Introduction -> Accessory Guide

Equipment List

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.

Weapons

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

Standard Weapons

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

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...

Earth Producing Weapons

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.

Accessories

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

Defense Systems

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).