===================================
Usernamehere's Herc & Weapons Guide
===================================

[email protected]


Hello and welcome to my Hercs & Weapons guide for Missionforce : Cyberstorm.
I'll be reviewing the different Hercs along with the different weapons.

Table of contents:

       1. Version History

       2. Hercs
               -Shadow
               -Remora
               -Sensei
               -Ogre
               -Giant
               -Demon
               -Reaper
               -Juggernaut

       3. Weapons
               -Energy
               -Plasma
               -Cannons
               -Missiles
               -ELF
               -Advanced

       4. Notes


===================
1. Version history
===================

1.0 - March 7, 2008
-Newly created.

1.1 - March 11, 2008
-Fixed a major blunder in the title.
-Fleshed out the table of contents some more.
-Fixed different things.

1.2 - March 16. 2008
-added weapon info for which hercs can equip them.
-re-ordered the weapons.
-changed some information here and there.

1.3 - March 17, 2008
-fixed information on the Neutron Gun.
-added the in-game names to the ranks.
-added which rank you get the stock variants at.

1.31 - March 19, 2008
-fixed a few errors.

1.32 - March 23, 2008
-fixed a few errors.
-changed info for a few weapons.
-added info to the Reaper Herc.

1.33 - May 11, 2008
-updated the information on a few weapons.
-fixed some typos.

=========
2. Hercs
=========

Here I will review all the Hercs and give some technical information related
to them.

I will also review the related pre-made configs.

------
Shadow
------

This Herc should only ever be used as a scout. Even when you first get it,
enemies can destroy it without too much trouble. Also, it can't equip many
weapons so it's not very dangerous either. However, it can develop blazing
speed in the end-game. Crossing the entire map in one turn is not impossible.
You must nearly strip it down to nothing for such speed but you shouldn't
actually fight with one anyway...

Cost:   4k-25k
Armor: Light
Shield Max: 900
Sensor Type: Scout
Rank: 0 (Ensign)

=Fast Shadow=

-Offense: It comes with weak SE400 lasers along with SP launchers which are
basically the only decent weapon on this.

-Defense: It has reinforced legs along with standard 5cm plating. However,
they mean nothing since the shield is a meager 300.

-Other: It has a barrel-bottom ore extractor *hint hint*.


=Shadow Wraith=

-Offense: It holds two light ELFs and SP launchers. They're a bit mismatched
but there are worse loadouts.

-Defense: Same as the other one. Except you don't get stronger legs.

-Other: Nothing at all.


=Shadow Ghost=

-Offense: Nothing at all.

-Defense: Same as the Wraith but at least you have more speed.

-Other: You get scout 41.1 sensors. You also have the improved battery even
though you don't have weapons to power.


------
Remora
------

This is your first combat unit. Like the Shadow, it's fast but weak. Also, it
has trouble equipping good energy weapons so it depends on whatever speed it
has to bring short range guns in their face. It also has a crippling problem
in the fact that you only have one optional slot to work with, which makes
this Herc very limited in its roles.

Cost: 6k-10k
Armor: Light
Shield Max: 1200
Sensor Type: Standard
Rank: 0 (Ensign)

=Seiki Sunfire=

-Offense: Same as the Shadow's base variant but you also get cannons to shoot
with.

-Defense: A 600 shield along with reinforced legs. The latter won't help much.

-Other: You have the cheap ore extractor. That's it.


------
Sensei
------

The second unit to have scout sensors. Combat-wise, it's similar to the
Remora except with a better selection of missiles and 4 optional slots. While
it has scout sensors, it is not as fast as the Shadow. Ideally, you should
equip it with either homing or saturation missiles as it is best suited as a
support fire Herc as the game advances.

Cost: 10k-25k
Armor: Light
Shield Max: 1500
sensor Type: Scout
Rank: 1 (Unit Leader)

=Sensei 12-CCC=

-Offense: Similar to the Seiki. The difference is that the 50mm is traded out
for a pair of SG launchers. This is actually a good thing as it can attack
from behind the front line easily.

-Defense: A 900 shield with Reinforced legs. Nothing special. Don't be too
surprised to be killed in a few hits.

-Other: A cheap ore extractor and a crappy ECM.


----
Ogre
----

The second combat unit of the game. Though unlike the previous units, the
Ogre mainly equips energy weapons. Early on, it helps destroy enemy shields
easily but as the game progresses, the lower arms cannot equip sufficiently
powerful energy weapons, leaving the Ogre without its main advantage.
You can, however, recycle the Ogre into a support fire unit. Especially with
the ELF mortar, which provides indirect fire capability.

Cost: 20k-50k
Armor: Medium
Shield Max: 1500
Sensor Type: Standard
Rank: 1 (Unit Leader)

=Ogre (standard)=

-Offense: Lots of lasers. Problem is, they're all low-grade. The SE660 isn't
all that good so you'll need to soften them up with the crap SE400 first.
The 50mm cannons at least can deal decent armor damage.

-Defense: A 900 shield with thicker armor than previous Hercs. At least this
means you have an actual chance of NOT dying. Don't hope too much though.

-Other: You have a super-duper ECM. And the crappiest targeting computer even
though it's a main battle unit.


=The Pagan= (Rank 3 : Squad Leader)

-Offense: Nothing new. Yup, same old lasers.

-Defense: Same stuff as before except you get reinforced legs. Whoopy.

-Other: You get a special ore extractor that doesn't use as much energy. And
a stronger ECM than the previous variants.


