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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

Pre-Order/DLC Weapons

The following weapons were initially available through pre-order incentives from select retailers.

Use the code provided by the retailer to unlock these weapons. If you didn't pre-order the game, you can still purchase these weapons as DLC.

There are two separate DLC packs: the Commando Pack and the Recon Pack. The Commando Pack contains the Laser Pistols and Plasma Thrower, while the Recon Pack includes the Arc Welder and the XNG-5000.

On Xbox 360 and PS3, the Enforcer is only available to those who have reached Rank 20 in Red Faction: Battlegrounds.

On the PC, the Enforcer is unlocked with New Game Plus, available after completing the single-player campaign.

Arc Welder

Origin: Red Faction Militia

Description: Emits arcs of electricity that chain to multiple targets, causing continuous damage.

Uses: Quiet Kills, Stun, Short-Medium Range Attack

History: Refitted version of the original EDF-created Arc Welder, now produced by Red Faction militia

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

This updated version of the original Arc Welder became a standard weapon for the Red Faction militia of the late 22nd century.

When properly utilized, the Arc Welder could be set to "stun" or "kill" settings. Many militiamen treasured the weapon for this capacity as more than a handful of simple sweeps turned ugly during the rise of the Cultists.

Field Notes

A crude but effective weapon, the Arc Welder is ideal for dealing with large groups of tightly clustered enemies such as creepers or ravagers. The weapon shoots an arc of electricity that jumps from the initial target to any nearby enemies. While targeted with this weapon, all enemies are temporarily stunned as their health rapidly depletes.

If you find yourself surrounded by creepers, cut loose with the Arc Welder to completely wipe out large groups. The weapon is also very effective against wraiths. As long as a wraith is stunned by the electricity, it can't cloak or retreat. However, the weapon cannot be operated indefinitely. Holding down the trigger too long causes the weapon to overheat, making it inoperable during a brief cool-down phase. Like all weapons, it also requires ammo to charge it.

Plasma Thrower

Origin: Red Faction Militia

Description: Plasma-Based, Experimental, Exponentially Powerful

Uses: Demolitions, Heavy Assault

History: New weapon designed during the midst of Armageddon

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

The Red Faction militia designed this weapon during the descent into the depths of Mars after Armageddon. Though still in experimental stages, Darius Mason utilized its plasma arcs to help level a number of alien nests in 2225.

Field Notes

The Plasma Thrower is essentially a flamethrower, ideal for incinerating targets. However, the weapon has very limited range, requiring you to get close to your intended target to inflict damage. For this reason, avoid using it against enemies with strong melee strikes, like berserkers or behemoths. Instead, focus on igniting swarms of creepers gathered around your ankles. The Plasma Thrower is also a great way to destroy pods—one short burst is enough to set a pod ablaze, causing it to burst.

XNG-5000

Origin: Marauder

Description: A sticky grenade that releases nanites upon impact, causing damage and destruction.

Uses: Anti-Personnel, Destruction

History: Marauder-designed heavy weapon ideal for demolition

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

The XNG-5000 fires a nanite charge that sticks to anything it hits, causing severe damage over time and dissolving any structures it attaches to.

Field Notes

The XNG-5000 operates like a mix between the Nano Rifle and a grenade launcher. Upon contact with any surface, the weapon's unique ammo emits a lingering cloud of purple nanites that vaporizes anything it touches—including the shooter. Keep your distance from these nanite clouds and direct them toward large groups of enemies. They are also very effective against slow-moving or stationary aliens like monoliths, tentacles, berserkers, and behemoths. You can also use the nanites as a defensive barrier to protect yourself against advancing creepers or ravagers. Like the Charge Launcher and Pulse Grenade, use the white trajectory line on the HUD to determine the proper angle before firing. Avoid using this weapon in close quarters or around structures you need to protect or access, as the nanites will quickly tear anything to pieces.

Laser Pistols

Origin: Red Faction

Description: Dual-wielded precision laser pistols. Causes continuous damage.

Uses: Anti-Personnel

History: A sidearm deployed by select Red Faction personnel

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

These weapons are very accurate pistols that fire a sustained laser beam. The pistols are prone to overheating but deliver heavy damage over time.

Field Notes

The Laser Pistols function similar to the Plasma Beam, but with significantly less damage output to structures. Press and hold down the trigger to fire a solid laser beam from each pistol. The pistols are extremely accurate, ideal for hitting targets at any range. For best results, keep the lasers focused on a target to inflict continual damage, but an enemy can easily escape by moving out of the laser's path. This requires you to manually track the target while firing to inflict damage. This can be difficult in large chaotic fights, so only use this weapon in small-scale skirmishes where you have the time to focus on one target at time. The damage dealt by the Laser Pistols is enough to quickly dispatch creepers and ravagers, but prolonged firing of the Laser Pistols is required to cause significant damage to larger creatures.

Enforcer

Origin: MiyoCo (EDF issue)

Description: A rapid-fire "smart" weapon. A microchip on each bullet allows it to home in on its target.

Uses: Mid-Range Combat, Security, Corridor/Urban Combat

History: Designed on Earth

STATS

Range
Damage Per Shot
Damage Over Time
Accuracy
Ammo Capacity

Based upon the EDF's Assault Rifle, the Enforcer was designed as an upgrade by MiyoCo on Earth but never really caught on as a weapon of choice on Mars. It used heat-seeking rounds but lost speed and striking power due to the course changes a bullet would take in flight. The weapon was issued to specialists who required precision around tight corners.

Field Notes

The Enforcer is a decent alternative to the Assault Rifle, particularly at close to intermediate range. Simply aim the weapon in the general direction of an enemy and pull the trigger. Even if your aim is slightly off, the bullet makes minute course corrections in mid-flight in an effort to strike the target. While the precision of the weapon is welcome, the Enforcer lacks the stopping power of other weapons in your arsenal. Still, the rate of fire and unparalleled accuracy more than makes up for this deficiency. Use it against light enemies like creepers and ravagers. In a pinch, it can also be effective against wraiths and berserkers, but bring out heavier weapons when confronting anything larger.

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