Shield Gun: Primary fire produces a shockwave that can repel projectiles and (at close range) shred opponents; secondary fire produces a shield that absorbs damage from weapons and falls, as well as reflecting some
hitscan beams, such as the Shock Rifle's. Shield gun “ammo” regenerates quickly.
ClassName
AmmoType: XWeapons.ShieldAmmo
AmmoPickup: None
MaxAmmo: 100
InitialAmmo: 40
Primary Damage: 40 Damage, up to 150 if charged
Secondary Damage: Used to absorb damage from enemy fire or from falling impact
Assault Rifle: Primary fire is a weak and inaccurate hitscan bullet fire; secondary shoots time-detonation grenades with force proportionate to how long secondary fire was held. Grenades will detonate on contacting an enemy. The Assault Rifle may be dual-wielded if the player picks up a second rifle (this will increase the maximum primary fire ammunition limit from 200 to 400, as well as the maximum alternative fire grenade limit from eight to sixteen). Dual Assault Rifles will increase the primary fire rate; the alternative fire grenade launch remains the same (the rifles alternate grenade fire). It is one of two weapons automatically granted to a player when respawning; however it is the weakest weapon in the game.
ClassName
AmmoType: XWeapons.AssaultAmmo, XWeapons.GrenadeAmmo
AmmoPickup: XWeapons.AssaultAmmoPickup (for bullets and grenades, 100 bullets 4 grenades per Pickup)
MaxAmmo: 200 bullets, 8 grenades(per weapon)
InitialAmmo: 100 bullets, 4 grenades
Primary Damage: 7 per bullet
Secondary Damage: 70 per grenade
Bio-Rifle: Primary fire quickly disperses small globs of sticky, poisonous goo; secondary fire can be held down to charge up a much larger, splattering glob. Any charge currently being held will be discharged when the player holding it dies. A single glob from a fully charged Bio-Rifle is enough to wipe out a fully-shielded opponent. Despite being labeled a gimmick gun, this weapon has survived being cut since its conception in the original Unreal.
ClassName
AmmoType: XWeapons.BioAmmo
AmmoPickup: XWeapons.BioAmmoPickup (20 rounds)
MaxAmmo: 50
InitialAmmo: 20
Primary Damage: 21 per (direct) hit
Secondary Damage: 21 per second charged, up to 210 on max load (10 units of ammunition).
Mine Layer†: Primary fire deploys up to eight simultaneous “spider mines” which will chase nearby opponents; secondary fire targets a spot for the mines to rush towards. Mines detonate if the player dies, or if they run into unsurmountable terrain (walls or steep slopes).
Shock Rifle: Primary fire shoots a hitscan shock beam; secondary fire shoots a slow-moving shock core. Hitting a shock core with a primary beam produces a huge explosion, called a “shock combo”, which uses up additional ammo. This weapon can also cause players it hits to move, and therefore can cause kills just by knocking players into an abyss or causing them to die from fall damage. This is one of the oldest guns in the Unreal
series, being in every game to date; in this version, it looks more like a carbine.
ClassName
AmmoType: XWeapons.ShockAmmo
AmmoPickup: XWeapons.ShockAmmoPickup (10 rounds)
MaxAmmo: 50
InitialAmmo: 20
Primary Damage: 45 per hit
Secondary Damage: Ranges from 5 to 45 damage, depending on proximity
Shock Combo Damage: Up to a theoretical max of 200 damage, mostly beneath 150, depending on proximity
Link Gun: Primary fire shoots plasma projectiles; secondary produces a short-range plasma beam. Secondary fire is also used in Onslaught and Assault modes for healing nodes, vehicles, and Sentinels. Players can also “link up” by using secondary fire with their link gun at a team member carrying the Link Gun as well, which will have their power for healing or damage multiplied by the number of linked teammates.
ClassName
AmmoType: XWeapons.LinkAmmo
AmmoPickup: XWeapons.LinkAmmoPickup (50 rounds)
MaxAmmo: 220
InitialAmmo: 70
Primary Damage: 30 per projectile
Secondary Damage: 9 per ammo unit (9 damage per .12 seconds) can hamper an enemy player's movement
Minigun: Primary fire spits medium-damage hitscan bullets most effective against infantry; secondary shoots more accurate, but less rapid hitscan bullets that do more damage to vehicles, better used for farther away and less aware targets.
ClassName
AmmoType: XWeapons.MinigunAmmo
AmmoPickup: XWeapons.MinigunAmmoPickup (50 rounds)
MaxAmmo: 300
InitialAmmo: 150
Primary Damage: 7-8 per bullet
Secondary Damage: 14-16 per bullet
Flak Cannon: Primary fire shoots a hail of glowing metal chunks; secondary launches a single shell which bursts into radiating flak chunks on contact. This is, in a way, Unreal's version of the shotgun featured in other games. Although damage has always been tweaked with this weapon, it has been in every Unreal game to date.
ClassName
AmmoType: XWeapons.FlakAmmo
AmmoPickup: XWeapons.FlakAmmoPickup (20 rounds)
MaxAmmo: 35
InitialAmmo: 15
Primary Damage: 13 per projectile, total of 9 particles x 13 = 117 damage (full hit). Damage is attenuated for each projectile at a rate of 5 damage per second (minimum of 5).
