Below is a listing of every anti-vehicular certification weapon in the game as well as our testing of what their range and damage is. If you'd prefer to see a full table listing of all weapons instead of this more detailed listing please check out our Full Weapon's Table Listing.
Weapons have a set amount of base damage against various targets. Targets such as infantry, MAX suits, and Vehicles all have different base damage modifiers. The armor you wear determines how much of that damage is absorbed by your armor but in all cases the damage of the armor plus your health will always equal the weapon's maximum damage against our specified target.
How to read our damage counter:
You will see two numbers with the exception of Infiltrators because they have no armor that look like this: 10:15 or the word "Terminal".
In this case the first number 10 is how much of the base damage is taken by your health directly. The second number 15 is how much of the base damage was absorbed by the stated armor. "Terminal" indicates the damage dealt to the target was fatal with the assumption that the target has a standard 100 health.
Anti-Vehicular Assault Weaponry
Decimator
Weapon Type: Rocket Launcher
Rounds: 3 disposable rounds
Range: 260m
The Decimator is the most powerful anti-vehicular weapon in the game. It utilizes a 3 round disposable system as well making it on par with grenades where once you use all 3 rockets, the decimator is automatically disposed of. The primary fire mode offers a simple dumb fire shot and is pretty straight forward. The secondary fire mode is exactly the same as the first except you'll view the shot through its camera. Note this is not a camera guided weapon so you cannot control the rocket in this mode. You can however detonate the rocket at your leisure by pressing the fire button. This is useful if you miss your target or you are about to miss your target so you can detonate it near your target and hopefully cause splash damage.
Damage: 80 Base Damage against Infantry
Normal Shot against Infiltrator: 80
Normal Shot against Standard ExoSuit: 65:15
Normal Shot against Agile ExoSuit: 55:25
Normal Shot against Reinforced ExoSuit: 45:35
Normal Shot against MAX: 0:300
Base Damage Against Vehicles: 400
Phoenix (New Conglomerate)
Weapon Type: Missile Launcher
Rounds: 1 round per clip
Range: 250m
The Phoenix is widely known for it's camera guided system. Like a Nikka Missile Launcher once fired using it's primary fire mode, your view will switch focus to the actual camera on the missile much like using the secondary mode on the decimator. The difference is you can control this missile making it possible for you to shoot around corners, over walls, even inside small spaces. Unfortunately there is no way to speed up or slow down the missile in flight. While this fire mode allows you to fire from the safety of inside your own base it leaves you highly vulnerable because as you control the missile, your character is left unattended to and becomes easy prey for the stalking cloakers. It is also not recommended to take this weapon and go head to head with a vehicle without some sort of safety cover because chances you are will not be able to fire off two rounds before you are dead because of a simple lack of being able to move. The secondary fire mode is a dumbfire missile acting much like a decimator and is recommended for close quarters fights with armor units such as MAXes.
Damage: 50 Base Damage against Infantry
Normal Shot against Infiltrator: 50
Normal Shot against Standard ExoSuit: 35:15
Normal Shot against Agile ExoSuit: 25:25
Normal Shot against Reinforced ExoSuit: 15:35
Normal Shot against MAX: 0:250
Base Damage Against Vehicles: 350
Striker (Terran Republic)
Weapon Type: Missile Launcher
Rounds: 5 rounds per clip
Range: 250m
The Striker is the only anti-vehicular weapon which has lock-on capabilities in its primary fire mode. Simply point your weapon at a hardened target and wait for the lock. Once locked begin the attack. This weapon serves as a good deterrent because most enemies will run away at the sign of a lock-on. Note that to maintain the lock you must keep your target within your view. If you lose focus of your target so will your missiles in-flight. The secondary fire mode is a dumbfire launcher like the decimator.
Damage: 35 Base Damage against Infantry
Normal Shot against Infiltrator: 35
Normal Shot against Standard ExoSuit: 20:15
Normal Shot against Agile ExoSuit: 10:25
Normal Shot against Reinforced ExoSuit: 0:35
Normal Shot against MAX: 0:125
Base Damage Against Vehicles: 175
Lancer (Vanu Sovereignty)
Weapon Type: AV Energy Thingie
Rounds: 6 rounds per clip
Range: 300m
The Lancer fires a highly energized projectile that travels at lethally quick speeds. This coupled with the directfire nature of the VS Lancer gives it the ability to tear through
vehicles efficiently at all ranges.
Damage: 25 Base Damage against Infantry
Normal Shot against Infiltrator: 25
Normal Shot against Standard ExoSuit: 21:4
Normal Shot against Agile ExoSuit: 19:6
Normal Shot against Reinforced ExoSuit: 15:10
Normal Shot against MAX: 0:125
Base Damage Against Vehicles: 175
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