-----
Giant
-----

This unit's main use is support fire. While the game says it's a pure cannon
platform, it can equip Energy-based mortars. This makes the Giant one of the
few units that can damage enemy shields from safe cover. It's also a great
early sponge to take damage since it can get its maximum shield as soon as
you get the Herc.

Price: 40k-75k
Armor:  Medium
Shield Max: 1950
Sensor Type: Standard
Rank: 1 (Unit Leader)

=Giant (standard)=

-Offense: You get to have all of the different light cannons.

-Defense: At least you get a 1200 shield so you can take a few hits.

-Other: You can refill your ammo should you somehow run out.


=Giant 102J= (Rank 3 : Squad Leader)

-Offense: The 30mm guns are replaced by 120mm monsters.

-Defense: However, the shield is lowered to a 900. The legs are reinforced
to compensate. In any case, stay away from direct combat.

-Other: A slightly better ECM and a huge ore extractor that can carry for
3.


-----
Demon
-----

the best mid-game assault Herc. It has a great balance of offense and defense
which helps it fit in different assault roles. However, it gets a little
fragile as the game progresses and the lower arms, while not useless, have
some trouble equipping the better energy weapons so you may struggle with
offense. Also, it can't equip minor cannon weapons like the earlier Hercs.

Price: 75k-140k
Armor: Medium
Shield Max:  2400
Sensor Type: Standard
Rank: 3 (Squad Leader)

=Demon (standard)=

-Offense: You get all sorts of 1000-grade lasers to spam so you're pretty
good to go. The MY missiles are better suited to flattening buildings than
cybrids, however.

-Defense: Despite the larger chassis, you're getting by on a 1200 shield.
You also get regular 22cm plating for what it's worth.

-Other: Luckily, you can refill your ammo if the missiles run out.


=Demon 218= (Rank 5 : Squad Commander)

-Offense: The missiles are better suited to cybrid hunting but two of your
lasers are downgraded to SE660s.

-Defense: You get a beefy 1950 shield. And reinforced legs. The trinnium
armor is resistant to cannons and missiles, which may save your butt.

-Other: An improved ECM. That's it.


------
Reaper
------

This is basically a Stronger Demon. Every limb can equip the best energy
weapons and, as a bonus, one of its weapon slots can take either an energy
weapon or a missile. Whether you take advantage of this or not is up to you
but it makes the Reaper a flexible assault unit. It's even viable up to the
final mission. The only downside is that, unlike every other battle herc, it
can't equip assault-type armor. It's not that big a deal but considering the
assault armors filter down all frontal damage to as little as 60%, you lose
a potentially cheap alternative.

Price: 150k-200k
Armor: Heavy
Sensor Type: Standard
Shield Max: 2850
Rank: 6 (Force Leader)

=Reaper (standard)=

-Offense: You get a variety of pulse lasers, which isn't too shabby. Their
range isn't as good as the Demon's lasers, though. Also, the missiles aren't
that good in direct combat.

-Defense: An average 1200 shield. Also, the Didrate armor is strong against
different energy attacks. Not quite as useful as Trinnium, though.

-Other: Ammo refills. Nothing more.


=Black Reaper= (Rank 9 : Combat Captain)

-Offense: Ew. You only get a bunch of SE660s and a PBW. The missiles are only
SP launchers, too. You'd think a late-game machine would stop using crap like
that.

-Defense: The shield isn't even improved. Except for reinforced legs.

-Other: The big deal is that it's faster than most of the previous variants.
Also, it has one of the better targeting systems so at least the weapons will
actually hit. An improved ECM was thrown in for good measure.


----------
Juggernaut
----------

The ultimate in offense and defense. The Juggernaut doesn't come with the
specially designed main cannons but until then, you can equip ANY weapon on
this herc. Remember those big cannon weapons only the Giant could equip? Now
you can put them on this herc AND support them with energy weapons so you can
use them properly. If the cannons can't finish them, you even have missiles
to give the finishing blow with. As for defense, you can equip the heaviest
armor and shield the game has to offer. It's also the slowest herc but by the
time you get it, you'll have the technology to make it fast enough that it
won't hinder you too much.

Price: 200k-400k
Armor:  Heaviest
Sensor Type: Standard
Shield Max: 3900
Rank: 9 (Combat Captain)

=Juggernaut (standard)=

-Offense: Fusion plasma cannons, crap ELFs and homing missiles. Close combat,
anyone?

-Defense: A mere 1500 shield considering the weapons' short range.

-Other: Nothing special. A high-end regular sensor?


=Annihilator= (Rank 11 : Battle Leader)

-Offense: A nice arsenal. A pair of heavy compression blasters and a pair of
super particle guns. There are homing missiles and splash missiles but they
feel like afterthoughts.

-Defense: A nice, warm 2850 shield which can actually take a beating. The new
Tri-Di armor can somewhat resist any kind of energy attack. Useful if someone
is using advanced tech weapons like the particle guns.

-Other: A high-end ECM and the best regular sensors. Not much but this isn't
a machine of subtlety.


===========
3. Weapons
===========

There are six different weapon skills in the game and each has a good variety
as the game progresses. However, not all of them are worthwhile but that's
what the guide is for.

Just keep in mind that the in-game prices are adjusted according to your
rank. This means you'll pay less as you rise in ranks so it's sometimes worth
it not to buy new weapons right away.

To give an idea of their availability, I will sub-classify the weapons by
rank. Also, remember that while a weapon may be available at a certain rank,
the Hercs it goes on may not be available just yet.

-=-=-=-
Energy
-=-=-=-

Those are weapons that use the Energy skill. They generally consist of
lasers. The heavier lasers have the best range and accuracy along with the
best shield damage.

