seeking) mode. Once homing mode is selected, it takes approx. 2.75 seconds for the thermal imaging sensor to achieve target lock. The weapon beeps when locked onto a target. Once fired, the rocket tracks the target until contact or until it runs out of fuel. | Yes | Yes (Homing mode unavailable) | ||
Fusion Rocket Launcher | Huge shoulder-mounted weapon that fires a single powerful shell capable of massive amounts of damage. | Yes | Yes | ||
Precision Rifle | Single fire, explosive round with precision accuracy. | Yes | Yes | ||
Heavy Machine Gun | A terribly inaccurate, but fast firing weapon. Holds tons of ammo and best used when raw firepower and maximum supression is required. | Yes | Yes | ||
Rail Driver | This weapon was brought to Mars by Col. Masako's mercenaries. Capable of firing metal slugs at ultra-high velocity, the rail gun can penetrate walls. | Yes | Yes |
Red Faction II
Red Faction: Guerrilla
Faction | Image | Name | Description | Singleplayer? | Multiplayer? |
Pistol | Standard issue EDF sidearm | Yes | Yes | ||
Assault Rifle | Standard issue EDF assault rifle. | Yes | Yes | ||
Enforcer | An EDF assault rifle with rocket propelled guided bullets. | Yes | Yes | ||
Singularity Bomb | This pulls in all the matter around it then explodes. | Yes | Yes | ||
Peacekeeper | Standard issue automatic EDF shotgun. | Yes | Yes | ||
Sniper Rifle | Specialist issue firearm in the EDF's elite infantry divisions. Great for long range assassainations. | Yes | Yes | ||
Gauss Rifle | Portable version of the EDF's lethal Gauss Turret can create holes in the walls. | Yes | Yes | ||
Rail Driver | Specialist issue firearm in the EDF's elite infantry divisions with this you can see EDF, allys, and marauders through solid objects. | Yes | Yes | ||
Subverter | A machine pistol carried by all EDF grunts in the Demons of the Badlands expansion pack. | Yes | No | ||
Thermobaric Rocket Launcher | This superweapon launches a gigantic projectile which can be detonated in mid-air. | Yes | Yes | ||
Sledgehammer | This mining tool has been enhanced with servo motors to deliver 9000+lb of pressure. | Yes | Yes | ||
Arc-Welder | This electric weapon is attracted to metal targets and can chain to multiple enemies can kill drivers of vehicles and gunners. | Yes | Yes | ||
Grinder | This weapon shoots spinning metal blades. | Yes | Yes | ||
Proximity Mines | Explosives which detonate when enemies come too close. | Yes | Yes | ||
Reconstructor | This multiplayer-only weapon is used to reconstruct structures after they've been damaged in Damage Control and Siege gametypes. | No | Yes | ||
Remote Mining Charge | Sticky bombs which detonate sequentially. | Yes | Yes | ||
Rocket Launcher | Shoots rocket propelled grenades. | Yes | Yes | ||
Shotgun | This salvaged Red Faction-era weapon is used by the Marauders. | Yes | Yes | ||
Gutter | This melee weapon was developed by the Marauders for currently unknown purposes. | Yes | No | ||
Impaler | This melee weapon was developed by the Marauders for currently unknown purposes. Only on the Demons of the Badlands expansion pack. | Yes | No | ||
Spiker | This ranged weapon is a portable version of the Marauders Harpoon Turrent. Only on the Demons of the Badlands expansion pack. | Yes | No | ||
Missle Pod | This weapon was developed by the Marauders which fires dumb fire rockets at a high rate of fire. Only on the Demons of the Badlands expansion pack. | Yes | No | ||
Spike mines | This weapon is the Marauders equivalent to miners remote charges but use a spike to burry into the ground. Only on Demons of the Badlands expansion pack. | Yes | No | ||
Nanorifle | This weapon shoots nanites which take apart solid matter molecule by molecule and made with the Nano Forge. | Yes | Yes | ||
Ripper Pickaxe | This weapon was used by the Ultor miners and is now a lethal tool of death. Only on Demons of the Badlands expansion pack. | Yes | No |