Below is a listing of every standard 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.
- This is not an all inclusive test. Cone of Fire and Rate of Fire as well as damage degradation over range factors into the final amount of damage dealt. Advanced testing will take place at some point but currently this testing does not account for the above mentioned.
- 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 damage modifiers noted as "Aggravated". This indicates the total damage is dealt over time and is not instant.
Standard Assault Weaponry
Suppressor
Weapon Type: Submachine Gun
Rounds: 25 rounds per clip
Range: 200m
The Suppressor is the standard weaponry players first start out with. You'll also start out with this weapon everytime you respawn. It's highly advised to switch out this weapon immediately as it offers a low damage rate and a subpar clip size.
Damage (White Ammunition): 17 Base Damage
Normal Shot against Infiltrator: 17:0
Normal Shot against Standard ExoSuit: 13:4
Normal Shot against Agile ExoSuit: 11:6
Normal Shot against Reinforced ExoSuit: 7:10
Normal Shot against MAX: 0:10
Armor Damage (Gold Ammunition): 9 Base Damage
Armor Shot against Infiltrator: 9
Armor Shot against Standard ExoSuit: 5:4
Armor Shot against Agile ExoSuit: 3:6
Armor Shot against Reinforced ExoSuit: 0:9
Armor Shot against MAX: 0:13
Automatic Machine Pistol
Weapon Type: Pistol
Rounds: 30 rounds per clip
Range: 240m
The Automatic Machine Pistol or AMP for short is the only automatic pistol offered in the game and is a highly utilized weapon amongst cloakers. This weapon is best used up close due to its poor recoil.
Damage (White Ammunition): 18 Base Damage
Normal Shot against Infiltrator: 18
Normal Shot against Standard ExoSuit: 14:4
Normal Shot against Agile ExoSuit: 12:6
Normal Shot against Reinforced ExoSuit: 8:10
Normal Shot against MAX: 0:8
Armor Damage (Gold Ammunition): 10 Base Damage
Armor Shot against Infiltrator: 10
Armor Shot against Standard ExoSuit: 6:4
Armor Shot against Agile ExoSuit: 4:6
Armor Shot against Reinforced ExoSuit: 0:10
Armor Shot against MAX: 0:13
Scatter-Pistol (New Conglomerate)
Weapon Type: Pistol
Rounds: 8 rounds per clip
Range: 100m
The Scatter-Pistol is unique to the New Conglomerate and is the only shotgun type pistol available in the game. Because of its shotgun traits this weapon is very damaging up close however increased range reduces this weapon's effectiveness. Anytime a New Conglomerate soldier dies, they will respawn in this weapon in their pistol slot.
Damage (White Ammunition): 78 Base Damage
Normal Shot against Infiltrator: 78
Normal Shot against Standard ExoSuit: 54:24
Normal Shot against Agile ExoSuit: 42:36
Normal Shot against Reinforced ExoSuit: 18:60
Normal Shot against MAX: 0:24
Armor Damage (Gold Ammunition): 36
Armor Shot against Infiltrator:36
Armor Shot against Standard ExoSuit: 12:24
Armor Shot against Agile ExoSuit: 0:36
Armor Shot against Reinforced ExoSuit: 0:36
Armor Shot against MAX: 0:54
Repeater (Terran Republic)
Weapon Type: Pistol
Rounds: 20 rounds per clip
Range: 200m
The Repeater offers the best range of any pistol and its recoil allows for accurate shooting. This is the chosen sidearm of the Terran Republic and a standard weapon given to players when they respawn.
Note: The range for this weapon is bugged as of 11.10.09. The crosshairs will remain red and you will receive hit indications for your target up to 240m. Your target however, will take no damage past 200m
Damage (White Ammunition): 20 Base Damage
Normal Shot against Infiltrator: 20
Normal Shot against Standard ExoSuit: 16:4
Normal Shot against Agile ExoSuit: 14:6
Normal Shot against Reinforced ExoSuit: 10:10
Normal Shot against MAX: 0:5
Armor Damage (Gold Ammunition): 12 Base Damage
Armor Shot against Infiltrator: 12
Armor Shot against Standard ExoSuit: 8:4
Armor Shot against Agile ExoSuit: 6:6
Armor Shot against Reinforced ExoSuit: 2:10
Armor Shot against MAX: 0:10
Beamer (Vanu Sovereignty)
Weapon Type: Pistol
Rounds: 16 rounds per clip
Range: 200m
The Beamer is the standard issue sidearm for the Vanu Sovereignty. When a Vanu soldier dies, he or she will respawn with this weapon. It uses energy bolts instead of standard ammunition and has a decent range making it effective at close or far off distances.
