Starship Troopers: Extermination

Starship Troopers: Extermination

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DSV Trooper's Guide to the Federation Arsenal
By hoosdatGuy
***Updated for 1.6***
Troopers of the Deep Space Vanguard, would you like to know more about all of the state-of-the-art firepower the Federation provides? Then look no further! This guide contains all the information you'll need to decide how you can most effectively obliterate Archie. The only good Bug is a dead Bug!

Learn the ins and outs of all the tools of the trade, from weapons and grenades to the various utilities and abilities (coming soon). Impress your fellow troopers as you become the ultimate Bug-killing machine!
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Weapon Mechanics
Before we get into the individual weapons, we'll first cover the way they operate and "interact" with the bugs. Below are descriptions of the basic values and statistics that affect most weapons, along with notes describing the more advanced interactions the game doesn't necessarily tell you about.

DAMAGE
Damage reflects how much closer a Bug will be to being a good Bug (dead) with every hit. For reference, a Warrior has 1000 HP.
The damage listed with each weapon is its base damage, but not necessarily how much damage it will do with each hit (see RANGE, AP, and CRIT X for more details). Bug HP does not regenerate.
Fresh Recruit?
In many games, characters have a hitpoint (HP) value, and every hit from a weapon reduces their HP by the weapon's damage. Once at or below 0, the character will die, or enter a bleedout state where they can be revived.

STAGGER
Stagger is a basic weapon value that's applied to Bugs with every hit like damage, except it causes the Bug's stagger damage value to go up instead of making its HP go down. Stagger damage also depletes at a constant rate, and the threshold and recovery rate tend to be higher for bigger Bugs. When a Bug's stagger damage exceeds its stagger threshold, it will stumble, temporarily halting its advance, but only for a brief moment. Weapons with high stagger can repeatedly stagger a Bug, effectively suppressing it. I divided the RPM by 60 and multiplied that by the stagger to get the Stagger Per Second (SPS).

STUN
Some weapons have a stagger value of 0, but this doesn't mean they are ineffective at holding back the Bugs. In fact, with the exception of the flamethrower (which slows), they have a stunning effect instead. This causes the Bug to slump over for a few seconds, completely immobilized. Unlike stagger, Bugs have a medium-length period of immunity where they can't be stunned again.

RPM
Rounds Per Minute, AKA the Rate Of Fire (ROF) of the weapon. In other words, how much ammo the weapon would use as well as the number of hits that would be delivered as a result, were the weapon fired continuously for a minute. Of course, most weapons would run empty after just a few seconds if fired continuously. I divided the RPM by 60 and multiplied that by the damage (base and crit) to get the Damage Per Second (DPS). Note that the base DPS can be reduced by up to 75% due to armor.

RANGE
Range is how far a weapon's projectile can travel and still do full damage. As the distance increases beyond this value, the damage gradually reduces to nothing. For E-Pulse weapons, the projectile becomes unstable and disappears at the specified distance. For explosives, the impact damage may be reduced but the explosive damage is not affected.

ACCURACY
Accuracy is a high-level description of how close together the projectiles will hit when aimed at a single point. The lower the accuracy, the more spread out they will be.

HANDLING
Handling is a high-level description of how bulky a weapon is. The lower the handling, the longer it takes to equip.

AP
AP reflects the ability of the weapon's projectiles to pierce armor. Having less AP than a Bug's armor value will reduce the damage done when hitting the Bug's armor (blue shield hit marker). For reference, Warriors have an armor value of 3.
On Easy and Normal, damage is reduced by 25% for each point of armor above the weapon's AP; on Hard the penalties are more severe, but never go beyond 75% on any difficulty. Weapons with 5 AP completely ignore armor, and their projectiles can also pass through Bugs, but will do less damage each time.

CRIT X
Crit X (Crit Multiplier) is how much the weapon's damage is multiplied by when hitting any Bug's weakpoint (yellow hit marker). Typically the higher the AP, the lower the crit multiplier, with the exception of the marksman weapons. This adds a heavy risk-vs-reward element when using low AP weapons, as their damage is very low when hitting armor but very high when hitting weakpoints. I've put the crit damage next to the base damage so you don't have to do the math.

Weapon Mastery & Armory Unlock
Every primary weapon and sidearm has its own progression track that you gain XP towards by killing Bugs with that weapon. Increasing a weapon's level unlocks attachments and cosmetics, (attachments listed at LVL 0 are unlocked by default). Every weapon gets the WM-5 (Green) skin at LVL 5 and the WM-9 (Brown) skin at LVL 9. Getting a weapon to LVL 10 unlocks it for every class, but the class must be at the same level the weapon was originally unlocked to use it. For example, the Morita XXX Sniper is unlocked at Sniper LVL 15, so to equip it on your Demolisher, it would have to be LVL 15. Getting to LVL 10 takes 24,000 XP for primaries and 12,000 XP for sidearms (XP equivalent of 4800 and 2400 Warrior kills, respectively). Weapon XP is not reset when re-enlisting.
Assault Weapons
The assault weapons are your standard infantry firearms. They don't excel at anything but have some use in most situations. With plenty of ammo to go around they will keep you sustained longer in the field, especially when combined with the Magazine Bandolier perk which provides them with 2 extra mags.

TW-201-S Morita I
The Morita I is the most iconic weapon in the arsenal, a symbol of the Federation's indomitable spirit. It may be less advanced than the E-Pulse 44 A2, but it can still hold its own and frequently finds use in the Deep Space Vanguard where troopers often have to make do with limited supplies. It combines decent firepower with respectable range and a whole lot of ammo. You can equip it with either FMJ rounds or hollow points to tune it to your preferences. It can also be equipped with an underbarrel shotgun for close quarters, which is a little less powerful than the standard Sp.L.I.T Shotgun and staggers Bugs instead of stunning them.

