List of weapons

This article is a **list of weapons** found in *Project Sylpheed: Arc of Deception*. The weapons are classified according to their type.

## List of weapons

### Gun

* Light Machine Gun MG1
	+ A standard TCAF light machine gun used in a planet's atmosphere or outer space. Uses actual bullets to penetrate shields.

* Light Swivel Machine Gun MG2H
	+ The MG1 redesigned from 6 barrels to 3, mounted on a cannon, and given Sight Homing capabilities. Slightly greater range and accuracy than the MG1.
* Heavy Machine Gun MG3
	+ The MG1 converted to a large-caliber, long-barrel heavy machine gun. Reduced Ammo Capacity but vastly improved destructive power.
* Heavy Swivel Machine Gun MG5H
	+ A large-caliber long-barrel heavy machine gun, as the MG3 with Sight Homing added, but with further reduced Ammo Capacity and range.
* Broad Sword SG1
	+ Anti-fighter weapon that fires small bullets from a cylindrical rail gun shell. Spreads bullets across a wide radius. Be careful not to hit your allies.
* Swing Sword SG2H
	+ Improved SG1 mounted on a swivel turret. Sight Homing makes it a potent anti-fighter weapon. Uses small bullets but is on par with the SG1.
* Twin Sword SG3II
	+ An SG1 converted to a double-coaxial model. Has improved power and rounds-per-minute: fearsome in anti-fighter fights. Watch your ammo.
* Flail GP37
	+ The standard Delta Saber gun pod. The largest machine gun with good range, power, and rounds-per-minute ratio: Lovingly used by many veterans.
* Mace GP25H [DLC]
	+ A large gun pod with an eye tracking function. A heavy barrage from this small-caliber weapon packs a powerful punch against both ships and aircraft.

### Beam

* Stiletto BG1
	+ The initially mounted Delta Saber beam gun. Power is low, but it has a good rounds-per-minute ratio and is often used in training. Almost never overheats.
* Dagger BG2
	+ A highly concentrated beam gun with improved accelerator precision. Same reliability and adjustability as the BG1: high rounds-per-minute doubles its actual power.
* Rapier BG4H
	+ A beam gun with improved power per hit that increases the accelerator convergence rate of the BG2 and extends the firing range. Bullets have homing capabilities.
* Pilum BP
	+ A large beam pod the mounts on the fighter's exterior. Better power and range than standard equipment. Low ammunition capacity due to lack of converter.
* Multi Pike BP
	+ A modified Pilum. Mounting two beam convergers yields high power and rounds-per-minute. Energy consumption improved: ammunition capacity doubled.
* Spear HBP
	+ A gun pod that locks on and tracks a target while firing beams. High energy usage takes time to replenish, but has wide range of sight and hits targets easily.
* Long Spear HBP
	+ A modified Spear HBP. Thanks to its strengthened accelerator and improved energy convergence rate, its power, range and firing speed per round have all been improved.
* Grey Head T76H
	+ A torpedo that builds energy in the chamber before launch. Can alter its impact due to magnetic flux; limited tracking abilities.
* Spitfire BX [DLC]
	+ An experimental weapon created while developing the Grey Head T76H. Builds up energy in its chamber before firing, thereby increasing power beyond ordinary beam weapons.

### Laser

* Saber LG1
	+ A laser that destroys targets with super-hot heat rays. Requires time to expose targets before it can destroy them, so requires skill to use in anti-fighter fights.
* Twin Saber LG2H
	+ A Saber LG1 mounted on a turret to use Sight Homing to expose a target. Overall power reduced due to size of the converger.
* Needle L1GP
	+ An externally-mounted laser weapon pod. Produces high output due to enlarged size. Range does not match size due to aiming sight limitations.
* Fire Arrow L2GP
	+ A derivative of the L1GP that focuses on power and range and improved heatpoint accuracy. Firing it at maximum range is difficult even for veterans.
* Divider L3GP [DLC]
	+ A large laser weapon pod developed for anti-ship combat. Features overwhelming fire power but is prone to overheating and thus cannot be fired for very long.

### Multipurpose Missile

* Falcon 9AM
	+ A missile for dogfight training. Power adjusted to not destroy friendly fighters. Can also be used against ships, but its power is low.
* Buzzard 10AM
	+ A TCAF missile made to combat fighters. Its pod is equipped with lock-on radar. Scans its target after being launched and destroys with precision.
* Hawk 75AM
	+ A large, long-range missile designed for fighters and ships. Search radar enlarged to cause considerable damage to large ships. Lacks mobility.
* Condor 105AM
	+ A missile with many warheads for dogfights. After a distance, it fires the warheads and each determines its own target. Effective against enemies is dense formations.
* Eagle 120AM
	+ A multi-purpose missile that consecutively attacks multiple targets. Developed for exposing and tracking abilities. Works well against large numbers of enemies.
* Thrush 220AM [DLC]
	+ A general-purpose missile system developed to improve simultaneous firing capabilities. Its body is a minaturized Eagle 120AM.

