List of weapons

This article is a list of weapons found in Project Sylpheed: Arc of Deception. The weapons are classified according to their type.

Gun

 * Light Machine Gun MG1
 * A standard TCAF light machine gun used in a planet's atmosphere or outer space. Uses actual bullets to penetrate shields.


 * Light Swivel Machine Gun MG2H
 * The MG1 redesigned from 6 barrels to 3, mounted on a cannon, and given Sight Homing capabilities. Slightly greater range and accuracy than the MG1.
 * Heavy Machine Gun MG3
 * The MG1 converted to a large-caliber, long-barrel heavy machine gun. Reduced Ammo Capacity but vastly improved destructive power.
 * Heavy Swivel Machine Gun MG5H
 * A large-caliber long-barrel heavy machine gun, as the MG3 with Sight Homing added, but with further reduced Ammo Capacity and range.
 * Broad Sword SG1
 * Anti-fighter weapon that fires small bullets from a cylindrical rail gun shell. Spreads bullets across a wide radius. Be careful not to hit your allies.
 * Swing Sword SG2H
 * Improved SG1 mounted on a swivel turret. Sight Homing makes it a potent anti-fighter weapon. Uses small bullets but is on par with the SG1.
 * Twin Sword SG3II
 * An SG1 converted to a double-coaxial model. Has improved power and rounds-per-minute: fearsome in anti-fighter fights. Watch your ammo.
 * Flail GP37
 * The standard Delta Saber gun pod. The largest machine gun with good range, power, and rounds-per-minute ratio: Lovingly used by many veterans.
 * Mace GP25H [DLC]
 * A large gun pod with an eye tracking function. A heavy barrage from this small-caliber weapon packs a powerful punch against both ships and aircraft.

Beam

 * Stiletto BG1
 * The initially mounted Delta Saber beam gun. Power is low, but it has a good rounds-per-minute ratio and is often used in training. Almost never overheats.
 * Dagger BG2
 * A highly concentrated beam gun with improved accelerator precision. Same reliability and adjustability as the BG1: high rounds-per-minute doubles its actual power.
 * Rapier BG4H
 * A beam gun with improved power per hit that increases the accelerator convergence rate of the BG2 and extends the firing range. Bullets have homing capabilities.
 * Pilum BP
 * A large beam pod the mounts on the fighter's exterior. Better power and range than standard equipment. Low ammunition capacity due to lack of converter.
 * Multi Pike BP
 * A modified Pilum. Mounting two beam convergers yields high power and rounds-per-minute. Energy consumption improved: ammunition capacity doubled.
 * Spear HBP
 * A gun pod that locks on and tracks a target while firing beams. High energy usage takes time to replenish, but has wide range of sight and hits targets easily.
 * Long Spear HBP
 * A modified Spear HBP. Thanks to its strengthened accelerator and improved energy convergence rate, its power, range and firing speed per round have all been improved.
 * Grey Head T76H
 * A torpedo that builds energy in the chamber before launch. Can alter its impact due to magnetic flux; limited tracking abilities.
 * Spitfire BX [DLC]
 * An experimental weapon created while developing the Grey Head T76H. Builds up energy in its chamber before firing, thereby increasing power beyond ordinary beam weapons.

Laser

 * Saber LG1
 * A laser that destroys targets with super-hot heat rays. Requires time to expose targets before it can destroy them, so requires skill to use in anti-fighter fights.
 * Twin Saber LG2H
 * A Saber LG1 mounted on a turret to use Sight Homing to expose a target. Overall power reduced due to size of the converger.
 * Needle L1GP
 * An externally-mounted laser weapon pod. Produces high output due to enlarged size. Range does not match size due to aiming sight limitations.
 * Fire Arrow L2GP
 * A derivative of the L1GP that focuses on power and range and improved heatpoint accuracy. Firing it at maximum range is difficult even for veterans.
 * Divider L3GP [DLC]
 * A large laser weapon pod developed for anti-ship combat. Features overwhelming fire power but is prone to overheating and thus cannot be fired for very long.

Multipurpose Missile

 * Falcon 9AM
 * A missile for dogfight training. Power adjusted to not destroy friendly fighters. Can also be used against ships, but its power is low.
 * Buzzard 10AM
 * A TCAF missile made to combat fighters. Its pod is equipped with lock-on radar. Scans its target after being launched and destroys with precision.
 * Hawk 75AM
 * A large, long-range missile designed for fighters and ships. Search radar enlarged to cause considerable damage to large ships. Lacks mobility.
 * Condor 105AM
 * A missile with many warheads for dogfights. After a distance, it fires the warheads and each determines its own target. Effective against enemies is dense formations.
 * Eagle 120AM
 * A multi-purpose missile that consecutively attacks multiple targets. Developed for exposing and tracking abilities. Works well against large numbers of enemies.
 * Thrush 220AM [DLC]
 * A general-purpose missile system developed to improve simultaneous firing capabilities. Its body is a minaturized Eagle 120AM.

