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Weapons
This is a listing of the weapons available with the original release of Planetside, including weapons and modifications introduced through various updates. The Core Combat Expansion weapons can be found here. The ‘Range/Zoom’ description lists the relative range of use and the zoom multiplier if available.

For a full list of certifications, including weapons, click here.

AMP (Common Pool)
AMP Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Pistol
Machine Pistol
Not Applicable
30 / 9mm Bullet, Standard/Armor Piercing
Medium
Very Fast
Medium / 2x
Standard
The AMP is designed for close range combat. It is the only fully automatic weapon of its type and can empty a full clip of ammunition very quickly. However, it suffers from poor recoil, causing it to be very inaccurate when fired in full automatic mode.

Beamer (Vanu Sovereignty)
Beamer Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Pistol
Standard Bolt
Armor Piercing Bolt
16 / Energy Cell
High
Medium
Short / 2x
Standard
The Beamer is the handy sidearm of the Vanu Sovereignty. It uses energy cells instead of regular ammunition, and thus has some flexibility over other sidearms. It can be converted from a regular energy blaster to a more focused, armor piercing shot that consumes more energy. Thus, it is good for regular close-in firefights as well as a reasonable anti-vehicular weapon.

Bolt-Driver (Common Pool)
Bolt-Driver Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Rifle
Single Shot
Not Applicable
1 / High Caliber Bolt
Very High
Slow
Very Long / 8x
Sniping
The Bolt-Driver is the most powerful sniper rifle available. However, it suffers from only being able to load a single bolt at a time, thus requiring a lengthy reload after every shot.

Chainblade (Terran Republic)
Chainblade Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Combat Knife
Slash
Chainblade Attack
Not Applicable
Medium
Not Applicable
Very Short
None
The Chainblade serves the Terran Republic as a combat knife equivalent. When used in standard mode, it inflicts reasonable damage. When its secondary mode is activated, it delivers a more powerful attack.

Cycler (Terran Republic)
Cycler Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Rifle
Rapid Fire
Not Applicable
50 / 9mm Bullet, Standard/Armor Piercing
Medium
Very Fast
Long / 4x
Medium Assault
The Cycler is one of the fastest firing assault rifles. It is equipped with an enhanced magnification up to 4x, allowing it to effectively target distant enemies. It uses a cylinder drum for its ammunition source.

Decimator (Common Pool)
Decimator Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Missle Launcher
Dumb Fire
Dumb Fire with Inflight Camera
3 / Missile
High
Slow
Long / 4x
Anti-Vehicular
The dumb fire Decimator is the most powerful anti-vehicular missile launcher, and features a disposable design; once its payload is fired, the Decimator launcher is immediately discarded. This design is what allows the Decimator to be smaller than other missile launchers.

Force-Blade (Vanu Sovereignty)
Force-Blade Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Combat Knife
Slash
Force Attack
Not Applicable
Medium
Not Applicable
Very Short
None
The Force-Blade is the Vanu Sovereignty's standard issue combat knife. In regular attack mode, it delivers reasonable damage to its target. When the secondary mode is active, the Force Blade delivers greater damage.

Gauss (New Conglomerate)
Gauss Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Rifle
Single Shot
Not Applicable
30 / 9mm Bullet, Standard/Armor Piercing
High
Fast
Long / 4x
Medium Assault
Using magnetic field technology, the Gauss assault rifle combines standard combustion-based ammunition with a magnetic field that boosts the actual projectile speed when fired. This allows the Gauss to use standard ammunition more effectively than other assault rifles.

Jackhammer (New Conglomerate)
Jackhammer Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Shotgun
Single Blast
Rapid Succession Fire
16 / Shotgun Shell, Standard/Armor Piercing
High
Medium
Medium / 2x
Heavy Assault
With good ammunition capacity and a reasonable rate of fire, the Jackhammer is the New Conglomerate's primary heavy assault multi-barreled shotgun. In alternate firing mode, the Jackhammer swiftly discharges all barrels in rapid succession, but all barrels must then reload before being able to fire again.

Lancer (Vanu Sovereignty)
Lancer Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Shoulder-Mounted Launcher
Energy Beam
Not Applicable
6 / Large Energy Cell
High
Slow
Long / 4x
Anti-Vehicular
The Lancer is a shoulder-mounted beam weapon utilized by the Vanu Sovereignty to combat enemy vehicles. It is specifically designed to inflict high damage versus armored targets.

Lasher (Vanu Sovereignty)
Lasher Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Rifle
Energy Orb
Not Applicable
25 / Energy Cell
Medium
Fast
Medium / 2x
Heavy Assault
The Lasher fires a concentrated energy orb that effectively lashes out against soldiers or vehicles at close range. A target that is lashed receives minor damage, whereas a target that is directly impacted by the orb receives maximum damage.