---------------
Rank 0 (Ensign)
---------------

SE400 Laser

You should only equip this if the Herc can't equip anything else. The only
good thing about it is the price.

Hercs: Shadow, Remora, Sensei, Ogre, Demon, Reaper, Juggernaut

Max Range: 10
Max Rounds Per Turn: 1
Energy Cost: 20
Damage Vs Shields: 50
Damage Vs Armor: 10
Penetrating Damage: 0
Cost: 750


SE660 Laser

It's more powerful than the SE400 but it typically shares the same slot as
heavier weapons. Only take it if you're low on money.

Hercs: Ogre (upper arms), Demon, Reaper, Juggernaut

Max Range: 15
Max Rounds Per Turn: 1
Energy Cost: 27
Damage Vs Shields: 75
Damage Vs Armor: 15
Penetrating Damage: 0
Cost: 3500

--------------------
Rank 1 (Unit Leader)
--------------------

SE1000 Laser

A good weapon. It deals respectable shield damage and it has good range.
However, the SC1000 isn't that much more expensive and it's more flexible in
combat so use that instead.

Hercs: Ogre (upper arms), Demon, Reaper, Juggernaut

Max Range: 20
Max Rounds Per Turn: 1
Energy Cost: 36
Damage Vs Shields: 120
Damage Vs Armor: 24
Penetrating Damage: 0
Cost: 7000


Blast Mortar

One of the Giant's most useful weapons. The main advantage is the indirect
fire capability which lets you hit enemy shields from virtually anywhere.
You don't need to expose yourself to enemy fire which is great for attacking
bases with Heavy Turrets. Also, it gets bonus damage on buildings.

Hercs: Giant (top cannons), Juggernaut

Max Range: 20
Max Rounds Per Turn: 1
Energy Cost: 15
Damage Vs Shields: 75
Damage Vs Armor: 15
Penetrating Damage: 0
Area: 3
Cost: 5250

---------------------
Rank 2 (Unit Captain)
---------------------

SC400 Laser

It's basically an overpriced SE400. The only advantage is a negligible armor
damage increase.

Hercs: Shadow, Remora, Sensei, Ogre, Demon, Reaper, Juggernaut

Max Range: 10
Max Rounds Per Turn: 1
Energy Cost: 18
Damage Vs Shields: 50
Damage Vs Armor: 20
Penetrating Damage: 0
Cost: 2000


SC1000 Laser

This is your most accurate ranged shield buster up to the first elite
mission. It can also do some damage to enemy armor in a pinch. The price is
decent, too. After the first elite mission however, this thing will never see
the light of day ever again.

Hercs: Ogre (upper arms), Demon, Reaper, Juggernaut

Max Range: 20
Max Rounds Per Turn: 1
Energy Cost: 36
Damage Vs Shields: 120
Damage Vs Armor: 46
Penetrating Damage: 0
Cost: 6500


SCX C-Class

Like the SC1000, you will only use this up until the elite mission. This
weapon sacrifices some range in exchange for more power. Personally, I would
couple it with a SC1000 so you still have some range capability because the
heavy turrets pack SP1200 lasers.

Hercs: Demon (upper arms), Reaper, Juggernaut

Max Range: 15
Max Rounds Per Turn: 1
Energy Cost: 48
Damage Vs Shields: 180
Damage Vs Armor: 72
Penetrating Damage: 0
Cost: 9000

---------------------
Rank 6 (Force Leader)
---------------------

SP500 Pulse Laser

You get pulse technology after the first elite mission. Typically, you get
more damage for the same weapon size. However, range is still important.
This weapons deals similar damage to the heavy SC lasers but it has poor
range so it's not as useful overall. Still beats the crappy EMP gun, though.

Hercs: Shadow, Remora, Sensei, Ogre, Demon, Reaper, Juggernaut

Max Range: 10
Max Rounds Per Turn: 1
Energy Cost: 30
Damage Vs Shields: 150
Damage Vs Armor: 30
Penetrating Damage: 0
Cost: 1200


SP750 Pulse Laser

More useful than the SP500. You get great shield damage with decent range you
should be able to work with. However, if you can get the SP1200, forget about
this one.

Hercs: Ogre (upper arms), Demon, Reaper, Juggernaut

Max Range: 15
Max Rounds Per Turn: 1
Energy Cost: 36
Damage Vs Shields: 240
Damage Vs Armor: 48
Penetrating Damage: 0
Cost: 7000


SP1200 Pulse Laser

This is the most useful one-shot laser in the game. It's not that great to do
armor damage but just two shots will at LEAST severely cripple the enemy
shield. It also has long range so sniping works well.

Hercs: Demon (upper arms), Reaper, Juggernaut

Max Range: 20
Max Rounds Per Turn: 1
Energy Cost: 45
Damage Vs Shields: 360
Damage Vs Armor: 72
Penetrating Damage: 0
Cost: 11000

----------------------
Rank 7 (Force Captain)
----------------------

SE700 L-Gat

This is a cheaper alternative to the pulse lasers. The range is pretty good
and you can do decent damage to armor. You can also fit it on light hercs
if you still use Demons and Ogres by then. The only thing is that you need to
fire it 4 times to get the full damage which may cause you to miss a shot.
On the other hand, if the enemy turns around after the first shot, you can
still unload the other 3 into his face.