Anti-ship Missile

 * Terrier SMH
 * An anti-ship missile equipped with a tracking laser. Monopolized by its rocket motor and fuel, so power is low. A standard TCAF anti-ship missile.
 * Hound SMH
 * An anti-ship missile. Enlarged Terrier base with longer range, double explosives. Targeting also upgraded to the newest model for greater tracking capabilities.
 * Pointer SM
 * The most advanced, farthest reaching, hardest hitting TCAF anti-ship missile. But it's so large that it's practically unusable, even for the Delta Saber.
 * Piranha T53
 * The TCAF's leading anti-ship torpedo. Less tracking ability than anti-ship missiles, but it has great power for a low price. Sinks a small ship in a single shot.
 * White Shark T53R
 * A high-speed torpedo with a booster that is smaller than a Piranha. Damages enemies with its propulsion energy and accelerates well when it launches.

Bomb/Rocket

 * Dart 23 Rocket
 * A pod with multiple non-guided rockets. Somewhat inaccurate but fires in quick succession. Effective against ships. Little strain on the fighter and doesn't overheat.
 * Arrow 27 Rocket
 * Unlike Dart 23, designed for total control of the battlefield. Rockets that do not hit their target explode after a time. Effective against dense enemy formations.
 * EMP Mine B8E
 * An electromagnetic mine that nullifies warship shields. Briefly disables shield generators and neutralizes fighters with low-functioning electromagnetic shields.
 * Laser Mine B9L
 * An anti-aircraft mine that uses its mobility energy and inertia control motor to approach its target then implodes and fires nuclear lasers at its surroundings.
 * Cauldron 50 Rocket
 * A super-large torpedo-sized rocket for fights against warships. Unguided but long range. Can fire repeatedly and has enough power to disintegrate a small ship.
 * Cluster Mine B10
 * A special weapon that destroys its targets by instantly raising the temperature in its vicinity. Fighters in range overheat and take damage to their internal systems.
 * Maelstrom Bomb
 * The most powerful, destructive bomb to date. Effective control capabilities. Most enemies are destroyed in a single attack, with peripheral damage to the surroundings.
 * Ballista 24 Rocket [DLC]
 * A rocket pod that is a larger version of the Dart 23 Rocket. Features improved power and range but is prone to overheating.

Cannon

 * Tomahawk Alpha Rail Gun
 * A rail gun originally developed as an extra cannon for military ships. Redesigned for use by Delta Saber. Good rate of fire and very easy to use.
 * Sling 75KG
 * A large-model cannon system that uses kinetic energy to attack and destroy targets. Far-reaching range due to its large warheads; magazine is expanded.
 * Glaive 120mm Cannon
 * A further enlarged cannon system. Improved rate of fire due to modifications to the automatic loading equipment; also longer range. Speed-based destructive power.
 * Arbalest 155KG
 * A cannon system that uses a linear motor to fire large mass piercing shells to pulverize its enemies. Effective against warships but requires expert sharpshooting.
 * Monoceros Long Cannon
 * A cannon system made for long-range projectile attacks. Converted from one taken from the ADEN Forces. Changed to meet TCAF regulations for use by a Delta Saber.
 * Grav Cannon XGS
 * A special weapon that compresses Delta Saber energy and fires a super-dense projectile. Impressive power but cannot fire repeatedly and lacks ammunition capacity.
 * Thor Gun System [DLC]
 * A large gun system with an eye tracking function. Developed for flexible firepower in anti-ship combat.

Special

 * Jamming System
 * Electronic interference equipment for defense against attack. When enemy locks on, chaff and flare interfere with radar signals and infrared beam used for guiding.
 * Shield Doubler
 * A system that assists with output for the shield generators mounted on Delta Saber. This serves to eliminate nearly all damage thanks to the doubled energy supply.
 * Booster
 * A Delta Saber external speed booster. Improves mobility and cruising distance but has a large effect on equipment capability. Used for patrols and scouting missions.
 * Fire Control System
 * A system which assists Delta Saber AI. With this you can recognize enemy missiles and quick-moving enemies as targets thanks to its superior control capabilities.
 * Regenerator
 * Special equipment to repair damage during battles. Causes nano-machines to quickly begin repairs on damage and extend time in battle.
 * Cartridge Holder
 * A multi-purpose additional magazine that can be used to store various types of ammo, including energy tanks. Also serves as a radiator, making overheating less likely.

Note

 * Weapon names and descriptions taken from the game verbatim without edits. If they seem a little...off, that's why. My apologies.