
With the vehicles' heavy armor and shields, tribals will have to use teamwork, 3 new weapons, and a bunch of new devices to stem the enemy offense. Tribes 2 features new types of beacons, grenades and equipment. Check 'em out!
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.
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.
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.
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.
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.
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.
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.
"Imagine a high-tech spear with a dual-pronged head. Now...near the front of the lance (behind the tip) there is a collar that spins constantly around the shaft throwing off sparks and generating a massive charge. When you thrust the lance at an enemy, the lance head is pushed back so it's in contact with that generator area. This releases the charge, doing massive damage to your enemy, and possibly knocking him back away from you. Damage is increased if you attack from the rear of your target. Used in conjunction with a cloaking pack, this is a nasty assassin trick." - D.G.
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.
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