Hercs: Ogre (upper arms), Demon, Reaper, Juggernaut

Max Range: 18
Max Rounds Per Turn: 4
Energy Cost: 10
Damage Vs Shields: 64
Damage Vs Armor: 12
Penetrating Damage: 0
Cost: 4500

----------------------
Rank 8 (Combat Leader)
----------------------

SP800 PL-Gat

Not that good. Sure, you get shield damage nearly on par with the SP1200 but
you get half the range which ruins accuracy. The only advantage of this
weapon it that you can fit it on Ogres.

Hercs: Ogre (upper arms), Demon, Reaper, Juggernaut

Max Range: 10
Max Rounds Per Turn: 2
Energy Cost: 24
Damage Vs Shields: 160
Damage Vs Armor: 40
Penetrating Damage: 0
Cost: 8800

-----------------------
Rank 11 (Battle Leader)
-----------------------

LCBlaster

The weapon is pretty average but considering the price, it's atrocious. You
have cheaper alternatives that are much better than this thing. The only good
points about it are the low energy cost and the range.

Hercs: Ogre (upper arms), Demon, Reaper, Juggernaut

Max Range: 20
Max Rounds Per Turn: 2
Energy Cost: 15
Damage Vs Shields: 80
Damage Vs Armor: 64
Penetrating Damage: 0
Cost: 10000


HCBlaster

The most flexible direct fire weapon in the game. It's great to damage either
shields or armor. It even has a long range so you don't even need to be
close. The only bad thing is the price so you'll have to do a bit of ore
gathering to give those to everyone.

Hercs: Demon (upper arms), Reaper, Juggernaut

Max Range: 20
Max Rounds Per Turn: 2
Energy Cost: 25
Damage Vs Shields: 160
Damage Vs Armor: 128
Penetrating Damage: 0
Cost: 18000


-=-=-=-
Plasma
-=-=-=-

Needs the Plasma skill. They generally do more damage than their early Laser
equivalent but they have poor range. Generally, they're only useful when they
first become available and after that, they're useless. And even then, you
may prefer the range of lasers. At least they're available fairly early.

---------------------
Rank 3 (Squad Leader)
---------------------

P-Cannon

Good shield damage but poor range. It can barely fit on an Ogre.

Hercs: Ogre (upper arms), Demon, Reaper, Juggernaut

Max Range: 9
Max Rounds Per Turn: 1
Energy Cost: 50
Damage Vs Shields: 150
Damage Vs Armor: 75
Penetrating Damage: 0
Cost: 4000


HP-Cannon

Same range as the regular cannon but double damage. Only fits on heavier
Hercs.

Hercs: Demon (upper arms), Reaper, Juggernaut

Max Range: 9
Max Rounds Per Turn: 1
Energy Cost: 75
Damage Vs Shields: 300
Damage Vs Armor: 150
Penetrating Damage: 0
Cost: 6000

----------------------
Rank 7 (Force Captain)
----------------------

Plasma Beam

Not that good considering how late you get it. It's the longest ranged plasma
weapon you can get. Which is still short, unfortunately. Although, assuming
you still care, this is the best plasma weapon an Ogre can use.

Hercs: Ogre (upper arms), Demon, Reaper, Juggernaut

Max Range: 12
Max Rounds Per Turn: 1
Energy Cost: 60
Damage Vs Shields: 270
Damage Vs Armor: 135
Penetrating Damage: 0
Cost: 7750


Plasma Mortar

In my opinion, this is the most useful plasma weapon in the game. The range
is kind of short but it can fire indirectly. This way, you can fire from
behind cover so you don't get your ass blown up everytime you try close-range
combat.

Hercs: Giant, Juggernaut

Max Range: 12
Max Rounds Per Turn: 2
Energy Cost: 16
Damage Vs Shields: 80
Damage Vs Armor: 40
Penetrating Damage: 0
Area: 3
Cost: 7000

----------------------
Rank 8 (Combat Leader)
----------------------

FFlamer

The lightest of the fusion variants for plasma guns. It sacrifices shield
damage to attack armor better. In any case, it's still short ranged. Also, it
can fit on every Herc except the Giant.

Hercs: Shadow, Remora, Sensei, Ogre, Demon, Reaper, Juggernaut

Max Range: 9
Max Rounds Per Turn: 1
Energy Cost: 30
Damage Vs Shields: 128
Damage Vs Armor: 96
Penetrating Damage: 0
Cost: 1250


FCannon

Medium version of the previous gun. It can fit on an Ogre. There are better
choices for that purpose, though.

Hercs: Ogre (upper arms), Demon, Reaper, Juggernaut

Max Range: 9
Max Rounds Per Turn: 1
Energy Cost: 45
Damage Vs Shields: 192
Damage Vs Armor: 128
Penetrating Damage: 0
Cost: 2500


FAnnihilator

Heaviest version of the fusion guns. Nothing special, really.

Hercs: Demon (upper arms), Reaper, Juggernaut

Max Range: 9
Max Rounds Per Turn: 1
Energy Cost: 60
Damage Vs Shields: 288
Damage Vs Armor: 192
Penetrating Damage: 0
Cost: 6000

--------------------------
Rank 10 (Combat Commander)
--------------------------

Fusion Mortar

Same as the Plasma Mortar except with more damage and needs ammo.

Hercs: Giant, Juggernaut

Max Ammo: 24
Max Range: 12
Max Rounds Per Turn: 2
Energy Cost: 18
Damage Vs Shields: 108
Damage Vs Armor: 72
Penetrating Damage: 0
Area: 3
Cost: 5525

------------------------
Rank 12 (Battle Captain)
------------------------

F-Gatling

A rival to the Heavy Compression Blaster with half the range, almost half the
price and the same overall damage. It's also light enough for an Ogre. Just
watch the battery.

