Surviving the alien menace is no simple task. Fortunately Darius has a variety of powerful weapons, vehicles, and upgrades at his disposal.
But it takes more than courage and an itchy trigger finger to come out of this crisis in one piece. In this chapter, we take a close look at every weapon, vehicle, and upgrade, pointing out the strengths and weaknesses of each as well as discussing effective deployment tactics.
Once you acquire a weapon, it is added to the inventory and can be equipped from any weapons locker.
Like past Red Faction installments, the weapons of Armageddon are truly unique. You can carry a maximum of four weapons at a time, but don't worry too much about ditching one weapon in exchange for another.
When a weapon is dropped in exchange for another one, the dropped weapon can still be accessed from any weapons locker.
Weapons lockers are red, glowing consoles found throughout the single-player campaign. If you find a new weapon on the ground, simply walk over it to add it to the weapons locker inventory—you don't even have to pick it up.
No two types of weapons are exactly the same. Take the time to get to know each weapon's characteristics and select ones that best fit your style of play.
In this section, we take a detailed look at every weapon, offering background information and gameplay tips for each.
Maul
Origin: Red Faction
Description: A powered sledgehammer that can pulverize concrete, steel, and more with a single swing.
Uses: Salvage, Construction, Destruction, Silent Kills
History: Updated version of the original EDF sledgehammer
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The Maul is an updated version of a mining sledgehammer, popular during the uprising against the EDF. Many Martains followed in Alec Mason's footsteps by using the Maul as both a construction tool and silent weapon. The tool's added gyros were able to shatter even the heaviest armor, as Darius Mason found out when he began to smash aliens in the caverns of Mars.
Magnet Gun
Origin: Darius Mason
Description: Two-stage salvaging device that, in skilled hands, can be a formidable weapon.
Uses: Salvage, Mining
History: Developed by Darius Mason during his time post-Terraformer
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Darius Mason required a lot of power to help him salvage scrap after his fall from grace following the destruction of the Terraformer.
The result was the Magnet Gun, a two-stage weapon that was used for black market recovery. A first shot unleashes a magnet.
A second fires an anchor, which attracts the original magnet at high speed. A wall, piece of junk, or enemy could thus be flung across vast distances with little energy expenditure.
Magnet gun achievements and trophies
| Icon | Name | Description | Gamerscore | Trophy |
|---|---|---|---|---|
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Catch! | Use the Magnet Gun to fl ing debris back at a tentacle. | 30 | Silver |
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Liftoff | Send an enemy at least 50 meters with the Magnet Gun. | 10 | Bronze |
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Martian Matchmaker | Fire an enemy into another enemy with the Magnet Gun. | 10 | Bronze |
Pistols
Origin: EDF
Description: Dual-wielded double pistols. Highly accurate.
Uses: Sidearm, Secondary Weaponry, Close-Range Combat
History: EDF-issued weapon that was upgraded to withstand Mars's atmosphere
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Small but accurate, this EDF-issue pistol is a standard handgun designed as a secondary weapon for soldiers and VIPs.
Because its housing was upgraded when the EDF took control of Mars to better withstand the atmosphere, transport, and constant sand, this model found another life after EDF control ended as a low-cost hammer substitute and scrap metal gold mine.
Shotgun
Origin: Marauder
Description: A standard pump-action shotgun. Deadly at close range.
Uses: Close-Range Combat, Riot Control, Urban Warfare
History: Heavily modified shotgun designed by Marauders
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This heavily modified shotgun is based upon the old Ultor design. Though outdated, it could still clear a crowd with either its primary shelling or the additional bayonet affixed to the bottom.
Due to Marauder ingenuity, these weapons remain plentiful and reliable, though they can sometimes jam when introduced to the dust of outdoor use.
Charge Launcher
Origin: Ultor
Description: Fires a remote charge that can stick to any material. Charges must be detonated manually.
Uses: Salvage, Construction, Destruction, Traps
History: Designed by Ultor for mining use
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These detonative charges have been used in mining since the 20th century but found new life as weapons during the various insurrections of Mars.
Parker was a fan of remote mining charges, using them to blast holes through walls to different sections of tunnels, and Alec Mason wasn't adverse to their destructive power when he needed to bring an EDF-controlled building down.
With a blast power equivalent to a large stick of dynamite, a half-dozen charges could blast open a chapel-sized mine of rocks or obliterate an EDF outpost.
Despite this, the EDF never tried to control the usage of remote mining charges. Without them, single miners would have been unable to excavate large swaths of Mars, rendering the planet's mineral resources useless.
Assault Rifle
Origin: Red Faction
Description: Triple-barreled, fully automatic rifle. Standard issue for all Red Faction soldiers.
Uses: Patrols, Firefights, Assaults, Security
History: Inspired by blueprints of the EDF Assault Rifle
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Red Faction based its standard-issue rifle on the blueprints of the EDF's original Assault Rifle. Few questioned the source material as that weapon had few problems with it.
Its triple-barrel design and stocky build were the result of almost a century of tinkering by various hands, though it always retained the core elements of dependability, high rate of fire, and easy learning curve.
Plasma Cannon
Origin: Red Faction
Description: Fires a bolt of plasma that penetrates objects with destructive force.
Uses: Demolitions, Heavy Assault, Anti-Armor
History: Crafted as a dual destruction/construction weapon by late 22nd century Red Faction scientists from an earlier and distinct Marauder design
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Plasma weapons were not new even to the scientists of the 22nd century. The state of matter that these firearms deployed became super-charged, potent, and unbelievably powerful—so much so, in fact, that the first designs had a tendency to explode.