MAG-Cutter (New Conglomerate)
MAG-Cutter Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Combat Knife
Slash
Magnetic Attack
Not Applicable
Medium
Not Applicable
Very Short
None
The MAG-Cutter is the New Conglomerate's standard issue combat knife. In regular attack mode, it delivers reasonable damage, using a precise cutting edge. When its secondary mode is activated, it delivers greater damage.

Scatter Pistol (New Conglomerate)
Scatter Pistol Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Pistol
Single Blast
Not Applicable
8 / Shotgun Shell, Standard/Armor Piercing
High
Medium
Short / 2x
Standard
Essentially a handheld shotgun pistol, the MAG-Scatter Pistol is primarily designed for close quarters combat. Due to its short barrel design, the Scatter Pistol loses effectiveness beyond a relatively close range.

Mini-Chaingun (Terran Republic)
Mini-Chaingun Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Chain Gun
Rapid Fire
Not Applicable
100 / 9mm Bullet, Standard/Armor Piercing
Medium
Very Fast
Medium / 2x
Heavy Assault
The Mini-Chaingun is a heavy assault weapon designed to rapidly spit out rounds from a generous ammo base. While not particularly damaging per individual shot, the sheer speed at which it fires can easily rip apart an enemy soldier.

Phoenix (New Conglomerate)
Phoenix Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Missile Launcher
Camera Guided
Dumb Fire
1 / Phoenix Missile
High
Slow
Long / 4x
Heavy Assault
Basically a TOW missile launcher, the New Conglomerate's Phoenix uses wire-guided technology to allow the operator to literally fly the missile into the intended target. At the moment the missile is fired, the operator switches to a camera mounted on the tip of the warhead. While the missile is in flight, the operator can either directly fly the missile through impact, or release the missile, giving up control and causing it go into dumb fire mode.

Pulsar (Vanu Sovereignty)
Pulsar Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Rifle
Standard Bolt
Armor Piercing Bolt
40 / Energy Cell
Medium
Fast
Long / 4x
Medium Assault
The Pulsar automatic assault rifle is a highly effective weapon utilized by the Vanu Sovereignty. With minimum recoil due to its energy-based technology, the Pulsar can be devastating at short to medium range.

Punisher (Common Pool)
Punisher Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:

Damage:
Refire Rate:
Range / Zoom:
Certification:
Rifle
Single Shot
Single-Fire Rocket/Grenade
30 / 9mm Bullet, Standard/Armor Piercing
1 / Rocklet or Grenade
Medium
Fast
Long / 2x
Medium Assault
The Punisher can be fired in primary mode as a rapid-fire assault rifle, or switched to its lower barrel to fire a single-fire rocket or grenade. One of the more popular standard infantry weapons, it's good for suppression fire, indoor sweeps, and is excellent anti-vehicle weaponry when carried by 3-4 people in a squad.

Repeater (Terran Republic)
Repeater Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Pistol
Single Shot
Not Applicable
20 / 9mm Bullet, Standard/Armor Piercing
Medium
Fast
Medium /
Standard
This is the primary sidearm for Terran Republic officers. It is a sturdy workhorse with a decent clip size, good damage, and reasonable range, making it very handy for close-quarters fights.

Rocklet (Common Pool)
Rocklet Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Rocket Launcher
Single Fire
Rapid Succession Fire
6 / Rocklet
Medium
Medium
Medium / 2x
Special Assault
The Rocklet is a compact dumb fire missile launcher. It carries a small payload of rocklets, which are effective up to medium range. Each rocklet delivers a reasonably powerful explosive force given their small size.

Striker (Terran Republic)
Striker Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Missile Launcher
Homing Missile
Dumb Fire
5 / Missile
High
Medium
Long / 4x
Anti-Vehicular
The Striker serves as the Terran Republic's primary anti-vehicular weapon. In primary firing mode, the Striker will attempt to lock-on to an armored target (heavy assault suit, vehicle, or turret) as long as the reticule is kept on target for a short duration. In secondary firing mode, it launches a dumb fire missile straight towards its target.

Suppressor (Common Pool)
Suppressor Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Sub-Machinegun
Single Shot
Not Applicable
25 / 9mm Bullet, Standard/Armor Piercing
Medium
Very Fast
Medium / 2x
Standard
An effective, lightweight, and compact submachine gun, the Suppressor is a solid close-quarters weapon. It is also equipped with a silencer that muffles its shots considerably. With its low recoil effect, the Suppressor is easy to aim and utilize in combat.

Sweeper (Common Pool)
Sweeper Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Shotgun
Single Blast
Not Applicable
8 / Shotgun Shell, Standard/Armor Piercing
High
Medium
Medium / 2x
Medium Assault
Built upon standard shotgun technology, the Sweeper Shotgun fires multiple flechettes that are capable of piercing heavy armor at close range, making it a useful weapon against soldiers as well as armored vehicles.