TW-205-E Morita II
The Morita II was intended to replace the Morita I, but due to the high cost of development and production it never saw widespread use. Firing in 3-round bursts, it punches harder than the Morita I but has a smaller mag and less overall ammo. The caseless rounds are fired straight from the magazine, which means no ejection port, but also no chamber that can hold an extra round. Ejecting an empty magazine makes a distinctive "ping" noise. The Morita II also comes standard with a grenade launcher that holds four grenades, with four in reserve. This can be replaced with an Experimental Plasma Launcher which obliterates targets, but must be charged up and only holds two shots. Its sight can be changed to a Reflex Sight or 2.5x Scope. Like many weapons over 3 AP, it can be equipped with Hollow Points that sacrifice AP for increased weakpoint damage. It has Extended Mags but not Quick Mags, so you might as well equip it as soon as it's unlocked

TW-244-C Morita Carbine
The Morita Carbine sports a shorter barrel to make it more maneuverable in tight spaces, and also comes with an increased fire rate. However, these modifications result in less range and base damage, which can be further compounded by its 2 AP. This can be offset by the higher crit multiplier: line up a weakpoint and you'll shred those Bugs faster than the regular MK1. Equipping FMJ rounds will make it more consistent but prevents the weapon from reaching its full potential.

TDW-99 Morita Tactical SMG
The TDW-99 is ideal for those who want to minimize the weight and bulk of their equipment, such as pilots and long-range scouts. Its slow, thick SMG rounds just ping off any sort of armor, but it absolutely shreds when targeting the squishy bits. Despite the low stagger it has a blistering fire rate which, if you can control it, raises it above the standard MK1 in this respect. If you love slinging lead but can't hit the broad side of a Tanker, consider using the FMJ rounds. Also, unless you enjoy not being able to see what you're trying to shoot, slap a Reflex Sight on pronto!

E-Pulse 44 A2
A high-tech replacement for the MK1, the E-Pulse 44 A2 punches through targets like tissue paper. Its fire rate is relatively slow but it makes up for it with much greater damage and stagger. However, the weapon and its ammunition are a bit bulkier, making it slower to handle and reducing the amount of ammo you can lug around. Its high AP and low crit multiplier make its damage very consistent but not very potent, you must use its ability to pierce through multiple targets if you want to maximize its potential. Just be wary of the fact that its shots become unstable and fizzle out at the listed range. You can increase this range by equipping the Stabilized Sabots mod, but it does leave you with one less magazine. Equipping the Supercapacitor will make the E-Pulse 44 extra deadly when fired into crowds, with the only cost being a small reduction to fire rate. The Flechette Sabots mod goes in the opposite direction, making it better against single targets by giving it the crit multiplier of a 3 AP weapon, but reducing the punchthrough damage.
Marksman Rifles
Marksman weapons excel at killing Archie from a distance. While most weapons with high AP have low crit multipliers, these guns have high AP and high crit multipliers, making them extra lethal in the hands of a sharpshooter. They also benefit from high stagger (Hawkeye) or stun (XXX), but equipping a long range scope makes aiming awkward in close quarters.

TW 202-L Morita Hawkeye
The Hawkeye is based on the Morita MK1, but this variant is equipped with higher caliber ammunition, a longer barrel, and typically a 3x magnification scope. These afford it much more stopping power, range, and precision over the standard MK1, with the drawbacks being less ammunition and slower, semi-automatic firing. With its extreme stagger you can effectively keep a Warrior at bay as you finish it off, which can be especially quick if you take advantage of the high crit multiplier. In addition to the typical magazine mods, it can also be equipped with a reflex sight to make it more viable in close quarters, or a vented barrel which helps control the recoil of quick firing but also makes long-range sniping more difficult.

Morita XXX Sniper Rifle
The Morita XXX is an anti-materiel rifle that's great for taking out tanks or Tankers alike. This is a true sniper's weapon, intended for eliminating high-value targets with maximum precision and extreme prejudice. Compared to the Hawkeye it is more accurate, has a longer range, does much more damage, and has higher AP, but has much less ammunition and the bolt action makes it very sluggish to fire. Its shots can pass clean through Bugs and will obliterate anything smaller than an Inferno, while also stunning the larger bugs. Aiming for the weakpoint is a must with this weapon, as by hitting only the armor you're losing out on a shot and a half worth of damage, and shots come at a premium with such a small ammo pool and slow fire rate. In addition to the standard magazine mods, there are two scope options for shorter ranges and a vented barrel that reduces recoil but slows down the bullet, making long-range sniping more difficult. The explosive rounds turn the XXX into a long-range grenade launcher that also does massive damage to weakpoints!
Heavy Weapons
Heavy weapons, as the name suggests, take quite a bit of strength to operate, and as such are normally seen in the hands of Guardian class troopers. It probably goes without saying, but they take a while to equip or put away. Technically they're designated as machine guns, but a certain one of these firearms really defies classification. These are definitely not all-around weapons and each has certain (and separate) situations in which they thrive, but they're generally favorable when there's a horde of bugs on your doorstep.

