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Home > Configuration > Weapon Information
 
 
Weapon Information Detail
 ID  Main Weapons
 270-RI  270mm Rifle
 315-SB  315mm Smooth Bore Cannon
 355-SB  355mm Smooth Bore Cannon
 430-SB  430mm Smooth Bore Cannon
 200-AR  200mm Assault Rifle
 270-AR  270mm Assault Rifle
 315-RF  315mm Rapid Fire Rifle
 355-RF  355mm Rapid Fire Rifle
 315-TR  315mm Twin Rifle
 320-SR  320mm Sniper Rifle
 370-SR  370mm Sniper Rifle
 4A-REC  4A Variant Recoilless Rifle
 77-REC  77 Variant Recoilless Rifle
 MK21-R  MK21 Land Area Rocket System
 MK34-R  MK34 Land Area Rocket System
 120-MG  120mm Armour Piercing Machine Gun
 140-MG  140mm Armour Piercing Machine Gun
 AS-MIS  ASLAM Guided Missile
 PZ-MIS  POZIT Guided Missile
 HVM-LA  High Velocity Missile Launcher
 MKR-LA  Marker Launcher
 PPNG-S  Peeping Spear
 ID  Sub weapons
 67-CG  67mm Chain Gun
 80-CG  80mm Chain Gun
 100-CG  100mm Chain Gun
 135-MG  135mm PITO Heavy Machine Gun
 GND  Grenade Launcher
 T-GND  Triple Grenade Launcher
 DL-GM  Dual Launch Guided Missile
 SL-GM  Six Launch Guided Missile
 MM  Multiple Pod Missile System
 AVTDV  AVTDV Guided Missile
 DP-MIS  Dual Pod Missile System
 TP-MIS  Triple Pod Missile System
 RAIL-Ga  Electromagnetic Launcher (Model A)
 RAIL-Gb  Electromagnetic Launcher (Model B)
 GAUSS  Gauss Emitter
 AVTGM  Anti-VT Guided Mortar
 NPM  Napalm Launcher
 FMTHR  Flamethrower
 AVTM  Anti-VT Mines
 8-MLR  8 Module Multiple Launch Rocket
 12-MLR  12 Module Multiple Launch Rocket
 305-HW  305mm Howitzer
 370-HW  370mm Howitzer
 550-HW  550mm Howitzer
 660-HW  660mm Howizter
 ID  Melee Weapons (Sub)
 STUN-R  Stun Rod
 SHLD-B  Shield Binder
 BANG-N  Bang Needle
 CUT-B  Cutter Boom
 205-PT  ALc205 Plasma Torch
 22b-PT  ALc22b Plasma Torch

Additional weapon information is available on the Weapon Summary page.

A huge thanks to Nemesis8722 for working with me to obtain all of the Weapon screenshot data.




The smooth bore is classed as a low velocity, non-rifled discarding sabot round cannon which fires APFSDS ammunition. Its relatively slow muzzle speed make makes it easier for enemies to dodge when compared to higher velocity weapons like the assault rifle and rapid fire series. However, the heavier mass and contact profile of the projectile give it a higher damage per hit ratio than equivalent weapons of the same bore size.

315-SB is the weakest of the smooth bore series and should only be taken if it is the best option for a given platform, or if weight restrictions preclude taking a stronger ballistic weapon.
 400  main
 5  no
 20  0-800
 3  no
Decider | Scare Face | Scare Face A1 | Scare Face II | Colt Executive
Yellow Jacket | Prominence M2 | Jaralaccs C | Jaralaccs N
Jaralaccs NS-R | Jaralaccs Macabre
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The 355-SB is a respectable weapon, and doubly effective since all the VTs that may mount it are also F.S.S. equipped. Be aware of the longer round cycle time that this weapon requires.
 500  main
 8  no
 20  0-1000
 3  no
Prominence M1 | Prominence M2 | Prominence M3 | Yellow Jacket
Siegeszug | Jaralaccs NS-R | Jaralaccs Macabre | Regal Dress N
Juggernaut | Quasar
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The 430-SB is the most destructive barrel fired weapon available, capable of doing tremendous damage in only a few hits. As with the 355-SB, all VTs that are capable of mounting this weapon are also F.S.S. equipped, making the 430-SB a very dangerous weapon if used correctly. As with all -SB series weapons, the round cycle time is longer than comparable assault rifle or rapid fire weapons.
 600  main
 10  no
 20  0-1200
 3  no
Prominence M3 | Siegeszug | Jaralaccs NS-R | Jaralaccs Macabre
Regal Dress N | Juggernaut | Earthshaker
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The 270-RI is a medium velocity, flat trajectory, armour piercing projectile weapon. Only the dual-bore version twin-rifle is can be considered useful, the single bore version being too slow, and doing too little damage, to justify over other weapon options.