Hercs: Ogre (upper arms), Demon, Reaper, Juggernaut

Max Range: 9
Max Rounds Per Turn: 4
Energy Cost: 15
Damage Vs Shields: 90
Damage Vs Armor: 60
Penetrating Damage: 0
Cost: 9500


-=-=-=-=
Cannons
-=-=-=-=

Used with the Cannon skill. They're not all that good unfortunately. They're
virtually useless until you bring down the enemy's shields. Plus, most of
them are direct fire so you may have trouble getting into position to fire
them accurately. Still, most of them are used by the Giant Herc so it's not
hard on your budget.

---------------
Rank 0 (Ensign)
---------------

20mm Light AutoCannon

If you want to same some money during the first few missions, it's fine but
beyond that, stick with the 50mm.

Hercs: Remora, Sensei, Ogre, Giant, Juggernaut

Max Ammo: 30
Max Range: 10
Max Rounds Per Turn: 2
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 24
Penetrating Damage: 4
Cost: 550


50mm AutoCannon

Pretty good. It generally goes in the light cannon slot of your Hercs. Its
main advantage is a balance of range, power and cost.

Hercs: Remora, Sensei, Ogre, Giant, Juggernaut

Max Ammo: 18
Max Range: 15
Max Rounds Per Turn: 2
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 32
Penetrating Damage: 6
Cost: 1500

--------------------
Rank 1 (Unit Leader)
--------------------

EF Cannon

One of the Giant's early weapons that can damage shields. However, the actual
shield damage isn't that good and the weapon is short ranged. At least the
armor damage is decent.

Hercs: Giant (mid guns), Juggernaut

Max Ammo: 30
Max Range: 10
Max Rounds Per Turn: 1
Energy Cost: 20
Damage Vs Shields: 60
Damage Vs Armor: 60
Penetrating Damage: 0
Cost: 1800


40mm Ranger Cannon

This is a gun for the Giant's medium arms with the power of a light cannon.
Looks stupid but it has range on par with missiles. The hard part is getting
into position to actually get a clear shot over 30 hexes. I pair it with the
LPG so I have a balanced long-range combo.

Hercs: Giant (mid guns), Juggernaut

Max Ammo: 24
Max Range: 30
Max Rounds Per Turn: 2
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 30
Penetrating Damage: 10
Cost: 2500


30mm Chain Cannon

This is a light cannon that sacrifices accuracy for a few more points of
damage. Personally, I prefer to stick with the 50mm until the LPG becomes
available. The only true advantage you get is that the penetrating damage is
only matched by higher class weaponry.

Hercs: Remora, Sensei, Ogre, Giant, Juggernaut

Max Ammo: 24
Max Range: 10
Max Rounds Per Turn: 2
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 35
Penetrating Damage: 10
Cost: 3850


120mm Heavy AutoCannon

Early on, this is the best weapon you can put on the Gian't medium arms. It's
accurate and powerful. Not much else to say.

Hercs: Giant (mid guns), Juggernaut

Max Ammo: 12
Max Range: 20
Max Rounds Per Turn: 1
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 90
Penetrating Damage: 12
Cost: 4500


200mm HEAP

Slightly more powerful than the 120mm and longer ranged. However, it uses
the heavy arms of the Giant so it's harder to implement in combat than the
120mm cannon.

Hercs: Giant (top guns), Juggernaut

Max Ammo: 8
Max Range: 25
Max Rounds Per Turn: 1
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 110
Penetrating Damage: 15
Cost: 7000

----------------------
Rank 4 (Squad Captain)
----------------------

210mm X-HEAP

A bit less range than the 200mm cannon and a bit more power.

Hercs: Giant (top guns), Juggernaut

Max Ammo: 15
Max Range: 20
Max Rounds Per Turn: 1
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 140
Penetrating Damage: 35
Cost: 7000


260mm Auto-Mortar

For the Giant, this is the closest thing to a missile it gets. It has damage
on par with a SP2 missile with the splash damage of a MY missile. However,
the range is short so you'll have to get closer. It gets bonus damage when
attacking buildings.

Hercs: Giant (top guns), Juggernaut

Max Ammo: 10
Max Range: 12
Max Rounds Per Turn: 1
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 120
Penetrating Damage: 12
Cost: 7700


Devastator

This is the strongest light cannon that doesn't take energy to fire. Only bad
thing is the range. Still, it's a good choice for fast hercs.

Hercs: Remora, Sensei, Ogre, Giant, Juggernaut

Max Ammo: 30
Max Range: 10
Max Rounds Per Turn: 3
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 32
Penetrating Damage: 4
Cost: 5250

---------------------
Rank 6 (Force Leader)
---------------------

90mm Autocannon

Right off the bat, it's practically twice as powerful as every other light
cannon before it. Hovewer, it can drain your energy quickly and the range
isn't really good.

Hercs: Remora, Sensei, Ogre, Giant, Juggernaut

Max Ammo: 20
Max Range: 12
Max Rounds Per Turn: 2
Energy Cost: 18
Damage Vs Shields: 15
Damage Vs Armor: 75
Penetrating Damage: 12
Cost: 6500

--------------------------
Rank 10 (Combat Commander)
--------------------------

100mm Chain

Twice as powerful as the 90mm. It takes a bit more energy fire and it's still
short ranged. Both weapons can take a lot of energy from lighter Hercs so be
careful.