Morita MK3 SAW
The SAW (Squad Automatic Weapon) is notorious for its high recoil and inaccuracy. The bipod is unfortunately just for looks, so you'll have to make do with standing still and crouching, or using the Guardian's siege mode which basically turns it into a laser. With its high stagger it can effectively stop a small group of Warriors in their tracks. Just be prepared for a long reload once it goes click. Compared to the MK1 it has a slightly lower rate of fire, but its increased damage makes its base DPS slightly higher, especially against Tigers via its AP rating of 4. However, that also means a lower crit multiplier, which makes its maximum DPS somewhat lower. It also suffers at a distance because of its 50m effective range, and the previously mentioned inaccuracy. Unlike most weapons, equipping extended mags does not increase total ammo, making it a decision between shorter reloads or more firing between them. The compensator can help control the recoil and hollow points will sacrifice armor piercing for increased damage to weakpoints.

E-Pulse 88 CSW
This thing is more akin to something that would be mounted on a vehicle than an infantry weapon, but that doesn't stop troopers in the Mobile Infantry from trying, and especially not the Deep Space Vanguard. For one, the recoil is enough to push an unprepared trooper backwards! (Use a bipod? You mean biceps?) The E-Pulse 88 uses automatic fire but is no faster than the Emancipator, which makes missing shots more impactful. Speaking of impact, its high damage slugs punch clean through Bugs, so it's ideal for crowd control. While its stagger is really high, the slow fire rate makes it worse than the SAW over time, but it has the highest range (70m) of any E-Pulse weapon so fire away at those distant targets (just remember that it does nothing beyond max range). Stabilized Sabots will make it go even further, at the expense of having one less magazine. The Supercapacitor and Flechette Sabots tune it more towards crowd control or single-target efficiency, respectively. Then there's the DAX module: if the E-Pulse 88 was like an autocannon previously, this turns it into a gatling gun. It sacrifices some range, damage, and punchthrough, but the improved fire rate increases its base DPS by 20%.
Shotguns
There are three different shotguns, and the main trade-offs between them are range, spread, and speed. What they have in common, as to be expected with shotguns, is the ability to shred targets at close range while being virtually useless against more distant foes. If you like to get up close and personal with Archie then a shotgun is the tool for the job. Just don't get caught with an empty tube!

TW-2 Sp.L.I.T Shotgun
The TW-2 Sp.L.I.T (Special Light Infantry Tactical) Shotgun is your standard, pump-action, pellet-slinging boomstick. Nothing fancy but it gets the job done, which is blasting holes in bugs at point-blank range. While it has the lowest range of any shotgun, its scattered pellets allow you to clear multiple soft targets with one blast, or at the very least makes it so you don't have to worry as much about aiming at the Bombardier flying right at your face. It also means you can stun multiple charging Warriors with one shot. Its AP value of 1 makes hits against armor somewhat ineffective, but a few shots to the weakpoint can turn even a Tiger into paste. The major downside is you have to reload those shells one at a time before more Bugs show up. While you can equip a Reflex Sight, it's probably not going to see much use. What should be equipped the moment it's unlocked is the Long Tube, which increases total ammo in addition to the amount of shells that can be loaded. The Bug Shot is basically FMJ for shotguns, it makes it more effective against armor but lowers its maximum potential. The Full Choke makes it more likely for all the pellets to hit what you're aiming at, while the Oval Choke spreads them horizontally so you can hit more enemies with each shot. Or you can equip the Speed Loader, which allows you to top up faster but reduces the number of shells that will fit in the tube.

TW-2-R Sp.L.I.T Shotgun (Slug)
While it may look identical to the regular TW-2 Sp.L.I.T Shotgun on the outside, the TW-2-R's rifled barrel allows slugs to be fired with high accuracy, but makes it unsuited for regular shot. It has the longest range of the shotguns, making it actually viable against Warriors and Gunners at mid range, but trading in multiple pellets for a single slug means it can only stun one Bug per shot, and makes the ankle biters harder to hit. The 2 AP allows it to one-hit Gunners without having to aim for the weakpoint, but the correspondingly reduced crit multiplier means it takes more shots to kill Tigers than the pellet shotgun. Unfortunately, the slug shells are also loaded one at a time. You'll probably get more out of the Reflex Sight with this version, which also has a 2.5x Scope. There is a Long Tube mod which should be equipped ASAP. You can also equip either the Speed Loader to fill the magazine faster, or the Fast Rack Mechanism to empty it faster (into the Bugs, preferably). The Heavy Slugs are less accurate and have 1 AP, but the 30% damage increase offsets most of the damage lost against armor while boosting the weakpoint damage.

TW-2-FA Sp.L.I.T Shotgun (Auto)
The auto shotgun is definitely the most unique of the three. It trades damage for speed, both when firing and reloading. This one uses slugs, but compared to the TW-2-R it has a little less range, much less damage, and only 1 AP. The damage is more than compensated for by the increased fire rate and crit multiplier, which puts it squarely between the two pump shotguns in terms of range and maximum DPS. It trumps both in convenience, however, as it uses a detachable drum mag instead of a tube. The auto shotgun doesn't stun, but it has enough stagger to keep a Tiger at bay. It can also kill one faster than the slug shotgun, provided you're hitting the weakpoint. Equipping a Reflex Sight can help with that, while the drum mag can be upgraded by using either Quick or Extended Mags. Bug Shot spreads the damage across 6 pellets and increases AP to 3, but stagger is reduced, making it more effective against Warriors but less so against Tigers. Hammer Rounds trade damage for more suppression, including the ability to stun Tigers and smaller.
Special Weapons
What makes these weapons special is they use something other than your typical bullets, pellets, slugs, or sabots to kill Bugs. Currently these methods are fire and explosions, but who knows what will be coming in the future. They also have special cases where they are most effective, which you will see below.