The low damage per round, long reload time and range limitations of 270-RI severely hamper this weapon. Use is not advised unless there are no other options available. The choice to take a 270-RI is should be made based on pilot skill. The 270-RI offers more damage than the proximity damage 77-REC, but less than the 4A-REC variant. I have generally found no reason to take the 270-RI over other options that would be available on a given VT. The only exception to this might be the Decider Volcanic, which has no recoilless options. Even then, I feel the 140-MG makes for a better, damage per unit time, choice.
 300  main
 3  no
 20  0-550
 3  no
Blade | Rapier | Vitzh | m-Vitzh | Colt | Colt Executive | Decider Volcanic
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The 315-TR is a "shotgun" type weapon, for each weapon discharge two rounds are fired. Generally a close to mid-range weapon, the advantages are high damage values for a single discharge and efficient mounting weight utilisation. Unfortunately, due to ammunition storage limitations this weapon can quickly exhaust its offensive capabilities. The 315-TR is essentially two standard rifles affixed to a single armament mount but without the penalty of duplicated weight. Note that the damage rating listed is "per round" thus, if both rounds hit, double the damage is achieved.
 400  main
 7  no
 20  0-600
 3  no
Decider | Prominence M1 | Yellow Jacket
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The Rapid Fire series of rifles feature a unique chambering system which allows three rounds to be fired in quick succession. The damage profiles are comparable to the smooth bore series, but the range limitations for standard rifles still apply. When choosing between the smooth bore or rapid fire series, a pilot should consider both their personal combat style and the expected mission terrain. The rapid fire should be used for close combat situations where a high volume of fire is necessary, whereas the smooth bore should be chosen for longer distance engagements.

The 315-RF is the weakest member of the rapid fire series, but its three burst capability is still useful for making enemies use up battery power attempting to dodge shots from it, all the while queueing up a more potent sub-weapon attack.
 400  main
 7  no
 30  0-600
 2  no
Prominence M1 | Prominence M2 | Prominence M3 | Siegeszug
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The 355-RF ups the ante from the 315-RF in terms of damage and still retains the three round burst capability, useful for making enemies use up battery in dodges. Other improvements include an increased effective range, bringing this weapon near the effective distance of the equivalent diameter smooth bore weapon. This weapon is often used in tandem with the rail gun to ensure that enemies do not dodge its telltale attack.
 500  main
 10  no
 30  0-800
 2  no
Prominence M3 | Siegeszug | Earthshaker | Quasar | Juggernaut
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The assault rifle series are high velocity but low damage weapons. They feature an advanced rapid reload process which allow them to fire up to five rounds in quick succession followed by an extended reload period. Disadvantages include a low damage per round and extremely rapid ammunition depletion. Typically mounted on fast attack VTs and highly effective when combined with hit and run tactics.

The 200-AR puts out a very high ratio of damage to mount weight. Unfortunately, its high rate of fire and limited clips can lead to an empty weapon and a defenseless VT if the ammo counter is not watched closely. It is the weapon of choice for Falchion pilots, and is also effectively deployed by Blade and Rapier pilots seeking a few extra mount weight units in lieu of the extra destructive capabilities of the 270-AR.
 200  main
 3  no
 20  0-400
 2  no

Falchion | Blade | Rapier | Garpike
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When used properly, the 270-AR can put out a swarm of damaging rounds which are very difficult to effectively dodge. It's ability to scatter fire over a large volume of space make it useful for wearing down opposing VTs in high-speed head-to-head engagements. Compared to the 200-AR, cycle time between five round bursts is slightly longer. The same ammunition limitations that plague the 200-AR model are present here.
 300  main
 5  no
 20  0-500
 2  no
Blade | Rapier | Garpike
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The recoilless rifle is a flat trajectory, medium range, shaped charge projectile weapon. Although they are lightweight to mount, their slow barrel speed results in an easy to dodge weapon. Note that the recoilless rifle incorporates a minimum distance under which the rounds will not properly fuse and will impact with no damage.

