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TOW replaced much smaller missiles like the SS.10 and ENTAC, offering roughly twice the effective range, a more powerful warhead, and a greatly improved semi-automatic command to line of sight (SACLOS) that could also be equipped with infrared cameras for night time use.
- Cannon
- Rocket
- Mortar
- Specialized
- Other
Minigun/Chaingun
The NSDF minigun is used by Scouts and Badgers, and is a rapid firing and lightly damaging weapon firing a blue projectile. The CCA Chaingun has similar properties, and is used on the Flanker, the Pak, Gun Towers, and as a secondary weapon on the Czar. The Chaingun fires an orange projectile, causes more damage, has a slower rate of fire, and a lower projectile velocity than the NSDF minigun. Between the two, the minigun slightly edges out in terms of damage per second. However, the chain gun...
AT-Stabber
The AT-Stabber is a standard tank gun. While it has a slower rate of fire than the minigun, it also does considerably more damage. It is used primarily by the Grizzly and Czar tanks.
SP-Stabber
An improved Stabber round, with a lower projectile velocity and reduced ammo efficiency, but far superior damage. The SP Stabber can also knock smaller vehicles around, throwing off a target's aim.
Thermal Hornet
A heat-seeking missile that locks onto targets that have more heat. The heat values of a target are hidden in the game code, and cannot be viewed under normal circumstances. In practice, hornets are best at spiking heavy targets for single target damage. Thermal Hornets have generally poor DPS, making them best used in fire support roles rather than as a primary weapon. Thermal Hornets can be decoyed with the Solar Flare mine or the Phantom VIR. They will also very easily lock onto geysers. G...
Shadower
The Shadower, sometimes referred to as the Shadow Missile or the ILS (Image-Locking Shadower), is the second lock on missile type. It is an image-locking missile that locks onto the image of a target. Locks onto targets much faster than the Thermal Hornet, but causes less damage. The Shadower's fast lock on ability makes it effective against pinning down fast-moving targets, where its lower damage generally can be negated by the target's lower health. Shadowers can be decoyed by using the RED...
TAG Cannon
The TAG Cannon is a two-stage weapon. First, a tracer is fired, costing no ammunition. The tracer itself deals minuscule damage. If the tracer hits a target, the weapon then fires a volley of 10 missiles that home in on the tracer. The TAG Cannon is primarily found on the CCA Stoli, whose AI will use the weapon exclusively. The Stoli and the Black Dog Bobcat have this weapon mounted in a cannon slot, despite it being a rocket-type weapon. Armory-built TAG Cannons will take rocket slot.
Mortar
A standard mortar that fires in an arc. Explodes when it hits an enemy or the ground. Acts like a grenade from other FPS games, in that it can be used to hit targets from behind cover. It is generally not used in skirmishes, however.
MDM
The Manual Detonation Mortar has nearly identical properties to the standard mortar, but it does not explode when it hits the ground - only on direct contact with an enemy. This theoretically lets you bounce the mortar to make it land exactly where you need it. The mortar can also be manually detonated by pressing the fire button a second time. Multiple mortars can be fired by holding down Ctrl .
Splinter
An extremely powerful mortar that, if it hits a target, deals regular mortar damage. If it misses, however, the mortar shell will leap into the air, and begin spraying minigun ammo in all directions. This spray is intense and can be devastating to large targets like Recyclers that take multiple hits. Even a single splinter, well placed, can destroy a recycler in a single shot. As such it is usually banned from most multiplayer matches.
Thumper
When triggered, sends seismic waves through the ground in all directions. These waves grow in size as they get further from you, and the waves can throw off an opponent's aim. Walkers are particularly vulnerable to "being thumped", as they are in direct contact with the ground and will be almost completely disoriented during its effect. The waves themselves cause minimal damage, and thus should not be relied upon to deal actual damage to the target.
RED Field Generator
The Radar Echo Dampening Field Generator prevents the enemy from locking onto you with the Comet Cruise Missile.
Proximity Mine
A standard proximity mine that detonates when an enemy approaches. It will not detonate near friendlies, and thus can be used inside your base or to lock down a chokepoint.
Day Wrecker
A weapon fired by the armory, this air bursting bomb creates a shockwave and considerable damage near it. Though it is labeled as a powerup by the game files, it is not a powerup you can pick up, nor is it recommended to give yourself a day wrecker. Incredibly expensive at 20 scrap, the day wrecker is not often used as a weapon - the comet cruise missile does more damage than the day wrecker. The day wrecker has an advantage of range, however - it can be deployed anywhere the armory can reach.
Rave Gun!
A joke weapon created by lead developer Ken Miller, the Rave Gun! is one of the most powerful weapons in the game. It fires slow-moving balls of plasma to the theme of a techno song, while causing the screen to flash various colours as the weapon fires. The Rave Gun! is used as the default weapon on the Lunar Lander, which must deploy in order to fire. The Lunar Lander can be found as a vehicle in multiplayer matches. The Rave Gun! is also found on the very first missionof the campaign, and m...
Bolt Buddy 2000
The Bolt Buddy 2000, or otherwise just called the Bolt Buddy, is used by plotline-specific enemies, and in a particular vehicle found on the final CCA mission. It deals considerable damage to the target. However, it deals less damage than a standard AT-Stabber, and has a roughly equivalent rate of fire as the SP-Stabber. The combination of the weaknesses of both weapons results in a fairly middling weapon at best. Its biggest strength lies in its instantaneous projectile speed, allowing it to...
Mar 15, 2022 · TOW 2A anti-tank missile. For penetration of tanks protected with explosive reactive armour (ERA), TOW 2A is equipped with a tandem warhead. A small disrupter charge detonates the reactive armour and allows the main shaped charge to penetrate the main armour.
Oct 28, 2016 · If using the TOW (Tube-launched Optically guided Weapon), players had to fire off the weapon, and then follow through by steering the missile with the yoke until it hit the intended target. Bradley Trainer was deliberately harsh, intended to replicate the unforgiving nature of the battlefield.
Mar 28, 2022 · Yes TOWs are guided by wire but the launch system uses IR tracking on the back of the missiles. It is required for launcher to know where the missile is in order to control the projectile. IRCM confuses launch system (not the missile).
TOW is an acronym for "Tube-launched, Optically tracked, Wire Guided". The TOW system consists of a guided missile and a launcher that can be operated from various vehicles such as the Humvee and Bradley IFV as well as from ground mounted positions. Picture of a Humvee firing a TOW.
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The tube-launched, optically-tracked, wireless-guided TOW® weapon system, with the multi-mission TOW 2A, TOW 2B Aero and TOW Bunker Buster missiles, is the premier long-range, heavy assault-precision anti-armor, anti-fortification and anti-amphibious.