C-32 Chi-Hong Grenade Launcher
The Chi-Hong is a rotary grenade launcher capable of firing explosives much farther than they can normally be thrown. The explosion is not as powerful as the hand-held MX-90, but it stuns all targets in its blast radius. It does just enough damage to one-hit a Warrior with a direct hit on Normal and below, but in the hands of a Demolisher it can one-hit on Hard as well thanks to the class's passive ability of increased explosive damage. It's great for thinning out crowds, but not very effective against Tigers unless you're just trying to stun one. Using Adhesive Rounds flips this around by turning the impact grenades into mini Hi-Ex sticky grenades, which have a small radius and a 2-second fuse but do 2500 explosive damage (even more for a Demolisher). They don't stun but are guaranteed to stagger a Warrior on impact. Double Packed Drums magically crams twice as many grenades into each mag while leaving you with one less, although the total ammo is still increased. The Holo Trajectory mod eliminates the guesswork by showing you where the grenades are going to hit.

FU-17 Flamethrower
The flamethrower is more a slow roaster than a flash fryer, but it gets the job done eventually. Plus, the slowing effect will buy you some extra time. Just be aware that you also move slower while firing, unless you equip the Lightweight Tanks. Where it really excels is when the Bugs are piled up at the gates, because it hits everything you point it at, including the piles of corpses they're climbing to get over the walls. This weapon is not very effective when used out in the open, so look for chokepoints or places that are out of a Warrior's reach, such as inside a bunker or on top of a wall. The Turbojet Nozzle will make it a little more effective out in the field, as it allows you to slow approaching Bugs to a crawl, although you'll burn through fuel faster. On the other hand is the Hybrid Igniter, which reduces fuel use so you can keep holding that wall against the horde, but it's going to take twice as long to clear the corpses. The High Capacity Tanks don't increase your total ammo, but the extra capacity means more time spewing flames between reloads.

M-56 Pilum
The Pilum is a shoulder-mounted rocket launcher with a 3-round magazine, not to be confused with the M-55 which was famously used to nuke Plasma Bugs. It comes equipped with a viewfinder screen that's used while aiming for easy target acquisition, and also shows the current ammo count. The self-propelled rockets it fires make the Pilum easy to use, as it's just a matter of point and click.

The Pilum can only be equipped from M.I. crates, replacing whichever weapon you're currently wielding, but it has an "Epic Rarity" chance of being found. M.I. crates are rewarded for completing Generator, Signal Beacon, and Crashed Dropship objectives, as well as Extermination objectives in Horde mode, and are also scattered around Hive maps and the caves of Boreas. Like any primary or secondary weapon, it can be replenished at Ammo Crates as well as the Engineer's Ammo Fabricator.

The rockets do 1000 explosive damage plus 1300 impact damage, so it can eliminate a Warrior with a direct hit on any difficulty and is able to take out multiple Warriors with one blast on Normal, making it great for clearing out hordes of them. It will stun whatever it doesn't kill. It is also a decent weapon for eliminating distant Infernos, but for Tigers and Grenadiers it will take a few mags, so it's more efficient if you can group a few together.
Pistols
Pistols are currently the only sidearm/secondary weapons. They're not going to be your go-to's for killing Bugs, but they have their uses. For one, I've heard that switching to your pistol can be faster than reloading your primary. They can also save you ammo in situations where your primary may be overkill, such as blasting a Drone with the XXX. At the very least they're a better last resort than trying to whack the Bugs with an empty Morita. A nice bonus is that the Magazine Bandolier perk gives pistols 2 extra mags.

TW-102-s Peacemaker
The Peacemaker is a fairly balanced pistol. It doesn't hold a lot of ammo, and it's not great at range, but it has decent damage and armor piercing. It will fire as fast as you can pull the trigger, so if you've got quick fingers it can perform about as well as the Morita MK1. The Peacemaker can save you in a pinch, or save ammo for your primary if you're dealing with Drones and Bombardiers, but it's not going to sustain you through a firefight. It has the standard magazine mods available, and you can tune it towards your preferences with either FMJ or Hollow Point rounds.

TW-109-e Emancipator
The Emancipator is probably best described as a hand cannon. It doesn't pierce much, but does heavy damage and has enough stopping power to halt a Tiger. It's much slower than the Peacemaker but has much better range and a higher crit multiplier, so using this weapon is more about placing your shots carefully than emptying a magazine into the nearest Bug. Its ability to stun can be a lifesaver when you're running for extraction, so I always like to equip it along with the primaries that don't stun. Either of the standard magazine mods can be equipped, and it also has FMJ rounds available if you feel like bringing a handgun to a Tiger fight.

