The current equipment list is grouped into two categories: weapons and
accessories. These are the same categories which appear on the buying screen.
The name of the item is the name which you will see on the screen. The cost is
given in dollars per bundle, e.g. $400 for a bundle size of 10 means that you
get 10 items for $400 ($40 each, but you have to buy in multiples of 10). For
weapons, a blast radius is given, which is an estimate of how large the area of
damage for that particular weapon is (this can be effected by the current
weapons scale being used). The arms level shows the different strength
categories of the weapons.
Each category has a table describing the available items, and then lists
descriptions of the items and how to use them, along with pictures of the icons
which help you recognize the items.
Name | Cost | Bundle | Blast Radius | Arms Level |
Baby Missile | $400 | 10 | 10 | 0 |
Missile | $1,875 | 5 | 20 | 0 |
Baby Nuke | $10,000 | 3 | 40 | 0 |
Nuke | $12,000 | 1 | 75 | 1 |
Leap Frog | $10,000 | 2 | 20,25,30 | 3 |
Funky Bomb | $12,000 | 2 | 80 | 4 |
MIRV | $10,000 | 3 | 20 | 2 |
Death's Head | $20,000 | 1 | 35 | 4 |
Napalm | $10,000 | 10 | N/A | 2 |
Hot Napalm | $20,000 | 2 | N/A | 4 |
Tracer | $10 | 20 | 0 | 0 |
Smoke Tracer | $500 | 10 | 0 | 1 |
Baby Roller | $5,000 | 10 | 10 | 2 |
Roller | $6,000 | 5 | 20 | 2 |
Heavy Roller | $6,750 | 2 | 45 | 3 |
Riot Bomb | $5,000 | 5 | 30 | 3 |
Heavy Riot Bomb | $4,750 | 2 | 45 | 3 |
Baby Digger | $3,000 | 10 | N/A | 0 |
Digger | $2,500 | 5 | N/A | 0 |
Heavy Digger | $6,750 | 2 | N/A | 1 |
Baby Sandhog | $10,000 | 10 | N/A | 0 |
Sandhog | $16,750 | 5 | N/A | 0 |
Heavy Sandhog | $25,000 | 2 | N/A | 1 |
Dirt Clod | $5,000 | 10 | 20 | 0 |
Dirt Ball | $5,000 | 5 | 35 | 0 |
Ton of Dirt | $6,750 | 2 | 70 | 1 |
The standard weapons are straightforward destructive devices. You launch them and they cause damage. How much simpler can it get?
Name | Description |
Baby Missile | The Baby Missile is the earliest developed weapon, and performs as such. Every player has an UNLIMITED supply of them. |
Missile | The Missile is an enhancement of the baby missile, increasing both the blast radius and the damage delivered. |
Baby Nuke | The Baby Nuke is a nuclear explosive capable of destroying a large region |
Nuke | The Nuke is a large-scale nuclear weapons capable of mass destruction. |
Leapfrog | The Leapfrog has three warheads which launch one after another. This is often very effective for penetrating shields. |
Funky Bomb | The Funky Bomb explodes in a multi-colored toxic chain reaction. Sometimes they don't explode exactly where you want them to, but they are generally confined to the area where they hit. |
MIRV | The MIRV contains five Missile warheads, which split apart when the original missile reaches apogee. If the warhead hits something before reaching apogee, it will not explode. |
Death's Head | The Death's Head is the most destructive weapon created to date. Functionally equivalent to MIRVs, it contains nine large scale explosive warheads. |
Napalm | Napalm splashes around wherever it hits and then bursts into hot flame. It creates more heat (and is thus more destructive!) if it forms deep pools. If Napalm tunnels into the dirt, it may not get a chance to spread out. |
Hot Napalm | Hot Napalm is a deadly form of Napalm... much hotter and more powerful. Otherwise, it functions pretty much like Napalm. |
Tracers | Tracers have no destructive capability, but are useful for targeting someone without causing unwanted damage. |
Smoke Tracers | Smoke Tracers function as Tracers, except they leave a brilliantly colored smoke trail behind them. This makes targeting even easier. |
Baby Rollers | Baby Rollers are the smallest of the roller family. When they hit ground, they roll downhill until reaching a valley or a tank. They then explode with the force of a baby missile. If a roller hits a shield, it will just roll off! |
Rollers | Rollers are functionally the same as baby rollers, but contain a warhead equivalent to a standard missile. |
Heavy Rollers | Heavy Rollers are non-nuclear, but deliver a payload more explosive than a baby nuke. |
Earth destroying weapons are weapons which cause large (or small) amounts of dirt to be destroyed. Most of these weapons cannot directly harm a tank, though they can cause them to fall and take damage that way. Earth destroying weapons are also good for removing mountains that are in your way, or even removing dirt beneath yourself so that your tank is repositioned (perhaps away from an enemy tank!)