### Anti-ship Missile

* Terrier SMH
	+ An anti-ship missile equipped with a tracking laser. Monopolized by its rocket motor and fuel, so power is low. A standard TCAF anti-ship missile.
* Hound SMH
	+ An anti-ship missile. Enlarged Terrier base with longer range, double explosives. Targeting also upgraded to the newest model for greater tracking capabilities.
* Pointer SM
	+ The most advanced, farthest reaching, hardest hitting TCAF anti-ship missile. But it's so large that it's practically unusable, even for the Delta Saber.
* Piranha T53
	+ The TCAF's leading anti-ship torpedo. Less tracking ability than anti-ship missiles, but it has great power for a low price. Sinks a small ship in a single shot.
* White Shark T53R
	+ A high-speed torpedo with a booster that is smaller than a Piranha. Damages enemies with its propulsion energy and accelerates well when it launches.

### Bomb/Rocket

* Dart 23 Rocket
	+ A pod with multiple non-guided rockets. Somewhat inaccurate but fires in quick succession. Effective against ships. Little strain on the fighter and doesn't overheat.
* Arrow 27 Rocket
	+ Unlike Dart 23, designed for total control of the battlefield. Rockets that do not hit their target explode after a time. Effective against dense enemy formations.
* EMP Mine B8E
	+ An electromagnetic mine that nullifies warship shields. Briefly disables shield generators and neutralizes fighters with low-functioning electromagnetic shields.
* Laser Mine B9L
	+ An anti-aircraft mine that uses its mobility energy and inertia control motor to approach its target then implodes and fires nuclear lasers at its surroundings.
* Cauldron 50 Rocket
	+ A super-large torpedo-sized rocket for fights against warships. Unguided but long range. Can fire repeatedly and has enough power to disintegrate a small ship.
* Cluster Mine B10
	+ A special weapon that destroys its targets by instantly raising the temperature in its vicinity. Fighters in range overheat and take damage to their internal systems.
* Maelstrom Bomb
	+ The most powerful, destructive bomb to date. Effective control capabilities. Most enemies are destroyed in a single attack, with peripheral damage to the surroundings.
* Ballista 24 Rocket [DLC]
	+ A rocket pod that is a larger version of the Dart 23 Rocket. Features improved power and range but is prone to overheating.

### Cannon

* Tomahawk Alpha Rail Gun
	+ A rail gun originally developed as an extra cannon for military ships. Redesigned for use by Delta Saber. Good rate of fire and very easy to use.
* Sling 75KG
	+ A large-model cannon system that uses kinetic energy to attack and destroy targets. Far-reaching range due to its large warheads; magazine is expanded.
* Glaive 120mm Cannon
	+ A further enlarged cannon system. Improved rate of fire due to modifications to the automatic loading equipment; also longer range. Speed-based destructive power.
* Arbalest 155KG
	+ A cannon system that uses a linear motor to fire large mass piercing shells to pulverize its enemies. Effective against warships but requires expert sharpshooting.
* Monoceros Long Cannon
	+ A cannon system made for long-range projectile attacks. Converted from one taken from the ADEN Forces. Changed to meet TCAF regulations for use by a Delta Saber.
* Grav Cannon XGS
	+ A special weapon that compresses Delta Saber energy and fires a super-dense projectile. Impressive power but cannot fire repeatedly and lacks ammunition capacity.
* Thor Gun System [DLC]
	+ A large gun system with an eye tracking function. Developed for flexible firepower in anti-ship combat.

### Special

* Jamming System
	+ Electronic interference equipment for defense against attack. When enemy locks on, chaff and flare interfere with radar signals and infrared beam used for guiding.
* Shield Doubler
	+ A system that assists with output for the shield generators mounted on Delta Saber. This serves to eliminate nearly all damage thanks to the doubled energy supply.
* Booster
	+ A Delta Saber external speed booster. Improves mobility and cruising distance but has a large effect on equipment capability. Used for patrols and scouting missions.
* Fire Control System
	+ A system which assists Delta Saber AI. With this you can recognize enemy missiles and quick-moving enemies as targets thanks to its superior control capabilities.
* Regenerator
	+ Special equipment to repair damage during battles. Causes nano-machines to quickly begin repairs on damage and extend time in battle.
* Cartridge Holder
	+ A multi-purpose additional magazine that can be used to store various types of ammo, including energy tanks. Also serves as a radiator, making overheating less likely.

#### Note

* Weapon names and descriptions taken from the game verbatim without edits. If they seem a little...off, that's why. My apologies.