FreeSpace 2: Weapons: Primary

This section of our site is maintained by Orange and probably will not be updated very often because unless expansion packs come out for the game, it will stay the same. Every weapon on this page has been given a rating by Orange, the very best and coolest FreeSpace player/writer in the world!

Weapon Name:
GTM MX-64 Rockeye
Type:
Fire and Forget
Damage:
45
rockeye.jpg (27722 bytes)

Tech Room Entry:
The GTM MX-64 Rockeye is a faster, more accurate, larger payload version of the MX-50 that was in service at the beginning of the Great War. The missile developed as a result of experimentation by engineers at some of STX Exploration's most isolated mining operations, in the systems of Laramis and Luyten 726-BA. Advances in remote-controlled explosive devices were used by GTVA engineers to improve the old MX-50s. The heat-seeking MX-64 Rockeye is now a standard loadout for Terran fighter craft.

Orange's Rating: The Rockeye is probably one of the most useful weapons for a team vs. team mission or a dogfight. I however, do not recommend it for co-op missions.

Weapon Name:
GTM MX-6 Tempest Missile
Type:
High-Payload Dumbfire
Damage:
45
tempest.jpg (30595 bytes)

Tech Room Entry:
The GTM MX-6 Tempest improves upon its predecessor, the Fury missile. Faster and more deadly than the Fury, the Tempest is also smaller, enabling flight crews to load more into each Secondary weapon bay. The Tempest is a dumbfire missile, moving in a straight line from its point of release. The missile detonates when it strikes a solid object or when it reaches its effective range of approximately 600 meters. Tempests are best used at close range. With a velocity of 360 m/s, nothing outruns a Tempest.

Orange's Rating: The tempest is great for very skilled players in dogfights. You can always load out your ship with many Tempests and can be used for multifunctions. They are good for missions that you don't have very much time to lock on to your target either.

Weapon Name:
GTM-4 Hornet Swarm Missile
Type:
Standard Issue - Swarm Type All-Purpose Missile
Damage:
25 (each missile)
hornet.jpg (27162 bytes)

Tech Room Entry:
The GTM-4 Hornet was showing its age even toward the end of the Great War, but it was cheap to manufacture. As a result, war-time production of the Hornet ran full-tilt at factories in eight star systems right up to the end of the war. After hostilities ceased, the GTVA found itself with an inventory of 2.6 million Hornet missiles. This stockpile has been spread among all GTVA battle groups, with each receiving at least 100,000 Hornets. This aspect-seeking missile still delivers a devastating four-missile punch, which makes it a consistent favorite of many pilots.

Orange's Rating: The hornet is a good secondary weapon for beginners and for taking down numerous fighters fast. However, I do prefer the Tornado missile which pretty much serves the same purpose.

Weapon Name:
GTM-4a Tornado Missile
Type:
Prototype - Advanced Swarm Type, All-Purpose Missile
Damage:
25 (each rocket)
tornado.jpg (27338 bytes)

Tech Room Entry:
The GTM-4a Tornado is an upgrade to the Hornet missile. With improved fire control systems and guidance computers, the Tornado can be fired more rapidly and with greater accuracy than the Hornet. Though physically smaller than its predecessor, the Tornado launcher fires more rockets per volley, delivering a more devastating punch. Be advised that a Tornado missile will fail to arm its payload properly if aspect lock has not been achieved before firing.

Orange's Rating: The Tornado has great lock-on time and accuracy. I hardly see why they claim it to be a prototype missile when it should replace the hornet in its current state!

Weapon Name:
GTM-19 Harpoon
Type:
Standard Issue - Fire Target Lock
Damage:
100
harpoon.jpg (25844 bytes)

Tech Room Entry:
The GTM-19 Harpoon is the most sophisticated weapon in the GTVA arsenal. Not only is it the fastest aspect-seeking missile used by the fleet, but advanced fuzzy-logic circuitry enables it to gain lock faster than any other missile in its class. The missile's warhead is wrapped in a shell of ultra-dense depleted uranium, ensuring maximum penetration into the hull of its target before the warhead detonates.