It wasn't until Red Faction techs designed the Plasma Cannon that such devices were deemed to be safe. A proper "bolt" of plasma could penetrate objects with destructive force while unleashing multiple explosions along its firing path.
Plasma could additionally be charged within the housing of the cannon itself, allowing for even more powerful explosions.
Banshees
Origin: Ultor
Description: High damage, slow fire dual-wielded pistols. A favorite of smugglers and salvagers alike.
Uses: Sidearm, Secondary Weaponry, Close-Range Combat
History: Ultor-issued weapon for security forces
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The Banshee was a standard-issue semi-automatic sidearm, designed for Ultor's guards and officers. Its massive, 12mm, .48 caliber rounds produces enormous recoil, but can level almost any target with a single blast.
To balance the weapon, Ultor modified the gun's frame to be self-contained, absorbing rather than "punching" with each blast.
This had the additional, unexpected bonus of allowing the weapon to be fired underwater. Parker and Ray Mason dealt with these weapons less frequently as they progressed in their liberation of Mars.
Ultor security increasingly fell back to using RPGs and other powerful weapons to stop the insurgency. Most pistols were discarded and so they have become collector's items.
A fully functioning Banshee is rare indeed, but can still hold its own in a firefight.
Nano Rifle
Origin: Marauder
Description: Marauder-developed rifle that fires a burst of nanites. Capable of disintegrating most materials.
Uses: Heavy Weaponry
History: Ad hoc weapon crafted by individual Marauders
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This weapon was designed by Axel Capek for Ultor to fire nanites from the Nano Forge, or other, similar nanite producers, at a high rate of speed.
Capek never used it himself, but Samanya reformatted the Nano Forge to give it a near-everlasting ammo supply.
Its rounds of nanite-infused casings completely obliterate any metal (and most flesh) they came into contact with thanks to the nanites constant, atomic nibbling.
Rocket Launcher
Origin: Ultor
Description: Fires a high-velocity explosive. Useful for heavily armored targets.
Uses: Anti-Aircraft, Anti-Armor, Heavy Armor
History: Designed by Ultor for "mine destruction," the Rocket Launcher was always thought of as a "just in case" weapon for revolutions
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When Red Faction activity showed no signs of stopping, Ultor brought in heavy guns to take down the better-armed guerillas.
The URL-6T, as this rocket launcher is officially known, soon became a bane to Earth and Mars forces alike.
It took a steady hand and a steadier mind to properly fire one of these hulking, hundred-pound weapons; careless fire led to a quick end for innocent bystanders as well as the shooter.
Careful training by the most dedicated of Red Faction fighters, including Parker, proved to be a turning point in the conflict. When a tank couldn't withstand three blasts from such a weapon as the "Big Earl," the liberation of Mars wasn't far off.
Plasma Beam
Origin: Red Faction
Description: Unleash a focused beam of plasma capable of burning through most materials.
Uses: Heavy Assault, Anti-Armor
History: Heavily Modified Plasma Cutter
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An unknown inventor based this weapon on an early incarnation of a plasma cutter tool. Whereas the cutter was a simple welding and destruction device, the techie designed the Plasma Beam to be capable of burning through almost any armor.
The focused beam from which the weapon derives its name was channeled into a "laser" of matter that worked best against vehicles or slower-moving troops with heavy armor, though it could be turned on personnel in a pinch.
Pulse Grenade
Origin: Marauder
Description: Timed explosive that destroys organic material while minimizing damage to structures.
Uses: Anti-Personnel, Area Denial
History: The latest implementation of a classic weapon
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The Pulse Grenade is fired from a semi-automatic grenade launcher that shoots a charged energy ball. The resulting explosion damages biological material within the blast radius but causes no harm to structures.
Rail Driver
Origin: EDF
Description: Powerful rifle equipped with state-of-the-art biometric scope to identify hostile forces.
Uses: Heavy Artillery, Anti-Aircraft, Anti-Armor, Psychological Warfare
History: Designed and built on Earth, brought to Mars by Masako
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The Rail Driver was first brought to Mars by Masako. The housing of this gun was substantially altered by the EDF in ensuing years, but its inner workings remained the same.
The weapon works via a complex web of interconnected magnets that propel a depleted uranium shell at 3,500 meters per second.
The blast is enough to pound through nearly one-and-a-half meters of cement; using its biometric scope, highly trained marksmen can punch a hole through wall, armor, and bone before the target even hears the retort of the driver itself.
Singularity Cannon
Origin: Marauder
Description: Fires a black hole that engulfs anything within its radius before detonating.
Uses: Destruction, Anti-Vehicle
History: Based around Ultor/EDF technology granted to the Marauders by Alec Mason during the Second Martian Insurrection
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The Marauders received a lot of Ultor tech from Alec Mason just after his destruction of the EDF in 2120.
One valued piece of hardware, marrying the destruction of the Singularity Bomb with Ultor fusion research, was the Singularity Cannon.
The fusion core of the weapon would create a nanometer-sized singularity, which would then be fired out of the weapon's barrel.
Even such a miniscule black hole would then obliterate any material that came into contact with it. The singularity would then explode when critical mass was reached, generally within several dozen meters of its weapon.
Mr. Toots
Mr. Toots is a well-hidden unicorn gun first available at the end of the Marauder Defenses level in the single player campaign.
When wielded by Darius, Mr. Toots lifts his tail and fires a rainbow-colored beam from his backside.
Mr. Toots shares the same stats and basic functionality as the Plasma Beam. Simply hold down the trigger to fire a piercing rainbow beam capable of slicing through metal and enemies alike.
If you missed this weapon in the Marauder Defenses level, Mr. Toots is automatically unlocked upon completion of the single player campaign.
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