Thumper (Common Pool)
Thumper Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Grenade Launcher
Explode On Contact
Two Second Fuse
6 / Grenade, Frag/Jammer/Plasma
Medium
Medium
Medium / 2x
Special Assault
A standard grenade launcher, the Thumper can lob grenades up to medium range. It utilizes a special Arc Targeting System that 'paints' a small impact circle on the soldier's HUD, representing roughly where the grenade will land.

Frag Grenade (Common Pool)
Frag Grenade Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Grenade
Detonate On Contact
Three Second Fuse
Not Applicable
High
Not Applicable
Medium
Standard
Fragmentation Grenades skewer their blast radius with shrapnel when exploding. Soldiers are particularly vulnerable to fragmentation grenades, as the shrapnel can easily pierce body armor. The closer the soldier is to the fragmentation grenade when it explodes, the higher the damage quotient (due to the increased chance of being hit by shrapnel).

Jammer Grenade (Common Pool)
Jammer Grenade Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Grenade
Detonate On Contact
Three Second Fuse
Not Applicable
Not Applicable
Medium
Standard
Designed specifically to interfere with electrical systems, the Jammer grenade doesn't impart any physical damage, but can play havoc with a myriad of electrical equipment. Any electrical equipment caught within the grenade's blast will be affected. The effects of the grenade are also proximity-based; the closer electrical equipment is to the epicenter, the longer the jamming effect. Jammers can disrupt the function of vehicle weapons, turrets and motion sensors, they reset the implant timers on all soldiers in the area, and they confuse radar images for those affected. This grenade also functions as a Mine Sweeper. It emits a specialized magnetic field that will trigger and instantly destroy any mines within its radius. It will not effect MAX armor weapons.

Plasma Grenade (Common Pool)
Plasma Grenade Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
Grenade
Detonate On Contact
Three Second Fuse
Not Applicable
High
Not Applicable
Medium
Standard
The Plasma grenade contains highly-compressed plasma which sprays an area and any unfortunate nearby soldiers, objects, or vehicles with burning plasma when exploding. Any soldiers, objects, or vehicles hit by the scathing plasma will continue to receive aggravated damage until the plasma's heat naturally subsides (or the recipient perishes). It can be thrown to detonate either on impact, or with a two-second fuse.

Boomer (Common Pool)
Boomer Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
ACE Deployable
Remote-Detonated Explosive
Not Applicable
Not Applicable
High
Not Applicable
Small
Combat Engineering
Boomers can be deployed anywhere there is enough surface to hold it, and has the shortest interference range of all deployables, meaning you can deploy them close together. Each time you set one, the ACE in your hand changes into a remote detonator of about half the width as the ACE. You can detonate the Boomer with the detonator left after deployment, or toss a jammer grenade on top of it, useful if you want to set off a whole cluster at once. The detonator is used like any firearm. Boomers deal considerable damage to anything in their explosive radius.

High-Explosive Mine (Common Pool)
High-Explosive Mine Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
ACE Deployable
Proximity Mine
Not Applicable
Not Applicable
High
Not Applicable
Small
Combat Engineering
The HE-Mine Can be deployed anywhere outdoors, including an enemy SOI. Any enemy getting within its explosive radius will set it off after a slight delay. Works opposite from boomers, meaning it does most damage against vehicles or MAXs and damaging ground troops badly. Like the boomer, it can be detonated with a jammer grenade or EMP blast.

Spitfire Turret (Common Pool)
Spitfire Turret Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
ACE Deployable
Deployable Spitfire Turret
Not Applicable
Not Applicable
Medium
Very Fast
Medium / 360 Degrees
Combat Engineering
Spitfire Turrets can be deployed anywhere outdoors and outside of an enemy SOI. Perhaps the best means of slowing down an enemy advance, and also a great way of laying down traps for aircraft. This one will fire at any enemy personnel/vehicle passing near it at more than walking speed. It's ammo is geared against soldiers, which it can kill in short order. Armored targets are usually just stung by it before it is destroyed itself. A jammer or EMP blast will temporarily disable this deployable, and it can be repaired with a Nano Dispenser.

Motion Sensor Alarm (Common Pool)
Motion Sensor Alarm Weapon Type:
Primary Mode:
Secodary Mode:
Ammunition:
Damage:
Refire Rate:
Range / Zoom:
Certification:
ACE Deployable
Deployable Motion Sensor Alarm
Not Applicable
Not Applicable
None
Not Applicable
Medium
Combat Engineering
The Motion Sensor Alarm can be deployed anywhere inside and outdoors, outside an enemy SOI. Shows any enemy units moving faster than walking speed within it's area of effect on the minimap of any allied unit nearby. It will also give off a loud chime when an enemy unit comes near it. This WILL reveal cloaked infiltrators if they are foolish enough to run near one. A jammer or EMP blast will temporarily disable this deployable, and it can be repaired with a Nano Dispenser.