Orange's Rating: The harpoon is a very useful all purpose weapon. It is very much alike the Interceptor (my FAVORITE) from The Great War! Catch my hang?

Weapon Name:
GTM-55 Trebuchet
Type:
Prototype - Long-Range Anti-Bomber, High Payload
Damage:
350
trebuchet.jpg (27196 bytes)

Tech Room Entry:
The new GTM-55 Trebuchet was developed as a long-range, anti-bomber missile with an effective range of 4,000 meters. It also utilizes the latest in precision targeting technology for short lock times. The Trebuchet plays a vital role in defensive missions, enabling escort and patrol fighters to intercept incoming bombers without straying from the ship or emplacement under attack.

Orange's Rating: The trebuchet is very useful for co-op missions like Forward Edge Battle Area because you can take out turrets from 4 clicks. I'm afraid it isn't very useful in dogfights though because of its slow movement. It is very effective against capital ships.

Weapon Name:
GTI TAG-A Missile
Type:
Special Issue - Electronic Warfare
Damage:
1
tag-a.jpg (26732 bytes)

Tech Room Entry:
The TAG-A missile was conceived during the GTVI's top-secret stealth technology research projects. The missile was manufactured and swiftly pressed into service as a means of counteracting the sensor-disrupting effects of the recently discovered Knossos nebula. Upon impact with a hard surface, the TAG missile adheres and activates a small, short-lived electronic beacon. This beacon is powered by a small fuel cell with a usable lifetime of several seconds. During this time, it broadcasts location and targeting information to all friendly ships within range.

Orange's Rating: One word - Useless. It's got a neat storyline, but this weapon is only useful for missions that have triggers for it. I don't think it's all that great of a missile.

Weapon Name:
GTI TAG-B Missile
Type:
Special Issue - Electronic Warfare
Damage:
10
tag-b.jpg (27162 bytes)

Tech Room Entry:
The TAG-B is an enhanced version of the standard TAG-A missile, also developed by GTVI laboratories. With a more shock-resistant substructure around its electronics package, the TAG-B is packed with ultra-sophisticated equipment to provide more useful targeting information to friendly forces. Massive retrofitting of GTVA ship turrets is underway to fully utilize this improved targeting technology.

Orange's Rating: Um... hmm... I guess this is supposed to be better than the TAG-A... *cough* waste of time...

Weapon Name:
GTI TAG-C Missile
Type:
Special Issue - Electronic Warfare
Damage:
10
[CLASSIFIED]

Tech Room Entry:
The TAG-C is the third and final generation of TAG missiles developed by the GTI labs. This model provides greater reliability and compatibility with existing GTA turret hardware. Although these missiles are extremely scarce, tagging a target with one results in a devastating barrage from local friendly artillery. TAG-Cs have thus far been restricted to elite squadron use only.

Orange's Rating: What is there to say? This must be an improvement... but... umm... no.

Weapon Name:
GTM-10 Piranha
Type:
Standard Issue - Area Effect, Fighter Suppresion Weapon
Damage:
100
piranha.jpg (26131 bytes)

Tech Room Entry:
A third-generation version of the old Synaptic and Havoc missiles, the GTM-10 Piranha provides bombers with a high-explosive anti-fighter screen. The Piranha is detonated remotely by pressing the Secondary weapon trigger a second time. This releases over a dozen small, heat-seeking missiles that attack any enemy vessel within range. This function makes the missile effective against incoming wings of fighters in close formation. The Piranha is now the standard issue defensive weapon for bombers attacking targets protected by close fighter cover.

Orange's Rating: Pretty much the same thing as the Infyrno except it can't be equipped to any fighters as far as I know.

