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Red Faction: Armageddon eGuide
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Contents

  • Essentials
    • Universe
      • The Revolutionary History of Mars
      • Science, Technology, and Culture in Red Faction
      • The Characters of Red Faction: Armageddon
      • Comic Book Prequel
    • Armory
      • Weapons
      • Pre-Order/DLC Weapons
      • Vehicles
      • Upgrades
    • Enemies
      • Adam Hale's Cultists
      • Creatures of the Plague
    • Compendium
      • Red Faction Retrospective
      • Audio Logs
      • Cheats Menu
  • Walkthrough
    • Campaign
      • Prologue
      • Armageddon
      • The Terraformer
      • Dig Site
      • We're Not Alone
      • Outbreak
      • Road to Bastion
      • Bastion Defenses
      • Water Supplies
      • Ice Mines
      • Infection
      • On The Run
      • The Red Faction
      • Relay Stations
      • Heavy Metal
      • The Temple
      • Must Go Faster
      • Marauder Defenses
      • Older Enemies
      • Air Support
      • The Road Less Traveled
      • Knock, Knock
      • The Lair
      • Last Chance
      • Epilogue
    • Infestation
      • Getting Started
      • Infestation Missions
    • Ruin Mode
      • Getting Started
      • Maps
  • Multiplayer
    • Battlegrounds Basics
      • Getting Started
      • Vehicles
      • Pick-Ups
      • Training Missions
    • Battlegrounds Training Levels
      • Level 1: The Quick and the Dead
      • Level 2: Gunslinger
      • Level 3: Standoff
      • Level 4: Metal-Storm
      • Level 5: Badlands Bushwhack
      • Level 6: Snatch and Grab
      • Level 7: Hard Targets
      • Level 8: The Briar Patch
      • Level 9: Badland Showdown
      • Level 10: Wheels of Fire
      • Level 11: Toxic Takedown
      • Level 12: Collateral Damage
      • Level 13: Cold Day in Hell
      • Level 14: Quick and Dirty
      • Level 15: Hothouse
      • Level 16: Final Fury
    • Mulitplayer
      • Game Modes
      • Maps
      • XP and Ranks
      • Player Titles
      • Awards

Red Faction: Armageddon Guide › Essentials › Armory

Weapons

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

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

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.

Field Notes

The Maul is the only dedicated melee weapon in the game, and it packs a devastating punch, capable of killing most enemies with a single strike.

By pressing the standard fire button, your character performs a lateral swing, great for taking out cultists, ravagers, and wraiths.

Pressing the aim button performs an overhead vertical swing, ideal for smashing creepers. In addition to being a capable melee weapon, the Maul is great for smashing through structures.

For best results, focus on taking out load-bearing supports to bring entire buildings down.

Tip

Make an effort to kill every enemy with the Maul to earn this achievement/trophy. Start early by smashing cultists, then be sure to take out at least one alien of every type.

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

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

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.

Field Notes

The Magnet Gun is one of the most unique and powerful weapons at your disposal—plus it never runs out of ammo.

Attach a magnet to a pile of scrap or even a structure and attach an anchor to an enemy. Then stand back and watch as the debris flies through the air and smashes your target.

Or you can attach a magnet directly to an enemy and send them flying by attaching an anchor to a distant surface—magnets can be attached to all enemies except behemoths.

For best results, make sure the magnet and anchor are placed far apart. The greater the distance, the greater the velocity of the magnetized target as it flies through the air, resulting in heavier damage upon collision.

If you run out of objects to launch, you can always use the Nano Forge's Repair ability (or repair grenades) to create more scrap.

Magnet gun achievements and trophies

Icon Name Description Gamerscore Trophy
Catch! Use the Magnet Gun to fl ing debris back at a tentacle. 30 Silver
Liftoff Send an enemy at least 50 meters with the Magnet Gun. 10 Bronze
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

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

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.

Field Notes

Shot for shot, the Pistols are the weakest firearms in your arsenal, but they make up for their lack of power thanks to their accuracy and impressive rate of fire.

With a Pistol in each hand, you can quickly bring down creepers, ravagers, and cultists. The Pistols have impressive range too, perfect for hitting distant enemies when your other weapons can't quite hit the mark.