E-Pulse Pistol A1
Outside of being an E-Pulse weapon, what makes the A1 unique among pistols is that it's fully automatic. Its damage and stagger are comparable to the Peacemaker, while it has a higher effective range. The major downside is that as an E-Pulse weapon, it does nothing beyond this range. The upside of being an E-Pulse is that it not only ignores armor but can pierce through multiple targets. The Stabilized Sabots can help with the range problem a little, at the cost of a magazine. The Supercapacitor will enhance the A1's ability to deal with crowds, at a small fire rate penalty, while the Flechette Sabots make it better against individual targets by upping the crit multiplier. The standard magazine mods are also available.
Emplacements
Twin MG
The Twin MG is a base constructible (2000 Ore) which can also be placed in the field by Engineers (500 Ore out of the Engineer's special ability pool). It features two high-caliber machine guns with individual RPMs of 300, but they fire in a staggered cadence which boosts the turret's RPM to 600. It does almost twice the damage of the SAW, with the same range and RPM, and being bolted to the ground makes it much more accurate with recoil next to nothing. And if an Engineer uses the Overcharge utility on it, the fire rate will be doubled for a short amount of time. However, it can't be moved and must be fed ammo boxes from pallets placed in the build zone or by Engineers outside the base. Its damage also drops off a cliff when firing beyond its effective range, so you're not going to get much out of the Twin MG if it's placed far from the action. Just watch out for Grenadiers, they love to target these, especially the ones placed by Engineers. All in all it's a great option for defending the base or an objective from hordes of Warriors, so long as you can keep it loaded. It's not bad against Tigers either, especially when Overcharged, and is also handy at shooting down airborne Bombardiers and Inferno fireballs. Let the Snipers deal with distant Infernos and Grenadiers, though.
Grenades
Grenades are throwable weapons that every class comes equipped with. There are currently 8 different grenade types spread across the classes. While the MX-90 is universal, others are limited to a few classes or even exclusive to one, such as the Demo's Lure Grenade. Troopers can use grenades an unlimited amount of times, but must wait for them to be regenerated between uses, the time of which varies between grenades. (Stats with a ? are not confirmed)

MX-90
The MX-90 is the Federation's standard military frag grenade. Just pull the pin and toss it at some Bugs to blow them to smithereens. It's even more effective in the hands of a Demolisher, who benefits from increased explosive damage and the ability to launch 3 grenades at once using the Barrage ability.
Classes:
All
Fuse:
3s
Regen Time:
45s
Damage:
250-1000

Chem Grenade
The Chem Grenade will deploy toxic gas on contact with any surface (including Bugs). The gas cloud slows any Arachnid that gets caught in it, even for a few seconds after leaving. It also does some damage over time which makes it great as a screen against Bombardiers and Drones, although it shouldn't be relied upon to kill a Warrior on its own.
Classes:
Engineer, Medic
Fuse:
Impact
Regen Time:
75s
Damage:
30 (per second)
Duration:
30s

Cluster Grenade
As its name suggests, the Cluster Grenade spreads several smaller grenades in a wide area when its fuse goes off, doing a decent amount of damage and stunning any Bug caught in the blast. The grenade is best used by throwing it at an upwards angle; the higher it is the larger an area the submunitions will cover, especially when thrown from a height. Its fuse is relatively short so it can't be thrown very far, making it less useful than it could be with the Demo's Barrage ability. If tossed at the ground, it will bounce up before producing a more concentrated set of explosions.
Classes:
Guardian, Demolisher
Fuse:
1.5s
Regen Time:
60s
Damage:
100 x 9?

Hi-Ex Grenade
The Hi-Ex grenade is a high explosive sticky grenade that does massive damage but has a tiny radius and a long regen time. It's best used against the big Bugs, as just one of these is enough to kill anything but a Royal Guard or Tanker. "Almost" doesn't count for this grenade, so make sure you aim it carefully. While its radius is small, it's possible to get multiple Bugs with one throw. It's also highly effective against Bug Holes.
Classes:
Sniper, Ranger
Fuse:
2.5s
Regen Time:
75s
Damage:
10000?

Lure Grenade
Exclusive to the Demolisher, the Lure Grenade is a very powerful tool for managing hordes of Bugs, not to mention killing them. Once settled, the grenade deploys a noise-making trooper hologram that can entice any Bug variant to attack it, with an added bonus of making them go kaboom once the 15-second timer runs out. Use it to distract Archie's attention from your fellow troopers so they can carry out the mission with a little extra breathing room, especially during situations such as an ambush, or during extraction.
Classes:
Demolisher
Fuse:
15s
Regen Time:
60s
Damage:
1000

Napalm Grenade
The Napalm Grenade creates a wall of fire wherever you throw it. While the Bugs may be ruthless and barbaric, they still know better than to crawl through a burning puddle of napalm (Fire Warriors excepted). Use this grenade to temporarily block off a chokepoint or protect your flanks. It will also ignite any Bugs that are caught in the blast, and can quickly dispatch small Bugs like Drones and Bombardiers.
Classes:
Demolisher, Engineer
Fuse:
Impact
Regen Time:
75s
Damage:
40 (per second)
Duration:
12s

Scan Grenade
Unlike the other grenades, the Scan Grenade doesn't do any damage. It deploys on contact with any surface and will periodically "scan" any Bug within a decent radius for 30 seconds. If the Scan Beacon is the most powerful and the Scan Dart the most versatile, then the Scan Grenade is somewhere in between. Bugs that have been scanned have a red outline and take 25% more damage.
Classes:
Sniper, Ranger
Fuse:
Impact
Regen Time:
45s
Damage:
0
Duration:
30s

Shock Grenade
Equipping the Shock Grenade is like having an electric fence in your pocket (albeit one that can only be used once every 30 seconds). Activating on contact, its main feature is the ability to stun every Bug in its radius, though it also has enough damage to kill small Bugs such as Drones. While the Cluster Grenade can also stun, and in a larger radius, the Shock Grenade has half the regen time and acts much quicker. It comes in handy if you need to get out of Siege Mode while surrounded by Bugs, can be used to keep them off your tail while running to a downed Trooper, and can also stop a Tiger that's about to ruin your day.
Classes:
Guardian, Medic
Fuse:
Impact
Regen Time:
30s
Damage:
100
Utilities - Guardian & Demolisher
Introduction to Utilities
Utilities are additional pieces of equipment that can be used to support yourself and your fellow Troopers. They serve a variety of functions, from exploding Bugs (and Bug corpses) to healing your squadmates. Unlike weapons and grenades, the utilities for each class are not shared with any other class, which further sets them apart. As they are powerful tools, they can only be replenished by large ammo crates which are found in dropships, AAS bunkers, Hive rally points, or built in build zones (or anywhere, when using the Engineer's special ability). Be careful when using explosives because they can easily destroy utilities like shock beacons and the various fabricators.

