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All-Round Weapons[edit]

SRAM[edit]

Basic all-round attack missile. Weak, but quick to recharge, and can lock on to all types of enemies. SRAMs are primarily useful against enemy fighters due to their tracking capabilities and the relatively lower health and number of fighters compared to ground targets. The emphasis on turning dogfights means the short range is not often a concern, though against heavy air enemies and in escort missions, dedicated air-to-air missiles are useful for thinning out enemy groups before engaging with SRAMs.

The Enemy plane equivalent is the SSAM.

  • Effective Range: 1000
  • Recharge: Fast
  • Used by: All planes

Autocannon[edit]

Each plane is equipped with an autocannon for close-range combat. The cannon has infinite ammunition and never needs to recharge ammo, but will overheat from prolonged fire, reducing its fire rate until it is allowed to cool off. While usable against any target, its primary use is a sidearm against enemy planes, and an emergency weapon when missile tracking is jammed.

Note that hitting enemy aircraft requires the player to lead the target. The crosshair for the cannon will turn red to indicate that it will hit an enemy when fired.

The autocannon is labeled 20mm Cannon in results screens for IC planes and 30mm Cannon for Enemy planes.

  • Effective Range: ~1500
  • Recharge: None
  • Used by: All planes

RPOD[edit]

Rocket pod that unleashes a flurry of unguided rockets. Deals minimal damage per rocket in a small area. While listed as an all-round weapon, this weapon is primarily useful against ground targets as planes are very difficult to hit with unguided rockets.

The Enemy plane equivalent is the ROCK.

  • Effective Range: 1000
  • Recharge: Fast
  • Used by: F-16 Falcon, MiG-27 Flogger, Yak-141 Freestyle, MiG-31 Foxhound, MiG-29 Fulcrum (V1 and V2), Su-27 Flanker (V1)

Air-to-Air Missiles[edit]

ARAAM[edit]

A moderately powerful mid-range anti-air missile. Unlike every other missile in the game, the ARAAM is not fire-and-forget, and will only track an enemy for as long as you remain locked onto that enemy and keep it in the dotted circle on-screen. In return, it has very good accuracy and ignores enemy countermeasures.

The Enemy plane equivalent is the RHM; this missile is notably used by the Su-27 and Su-37, two of the most maneuverable planes in the game, which can make great use of the missile by using their agility to keep an enemy in their sights.

  • Effective Range: 3000
  • Recharge: Fast
  • Used by: T-45 Goshawk*, F-16 Falcon, F-15 Eagle, MiG-27 Flogger (V2), MiG-31 Foxhound, MiG-29 Fulcrum (V2 and V3), Su-27 Flanker, Su-37 Super Flanker

Note: The T-45 is only usable in the missions The Attack Continues and Search and Destroy, and in the campaign, it will automatically be equipped with the Ground Attack weapon pack. As such, the T-45 can only use ARAAMs in Mission mode.

MRAM[edit]

Medium-ranged anti-air missile that can lock onto two enemies at once. Can be used to soften enemy fighter groups before engaging or take out multiple enemies simultaneously in dogfights, though its moderate damage means it falls short of destroying most planes in one hit, limiting its ability to thin enemy groups.

The enemy plane equivalent is the AAAM.

  • Effective Range: 3000
  • Recharge: Moderate
  • Used by: F-15 Eagle, F-35 Lightning II (V2 and V3), F-22 Raptor, SR-71 Blackbird, MiG-31 Foxhound (V2), Su-27 Flanker, Su-37 Super Flanker, MiG-1.44 MFI, Su-47 Berkut

Bug: When switching from the RHM to the AAAM while the RHM is locked on, the AAAM may lose the ability to lock onto enemies for the reset of the mission. This affects the following planes with weapon packs containing both missiles: MiG-31 Foxhound V2, Su-27 Flanker V2, Su-37 Super Flanker V2.

LRAAM[edit]

This missile boasts the longest range of any available air-to-air missile and the ability to lock onto 4 enemies at once. Paired with its high power, this makes the LRAAM excellent at destroying multiple enemies at once before they can respond. However, it has a slow recharge time and is prone to missing at close range.

  • Effective Range: 4000
  • Recharge: Slow
  • Used by: F-15 Eagle (V2), F-22 Raptor (V3), SR-71 Blackbird

HKKM[edit]

The HKKM shares the range and multi-lock capabilities of the LRAAM, but has much better recharge time and accuracy, making it the best air-to-air missile in the game. Appropriately, it is only equipped by the best air superiority fighter in the game.