Name | Description |
Riot Bombs | Riot Bombs destroy a spherical section of dirt wherever the detonate. They do no damage to tanks. Unlike Riot Charges and Riot Blasts, the Riot Bomb is a projectile weapon. |
Heavy Riot Bombs | Heavy Riot Bombs are scaled up versions of Riot Bombs. |
Baby Diggers | Baby Diggers are useful for removing small amounts of dirt. They tunnel when they hit ground. |
Diggers | Diggers are more powerful versions of Baby Diggers. |
Heavy Diggers | Heavy Diggers are the largest Digger-weapon available, but often fail to reach their full potential. |
Baby Sandhogs | Baby Sandhogs employ an alternate technology to achieve an effect similar to the Diggers. In addition, each tunneling warhead contains a small but powerful charge, which can destroy an enemy tank from beneath. Sandhogs are often useful for burrowing beneath enemy shields, and attacking an enemy tank directly. |
Sandhogs | Sandhogs contain more warheads than the Baby Sandhogs. |
Heavy Sandhogs | Heavy Sandhogs can potentially destroy the world, and should be used with caution... |
The category of Earth Producing Weapons includes weapons which take some form of compacted earth that explodes into a much larger amount of dirt. These weapons can be used to build fortifications, or bury enemy tanks. There are other clever uses which can also be discovered... be creative!
Name | Description |
Dirt Clods | Dirt Clods are small warheads which explode into a sphere of dirt when hitting something. |
Dirt Balls | Dirt Balls are a larger form of Dirt Clods. |
Ton | A Ton of Dirt is a very large Dirt Ball, easily capable of burying someone alive. |
Name | Cost | Bundle | Arms Level |
Parachute | $10,000 | 8 | 2 |
Battery | $5,000 | 10 | 2 |
Mag Deflector | $10,000 | 2 | 2 |
Shield | $20,000 | 3 | 3 |
Force Shield | $25,000 | 3 | 3 |
Heavy Shield | $30,000 | 2 | 4 |
Super Mag | $40,000 | 2 | 4 |
Auto Defense | $1,500 | 1 | 3 |
Fuel Tank | $10,000 | 10 | 3 |
The Defense Systems are ways to keep your tank alive longer. They include
mechanisms both to prevent and to repair damage to your tank. The wise users of
defense system will find their tanks lasting much longer than unprotected
tanks.
Your own shields will never protect you from your own shots, though they will
protect you from secondary damage caused by your own shots (e.g. heat damage
from Napalm). This means if your shields are enabled and you shoot straight up
(with no wind), then your missile will fall straight down, and hit and destroy
your tank. Not only does this mean you're out for the round, but you will also
lose points for this! And points mean money...
Name | Description |
Parachutes | Parachutes are useful as a means of preventing damage when falling. Parachutes work as follows: If you are going to fall and your parachutes are on (enabled) the parachutes will activate, and your tank takes no damage from the fall. If your parachutes are off then you will fall without parachutes, and take damage. You can choose whether the parachute is enabled or off by using the player dialog (described here). By default, parachutes are off. |
Batteries | Batteries can be used as an energy source for recharging your tank. When using a battery to recharge your tank, each battery is equivalent to 10% of your energy, or 10 points. You use batteries to recharge your tank by using the player dialog (described here). |
Mag Deflectors | Mag Deflectors are simple shields which reflect projectiles that are directly over your tank. Mag Deflectors cannot absorb very many shots before being destroyed. To enable or disable any shield use the player dialog (described here). |
Shields | Shields protect your tank by absorbing damage from explosions. In addition, a weapon which hits a shield directly will not explode, though it will damage the shield slightly. |
Force Shields | Force Shields deflect projectiles away from you, and are generally capable of sustaining more damage than normal shields. |
Heavy Shields | Heavy Shields are immune to the shield failures which often plague lesser shields. They are also capable of sustaining tremendous amounts of damage. |
Super Mags | Super Mags are the best shields of all - stronger than heavy shields, with the side effects of Mag Deflectors. If you can afford them, youll be mighty tough to beat! |
Auto Defense | Auto Defense allows you to enable any defense system of your tank each round before combat begins. Once bought the auto defense gives you this capability for the rest of the game. |
Fuel Tanks | Fuel Tanks allow you to move your tank. Each fuel tank will give you 10 units of fuel. Each unit of fuel will let you move 1 square. To use fuel, choose fuel from the player dialog (described here). |