Hercs: Remora, Sensei, Ogre, Giant, Juggernaut

Max Ammo: 24
Max Range: 12
Max Rounds Per Turn: 2
Energy Cost: 24
Damage Vs Shields: 24
Damage Vs Armor: 120
Penetrating Damage: 24
Cost: 11000

------------------------
Rank 13 (Herc Commander)
------------------------

280mm ATX

In brute power, this is the Juggernaut's best weapon. It fits on the huge
gun slot. However, it's as expensive as a Herc or two. You also get it VERY
late into the game.

Hercs: Juggernaut

Max Ammo: 18
Max Range: 25
Max Rounds Per Turn: 1
Energy Cost: 0
Damage Vs Shields: 100
Damage Vs Armor: 480
Penetrating Damage: 100
Cost: 198000


-=-=-=-=-
Missiles
-=-=-=-=-

This will most likely be what you'll use the most to damage enemy armor. It
uses the Missile skill. All missiles are indirect fire and some have an
accuracy bonus. A few have splash damage.

---------------
Rank 0 (Ensign)
---------------

Missile-SP

Basic missile. Slightly weaker than some of the light cannons but easier to
hit with.

Hercs: Shadow, Remora, Sensei, Demon, Reaper, Juggernaut

Max Ammo: 10
Max Range: 30
Max Rounds Per Turn: 1
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 50
Penetrating Damage: 6
Cost: 1000


Missile-SG

Stronger than the SP launcher and has an accuracy bonus.

Hercs: Sensei, Demon, Reaper, Juggernaut

Max Ammo: 10
Max Range: 30
Max Rounds Per Turn: 1
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 75
Penetrating Damage: 9
Cost: 2000

--------------------
Rank 1 (Unit Leader)
--------------------

Missile-MY

This is a missile launcher with splash damage. It deals more damage against
buildings and can hit a shield hole even if it's not facing you (requires
manually targeting the floor where the hole is). However, there is little
ammo to use so you may need a resupply drone.

Hercs: Sensei, Demon, Reaper, Juggernaut

Max Ammo: 6
Max Range: 20
Max Rounds Per Turn: 1
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 50
Penetrating Damage: 10
Area: 3
Cost: 3000


Jihad

Bleh. This is only good early on and loses use fast. Seriously, you only have
one shot and you have to fire from point blank. The only redeeming feature is
the weapon's very light weight.

Hercs: Sensei, Demon, Reaper, Juggernaut

Max Ammo: 1
Max Range: 2
Max Rounds Per Turn: 1
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 160
Penetrating Damage: 24
Area: 5
Cost: 2000

---------------------
Rank 2 (Unit Captain)
---------------------

MicroMissile

A direct fire missile. It's like the Devastator light cannon except with more
range. However, it's pretty heavy for light Hercs and heavy Hercs have better
missiles to use.

Hercs: Shadow, Remora, Sensei, Demon, Reaper, Juggernaut

Max Ammo: 24
Max Range: 15
Max Rounds Per Turn: 3
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 30
Penetrating Damage: 0
Cost: 4000

---------------------
Rank 3 (Squad Leader)
---------------------

Missile-SP2

Double the damage of a SP launcher but without the accuracy bonus of the
SG launcher. Only equip this on Hercs with skilled pilots.

Hercs: Sensei, Demon, Reaper, Juggernaut

Max Ammo: 8
Max Range: 30
Max Rounds Per Turn: 1
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 100
Penetrating Damage: 10
Cost: 3000

----------------------
Rank 4 (Squad Captain)
----------------------

Katyusha

A minor upgrade to the MY launcher. You simply get a larger explosion and
extra range. At the negligible cost of halved penetrating damage.

Hercs: Sensei, Demon, Reaper, Juggernaut

Max Ammo: 6
Max Range: 30
Max Rounds Per Turn: 1
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 50
Penetrating Damage: 6
Area: 5
Cost: 6250

---------------------
Rank 6 (Force Leader)
---------------------

Missile-Sat

A bit better than the Katyusha. The explosion gets larger but at least the
direct damage also increases. The range also decreases slightly.

Hercs: Sensei, Demon, Reaper, Juggernaut

Max Ammo: 5
Max Range: 25
Max Rounds Per Turn: 1
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 75
Penetrating Damage: 10
Area: 7
Cost: 6000


Missile-SPX

This fires several small missiles instead of one big missile. This makes them
do more damage per turn but the ammo runs out sooner. Personally, I pair them
with a SP2 launcher. I open the attack with the SP2 and I finish them with
the SPX to save some ammo.

Hercs: Demon, Reaper, Juggernaut

Max Ammo: 20
Max Range: 30
Max Rounds Per Turn: 4
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 48
Penetrating Damage: 8
Cost: 7200

----------------------
Rank 7 (Force Captain)
----------------------

Missile-HK

Double the power of a SP2 launcher AND the accuracy bonus of the SG launcher.
You'll use these until the end of the game.

Hercs: Demon, Reaper, Juggernaut

Max Ammo: 8
Max Range: 30
Max Rounds Per Turn: 1
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 200
Penetrating Damage: 20
Cost: 12000

-----------------------
Rank 9 (Combat Captain)
-----------------------

Missile-HK+

Same as the last one except it applies to the SPX launcher. It also fits on
the Sensei. I also pair it up to a regular HK launcher. Just beware the slight
energy cost to fire the missiles. It could lead to some headaches with the
Sensei's limited energy.

Hercs: Sensei, Demon, Reaper, Juggernaut

Max Ammo: 16
Max Range: 30
Max Rounds Per Turn: 4
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 80
Penetrating Damage: 12
Cost: 12000

--------------------------
Rank 10 (Combat Commander)
--------------------------

Sat Rocket

Nice power with area effect. Nothing much besides that.