But once the Assault Rifle is available, consider stowing the Pistols for good—they simply can't compete.

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

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

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.

Field Notes

At close range, the Shotgun's effectiveness is unmatched. Simply aim the weapon in the general direction of your target (or targets) and pull the trigger.

This is the perfect weapon to select if you find yourself swarmed by creepers or ravagers in tight quarters.

However, it has limited range and, by default, can only accepts six shells in its magazine, so it must be reloaded frequently, one shell at a time.

Instead of firing the weapon until it runs out of ammo, make an effort to reload after each shot to prevent long reload times.

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

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

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.

Field Notes

Need to spread destruction over a wide area? Then look no further than the Charge Launcher.

The weapon functions like a grenade launcher, firing remote mining charges that must be detonated manually—preferably from a safe distance.

When you aim the weapon, a white trajectory line appears on the HUD, showing approximately where the charge will land. Raise your aim to increase the range of the weapon.

Once fired, the charges fly through the air and stick to anything they come into contact with, including enemies.

You can fire as many as four charges before you detonate them—the charges detonate in the order in which they are fired.

The Charge Launcher is effective against all enemies, including heavy hitters like berserkers, monoliths, and behemoths.

They're also great for staging ambushes—line a narrow chokepoint with charges, then detonate them as enemies approach.

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

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

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.

Field Notes

Early on, the Assault Rifle is the most effective weapon at your disposal offering the perfect balance of firepower, accuracy, and range.

Like any automatic weapon, the Assault Rifle exhibits a significant amount of recoil, causing the weapon to jump off target during prolonged bursts.

Therefore fire in short bursts in an effort to keep the weapon on target. As the 36-round magazine begins to run dry, the weapon makes a distinct clicking sound—take this as a warning that you need to reload soon.

While the weapon is effective at close range, don't miss the opportunity to take out enemies with melee strikes.

Melee strikes are a quick way to dish out heavy damage and it saves ammo. The Assault Rifle is effective against most enemies, but when it comes to taking on behemoths, consider choosing a weapon with greater damage output.

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

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

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.

Field Notes

When you need to kill or destroy something fast, call on the Plasma Cannon. This is one of the most powerful weapons available, capable of punching through thick concrete and steel, not to mention enemies.

Before firing, you must hold down the trigger to produce the plasma bolt. A blue orb of plasma appears at the tip of the barrel when it's ready to fire.

Release the trigger to send it flying at your target. The plasma bolt travels in a straight line, penetrating anything in its path and setting off small explosions with each solid object it encounters.

Initially you can only carry a few shots for this weapon, so make each shot count. Use the Plasma Cannon when confronting durable enemies like monoliths, berserkers, or behemoths.

The weapon is equally effective against structures, particularly in Ruin Mode.

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

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

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.

Field Notes

Like the Pistols, two Banshees are wielded when selected, giving you a tremendous amount of firepower in each hand.

The Banshees lack the pinpoint accuracy, range, and rate of fire of the Pistols but more than make up for it in sheer power. This makes them ideal for taking out creepers and ravagers at close range.

Consider replacing your Shotgun with the Banshees once they're available. Although the Banshees inflict less damage than the Shotgun, they fire faster and are much quicker to reload.

Plus, the Banshees are more effective when it comes to targeting enemies at intermediate and long ranges. Still, be prepared for some heavy recoil.

Unless you're blasting enemies at point-blank range, pause after each shot to let the weapons settle before firing a follow-up shot.

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

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

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.

Field Notes

The Nano Rifle is easily one of the best weapons available, capable of inflicting heavy damage on all enemies. Once you encounter it, always keep it with you.

In fact, the Nano Rifle can even replace the Assault Rifle in your inventory. But despite its amazing power and versatility, the Nano Rifle does have a couple of significant drawbacks.

Initially, the Nano Rifle can only hold four rounds in its small magazine, requiring frequent reloads. You can increase the weapon's magazine capacity by purchasing the Extended Clips upgrade.

But even this does little to reduce the number or reloads required in a frantic skirmish. The nanites fired by the weapon can also inflict a substantial amount of collateral damage, potentially destroying structures.

