This is a listing of the weapons available with the original release of
Planetside, including weapons and modifications introduced through various
updates. The Core Combat Expansion weapons can be found here. The
‘Range/Zoom’ description lists the relative range of use and the zoom multiplier
if available.
For a full list of certifications, including weapons, click here.
|
| AMP |
(Common Pool) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Pistol Machine Pistol Not Applicable 30 /
9mm Bullet, Standard/Armor Piercing Medium Very Fast Medium /
2x Standard |
| The AMP is designed for close range combat. It is the only fully
automatic weapon of its type and can empty a full clip of ammunition very
quickly. However, it suffers from poor recoil, causing it to be very inaccurate
when fired in full automatic mode.
| |
| Beamer |
(Vanu
Sovereignty) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Pistol Standard Bolt Armor Piercing Bolt 16
/ Energy Cell High Medium Short / 2x Standard |
| The Beamer is the handy sidearm of the Vanu Sovereignty. It uses
energy cells instead of regular ammunition, and thus has some flexibility over
other sidearms. It can be converted from a regular energy blaster to a more
focused, armor piercing shot that consumes more energy. Thus, it is good for
regular close-in firefights as well as a reasonable anti-vehicular weapon.
| |
| Bolt-Driver |
(Common Pool) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Rifle Single Shot Not Applicable 1 / High
Caliber Bolt Very High Slow Very Long / 8x Sniping |
| The Bolt-Driver is the most powerful sniper rifle available.
However, it suffers from only being able to load a single bolt at a time, thus
requiring a lengthy reload after every shot.
| |
| Chainblade |
(Terran
Republic) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Combat Knife Slash Chainblade Attack Not
Applicable Medium Not Applicable Very Short None |
| The Chainblade serves the Terran Republic as a combat knife
equivalent. When used in standard mode, it inflicts reasonable damage. When its
secondary mode is activated, it delivers a more powerful attack.
| |
| Cycler |
(Terran
Republic) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Rifle Rapid Fire Not Applicable 50 / 9mm
Bullet, Standard/Armor Piercing Medium Very Fast Long / 4x Medium
Assault |
| The Cycler is one of the fastest firing assault rifles. It is
equipped with an enhanced magnification up to 4x, allowing it to effectively
target distant enemies. It uses a cylinder drum for its ammunition source.
| |
| Decimator |
(Common Pool) |
 |
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Missle Launcher Dumb Fire Dumb Fire with
Inflight Camera 3 / Missile High Slow Long / 4x Anti-Vehicular
|
| The dumb fire Decimator is the most powerful anti-vehicular
missile launcher, and features a disposable design; once its payload is fired,
the Decimator launcher is immediately discarded. This design is what allows the
Decimator to be smaller than other missile launchers.
| |
| Force-Blade |
(Vanu
Sovereignty) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Combat Knife Slash Force Attack Not
Applicable Medium Not Applicable Very Short None |
| The Force-Blade is the Vanu Sovereignty's standard issue combat
knife. In regular attack mode, it delivers reasonable damage to its target. When
the secondary mode is active, the Force Blade delivers greater damage.
| |
| Gauss |
(New
Conglomerate) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Rifle Single Shot Not Applicable 30 / 9mm
Bullet, Standard/Armor Piercing High Fast Long / 4x Medium Assault
|
| Using magnetic field technology, the Gauss assault rifle combines
standard combustion-based ammunition with a magnetic field that boosts the
actual projectile speed when fired. This allows the Gauss to use standard
ammunition more effectively than other assault rifles.
| |
| Jackhammer |
(New
Conglomerate) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Shotgun Single Blast Rapid Succession
Fire 16 / Shotgun Shell, Standard/Armor Piercing High Medium Medium
/ 2x Heavy Assault |
| With good ammunition capacity and a reasonable rate of fire, the
Jackhammer is the New Conglomerate's primary heavy assault multi-barreled
shotgun. In alternate firing mode, the Jackhammer swiftly discharges all barrels
in rapid succession, but all barrels must then reload before being able to fire
again. | |
| Lancer |
(Vanu
Sovereignty) |
 |
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Shoulder-Mounted Launcher Energy Beam Not
Applicable 6 / Large Energy Cell High Slow Long /
4x Anti-Vehicular |
| The Lancer is a shoulder-mounted beam weapon utilized by the Vanu
Sovereignty to combat enemy vehicles. It is specifically designed to inflict
high damage versus armored targets.
| |
| Lasher |
(Vanu
Sovereignty) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Rifle Energy Orb Not Applicable 25 / Energy
Cell Medium Fast Medium / 2x Heavy Assault |
| The Lasher fires a concentrated energy orb that effectively lashes
out against soldiers or vehicles at close range. A target that is lashed
receives minor damage, whereas a target that is directly impacted by the orb
receives maximum damage.
