Main Weapons | Secondary Weapons | Grenades | Other

 
Main Weapons

Dartgun
Dartgun The high-tech dartgun is a useful tool for the agent. Useful for making a quick getaway, this gun is capable of delivering a powerful tranquilizer dart, slowing down enemy classes, as well as inflicting a little bit of damage at the same time.

Tricky to use due to the slow speed of the dart, the dartgun is best used up close.
 

Flamethrower
Flamethrower A devastating close-range weapon for the flametrooper, the flamethrower delivers flaming jets of liquid death.

Enemies hit with a flamethrower will stay alight until the flames extinguish over time, or they jump into water. Flametroopers themselves have flame-retardant armour, however, and will not take much damage from fire.

If an enemy spy has gassed your base, you can burn the gas away using the flamethrower. Watch out though, gas is highly flammable!
 

Minigun
Minigun No weapon can fire bullets faster than a minigun. Only the beefiest of classes, the minigunner, has the strength needed to carry this weapon. And he has only got the strength to fire whilst standing still.

The minigun requires cells in order to start spinning, but once it's going, all it will consume is your bullets - at a very fast rate! You can keep the barrel spinning whilst you walk, which allows you be ready to fire very quickly once you stop moving.

The minigun is a powerful beast, which you will notice when firing. The longer you fire, the more difficult it is to hold steady.
 

Pipe Launcher
Pipe Launcher Not to be confused with the grenade launcher is the pipe launcher which fires yellow pipes which can be remotely detonated by the grenader.

The main use of this weapon is to set pipe traps for the incoming enemies to walk into and be blown to smithereens.
 

Railgun
Railgun The railgun fires off high speed projectiles capable of penetrating anything in its path. This is one weapon you don’t want to get in its way unless you like to sport new air vents courtesy of the engineer.  

Rocket Launcher
Rocket Launcher The soldier’s primary weapon in his deadly arsenal is the Rocket Launcher which houses a 4 rocket clip. Not only does this weapon take out everything in its path but it is also a preferred jumping tool (Rocket Jumps) for the soldier.  

Sniper Rifle
Sniper Rifle The head popping weapon of the sniper is his trusty sniper rifle. As most sniper rifles you can zoom in on your enemy and line up your shot, and nothing is more satisfying is squeezing that trigger and watching the blood fly.

You are also able to turn the zoom on and off with the rifle.
 

Super Nailgun
Super Nailgun The Primary weapon of the paramedic is his Super Nailgun, which fires a deadly 11 nails a second. The Super Nailgun comes with a 50 nail clip so use it wisely because it runs out fast.  

Secondary Weapons

Assault Rifle
Assault Rifle Capable of firing 10 rounds per second, the fully automatic mode of the sniper rifle provides the sniper with his last line of defense.

Although its bullets only do moderate damage, its firing rate makes up for any weaknesses.
 

Grenade Launcher
Grenade Launcher The grenade launcher allows the grenader to lob red grenades of death at his enemies. Grenades have a wicked bounce on them, so try shooting them around corners, or up ledges.

The grenades fired by the grenade launcher will explode instantly when hitting an enemy, or else detonate automatically after a short while.
 

Nailgun
Nailgun A basic weapon for the faster classes in ETF, the nailgun is a versatile, but not very powerful weapon.

Shooting around 9 nails per second, the nailgun is especially useful for taking down stationary targets such as sentry guns and resupply stations.
 

Napalm Launcher
Napalm Launcher A long range weapon for the flametrooper, the napalm launcher shoots modified rockets, which will explode in a fiery ball of death upon impact. Though it has a slow firing rate, the napalm launcher has the advantage of not requiring ammo clips, thus avoiding the need for lengthy reloads.

If you're in need of a little bit more speed, try giving yourself a bit of a push with the napalm launcher. And remember, flametroopers are fireproof!
 

Shotgun
Shotgun The shotgun is used by many as their primary backup weapon. The shotgun holds 8 shells and has a more rapid fire than the Super Shotgun.

The Shotgun is a close range weapon so you will need to get close to your enemy for it to be 100% effective.
 

Super Shotgun
Super Shotgun Double the power of the shotgun, the super shotgun packs a deadly punch. Best used up close for maximum effect, it makes for a very effective weapon. Loading times are long for its 16-shell clip, so be careful not to run out  

Grenades

Cluster Bomb
Cluster Bomb The clusterbomb, useable by the grenadier and minigunner, is an ideal tool for clearing rooms or other confined spaces. After being thrown, the cluster bomb explodes apart into 5 individual bomblets, each of which does an impressive amount of damage. The initial explosion does limited damage.