Weapon Name:
GTM-43a Stiletto II
Type:
Tactical Missile - Destroys Subsystems
Damage:
775
stilettoii.jpg (28622 bytes)

Tech Room Entry:
The GTM-43a Stiletto II improves upon the original Stiletto's design with higher acceleration and maximum velocity, better guidance system, and greater range. The Stiletto II, like its predecessor, is designed to incapacitate the subsystems of capital ships, homing in on the EM signature of the currently targeted subsystem.

Orange's Rating: These things annihlate subsystems and turrets! Always take these when you're a bomber! I LOVE THESE!

Weapon Name:
GTM-11 Infyrno
Type:
Standard Issue - Area Effect, Fighter Suppression Weapon
Damage:
150
infyrno.jpg (27223 bytes)

Tech Room Entry:
The GTM-11 Infyrno is an area-effect bomber suppression weapon, often employed to knock out incoming waves of slow-moving bombers. Upon detonation, the Infyrno releases multiple submunitions that contain ultra-high-explosive charges. The Infyrno is detonated remotely by pressing the Secondary weapon trigger a second time. A HUD indicator displays the distance from the warhead to the firing ship. If the pilot triggers the detonation too early, he risks being caught in the Infyrno's extensive blast radius.

Orange's Rating: These are good for a turn of events in dogfights. You can sometimes nail up to about five enemy fighters with these! Get my point? The only bad part is you can only use them with the bigger fighters (with exception to the Myrmidon)!

Weapon Name:
GTM-12 Cyclops
Type:
Special Issue - Anti-Cruiser Bomb, Non-Conventional Warhead
Damage:
2000
cyclops.jpg (26367 bytes)

Tech Room Entry:
The GTM-12 Cyclops has been in service for over 15 years in the GTVA arsenal. It is the standard ultra-high-delivery Secondary weapon loadout, utilizing the latest in aspect-seeking guidance technologies. The Cyclops has the distinction of being the most consistently upgraded weapon in the fleet. Although its development began shortly after the Great War ended, its excellent performance has kept it firmly entrenched in the role of main assault weapon. Its payload is approximately fifty percent greater than that of the older Tsunami warheads.

Orange's Rating: It's the most common bomber warhead in the game. That means it's a pretty useful weapon and key element to FS2.

Weapon Name:
GTM-13 Helios
Type:
Special Issue - Anti-Capital Ship Weapon, Anti-Matter Torpedo
Damage:
6800
helios.jpg (26406 bytes)

Tech Room Entry:
The GTM-13 Helios is the product of an entire generation of high-energy physics research, based primarily at the GTVA particle accelerator complex near Antares. The most powerful warhead in the fleet's arsenal, the Helios generates a massive shockwave from the cataclysmic annihilation of matter and anti-matter, triggered upon impact with its target. Each bank of Helios warheads can fire only once every 30 seconds. The Helios is prohibitively expensive to produce, thus its deployment is severely restricted.

Orange's Rating: From now on, I'm requiring you to fly a Myrmidon in any Cruiser vs. Cruiser battles! Look at the damage this baby does!

Weapon Name:
GTM-14 EMP Adv.
Type:
Advanced Missile - EMP Weapon, General Purpose Suppression
Damage:
45
emp.jpg (28463 bytes)

Tech Room Entry:
The GTM-14 Electromagnetic Pulse Advanced warhead interferes with the electronics systems of vessels caught within its blast radius. This renders the affected ships unable to track targets, manage communications, or gain aspect missile lock. Tactically, the GTM-14 is a very effective anti-bomber weapon, as it also temporarily shuts down the guidance and propulsion systems of warheads in flight. This advanced version of the standard EM Pulse missile disrupts subsystems at a deeper circuitry level, resulting in a longer-lasting effect.

Orange's Rating: This one's great for annoying your human enemies in games. It however, doesn't seem to do much to the AI's! So I only recommend this for TvT's and Dogfights.


Back to FreeSpace 2 Weapons Section

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