  • Effective Range: 4000
  • Recharge Time: Moderate
  • Used by: Su-47 Berkut

Air-to-Ground Missiles[edit]

GAM[edit]

Basic ground attack missile with moderate single-target damage and moderate range. The missile does have a small blast radius, but it is generally un-noticeable except against enemies very close to each other.

The Enemy plane equivalent is the MAG-M.

  • Effective Range: 2000
  • Recharge Time: Fast
  • Used by: F-16 Falcon, F/A-18 Hornet, F-35 Lightning II (V2 and V3), MiG-29 Fulcrum (V2 and V3), Su-34 Fullback, MiG-1.44 MFI, Su-47 Berkut (V2)

EMP-W[edit]

The EMP designation and effect are purely cosmetic; this missile is functionally a GAM with longer range and a larger blast radius for a good balance of damage and precision.

  • Effective Range: 3000
  • Recharge Time: Moderate
  • Used by: F/A-18 Hornet (V2), F-117 Nighthawk (V2), F-22 Raptor (V2)*

Note: The F-22 cannot use this weapon due to a bug.

SLAMR[edit]

A powerful, long-ranged cruise missile that drops when fired, but will ignite its engine at close proximity with the ground to take off and strike targets from above. The high arc of the missile makes it less prone to being blocked by terrain than most missiles, and its high damage and blast radius make it devastating against all types of ground and sea targets.

  • Effective Range: 4000
  • Recharge Time: Slow
  • Used by: F/A-18 Hornet (V2), F-35 Lightning II (V3), SR-71 Blackbird

SKEETR[edit]

A unique missile that flies above its target before splitting into six parachute-mounted sub-munitions that rain shrapnel on the area around the target. While relatively slow to take effect, the SKEETR can deal multiple instances of high damage in a wide area, making it excellent against high-health targets.

  • Effective Range: 3000
  • Recharge Time: Slow
  • Used by: F-35 Lightning II (V2 and V3), SR-71 Blackbird

A-SLAMR[edit]

A SLAMR equipped with a nuclear warhead, the A-SLAMR will eradicate the target and everything else in a very wide radius. However, unlike every other weapon in the game, only one can be used per mission as it does not recharge, and the weapon pack that includes it does not have any other anti-ground weaponry. Note that the nuclear explosion can kill the player if they are too close.

  • Effective Range: 4000
  • Recharge Time: Does not recharge
  • Used by: SR-71 Blackbird

SADM[edit]

A missile that splits into a barrage of sub-missiles upon close proximity with the target, striking a long linear area starting at the target and stretching behind it. Can deal heavy area damage with good aim.

  • Effective Range: 3000
  • Recharge Time: Slow
  • Used by: MiG-29 Fulcrum (V3), MiG-1.44 MFI (V3), Su-47 Berkut (V3)

LSM-R[edit]

A long-ranged ground attack missile that fires parallel to the ground toward the target before descending sharply onto it from above. Only 2 LSM-R missiles can track enemies at the same time, though they can target 2 different enemies.

  • Effective Range: 3000
  • Recharge Time: Moderate
  • Used by: MiG-29 Fulcrum (V3), Su-34 Fullback (V1), Su-37 Super Flanker (V2), MiG-1.44 MFI (V2 and V3), Su-47 Berkut (V3)

GAT-CM[edit]

A missile that splits into three sub-missiles, each of which splits into a shower of sub-munitions onto a wide area. Very powerful for carpet-bombing groups of ground targets from long range.

  • Effective Range: 4000
  • Recharge Time: Slow
  • Used by: Su-34 Fullback (V2), MiG-1.44 MFI (V2 and V3)

HASM[edit]

A long-ranged cruise missile that flies in a high arc to strike targets from above. Unlike the SLAMR, the HASM launches immediately instead of dropping down first, making it faster and more reliable, and it has a faster recharge time as well.

  • Effective Range: 4000
  • Recharge Time: Moderate
  • Used by: Su-34 Fullback (V2), MiG-1.44 MFI (V2 and V3)

Bombs[edit]

Ground-attack weaponry that is usually unguided and follow an arcing trajectory downward with no propulsion. The bomb's targeted area of effect is designated by a targeting reticle on the ground beneath your plane. They usually have a larger area of effect and higher damage than missiles in the same tier.