The Quantity stat indicates how many times the utility can be placed/fired/activated before having to resupply. The Max Deployable stat specifies how many of that utility can be placed by you at once and is typically double the Quantity; if you exceed this limit the earliest one placed will explode. The Utility Satchel perk increases the Quantity by 1 (10 for darts), but not the Max Deployable. It can be stacked with the Utility Utilization Galactic Perk unlocked by participating in the Disputed Sands Galactic Front. For healing devices, Guardians and Demolishers have 200% health, while all other classes have 100%. Values indicated with (?) are unconfirmed.

Shock Field Device
The Shock Field Device deploys a circle of shock beacons when placed. It can be used to quickly cut off a chokepoint, protect an objective, or create an extra layer of protection around a Guardian in Siege Mode.
Class:
Guardian
Quantity:
1
Max Deployable:
2
Duration:
60s
Radius:
7m

Deployable Shield
Also known as the Wartime Adversary Limiter or W.A.L, the Deployable Shield can be placed to provide some cover in open areas while blocking the movement of smaller Bugs. Troopers can crouch behind it for some protection from Gunners, and it can also serve as a distraction. A damaged W.A.L can be repaired with the build tool.
Class:
Guardian
Quantity:
3
Max Deployable:
6

Portable Sentry Turret
Once placed, the Portable Sentry Turret will automatically engage the nearest target. It's great for picking off Drones and decent for chipping away at Warriors as well. It can also serve as semi-reliable point defense against Bombardiers. A digital display on the side tells you how much ammunition it has remaining.
Class:
Guardian
Quantity:
1
Max Deployable:
2
Range:
35m
Ammunition:
250

Thermo Charge
Thermo Charges are remotely detonated explosive packs. They must be manually placed on the terrain or structures which makes them more difficult to use in the heat of battle. The explosion can take out a pack of Warriors or quickly clear out Bug corpses in a small area. They can also be used to take out a Bug Hole if you don't happen to have a nuke handy.
Class:
Demolisher
Quantity:
4
Max Deployable:
8
Blast Radius:
6m
Damage:
1000?

Nuclear Det Pack
Bug problem? We've got a simple solution: Nuke 'em all! The Nuclear Det Pack will obliterate most Bugs in a large radius, and is the best choice to clear all those bodies before they create a ramp over the walls. It only takes one nuke to destroy a Bug Hole.
Class:
Demolisher
Quantity:
1
Max Deployable:
2
Timer:
10s
Blast Radius:
15m
Damage:
1100-5000?
Utilities - Sniper & Ranger
Scan Dart
The Scan Dart makes it easy to scan Bugs from a safe distance, highlighting them and increasing the damage done by 25%. The scan dart sticks to whatever it's fired at, so you can shoot it into a pack of Bugs and they'll all stay scanned as they move around. It's also great for scanning distant Grenadiers and Infernos to help deal with them quickly.
Class:
Sniper
Quantity:
10
Duration:
15s
Radius:
2m?
Range:
200m

LV Visor
When the LV Visor is activated, all Bugs in sight are highlighted green. Unlike with scans, highlighted Bugs can't be seen through other objects and don't take extra damage, but the effect lasts until you turn it off (or get downed). It makes it much easier to see Bugs in adverse weather or pitch black conditions, and even in broad daylight allows you to quickly locate threats.
Class:
Sniper

Scan Pulse
The Scan Pulse is a utility that, once activated, periodically scans Bugs in proximity to the user. Like other scanning utilities, affected Bugs are highlighted red and take 25% more damage. It may not be as convenient to use as the Scan Dart, but it lasts twice as long. You'll have an easier time dealing with the Bugs in your face while your squadmates can more effectively watch your back. The Scan Pulse cannot be used again until the previous one has expired.
Class:
Ranger
Quantity:
3
Duration:
30s
Radius:
14m

Scan Beacon
The Scan Beacon lasts the longest of any scanning utility, but is the least versatile since it must be placed manually and doesn't move. As with all scanning utilities, it highlights Bugs red while making them take 25% more damage. Place a few around the base and you'll be able to see how many Bugs are pounding on the walls and dispatch them more quickly. They are also handy around objectives, especially for highlighting Bombardiers that are headed towards a refinery.
Class:
Ranger
Quantity:
3
Max Deployable:
6
Duration:
120s
Radius:
14m

Rally Beacon
When the base is too hot, or too far from where you need to be, the Rally Beacon can help. It provides an alternative spawn point so reinforcements can drop in where they're needed, or at least somewhere safer. It can also be used to get Troopers of all classes into places that can normally only be accessed Rangers and Snipers.
Class:
Ranger
Quantity:
1
Max Deployable:
1
Utilities - Engineer & Medic
Proximity Bug Mine
The Proximity Bug Mine is exactly what you would expect. Plop it on the ground, wait a few seconds for it to activate, and it will explode when anything larger than a Drone walks by. It's a decent option for protecting your rear, guarding an objective, or thinning out a horde.
Class:
Engineer
Quantity:
3
Max Deployable:
6
Arming Delay:
3s
Blast Radius:
12m
Damage:
6000