| |
| MAG-Cutter |
(New
Conglomerate) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Combat Knife Slash Magnetic Attack Not
Applicable Medium Not Applicable Very Short None |
| The MAG-Cutter is the New Conglomerate's standard issue combat
knife. In regular attack mode, it delivers reasonable damage, using a precise
cutting edge. When its secondary mode is activated, it delivers greater damage.
| |
| Scatter Pistol |
(New
Conglomerate) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Pistol Single Blast Not Applicable 8 /
Shotgun Shell, Standard/Armor Piercing High Medium Short /
2x Standard |
| Essentially a handheld shotgun pistol, the MAG-Scatter Pistol is
primarily designed for close quarters combat. Due to its short barrel design,
the Scatter Pistol loses effectiveness beyond a relatively close range.
| |
| Mini-Chaingun |
(Terran
Republic) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Chain Gun Rapid Fire Not Applicable 100 /
9mm Bullet, Standard/Armor Piercing Medium Very Fast Medium /
2x Heavy Assault |
| The Mini-Chaingun is a heavy assault weapon designed to rapidly
spit out rounds from a generous ammo base. While not particularly damaging per
individual shot, the sheer speed at which it fires can easily rip apart an enemy
soldier. | |
| Phoenix |
(New
Conglomerate) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Missile Launcher Camera Guided Dumb Fire 1 /
Phoenix Missile High Slow Long / 4x Heavy Assault |
| Basically a TOW missile launcher, the New Conglomerate's Phoenix
uses wire-guided technology to allow the operator to literally fly the missile
into the intended target. At the moment the missile is fired, the operator
switches to a camera mounted on the tip of the warhead. While the missile is in
flight, the operator can either directly fly the missile through impact, or
release the missile, giving up control and causing it go into dumb fire mode.
| |
| Pulsar |
(Vanu
Sovereignty) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Rifle Standard Bolt Armor Piercing Bolt 40 /
Energy Cell Medium Fast Long / 4x Medium Assault |
| The Pulsar automatic assault rifle is a highly effective weapon
utilized by the Vanu Sovereignty. With minimum recoil due to its energy-based
technology, the Pulsar can be devastating at short to medium range.
| |
| Punisher |
(Common Pool) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition:
Damage: Refire Rate: Range /
Zoom: Certification: |
Rifle Single Shot Single-Fire
Rocket/Grenade 30 / 9mm Bullet, Standard/Armor Piercing 1 / Rocklet or
Grenade Medium Fast Long / 2x Medium Assault |
| The Punisher can be fired in primary mode as a rapid-fire assault
rifle, or switched to its lower barrel to fire a single-fire rocket or grenade.
One of the more popular standard infantry weapons, it's good for suppression
fire, indoor sweeps, and is excellent anti-vehicle weaponry when carried by 3-4
people in a squad. | |
| Repeater |
(Terran
Republic) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Pistol Single Shot Not Applicable 20 / 9mm
Bullet, Standard/Armor Piercing Medium Fast Medium / Standard
|
| This is the primary sidearm for Terran Republic officers. It is a
sturdy workhorse with a decent clip size, good damage, and reasonable range,
making it very handy for close-quarters fights.
| |
| Rocklet |
(Common Pool) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Rocket Launcher Single Fire Rapid Succession
Fire 6 / Rocklet Medium Medium Medium / 2x Special Assault
|
| The Rocklet is a compact dumb fire missile launcher. It carries a
small payload of rocklets, which are effective up to medium range. Each rocklet
delivers a reasonably powerful explosive force given their small size.
| |
| Striker |
(Terran
Republic) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Missile Launcher Homing Missile Dumb Fire 5
/ Missile High Medium Long / 4x Anti-Vehicular |
| The Striker serves as the Terran Republic's primary anti-vehicular
weapon. In primary firing mode, the Striker will attempt to lock-on to an
armored target (heavy assault suit, vehicle, or turret) as long as the reticule
is kept on target for a short duration. In secondary firing mode, it launches a
dumb fire missile straight towards its target.
| |
| Suppressor |
(Common Pool) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Sub-Machinegun Single Shot Not Applicable 25
/ 9mm Bullet, Standard/Armor Piercing Medium Very Fast Medium /
2x Standard |
| An effective, lightweight, and compact submachine gun, the
Suppressor is a solid close-quarters weapon. It is also equipped with a silencer
that muffles its shots considerably. With its low recoil effect, the Suppressor
is easy to aim and utilize in combat.
| |
| Sweeper |
(Common Pool) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Shotgun Single Blast Not Applicable 8 /
Shotgun Shell, Standard/Armor Piercing High Medium Medium /
2x Medium Assault |
| Built upon standard shotgun technology, the Sweeper Shotgun fires
multiple flechettes that are capable of piercing heavy armor at close range,
making it a useful weapon against soldiers as well as armored vehicles.
