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Weapons are carried by every mechmind, except the Reckoners. For traders, weapons are only for their own protection while warriors use them for destroying someones glider.

Weapon typesEdit

Gliders have slots for following weapons:

Light weaponsEdit

This type of weapons are the basic ones. They can be equipped by every glider (except for Demon Shadow as this glider only slots for heavy weapons) as long as their standard don't exceed the standard of the glider. These weapons often have low damage but a high firing rate, which means that a skilled pilot can also cause a lot damage with them.

A.I.M.Edit

Weapon S. Impact type Power consum. Firing rate (rounds/min.) Damage (points) DPS Price (EC)
Impulse laser type-1 Impulse laser type-1 1 energy 180 600 30 300 1250
Plasma cannon Plasma cannon 1 molecular 130 300 60 300 1350
Ray laser type-1 Ray laser type-1 1 energy 320 800 25 333 2100
Impulse laser type-2 Impulse laser type-2 1 energy 120 700 100 583 2300
Nuclear cannon Nuclear cannon 1 molecular 30 800 35 467 3750
Gamma-laser Gamma-laser 2 energy 150 600 50 500 4000
Acid proboscis Acid proboscis 1 molecular 100 300 250 1250 5000
Infranuclear plasma-thrower Infranuclear plasma-thrower 2 molecular 264 480 100 800 5500
Electric discharger Electric discharger 2 energy 550 20 1500 500 6000
Ray laser type-2 Ray laser type-2 2 energy 350 750 75 938 6300
Meson emitter Meson emitter 2 energy 600 300 150 750 7500
2-barrel nuclear cannon 2-barrel nuclear cannon 2 molecular 42 1500 35 875 10000
Polyp emitter Polyp emitter 3 molecular 120 150 100 250 12000
Multiwave emitter Multiwave emitter 3 energy 1200 1200 70 1400 19000
Three-barrel nuclear cannon Three-barrel nuclear cannon 3 molecular 65 2500 35 1458 25000
Microwave emitter Microwave emitter 4 energy 3500 600 250 2500 30000
Four-barrel impulse emitter Four-barrel impulse emitter 3 energy 1516 1000 100 1667 50000

A.I.M. 2. Clan WarsEdit

Weapon Weight (kg) Energy consum. Firing rate (rounds/min.) Damage (points) DPS Price (EC)
Impulse laser type-1 Impulse laser I type 36 180 600 50 500 2000
Ray laser type-1 Beam laser I type 10 320 800 42 560 4000
Nuclear cannon Atomic gun 40 30 800 40 533 6500
Null-gun Null-gun 90 130 180 0 (energy outfeed) 0 7000
Plasma cannon Plasma gun 90 130 300 152 760 7000
Impulse laser type-2 Impulse laser II type 60 120 700 81 945 12200
Electric discharger Electrical discharger 128 550 15 2539 635 14000
Gamma-laser Gamma-laser 56 150 600 84 840 18000
Ray laser type-2 Beam laser II type 60 350 750 66 825 24000
2-barrel nuclear cannon 2-barrel nuclear cannon 200 42 1350 40 900 35000
Meson emitter Meson emitter 72 600 300 235 1175 40000
Infranuclear plasma-thrower Infraatomic plasma gun 64 264 480 165 1320 55000
Multiwave emitter Multiwave emitter 60 1200 1200 53 1060 80000
Four-barrel impulse emitter Four-barreled impulse emitter 300 1500 2800 81 3780 100000
Three-barrel nuclear cannon Three-barreled atomic gun 500 65 1800 40 1200 140000
Microwave emitter UHF-emitter 120 3500 600 138 1380 200000

Heavy weaponsEdit

This type of weapons can be equipped on standard 3 and 4 gliders if the standard don't exceed the glider's standard. As the name already says, these weapons are often putting a lot of force into a single shot, which causes high damage outputs, but this is compensated with the low firing rate.

A.I.M.Edit

Weapon S. Impact type Power consum. Firing rate (rounds/min.) Max. damage (points) Max. DPS Price (EC)
Field destabilizer Field destabilizer 3 energy 480 20 1000 333 10000
Stasis-generator Stasis-generator 3 energy 320 1200 25 500 10000
Power clots generator Power clots generator 3 energy 300 10 5000 833 12000
Chaos emitter Chaos-emitter 3 energy 728 25 2000 833 18000
Tachyon heater Tachyon heater 3 energy 560 19 3000 950 19000
X-particle accelerator X-particle accelerator 4 energy 1368 10 4000 667 21000
Chaos tension generator Chaos tension generator 4 energy 1344 22 1500 550 25000
Plasma vortex Plasma vortex 4 energy 1232 20 4750 1583 28000
Railgun Railgun 4 energy 120 20 5800 1933 29000
Annihilation cannon Annihilation cannon 4 molecular 500 90 1300 1950 30000
Rapid-fire electro-magnetic cannon Rapid-fire electro-magnetic cannon 4 energy 400 15 5000 1250 30000
Positron bombing system Positron bombing system 4 energy 784 70 2000 2333 32000
Quark accelerator Quark accelerator 4 energy 2676 120 1300 2600 32000
X-clot emitter X-clot emitter 4 energy 800 13 7750 1679 35000
Impulse mega-laser Impulse mega-laser 4 energy 648 60 4000 4000 75000
no Model Tower gun molecular 60 1300 1300 n/A