Shock Beacon
You may recognize these from the Shock Field Device. While carrying individual Shock Beacons around is less convenient, these ones last twice as long and can be placed in any shape, automatically connecting to other beacons within 10 meters. As with the beacons from the Shock Field Device, any Bugs caught in the shock barrier will be temporarily stunned. You can place them in a circle around an objective, put them all in a line, or have multiple separate chains blocking off choke points.
Class:
Engineer
Quantity:
6
Max Deployable:
12
Duration:
120s
Connection Range:
10m

Ammo Fabricator
The Ammo Fabricator is ideal for long journeys from base, and can also provide a convenient spot to resupply in base. Using it will completely restock ammunition for your primary and secondary weapons, and will always use one charge no matter how much is replenished. Utilities are not restored, so if you have utilities but need a little ammo you should use the Ammo Fabricator instead of depleting a charge from a large ammo crate.
Class:
Engineer
Quantity:
2
Max Deployable:
4
Dispenses:
100% (Primary + Secondary)
Charges:
4

Overcharge Module
The Overcharge Module can be used to give any mechanical base structure a temporary boost. These include the Twin MG, Automated Sentry Turret, and Electric Fence. Using it on a turret doubles the fire rate, while using it on the Electric Fence increases its damage. It can even be used on Twin MGs placed outside of base by an Engineer, just make sure you have an ammo pallet as well because it will burn through those initial 300 rounds fast.
Class:
Engineer
Quantity:
3
Duration:
30s

First Aid Stim
Before unlocking the First Aid Stim Fabricator, low-level Medics have to make do with a personal supply of First Aid Stims. Using it instantly restores the Trooper its used on to full health, and instantly revives a downed squadmate. Keeping the squad up and healthy becomes much easier when everyone has a supply of stims. As a Medic, using them to revive can save drone charges and stim darts for those worst-case scenarios.
Class:
Medic
Quantity:
3
Heals:
200%

First Aid Stim Dart
The First Aim Stim Dart is basically a First Aid Stim you can shoot. You can use it to quickly revive distant downed squadmates in direct line of sight, but it can be a little finicky. Unlike the normal First Aid Stim, it only revives at 50% health and heals by the same amount. Therefore, it takes 4 shots for Guardians and Demolishers and 2 shots for other classes to bring them from 0 to full health.
Class:
Medic
Quantity:
10
Range:
50m
Heals:
50%

First Aid Stim Fabricator
The First Aid Stim Fabricator can be placed to provide First Aid Stims to everyone. Using it depletes one charge and adds 3 stims to an open utility slot, replaces the currently held utility, or tops up your current stim supply depending on the situation. The Utility Satchel and Utility Utilization perks increase the number of stims you can have in one slot. See the entry on First Aid Stims for more.
Class:
Medic
Quantity:
2
Max Deployable:
4
Dispenses:
3 x First Aid Stim
Charges:
5

Heal Beacon
Heal Beacons periodically restore a small amount of health to everyone standing in its radius. It can't be matched when it comes to healing, since no other utility can heal multiple Troopers at once. The major downside is you have to stand in its circle for a while to make use of it, and it doesn't revive downed Troopers. It's best used near Guardians in Siege Mode to maximize the damage they can absorb.
Class:
Medic
Quantity:
1
Max Deployable:
2
Duration:
90s
Pulse Interval:
3s
Radius:
7m
Heals:
15%?

Speed Stim Fabricator
The Speed Stim Fabricator is basically the same as the First Aid Stim Fabricator except that it provides Speed Stims. Pay attention to the differences between the two before you make a fool out of yourself trying to heal yourself or revive someone with a Speed Stim. Speed Stims temporarily make you run 30% faster.
Class:
Medic
Quantity:
2
Max Deployable:
4
Dispenses:
3 x Speed Stim
Charges:
5

Guardian UAV
The Guardian UAV is kind of like a Portable Sentry Turret that follows you around. While it can help chip away at the bigger Bugs, it's mostly good for taking care of Drones and Bombardiers. In addition to following you around, it also has a Guard mode that allows you to send it somewhere else, such as to a squadmate transporting a canister. When Guard mode is activated, the Guardian UAV zips (and I mean zips) over to wherever you're pointing and holds there until you put it back in Follow mode.
Class:
Medic
Quantity:
1
Max Deployable:
1
Duration:
180s
Range:
40m
Appendix A: Weapon Effectiveness
Legend
Armor Value: Damage vs Armor | Damage vs Armor (Hard Difficulty)
(HP: # | #) and (FMJ: # | #) indicate values when Hollow Points and Full Metal Jacket are equipped.

For reference, here are the bugs by armor level:
Armor 1: Bombardiers, Drones, Frost Drones
Armor 2: Gunners
Armor 3: Warriors, Fire Warriors, Frost Warriors
Armor 4: Tigers, Grenadiers
Armor 5: Infernos, Royal Guards, Tankers
Armor Levels less than or equal to the weapon's AP are not shown (unless it has Hollow Points available) since it does its base damage in that case.