Hercs: Demon, Reaper, Juggernaut

Max Ammo: 4
Max Range: 25
Max Rounds Per Turn: 1
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 150
Penetrating Damage: 15
Area: 7
Cost: 16000

-----------------------
Rank 11 (Battle Leader)
-----------------------

Missile-HOG

This is what the Jihad should have been. Still, you need to get ridiculously
close so you might get shot down by opportunity fire before you even get to
use it.

Hercs: Shadow, Remora, Sensei, Ogre, Demon, Reaper, Juggernaut

Max Ammo: 1
Max Range: 2
Max Rounds Per Turn: 1
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 750
Penetrating Damage: 70
Area: 7
Cost: 8000

------------------------
Rank 13 (Herc Commander)
------------------------

Rapid-SAT

Another power upgrade to the splash missiles. However, this one does it with
improved rate of fire. With the ammo capacity now made decent, you can simply
choose to fire once a turn to save your missiles. Only problem is how late
you get it.

Hercs: Sensei, Demon, Reaper, Juggernaut

Max Ammo: 8
Max Range: 30
Max Rounds Per Turn: 2
Energy Cost: 0
Damage Vs Shields: 0
Damage Vs Armor: 135
Penetrating Damage: 15
Area: 5
Cost: 15000


-=-=-=-
 ELF
-=-=-=-

Needs the ELF skill. Those are blank range bursts of electricity. However,
don't think that just because you're in the enemy's face that lesser bioderms
won't miss. On the bright side, ELF weapons ignore enemy shields.

--------------------
Rank 1 (Unit Leader)
--------------------

L ELF

The punch of a SP missile except without the range.

Hercs: Shadow, Remora, Sensei, Ogre, Demon, Reaper, Juggernaut

Max Range: 2
Max Rounds Per Turn: 1
Energy Cost: 40
Damage Vs Shields: 0
Damage Vs Armor: 50
Penetrating Damage: 50
Cost: 700


M ELF

Not that much better than the previous weapon. It fits on an Ogre if you're
willing to sacrifice BETTER weapons.

Hercs: Ogre (upper arms), Demon, Reaper, Juggernaut

Max Range: 2
Max Rounds Per Turn: 1
Energy Cost: 50
Damage Vs Shields: 0
Damage Vs Armor: 60
Penetrating Damage: 60
Cost: 2500


H ELF

Forget the medium ELF and take this one. at least you get an actual
improvement over the light ELF. Although you may be better off pairing two
light ELFs since an ogre's light arms don't hold anything truly useful.

Hercs: Ogre (upper arms), Demon, Reaper, Juggernaut

Max Range: 2
Max Rounds Per Turn: 1
Energy Cost: 60
Damage Vs Shields: 0
Damage Vs Armor: 75
Penetrating Damage: 75
Cost: 6000

---------------------
Rank 3 (Squad Leader)
---------------------

Auto Elf

This is better than the medium ELF because you can put it on many Hercs.
It also needs the least energy to work. Only downside is that you need
3 bursts to get the full damage.

Hercs: Shadow, Remora, Sensei, Ogre, Demon, Reaper, Juggernaut

Max Range: 2
Max Rounds Per Turn: 3
Energy Cost: 10
Damage Vs Shields: 0
Damage Vs Armor: 20
Penetrating Damage: 20
Cost: 3300

------------------------
Rank 5 (Squad Commander)
------------------------

Chain ELF

This beats even the heavy ELF. More damage and less energy drain. However,
you need 4 bursts to reach the full damage.

Hercs: Shadow, Remora, Sensei, Ogre, Demon, Reaper, Juggernaut

Max Range: 2
Max Rounds Per Turn: 4
Energy Cost: 10
Damage Vs Shields: 0
Damage Vs Armor: 25
Penetrating Damage: 25
Cost: 5000

--------------------------
Rank 10 (Combat Commander)
--------------------------

ELF Mortar

The most flexible ELF weapon. The damage is not the best among ELF weapons
but it has two good things. It has actual range and it's an indirect fire
weapon. Therefore, you can potentially destroy cybrids without getting shot
at. Ogres can use them so it's inexpensive to use, too.

Hercs: Ogre (upper arms), Demon, Reaper, Juggernaut

Max Range: 12
Max Rounds Per Turn: 2
Energy Cost: 16
Damage Vs Shields: 0
Damage Vs Armor: 40
Penetrating Damage: 40
Area: 3
Cost: 15575


-=-=-=-=-
Advanced
-=-=-=-=-

Needs the Advanced skill. These are mostly alternative weapon choices apart
from the main selection. The weapons range from hybrid to special purpose to
jack-of-all-trades. While not all of them are good, some offer interesting
advantages not found in the main selection.

--------------------
Rank 1 (Unit Leader)
--------------------

EMP

This is a special weapon which only attacks shields. However, this one is
bad. It's not that bad when you first get it but the range will quickly make
it too risky to actually attack with.

Hercs: Shadow, Remora, Sensei, Ogre, Demon, Reaper, Juggernaut

Max Range: 5
Max Rounds Per Turn: 1
Energy Cost: 32
Damage Vs Shields: 150
Damage Vs Armor: 0
Penetrating Damage: 0
Cost: 3000

----------------------
Rank 4 (Squad Captain)
----------------------

EMP Beamer

Much better than the base EMP. At least this one has some actual range to
work with. The shield damage is nice for the time you get it. Beyond the
first elite mission however, it's going to hit the trash can. Even Ogres will
get better options.