| |
| Thumper |
(Common Pool) |
|
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Grenade Launcher Explode On Contact Two Second
Fuse 6 / Grenade, Frag/Jammer/Plasma Medium Medium Medium /
2x Special Assault |
| A standard grenade launcher, the Thumper can lob grenades up to
medium range. It utilizes a special Arc Targeting System that 'paints' a small
impact circle on the soldier's HUD, representing roughly where the grenade will
land. | |
| Frag Grenade |
(Common Pool) |
 |
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Grenade Detonate On Contact Three Second
Fuse Not Applicable High Not Applicable Medium Standard
|
| Fragmentation Grenades skewer their blast radius with shrapnel
when exploding. Soldiers are particularly vulnerable to fragmentation grenades,
as the shrapnel can easily pierce body armor. The closer the soldier is to the
fragmentation grenade when it explodes, the higher the damage quotient (due to
the increased chance of being hit by shrapnel).
| |
| Jammer Grenade |
(Common Pool) |
 |
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Grenade Detonate On Contact Three Second
Fuse Not Applicable Not Applicable Medium Standard |
| Designed specifically to interfere with electrical systems, the
Jammer grenade doesn't impart any physical damage, but can play havoc with a
myriad of electrical equipment. Any electrical equipment caught within the
grenade's blast will be affected. The effects of the grenade are also
proximity-based; the closer electrical equipment is to the epicenter, the longer
the jamming effect. Jammers can disrupt the function of vehicle weapons, turrets
and motion sensors, they reset the implant timers on all soldiers in the area,
and they confuse radar images for those affected. This grenade also functions as
a Mine Sweeper. It emits a specialized magnetic field that will trigger and
instantly destroy any mines within its radius. It will not effect MAX armor
weapons. | |
| Plasma Grenade |
(Common Pool) |
 |
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
Grenade Detonate On Contact Three Second
Fuse Not Applicable High Not Applicable Medium Standard
|
| The Plasma grenade contains highly-compressed plasma which sprays
an area and any unfortunate nearby soldiers, objects, or vehicles with burning
plasma when exploding. Any soldiers, objects, or vehicles hit by the scathing
plasma will continue to receive aggravated damage until the plasma's heat
naturally subsides (or the recipient perishes). It can be thrown to detonate
either on impact, or with a two-second fuse.
| |
| Boomer |
(Common Pool) |
 |
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
ACE Deployable Remote-Detonated Explosive Not
Applicable Not Applicable High Not Applicable Small Combat
Engineering |
| Boomers can be deployed anywhere there is enough surface to hold
it, and has the shortest interference range of all deployables, meaning you can
deploy them close together. Each time you set one, the ACE in your hand changes
into a remote detonator of about half the width as the ACE. You can detonate the
Boomer with the detonator left after deployment, or toss a jammer grenade on top
of it, useful if you want to set off a whole cluster at once. The detonator is
used like any firearm. Boomers deal considerable damage to anything in their
explosive radius. | |
| High-Explosive Mine |
(Common Pool) |
 |
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
ACE Deployable Proximity Mine Not
Applicable Not Applicable High Not Applicable Small Combat
Engineering |
| The HE-Mine Can be deployed anywhere outdoors, including an enemy
SOI. Any enemy getting within its explosive radius will set it off after a
slight delay. Works opposite from boomers, meaning it does most damage against
vehicles or MAXs and damaging ground troops badly. Like the boomer, it can be
detonated with a jammer grenade or EMP blast.
| |
| Spitfire Turret |
(Common Pool) |
 |
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
ACE Deployable Deployable Spitfire Turret Not
Applicable Not Applicable Medium Very Fast Medium / 360
Degrees Combat Engineering |
| Spitfire Turrets can be deployed anywhere outdoors and outside of
an enemy SOI. Perhaps the best means of slowing down an enemy advance, and also
a great way of laying down traps for aircraft. This one will fire at any enemy
personnel/vehicle passing near it at more than walking speed. It's ammo is
geared against soldiers, which it can kill in short order. Armored targets are
usually just stung by it before it is destroyed itself. A jammer or EMP blast
will temporarily disable this deployable, and it can be repaired with a Nano
Dispenser. | |
| Motion Sensor Alarm |
(Common Pool) |
 |
Weapon Type: Primary Mode: Secodary
Mode: Ammunition: Damage: Refire Rate: Range /
Zoom: Certification: |
ACE Deployable Deployable Motion Sensor
Alarm Not Applicable Not Applicable None Not
Applicable Medium Combat Engineering |
| The Motion Sensor Alarm can be deployed anywhere inside and
outdoors, outside an enemy SOI. Shows any enemy units moving faster than walking
speed within it's area of effect on the minimap of any allied unit nearby. It
will also give off a loud chime when an enemy unit comes near it. This WILL
reveal cloaked infiltrators if they are foolish enough to run near one. A jammer
or EMP blast will temporarily disable this deployable, and it can be repaired
with a Nano Dispenser.
| | | |