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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 |

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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 |

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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.
Concussion |

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Grenade |
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.
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-}( ){-DARK ASSASSINS-}( ){-
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Weapons
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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.

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Sniper |

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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 |

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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 |

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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.
Basic Grenade |

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Basic Grenade
A timed explosive charge thrown by a warrior. Each warrior carries six grenades as part of the standard loadout.
Flare Grenade |

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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.
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Blaster |

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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 |

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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 |

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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.
Targeting Laser |

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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 |

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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.
Whiteout Grenade |

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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.
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