Secondary Damage: 76-164 (highly random), if the flakball explodes, its shrapnel does 13 damage, like the primary fire ricochet. It also inflicts
splash_damage, like the rockets of the Rocket Launcher. Splash damage depends on proximity unless it is a direct hit.
Grenade Launcher†: Primary fire launches up to eight “sticky” grenades which attach themselves to vehicles, nodes and players; secondary fire detonates them, usually with devastating effect on vehicles and infantry. Grenades auto-detonate if the player dies.
Rocket Launcher: Primary fire shoots single rockets; secondary, held down, loads two to three rockets (depending on how long the trigger is held) which are then launched simultaneously; using primary fire while loading launches the rockets in a tight spiral. If the crosshair is held over a target for a certain amount of time (about 1.4 seconds), the rocket launcher will beep and any rockets fired while the crosshair remains on the target will home in on it.
ClassName
AmmoType: XWeapons.RocketAmmo
AmmoPickup: XWeapons.RocketAmmoPickup (9 rockets)
MaxAmmo: 30
InitialAmmo: 12
Primary Damage: 90 (direct hit) or
splash_damage, depending on its proximity.
Secondary Damage: 90 multiplied by 2 or 3 direct hits (rockets) + additional splash damage from rockets, depending on its proximity.
AVRiL†: A weapon designed to take down enemy vehicles. Primary fire shoots relatively slow but powerful anti-vehicle missiles; holding the crosshairs on a vehicular target causes the missiles to home in on it. Secondary fire zooms and locks on. AVRiL rockets can be shot down. AVRiL stands for Anti-Vehicle Rocket Launcher; the “i” in the name is to make it pronounceable. Any players in a vehicle that is being targeted by an AVRiL will receive a message saying “Missile Lock Warning”, as well as a beep that can be heard by anyone in the vicinity of the vehicle. The weapon can damage players but is very inefficient.
Lightning Gun: Primary fire shoots a hitscan bolt of lightning at the target. Secondary fire zooms. Although the shot is hitscan, there seems to be a slight delay between the trigger pull and the actual lightning projection. Users are made vulnerable by the patent trail of lightning originating from the gun. A shot to the head causes two times the regular damage.
ClassName (a bit weird, seems it is connected with SniperRifle somehow, No class LightingGun in UT2004…)
AmmoType: XWeapons.SniperAmmo
AmmoPickup: XWeapons.SniperAmmoPickup (10 rounds)
MaxAmmo: 40
InitialAmmo: 15
Primary Damage: 70 per hit / Headshot: 140 (double of its normal damage). And sometimes it does
splash_damage of 35 (half of its normal damage).
Secondary Damage: N/A (zooms)
Sniper Rifle†: Returns from
unreal_tournament
. Primary fire shoots a hitscan bullet and momentarily obscures the view with a puff of smoke; secondary fire zooms. Is only 6/7 as powerful as the Lightning Gun.
ClassName
AmmoType: XWeapons.SniperAmmo
AmmoPickup: XWeapons.SniperAmmoPickup (10 bullets)
MaxAmmo: 40
InitialAmmo: 15
Primary Damage: 60 per hit / Headshot: 120 (double of its normal damage)
Secondary Damage: N/A (zooms)
Redeemer: Primary fire shoots a miniature nuclear missile in a straight path; secondary fire shoots the same missile but with full steering capability using the missile's eye-view camera. Although the missile can only be accurately guided with secondary, doing so leaves the player completely vulnerable. The secondary fire also slows down the missile. It is perhaps the most powerful weapon in the game; just one blast from a Redeemer can knock out an entire power node in Onslaught, and can drain 30% of a power core's life. The missile can however be shot down by enemy fire, with a “denied” message going to the player who fired the missile and the one who shot it down. Only one missile per weapon.
ClassName
AmmoType: XWeapons.RedeemerAmmo
AmmoPickup: None
MaxAmmo: 1
InitialAmmo: 1
Primary Damage: Infinity per hit, damage reduces as distance from ground zero increases
Secondary Damage: Same as Primary, except now the player will control the missile flight directly.
Ion Painter: Primary paints a target which after two seconds of stillness with the user is then fired on by an orbital ion cannon; damage style is similar to that of the Redeemer's missile, but is approximately half as powerful. However, it is somewhat hard to position correctly. Secondary fire provides zoom.
Target Painter†: Primary, like the Ion Painter's, paints a target; in this case, a bomber appears over the battlefield and drops a line of bombs towards it. Secondary fire zooms. The bomber can be shot down fairly easily using hitscan weapons such as the lightning gun or stationary turret beams, however, it is impossible to lock onto the bomber using either the AVRiL or Rocket Launcher. The Bomber, once shot down, will produce a Redeemer-sized explosion wherever it lands.
All weapons (excluding Redeemer, Ion & Target Painters that respawn in 109.08 s) and ammo respawn in 27.27 s if the Weapon Stay is turned off. This period is often rounded to 27.5 s or even to 28 s — but rounding up is not good practice for timing of (more important) pick-ups. However, on the map DM-1on1-Serpentine, there is lightning gun ammo that spawns in an unusual 40.905 seconds.