Weapons

## Selecting weapons

Almost all aircraft come with an STDM on two hardpoints and an internal gun, usually an MGP-like with 2400 ammunition. The exceptions are the Sk.25U, the MG-21 Mk.2, the CR.105 Mk.2, and the PW-Mk.I, which have an HGP-like internal gun with 550 ammunition, and the SP-34R, which has no missiles but 12,000 ammunition for its internal gun.

In addition, each aircraft has between one and three slots for SP weapons. Each slot of each aircraft has a selection of weapons that can be equipped to it. Each slot also has between two and six hardpoints. Each hardpoint carries one copy of the weapon with its own cooldown bar. Ammunition is given per slot and is shared among all hardpoints.

If you equip the same weapon in multiple slots, their ammunition and hardpoints are merged together into a single in-game weapon selection. For example, if you equip MLAGs (48 ammo per slot) in all three slots of an Sk.25U (2/4/2 hardpoints), they behave as an eight-hardpoint MLAG with 48 × 3 = 144 ammo, and you can lock on up to a total eight targets.

Weapons consume exactly one point of ammunition each time a hardpoint is fired, even if the weapon fires a volley of multiple projectiles from that hardpoint.

There are some exceptions to the above rules; see specific weapon descriptions below.

## List

### Standard Missiles

These missiles are capable of attacking both air and ground targets.

* **STDM: Standard Missiles**: Choosing this as a special weapon gives you extra STDM ammunition, but does not increase the effective number of hardpoints.
* **RDBM: Remote Detonation Burst Missiles**: This weapon is only available in Conquest mode. This missile only ever has one effective hardpoint. After firing the missile, a blue indicator will appear on it reading "RDBM - EN ROUTE", and pressing the fire button again detonates it. The weapon's cooldown doesn't start until it is detonated. If the missile strikes a target, it sticks to it.

### Anti-Air Missiles

* **SAA: Semi-Active Anti-Air Missiles**: This weapon always has two effective hardpoints, and mounting it on additional hardpoints will only grant extra ammunition. The guidance for these missiles require you to keep the target within a certain angle of your nose, depicted by an octagon on your screen when you have this weapon selected. If the target moves outside the octagon, the missile will stop tracking. This means these missiles are difficult to use at short range. On the plus side, these missiles have enhanced tracking capabilities that allow them to hit targets from all aspects, as well as high damage and long range; utility aircraft take only two missile hits to down.
* **MLAA: Multi-Lock Anti-Air Missiles**: These will lock up to as many targets as there are hardpoints ready to fire. No target will be assigned more than one missile. The F/S-15-MLAA combination has the highest possible number of hardpoints for an air-to-air weapon at 10. Same damage as the SAA.

### Anti-Ground Missiles

* **MLAG: Multi-Lock Anti-Ground Missiles**: These missiles are only capable of locking onto surface targets, when launched, the fly horizontally towards their targets before diving down on them, striking with great precision. Like their anti-air counterparts - these will lock up to as many targets as there are hardpoints ready to fire. No target will be assigned more than one missile. The Chimera-MLAG combination has the highest possible number of hardpoints for an air-to-ground weapon at 13.
* **MLAG-2: Multi-Lock Anti-Ground Missiles - Dual Volley**: This variant fires a volley of two missiles against each target. This increases its effectiveness against hard targets such as railgun turrets - at the cost of fewer volleys overall and a longer reload time.

### Bombs

When bombs are selected, an continuously computed impact point will be displayed on the ground, with a circle indicating the splash radius of the bomb.

* **UGBS-3: Unguided Bomb, Small, Triple Volley**: This weapon releases a volley of three bombs. There is a small delay between each bomb and a random spread; as such, high altitude, high ground speed, a lofted trajectory, and hard maneuvering will tend to increase the spread.
* **EUFB: Experimental Uranium Freefall Bomb**: This weapon is only available in Conquest mode. Essentially a tactical nuclear weapon. The explosion *will* kill you if you are within its radius when it goes off. The area it hits will be permanently scarred by the blast.

### Unguided Rockets

All rockets drop off with distance. Despite being classified as an anti-ground weapon, rockets can be employed against air targets as well, though their lack of guidance and low velocity means they are easiest to use against slow targets such as airships, or in head-on engagements.

* **URS: Unguided Rockets, Small**: This fires a volley of seven small rockets in a ripple. They have a significant spread.
* **URM: Unguided Rockets, Medium**: This fires a volley of seven medium rockets in a ripple. They have a significant spread. Medium rockets pack more punch than small ones but has a lower ammo capacity.
* **URMB: Unguided Rockets, Medium Burst**: This fires a volley of seven medium rockets at the same time. They have a significant spread and can be best described as a rocket shotgun.
* **SR: Standoff Rocket**: Unlike the other rocket weapons, this is not a pod but a single large rocket. It always has two effective hardpoints.

### Gunpods

Gunpods are effective against both air and ground targets. Holding down the trigger will cycle between the hardpoints, but the total rate of fire is only that of a single hardpoint.

When within 4,000 feet of a locked-on target, a floating gun pipper will appear. This pipper automatically computes lead; placing it over the target, and firing will virtually guarantee hits. Note that the gun shells will keep traveling far beyond this range, though they will drop due to gravity.

* **HGP: Heavy Gunpod**: It's possible to get a higher rate of fire by pressing the trigger rapidly rather than holding it down. Can reach 20 shots per second or four times the normal firing rate.
* **RGP: Rapid Gunpod**: It is essentially a second default gun strapped on a hardpoint. This has the highest rate of fire at the cost of damage per shot.
* **MGP: Medium Gunpod**: A balance between the heavy and rapid gunpods both in terms of damage and rate of fire.
* **CGP: Canister Gunpod**: It functions just like normal gunpods with the difference that it has a shotgun spread of flechettes, making it a potent weapon on par with the HGP.

### Miscellaneous

* **ASM: Anti-Ship Missile**: This massive missile only ever has one effective hardpoint. It can only target ships, including air, sea, and land. Unlike other weapons, it can damage ships directly without having to destroy its subsystems first.
* **BML-U: Burst Missile Launcher - Universal**: Unleashes a massive swarm of micromissiles, totaling 46 warheads. Can lock onto an extremely high number of targets, with missiles divided roughly evenly across locked targets.
* **RG: Railgun**: Fires a high-velocity explosive projectile after a brief delay. Like Anti-Ship Missiles, the Railgun can destroy all three classes of ship without needing to destroy subsystems. Reload rate is slow.

## Trivia

* Regarding the gunpod triggers, Matthew Nguyen clarified the developers knew of this glitch, but left it in as they liked it.
* Some weapons were formerly available to use in the demos (eg. the Anti-Defense Missile/ADM), but were cut from the final version.

## References

1. ↑ Nguyen, M. [FlyAwayNoVV]. (2021, 16 Jun). *Yeah we discovered this early on during Sk.25 testing and just left it in because it’s cool* [Comment on the online forum post *stupidly powerful gun glitch*]. Reddit. https://www.reddit.com/r/Project\_Wingman/comments/o0672r/comment/h1xrkr4