The 4A-REC model has a higher damage rating than the 77-REC variant, but does not include the proximity fused rounds. This results in weapon which has both a minimum distance, a rather anemic maximum distance, is slow and easy to dodge, AND does not do very much damage. Avoid mounting unless there are no other options (and usually the 77-REC is available anyway).
 400  main
 2  no
 20  100-400
 2  no
Vitzh | m-Vitzh | Scare Face | Scare Face A1 | Colt | Colt Executive
Yellow Jacket | Sheepdog
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The 77-REC variant fires projectiles which include a mass-proximity fuse. If fired within the general vicinity of a VT, it will cause splash damage even if the round does not make direct contact with the VT hull. The explosive round is also capable of igniting fires in the VT hull for supplementary damage.
 100  main
 2  no
 20  100-400
 2  no
Vitzh | m-Vitzh | Scare Face | Scare Face A1 | Colt | Colt Executive
Yellow Jacket | Sheepdog
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The sniper rifle is an extremely long ranged armour piercing weapon. It achieves its extraordinary range via a combination of tuned barrel rifling and aerodynamically channelled projectile casings. The sniper rifle uses a special hardened core surrounded by a timed jacket release system to achieve its long distance armour piercing effect. If the round impacts a target under the minimum range it will shatter due to the excess velocity and jacket ablation, similarly, beyond the maximum range the projectile will not have sufficient energy to pierce reinforced VT armour. Damage is augmented by timed fragmentation after penetration of the primary hull.

Due to the extreme ranges involved, this weapon does not have the ability to interface with the VT operating system lock software and must be manually targetted by the pilot in zoomed view sniper mode. Sniper mode is enabled by pressing the F1 button on the control console, aim is achieved via the view hat control on the left rotation control stick. As a safety mechanism the weapon may not be fired unless in sniper mode. Switching primary weapons will cancel sniper mode and return the VT to normal operation.

An extensive tutorial has been written regarding effective usage of the sniper rifle weapon.

The 320-SR is astoundingly lethal in the hands of the right pilot. Unfortunately, mastering its usage takes time and patience, as well as an understanding of how to properly utilise the weapon on a given mission. Almost exclusively mounted on first generation Scare Face variants, there is no other weapon available that matches it for distance in the generation class. Use of the weapon requires the pilot to manually "lead" their shot against a moving target. Pilots going up against a sniper rifle equipped opponent are advised to keep moving, vary their speed and direction often to prevent their position from being anticipated, and close on the sniper as quickly as possible to get under the minimum effective distance. Immobile targets can be eliminated in 3 or 4 salvoes with this weapon.
 600  main
 6  no
 20  1100-2200
 3  no
Scare Face | Scare Face A1 | Scare Face II | Regal Dress N
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The 370-SR is the big brother of the 320-SR, with a greater range of effectiveness (both minimum and maximum). The real improvement is the damage profile, it does nearly TWICE as much damage as its sibling. Reload time between rounds is slightly greater which means it is more difficult to get off a sufficient number of rounds before discovery of the snipers position. The 370-SR is very effective, but only in the absence of the railgun. When railguns are present, immobile snipers attempting to manually aim become sitting targets for a weapon that has almost the same effective distance and can be manually locked on. For "no railgun" matches this weapon can be very useful to harrass distance enemies and entice them to pursue.

It is interesting to note that both sniper rifle models are of the same loadout weight, which means if given a choice between 320-SR or 370-SR, there is no real reason to take the 320-SR.
 1000  main
 6  no
 20  800-2500
 3  no
Scare Face II | Regal Dress N
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The machine gun is a high rate weapon which utilises machine fed magazines to inflict respectable damage per round. Useful in melee combat or to wear down already weakened opponents. Due the high rate of fire, it is difficult to effectively dodge fire from this weapon. Note that damage ratings for this weapon are based per round.

The VT mounted armour piercing machine gun was designed to take out tracked armour units, and thus conserve the more powerful (and expensive) cannon ammunition from use on such diminuitive targets. By upgrading the armour piercing capabilities of the ammunition, this weapon was made capable of inflicting damage on VT platforms, but only at very close ranges. Certain VTs are immune to machine gun fire due to the distance modifier values of their armour, in particular for heavy class VTs. As such, this weapon should only be used as a secondary armament to complement a stronger cannon or rifle weapon.