Below is a listing of every special assault 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. Soft 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.
Feminine Divinity Note:
- Our performed damage testing was taken in optimal conditions. Distance and the weapon in use will alter the damage as we've stated. You cannot for instance expect a JackHammer to perform our stated damage at 100meters away.
- Damage degradation occurs with distance on some weapons and those were not included in this testing.
- All Base Damage indications noted here are the base damage for soft targets only. While we included the MAX in our testing these take a different base damage that is not noted here.
-Range isn't exact on all computers due to server packets and the PlanetSide client. So while we may state a weapon has a range of 10meters, you may still be able to perform damage at 10.3meters even if your crosshairs are yellow which indicates an "out of range". Rarely will you be able to perform damage over a meter or two away from our stated range.
- You may see some ranges noted as "300m+". This indicates the target was still within range when we completely lost sight of it due to viewing distance.
- You may see some damage modifiers noted as "Aggravated". This indicates the total damage is dealt over time and is not instant.
Special Assault Weaponry
Rocklet Rifle
Weapon Type: Rocket Gun
Rounds: 6 rounds per clip
Range: 300m+
The Rocklet Rifle is a mini rocket launcher capable of heavy damage to armor targets as well as moderate damage to soft targets. This weapon has two fire modes. The first fires a single dumbfire rocket while the second will unload the entire clip making for a stream of quick rocket attacks. This weapon is incredibly effective against all targets but may take some practice because using the second firing mode forces you to reload which leaves you vulnerable for a time. Additionally, you may change the ammo type in this weapon from rockets to flak which is an effective deterrent against enemy aircraft.
Damage: 50 Base Damage
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: 0:75
Thumper
Weapon Type: Grenade Launcher
Rounds: 6 rounds per clip
Range: N/A
The Thumper is a pure crowd control weapon capable of tearing apart groups of clustered enemies. This weapon can fire off all three grenades similar to the Punisher Medium Assault Weapon but offers 6 rounds instead of a single shot. The Thumper like any other grenade can quickly turn the tide of any battle.
Damage (Fragmentation Ammunition): 75 Base Damage
Frag Shot against Infiltrator: 75
Frag Shot against Standard ExoSuit: 60:15
Frag Shot against Agile ExoSuit: 50:25
Frag Shot against Reinforced ExoSuit: 40:35
Frag Shot against MAX: 0:100
Armor Damage (Plasma Ammunition): 50 Aggravated Damage
Normal Shot against Infiltrator: 50
Normal Shot against Standard ExoSuit: 21:29
Normal Shot against Agile ExoSuit: 15:35
Normal Shot against Reinforced ExoSuit: 11:39
Normal Shot against MAX: 0:36
Radiator (Ancient Tech)
Weapon Type: Radiation Emitter
Rounds: 25 rounds per clip
Range: 120m
The Radiator is more of an annoyance than anything else. This weapon fires a small orb that when explodes, creates a field of radiation within the immediate area. Anyone that crosses into this field begins to lose health at a slow but steady pace. This weapon serves as a good deterrent when protecting base entrances but you shouldn't expect to use this in a straight up fight and come out victorious. One thing to note about this weapon is the damage it does is purely health oriented. Therefore even personnel in the heaviest armor suits will die quickly as this weapon completely bypasses armor traits. However, vehicles and other hard non-living targets are immune to this weapon's effects.
Damage:
Damage for this weapon is unique as it has a set base damage of approximately 8.83 health per second against soft targets. This is the same rate for all soft targets.
8.83 Health per second
530 Health per minute
88 Health per round (10 seconds)
MAXes however take half the damage at a rate of approximately 4.415 health per second.
4.415 Health per second
264 Health per minute
44 Health per round (10 seconds)
Another thing to note about this weapon is that can be used against vehicles. The vehicles themselves cannot be destroyed by this weapon, but the radiation emitted from this weapon will damage and can kill the personnel inside of the vehicle. However, if the vehicle has shields, those shields will block the radiation until the shield itself depletes.This weapon can damage vehicle shields to eventually kill the personnel inside.
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