Ideal for taking out sentries or defensive positions, the clusterbomb is both an effective defensive and offensive weapon.
 

Gas Grenade
Gas Grenade A handy tool for any succesful agent, the gas grenade will confuse any player cought within its poisenous cloud.

Any player caught within the effect of the gas grenade not only takes quite a bt of damage, but will also become disoriented. The effect is so strong that the affected player will be unable to recognise team members or even individual classes.

A useful tool for disrupting an enemy defense!
 

Flash Grenade
Flash Grenade The flash grenade, based on advanced visual cortex jamming radiation, will blind anyone within its effective radius for a limited time, as well as damaging your oppenents.

Used strategically, this grenade allows you to bypass inconvenient enemies that are blocking your path.
 

Grenade
Grenade A standard item in the arsenal of many ETF clases, the grenade is a very powerful weapon indeed. Doing enough damage to heavily damage most opponents, the grenade is a trusty backup for those pesky weapon reload times, or just when you need that little bit extra to finish off an oppononent.

Be wary of bodies that have just died. If they had a grenade primed when dying, you may get a nasty surprise when you get too close to their remains!
 

Nail Grenade
Nail Grenade The nail grenade is the secondary grenade for the soldier, and can be very useful as part of his offensive role. Capable of doing a good amount of damage over a large area, it's also very good for taking down sentry guns or pesky resupply stations.

The nail grenade is packed with up to 200 nails. After all nails are fired, it will conclude with a powerful explosion.
 

Napalm Grenade
Napalm Grenade This nasty little grenade is mainly used to slow down the enemy or destroy an autosentry. When the grenade goes off it creates a wall of liquid fire that will ignite anyone in its path of destruction.  

Pulse Grenade
pulse_grenade The pulse grenade is used by the engineer to explode ammo, whether it be pipes on the ground or ammo in a backpack. The more ammo around the bigger the explosion. If you are carrying alot of ammo you might want to stay clear of engineers. Try to toss a pulse grenade on an HE Charge and see what happens.  

Stun Grenade
Stun Grenade This is the secondary grenade for both the recon and the medic, and some times used as a way of transportation for both classes. When tossed at the enemy it will stun them for a few seconds, and the medic and minigunner will recover faster than the rest of the classes from its effects. Unfortunately the stun grenade does not work on sentryguns.

This grenade is also used by some for transportation by tossing it in front or behind them and jumping at a set time to propel the player across the map. This tactic could take time to master but when mastered it comes in very handy.

A friendly medic can cure a team member from its effects
 

Other

Autosentry
Autosentry After it is constructed by an engineer, the autosentry is a fantastic defensive tool. Starting off at level 1 with only a single gun, the sentry guns fire power is doubled at level 2 through the addition of a second gun. At level 3, the added firepower of a rocket launcher make it a truly fearsome killing machine.

The engineer uses his wrench to upgrade and repair the autosentry. The Special menu allows you to rotate the business end of your sentry gun.
 

Axe
Axe The basic slicing and dicing tool for many of ETFs classes, the axe can be whacked twice a second to swiftly take your enemies apart.

Using no ammo, this weapon should be your last line of defense. But why not try for that elusive axe kill and earn yourself an Excellent award.
 

Backpack
Backpack The backpack can hold armour, health and ammunition for your weapons. Generally found near your respawn, its useful to know their locations in case you ever need a little health boost.

Depending on the map, it may not always be possible to pick up a backpack. For instance, some backpacks can only be picked up if you do not have full health or armour.

When someone dies, or decides to drop ammo, they will also leave a backpack containing ammunition only.
 

HE Charge
HE Charge The High Explosives charge, a treat reserved only for the grenadier, is a truly mighty weapon. Capable of clearing rooms instantly, it can also be used in strategic locations to open new passages into the enemy base. Or, you may have to use it to close an entrance to your own base.

A grenadier can hold only one charge at a time, so use yours wisely.
 

Knife
Knife This crafty blade, useable only by agents with a license to kill, can provide an excellent way of dispatching an enemy or two.

When stabbing someone in the back, you've got an instant kill. But beware, if they see the hit coming, you will only do minimal damage. Thus it is a weapon only for the stealthiest of agents.
 

Supply Station
Supply Station Ammo and armor supply station that the engineer builds that can also be use as an exploding device/weapon  

Syringe
Syringe The Syringe is used by the medic to heal his fellow teammate but also infect the enemy player with a nasty disease that can spread by touch.

A well-aimed jab from the syringe can also cure a team member from the effects of a stun and gas grenade
 

Wrench
Wrench The wrench is used by the engineer to build and repair his autosentry and also his supply station. Getting a kill with the wrench will also make any player feel elite and getting killed by it will make any player feel humiliated.