The bomb's trajectory is affected by the speed of your plane. If safe to do so, fly low and slow, in order to reduce the time to impact and for more accurate drops.

B1K[edit]

Basic 1000-lb bomb. Note that you can only have as many bombs in the air at one time as the number of them carried by your plane, and they will need to make contact and explode before you can drop more.

The Enemy plane equivalent is the B500 (Enemy planes' bomb payloads are measured in kilograms).

  • Recharge Time: Fast
  • Used by: T-45 Goshawk, F-15 Eagle, F-22 Raptor (V1), MiG-27 Flogger (V1), Yak-141 Freestyle, MiG-31 Foxhound (V2), Su-27 Flanker (V2), Su-34 Fullback (V1), Su-37 Super Flanker, Su-47 Berkut (V2)

B2K[edit]

Basic bomb, but bigger, and has a proportionally slower recharge.

The Enemy plane equivalent is the B1000.

  • Recharge Time: Moderate
  • Used by: F-15 Eagle (V2), F/A-18 Hornet (V2), F-35 Lightning II (V2 and V3), F-22 Raptor (V2 and V3), MiG-27 Flogger (V2), MiG-29 Fulcrum (V2), Su-34 Fullback (V2), Su-37 Super Flanker (V2), Su-47 Berkut (V3)

SOCM[edit]

A cluster bomb that explodes into submunitions before making contact with the ground to bomb a wide area. However, it deals relatively low damage and the targeting reticle is rather finicky.

The Enemy plane equivalent is the CBM-500.

  • Recharge Time: Moderate
  • Used by: F/A-18 Hornet, F-35 Lightning II, F-22 Raptor (V3), MiG-29 Fulcrum (V3), Su-27 Flanker (V2), Su-34 Fullback (V1), MiG-1.44 MFI (V2 and V3)

GPSB[edit]

A guided 2000-lb bomb that can steer itself in the air toward a locked-on target for better precision. Note that it is still a bomb and does not have the same degree of movement control as a missile, so general bomb notes still apply.

Note that the GPSB's guidance is unaffected by radar jamming.

The Enemy plane equivalent is the S-GB500.

  • Recharge Time: Moderate
  • Used by: F/A-18 Hornet (V2), F-117 Nighthawk, F-35 Lightning II, F-22 Raptor (V3), SR-71 Blackbird, Su-34 Fullback (V2), MiG-1.44 MFI

FAOB[edit]

A fuel-air explosive bomb that disperses a cloud of aerosol explosives over an area before detonating, causing a large, fiery explosion. One of the more powerful bombs available. This bomb tends to fall in a steeper arc than most bombs.

  • Recharge Time: Moderate
  • Used by: F/A-18 Hornet (V2), F-117 Nighthawk, F-35 Lightning II (V3), F-22 Raptor (V3)

FAE-P[edit]

A fuel-air explosive bomb with the same effects as the FAOB, but mounted on a parachute for a more controlled and straighter drop.

  • Recharge Time: Slow
  • Used by: Su-34 Fullback (V2), MiG-1.44 MFI

BB500S[edit]

A rocket-mounted bomb that fires quickly downward for high impact damage. Has a small area of effect, but is very powerful when it hits.

Note that the targeting reticle is misleading; the bomb drops in a steeper arc than the reticle indicates.

  • Recharge Time: Slow
  • Used by: MiG-1.44 MFI (V3)

Torpedoes[edit]

The torpedo HUD element.
Left: The HUD when the player is too high and fast to fire a torpedo. If the player is either low or slow enough (but not both), the "TOO HIGH" or "TOO FAST" text respectively will disappear.
Right: The HUD when the torpedo is ready to fire.

Only one type of torpedo is available, the ASAM and C-SALT for IC and Enemy planes respectively.

To fire a torpedo, the player must be flying low and slow; an on-screen indicator shows the player's speed and altitude compared to those required to launch a torpedo, with a square showing red if the player is too high or too fast and green when the torpedo is ready to fire. Once dropped from the plane, the torpedo will propel itself forward at moderate speed upon hitting the water.

Torpedoes deal massive damage to enemy ships on contact; however, any vessel smaller than a Nanuchka is too small and fast to reliably hit with torpedoes, and torpedoes are obviously unusable against land targets.

  • Effective Range: 2000
  • Recharge Time: Moderate
  • Used by: F-16 Falcon (V2), F/A-18 Hornet, MiG-29 Fulcrum (V1 and V3), Su-34 Fullback (V2)