A.I.M. 2. Clan WarsEdit

Weapon Weight (kg) Energy consum. Firing rate (rounds/min.) Max. damage (points) Max. DPS Price (EC)
Field destabilizer Field de-stabilizer 120 480 20 1000 333 20000
Gravitational gun Gravitational gun 20 1500 15 0 (impulse) 0 20000
Stasis-generator Stasis-generator 190 4000 30 0 (stasis field) 0 20000
Chaos emitter Chaos-emitter 240 728 25 947 395 90000
Chaos tension generator Chaos-tension generator 280 1000 10 1011 169 90000
X-particle accelerator X-particles booster 160 1368 30 943 472 116000
Tachyon heater Tachyon heater 160 700 19 2075 657 120000
Plasma vortex Plasmatic spinner 330 2232 1000 263 4383 140000
Annihilation cannon Annihilation gun 180 500 15 1335 334 150000
Rapid-fire electro-magnetic cannon Rapid-fire electro-magnetic cannon 230 200 75 630 788 150000
Positron bombing system Positron gun 130 784 55 948 869 150000
Quark accelerator Quark booster 140 2676 60 1086 1086 160000
X-clot emitter X-cluster generator 260 800 13 6594 1429 200000
Railgun Railgun 300 120 20 2000 667 250000
no Model Tower gun 20 0 60 1650 1650 n/A

AmmoEdit

Ammo in molecular weapons are rounds that can be refilled at bases. Some of these weapons can regenerate the ammo while others can't.

The glider has also slots for bombs and missiles. Their damage mostly have an areal effect and make even more damage if they were hit right onto the target. The speed can be calculated by adding the ammo's starting speed to the current glider's speed.

BombsEdit

Bombs can be carried by any glider. They fly in a shape of a parabola and usually explode after hitting the surface.

A.I.M.Edit
Bomb Weight (kg) Damage (points) Volumetric damage (points) Explosion radius (m) Speed (km/h) Price (EC)
Contact bomb Contact bomb 15 800 500 75 300 10
Time bomb Time bomb 15 300 1000 150 400 15
Electro-plasma bomb Electro-plasma bomb 20 750 1500 100 500 50
Cluster bomb Cluster bomb 40 2000 0 100 230 100
A.I.M. 2. Clan WarsEdit
Bomb Weight (kg) Damage (points) Volumetric damage (points) Explosion radius (m) Speed (km/h) Price (EC)
Contact bomb Fast bomb 15 450 350 60 600 25
Electro-plasma bomb Electroplasmatic bomb 20 150 750 120 500 50
Cluster bomb Cluster bomb 40 2000 0 100 260 100

MissilesEdit

Missiles can be carried by any standard 2 glider or higher. When it flies the right direction, it will fly to the marked target. If no target was selected or if the missile misses the target, it will fly in strange curves and randomly change directions. If a missile touches the ground, it explodes.

A.I.M.Edit
Missile Weight (kg) Damage (points) Volumetric damage (points) Explosion radius (m) Speed (km/h) Price (EC)
Missile Missile 5 500 200 30 350 15
Power missile Power missile 4 200 100 10 500 20
Annihilation missile Annihilation missile 10 1000 100 20 400 30
Power missile type-2 Power missile type-2 9 350 1000 50 450 35
Cluster chaos missile type-2 Cluster chaos missile type-2 20 2000 0 10 400 70
Annihilation missile type-2 Annihilation missile type-2 21 1500 150 30 375 75
Cluster missile Cluster missile 30 0 1500 50 300 80
Large missile Large missile 25 2000 1000 150 300 100
A.I.M. 2. Clan WarsEdit
Missile Weight (kg) Volumetric damage (points) Explosion radius (m) Speed (km/h) Price (EC)
Missile Rocket 5 850 60 335 25
Power missile Energy rocket 4 650 60 375 25
Annihilation missile Anti-matter rocket 50 1400 150 335 50
Large missile Big rocket 25 1000 150 300 100
Shock rocket Shock rocket 5 50 60 450 100
Cluster missile Cluster rocket 30 2125 180 50 125
Cluster chaos missile type-2 Cluster chaos missile type-2 25 5600 180 125 250

Mines Edit

Mines can be thrown on the ground, where they will stick for some time as long as someone else than its original owner will move into their activation range. They also detonate when receiving too much damage.

Missile Weight (kg) Activation range (m) Activation delay (s) Volumetric damage (points) Explosion radius (m) Life time (s) Price (EC)
Sens infrared mine Sens infrared mine 20 75 0,3 1000 200 300 35
Shockwave mine Shockwave mine 25 100 0,4 1500 400 300 150
Chaos mine Chaos mine 40 50 0,2 2200 150 600 300

Types of impact Edit

There are two types of impacts weapons can cause.

Energy impact Edit

The weapon using this type of impact inflicts damage by transmitting energy into the target. This type of weapon consumes a lot of energy and may overheat.

Molecular impact Edit

When shooting from a weapon that uses the molecular type of impact, a charge is thrown into the target that may go through the energy field. The disadvantage of this weapon is limited ammo allowance. However, some of these weapon types may slowly refill the ammo allowance with the help of zero-generators. 

Overheat speedEdit

The overheat speed is given in seconds and determine the time it takes to overheat a fully charged weapon when permanently shooting with it. The charge speed of every weapon is as fast as the overheat speed in the first game and twice that fast in the second game.

Trivia Edit

  • For every weapon in the first A.I.M., the information says that they weigh 20 kg, which isn't true. In fact they weigh nothing. This actually is a bug, because the developers wanted to add individual weights to the weapons.

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