Damage (Primary Mode): 22 Base Damage
Normal Shot against Infiltrator: 22
Normal Shot against Standard ExoSuit: 18:4
Normal Shot against Agile ExoSuit: 16:6
Normal Shot against Reinforced ExoSuit: 12:10
Normal Shot against MAX: 0:7
Armor Damage (Secondary Mode): 4 Base Damage
Armor Shot against Infiltrator: 4
Armor Shot against Standard ExoSuit: 0:4
Armor Shot against Agile ExoSuit: 0:4
Armor Shot against Reinforced ExoSuit: 0:4
Armor Shot against MAX: 0:10
MagCutter (New Conglomerate)
Weapon Type: Knife
Rounds: N/A
Range: 3.5m
Chainblade (Terran Republic)
Weapon Type: Knife
Rounds: N/A
Range: 3.5m
Force Blade (Vanu Sovereignty)
Weapon Type: Knife
Rounds: N/A
Range: 3.5m
The knives as listed above are standard issued and available to all soldiers. Its primary attack mode focuses on quick slashes while its secondary attack mode deals more damage with hard thrusts. Damage for knives are the same regardless of your empire.
Damage (Primary Slash): 25 Base Damage
Normal Slash against Infiltrator: 25
Normal Slash against Standard ExoSuit: 21:4
Normal Slash against Agile ExoSuit: 19:6
Normal Shot against Reinforced ExoSuit: 15:10
Normal Shot against MAX: N/A (Does not affect)
Damage (Secondary Stab): 50 Base Damage
Stab against Infiltrator: 50
Stab against Standard ExoSuit: 46:4
Stab against Agile ExoSuit: 44:6
Stab against Reinforced ExoSuit: 40:10
Stab against MAX: N/A (Does not affect)
Special Damage: Additionally, the knife performs plus 25 base damage when used in conjunction with the 'Melee Booster' implant enabled. For more information regarding implants see our "Implantations; Enhancing the Soldier" section.
Melee Booster Damage (Primary Slash): 50 Base Damage
Slash against Infiltrator: 50
Slash against Standard ExoSuit: 46:4
Slash against Agile ExoSuit: 44:6
Slash against Reinforced ExoSuit: 40:10
Slash against MAX: N/A (Does not affect)
Melee Booster Damage (Secondary Stab): 75 Base Damage
Stab against Infiltrator: 75
Stab against Standard ExoSuit: 71:4
Stab against Agile ExoSuit: 69:6
Stab against Reinforced ExoSuit: 65:10
Stab against MAX: N/A (Does not affect)
Fusion Blade (Black Operations)
Weapon Type: Kytana
Rounds: N/A
Range: 4.3m
The Fusion Blade is a sword unique to the Black Operations operatives. Learn more about Black Operations by visiting our "Black Operations; the Fourth Empire" section.
Damage (Primary and Secondary Slash): 25 Base Damage
Slash against Infiltrator: 25
Slash against Standard ExoSuit: 21:4
Slash against Agile ExoSuit: 19:6
Slash against Reinforced ExoSuit: 15:10
Slash against MAX: N/A (Does not affect)
Fragmentation Grenade
Weapon Type: Grenade
Rounds: 3 Grenades per stack
Range: Throw Range
The Fragmentation grenade is a pinch type weapon used primary for its defensive and offensive capabilities against groups of enemies. Throwing one of these before charging into battle can often times help determine the outcome. Its primary fire mode allows this grenade to explode on impact while its secondary mode has a 3 second timer.
Damage: 75 Base Damage
Normal Shot against Infiltrator: 75
Normal Shot against Standard ExoSuit: 60:15
Normal Shot against Agile ExoSuit: 50:25
Normal Shot against Reinforced ExoSuit: 40: 35
Normal Shot against MAX: 0:100
Plasma Grenade
Weapon Type: Grenade
Rounds: 3 Grenades per stack
Range: Throw Weapon
The Plasma grenade is a DOT (Damage over time) grenade that causes enemies caught in its blast to become engulfed in green plasma. The initial damage of these grenades depend on how far the target is from the impact and can be minimal to moderate. These grenades are highly used and highly annoying to enemy soldiers. Its primary fire mode allows this grenade to explode on impact while its secondary mode has a 3 second timer.
Damage: 100 Aggravated Damage
Normal Shot against Infiltrator: Terminal
Normal Shot against Standard ExoSuit: 68:32
Normal Shot against Agile ExoSuit: 60:40
Normal Shot against Reinforced ExoSuit: 54:46
Normal Shot against MAX: 0:74
Jammer Grenade
Weapon Type: Grenade
Rounds: 3 Grenades per stack
Range: Throw Weapon
The Jammer grenade is a support type weapon used primary for its defensive and offensive capabilities against vehicles, field mines, MAXes, and at times even soldiers. Throwing one of these at a enemy will disable electronic systems. Vehicles will still be able to drive but they cannot fire, enemy personnel lose their radar as well as any and all implants they have, MAXes lose their special ability (see our "Armor Described" section for info on MAXes and special abilities). Jammer grenades can be used to detonate field mines and remote mines. They even stop turrets both automated and manual from being able to fire. Please note the effect of the Jammer Grenade lasts only 30 seconds. Like all other grenades, its primary fire mode explodes on impact while its secondary fire mode has a 3 second fuse.
Damage: N/A
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