AP 1
TDW-99 Morita Tactical SMG - 50 DMG
Weakpoints: 150 (FMJ: 62.5)
Armor 2: 37.5 | 27.5 (FMJ: 50 | 50)
Armor 3: 25 | 20 (FMJ: 50 | 50)
Armor 4: 12.5 | 12.5 (FMJ: 50 | 50)
Armor 5: 12.5 | 12.5 (FMJ: 37.5 | 12.5)

TW-2 Sp.L.I.T Shotgun - 1080 DMG
Weakpoints: 3240
Armor 2: 810 | 594
Armor 3: 540 | 432
Armor 4: 270 | 270
Armor 5: 270 | 270

TW-2-FA Sp.L.I.T Shotgun (Auto) - 325 DMG
Weakpoints: 975
Armor 2: 243.75 | 178.75
Armor 3: 162.5 | 130
Armor 4: 81.25 | 81.25
Armor 5: 81.25 | 81.25

AP 2
TW-109-e Emancipator - 175 DMG
Weakpoints: 350 (FMJ: 218.75)
Armor 3: 131.25 | 96.25 (FMJ: 175 | 175)
Armor 4: 87.5 | 70 (FMJ: 175 | 175)
Armor 5: 43.75 | 43.75 (FMJ: 131.25 | 43.75)

TW-244-C Morita Carbine - 44 DMG
Weakpoints: 88 (FMJ: 55)
Armor 3: 33 | 24.2 (FMJ: 44 | 44)
Armor 4: 22 | 17.6 (FMJ: 44 | 44)
Armor 5: 11 | 11 (FMJ: 33 | 11)

TW-2-R Sp.L.I.T Shotgun (Slug) - 1100 DMG
Weakpoints: 2200
Armor 3: 825 | 605
Armor 4: 550 | 440
Armor 5: 275 | 275

AP 3
TW-102-s Peacemaker - 90 DMG
Weakpoints: 135 (FMJ: 112.5) (HP: 180)
Armor 3: 90 | 90 (FMJ: 90 | 90) (HP: 67.5 | 49.5)
Armor 4: 67.5 | 36 (FMJ: 90 | 90) (HP: 45 | 36)
Armor 5: 45 | 22.5 (FMJ: 67.5 | 22.5) (HP: 22.5 | 22.5)

TW-201-S Morita I - 52.5 DMG
Weakpoints: 78.75 (FMJ: 65.625) (HP: 105)
Armor 3: 52.5 | 52.5 (FMJ: 52.5 | 52.5) (HP: 39.375 | 28.875)
Armor 4: 39.375 | 21 (FMJ: 52.5 | 52.5) (HP: 26.25 | 21)
Armor 5: 26.25 | 13.125 (FMJ: 39.375 | 13.125) (HP: 13.125 | 13.125)

TW 202-L Morita Hawkeye - 225 DMG
Weakpoints: 562.5
Armor 4: 168.75 | 90
Armor 5: 112.5 | 56.25

AP 4
Morita MK3 SAW - 65 DMG
Weakpoints: 81.25 (HP: 130)
Armor 3: 65 | 65 (HP: 48.75 | 35.75)
Armor 4: 65 | 65 (HP: 32.5 | 26)
Armor 5: 48.75 | 16.25 (HP: 16.25 | 16.25)

Morita II - 86.5 DMG
Weakpoints: 108.125 (HP: 173)
Armor 3: 86.5 | 86.5 (HP: 64.875 | 47.575)
Armor 4: 86.5 | 86.5 (HP: 43.25 | 34.6)
Armor 5: 64.875 | 21.625 (HP: 21.625 | 21.625)

AP 5
E-Pulse Pistol A1 - 80 DMG
Weakpoints: 88

E-Pulse 44 A2 - 120 DMG
Weakpoints: 132

E-Pulse 88 CSW - 250 DMG
Weakpoints: 275

Morita XXX Sniper Rifle - 1100 DMG
Weakpoints: 2750

Morita I Case Study
While Hollow Points reduce a weapon's AP rating, they increase the weakpoint damage multiplier, meaning if you're precise you can boost your bug-killing efficiency. How precise? Let's crunch the numbers...

At 52.5 base damage, if you only hit armor, it takes 20 rounds to kill a Warrior* on Normal difficulty
With Hollow Points, it will take 26 rounds when only hitting armor.
When only hitting the weakpoint, it takes 10 rounds of HP ammo versus 13 standard rounds.
*1000 HP, within effective range. At base damage, hit #19 will actually leave it with 2.5 HP. oof

So where do we break even? Here is an equation to figure that out:
Standard Weakpoint Damage * (% Weakpoint Hits/100) + Standard Armor Damage * (1 - (% Weakpoint Hits/100)) =
HP Weakpoint Damage * (% Weakpoint Hits/100) + HP Armor Damage * (1 - (% Weakpoint Hits/100))


If we enter all of the damage values and graph it with % Weakpoint Hits on the x-axis, the lines intersect at 33.3%. So if 1/3 or more of your shots are hitting the weakpoint, Hollow Points will be at least as effective as standard rounds.

You can use the same equation to figure out whether you should use FMJ rounds. Just replace the HP damage values with those for FMJ and graph it again and you will get the % Weakpoint Hits required to match the performance of FMJ.

Here are the numbers for Hard:
Base Armor: 21 rounds (+1) | HP Armor: 39 rounds (+13!) | HP Weakpoint: 11 rounds (+1)
% Weakpoint Hits for HP to match Standard: 47.4% (+14.1%)
4 Comments
Le Perv 22 Apr @ 7:13am 
Nice guide! Hopefully more people see it.

Here's the damage numbers for some of the grenades.
MX-90: Min Damage - 250, Max Damage - 1000
Shock Grenade: Min and Max Damage - 100
Napalm Grenade Damage-over-Time (DoT): 40 per second

Source: https://store.steampowered.com/news/app/1268750/view/3994197672503289414
spigot 22 Feb @ 8:34pm 
Oh, I thought you would dismiss my request, thanks for going that extra-mile getting the stats for it (the twin MG) and presenting it here, have a "thank you" (thank you) and a steam award!
hoosdatGuy  [author] 22 Feb @ 10:47am 
Twin MG added, enjoy
spigot 22 Feb @ 12:28am 
If you have the time or energy for it, can you find the stats of the twin machine gun?