Hercs: Ogre (upper arms), Demon, Reaper, Juggernaut

Max Range: 15
Max Rounds Per Turn: 1
Energy Cost: 36
Damage Vs Shields: 250
Damage Vs Armor: 0
Penetrating Damage: 0
Cost: 6000


PBW

It's a flexible weapon. It can be equippped on lighter arms and it can attack
both shields and armor with reliable proficiency. The range is a bit of a
problem, however.

Hercs: Ogre (upper arms), Demon, Reaper, Juggernaut

Max Range: 13
Max Rounds Per Turn: 1
Energy Cost: 40
Damage Vs Shields: 100
Damage Vs Armor: 100
Penetrating Damage: 0
Cost: 6000

------------------------
Rank 5 (Squad Commander)
------------------------

LPG

Particle guns are basically cannons that have infinite ammo. They use energy
though so watch your Herc's reserves. This one fits on a Herc's light cannon
slot. It's not the strongest but the range makes it shine over the ammo-fed
autocannons.

Hercs: Remora, Sensei, Ogre, Giant, Juggernaut

Max Range: 20
Max Rounds Per Turn: 1
Energy Cost: 18
Damage Vs Shields: 15
Damage Vs Armor: 75
Penetrating Damage: 0
Cost: 1500


MPG

More damage except only the Giant can equip it.

Hercs: Giant (mid guns and up), Juggernaut

Max Range: 20
Max Rounds Per Turn: 1
Energy Cost: 24
Damage Vs Shields: 24
Damage Vs Armor: 120
Penetrating Damage: 0
Cost: 4000


HPG

Ditto. Easier to fit on a Juggernaut, however.

Hercs: Giant (top guns), Juggernaut

Max Range: 20
Max Rounds Per Turn: 1
Energy Cost: 33
Damage Vs Shields: 36
Damage Vs Armor: 180
Penetrating Damage: 0
Cost: 6000

---------------------
Rank 6 (Force Leader)
---------------------

SHPG

Same as the other big particle guns. The Juggernaut is best suited
to use this since it doesn't use its main slots like the Giant.

Hercs: Giant (top guns), Juggernaut

Max Range: 20
Max Rounds Per Turn: 1
Energy Cost: 36
Damage Vs Shields: 40
Damage Vs Armor: 240
Penetrating Damage: 0
Cost: 10000

----------------------
Rank 7 (Force Captain)
----------------------

NBW

This an unnoficial upgrade to the PBW. It has double everything, even range.

Hercs: Ogre (upper arms), Demon, Reaper, Juggernaut

Max Range: 20
Max Rounds Per Turn: 1
Energy Cost: 60
Damage Vs Shields: 200
Damage Vs Armor: 200
Penetrating Damage: 0
Cost: 7000


Neutron Gun

Technically, this is a lightweight MPG that any Herc can equip. The only real
downside is that any Herc below the Ogre won't be able to attack shields if
they take this gun. Luckily, said units are usually crap at attaking shields
anyway so this may be negligible.

Hercs: Shadow, Remora, Sensei, Ogre, Demon, Reaper, Juggernaut

Max Range: 20
Max Rounds Per Turn: 1
Energy Cost: 24
Damage Vs Shields: 24
Damage Vs Armor: 120
Penetrating Damage: 0
Cost: 8000

----------------------
Rank 8 (Combat Leader)
----------------------

TLance

Only useful on suicide bombers. Other weapons are more practical even without
the damage of this weapon.

Hercs: Shadow, Remora, Sensei, Ogre, Demon, Reaper, Juggernaut

Max Range: 1
Max Rounds Per Turn: 1
Energy Cost: 80
Damage Vs Shields: 300
Damage Vs Armor: 300
Penetrating Damage: 0
Cost: 2500

-----------------------
Rank 9 (Combat Captain)
-----------------------

EMP Blaster

The best EMP. By itself, it's almost as good as two SP1200s put together. The
only downside is that you have to be a bit closer than with the SP1200s. It
also fits on many hercs.

Hercs: Shadow, Remora, Sensei, Ogre, Demon, Reaper, Juggernaut

Max Range: 15
Max Rounds Per Turn: 2
Energy Cost: 24
Damage Vs Shields: 300
Damage Vs Armor: 0
Penetrating Damage: 0
Cost: 9000


TNeedler

Basically a direct fire ELF with actual range. Unfortunately, the farther you
are, the less damage it does so the 100 damage rating can be misleading.

Hercs: Shadow, Remora, Sensei, Ogre, Demon, Reaper, Juggernaut

Max Range: 15
Max Rounds Per Turn: 1
Energy Cost: 32
Damage Vs Shields: 0
Damage Vs Armor: 100
Penetrating Damage: 100
Cost: 4000

------------------------
Rank 12 (Battle Captain)
------------------------

ATN Auto

The ultimate ELF wannabe. More range means you can be farther before losing
potency and all the shots add up to over 200 damage. Only the Juggernaut can
use it though. Also, it costs as much as an entire Herc and it's a late
acquisition.

Hercs: Juggernaut

Max Range: 18
Max Rounds Per Turn: 6
Energy Cost: 16
Damage Vs Shields: 0
Damage Vs Armor: 40
Penetrating Damage: 40
Cost: 120000


=========
4. Notes
=========

Everything related to Missionforce: Cyberstorm belongs to Sierra, Dynamix and
whoever else I may have forgotten.

This guide belongs to me. If you copy it, make sure you say where you got
your information from. You shouldn't see this guide anywhere else but
GameFAQS and Gamespot.

I'm not making money at all on this guide.

With that said, thank you very much for reading this guide.