Watch your aim, particularly when firing the weapon around critical catwalks and bridges that you must cross. These drawbacks are minor when taken within the context of the weapon's power and relatively high rate of fire.

It is a semi-automatic rifle, requiring you to squeeze the trigger with each shot. Although it has a limited magazine capacity, ammo is readily available for this weapon, so feel free to use it against all threats ranging from creepers to behemoths.

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

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

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.

Field Notes

Of all the weapons at your disposal, the Rocket Launcher is the only one capable of tracking and homing in on targets.

Upon aiming the weapon at an organic target, such as an alien, a red circular icon appears on the HUD, directly over the target. This indicates that the rocket has locked on to the creature.

Once a lock has been achieved, the rocket homes in on the target, even if the target moves, but the homing ability of the rocket is rather limited.

It is not capable of making tight turns or evading objects in its path. Still, in large open spaces, rockets have no problem hitting their mark, with spectacular results.

Save your Rocket Launcher for engaging heavy targets like berserkers, monoliths, tentacles, and behemoths. It's also very effective against elusive wraiths.

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

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

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.

Field Notes

The Plasma Beam is most effective against structures. Press and hold down the trigger to fire the beam, and then drag it across your target to slice through concrete, metal, or anything else with scalpel-like precision.

Before firing the weapon, study your target carefully to identify any vertical supports or load-bearing walls.

If you plan your attack carefully, you can use the Plasma Beam to compromise these critical supports and let gravity do the rest.

The weapon is less effective against aliens and cultists as you must focus the beam on the target to inflict significant damage.

This can be difficult when an enemy is moving. Almost any other weapon is better suited for taking out enemies, but if your other weapons have run out of ammo, the Plasma Beam is more than capable of getting the job done.

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

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

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.

Field Notes

This is essentially an old-fashioned grenade launcher with unique ammo, designed to eliminate organic material, such as aliens.

Grenades fired from this weapon tend to bounce around for a few seconds before exploding. However, they always explode upon direct impact with an organic target.

Like the Charge Launcher, a white trajectory line appears on the HUD when you aim the Pulse Grenade, helping you determine the barrel elevation required to hit your target.

The weapon can be an absolute life-saver during alien swarm attacks, so keep firing to blow the hostiles to bits. Unlike other explosive-based weapons, the Pulse Grenade causes no damage to structures.

This makes it useful in defensive situations or when you need to attack enemies without causing collateral damage, such as when crossing bridges or catwalks.

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

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

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.

Field Notes

The Rail Driver is essentially a powerful sniper rifle capable of punching through light cover, leaving your enemies nowhere to hide.

The weapon is best deployed at long range, preferably before you're detected by hostile forces. Aiming brings up the weapon's magnified scope view, allowing you to see the heat signatures of enemies even if they're obscured by cover.

Simply place the crosshairs over your target and squeeze the trigger. Although the shell is capable of penetrating pieces of metal and concrete, this slows down the round, causing it to do less damage to the target.

However, if you hit the target's head, any loss in velocity makes no difference—your target will drop. Be cautious while peering through the scope, as this limits your field of vision, making you vulnerable to flanking attacks.

For this reason, the Rail Driver is best deployed against distant cultists. There are very few situations where you'll be able to get the jump on aliens, so avoid using it in such fights.

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

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

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.

Field Notes

The Singularity Cannon is a very unique weapon that must be deployed with extreme caution. One pull of the trigger fires a miniature singularity that opens a small black hole on any surface.

As the black hole opens, it draws objects toward it, including structural material and anything else that isn't nailed or bolted down.

However, the black hole's draw is relatively limited and usually won't pull in anything much larger than a creeper or two.

The singularity inflicts the most damage when it reaches critical mass and explodes. Rely on these explosions to do the bulk of the damage when firing the Singularity Cannon.

Fire them at stationary aliens like monoliths and tentacles, or open a black hole amongst large groups of creepers or ravagers.

If the black hole isn't enough to suck them in, it at least holds them in place, ensuring they can't escape the inevitable explosion.

Just make sure you're far away from a black hole before it reaches critical mass. While the Singularity Cannon is moderately effective against aliens, it's devastating against structures.

Make this weapon the backup to your Plasma Cannon when playing Ruin Mode.

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.

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

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