Most of the Seraphim weapons are of an unconventional source. Their names prevent analysis of their origin, yet still hint at very complex mechanisms, like the Oh Spectra Cannon, the Ultrachromatic Beam Generator, the Chronotron Cannon, the Inaino Strategic Missile , or the Unstable Phason Laser.
Compared to other factions, the Seraphim have a much richer diversity in weapons. For example, they have 4 different anti-air technologies, and 3 different torpedoes.
- 1 Direct Fire
- 1.1 Chronotron Cannon
- 1.2 Phasic Autogun
- 1.3 Heavy Phasic Autogun
- 1.4 Shie-eih Auto-Cannon
- 1.5 Oh Spectra Cannon
- 1.6 Twin-barreled Oh Spectra Cannon
- 1.7 Aire-au Bolter
- 1.8 Tau Cannon
- 1.9 Thau Cannon
- 1.10 Heavy Quarnon Cannon
- 1.11 Sih Energy Rifle
- 1.12 Ultrachromatic Beam Generator
- 1.13 Experimental Phason Beam Generator
- 1.14 Gatling Plasma Cannon
- 1.15 Heavy Sinn Unthe Cannon
- 1.16 Unstable Phason Laser
- 2 Bombs
- 3 Indirect Fire
- 4 Anti-Air
- 5 Naval Weaponry
- 6 Countermeasures
- 7 See Also
The Chronotron Cannon cannon is equipped on all Seraphim Command Units. It comes in a either standard Chronotron Cannon on the Armored Command Unit, or Light Chronotron Cannon on the Support Armored Command Unit, although both are strictly identical. Both of these weapons can overcharge for devastating damage. What sets the two weapons apart are their potential upgrades bestowed upon them by their wielders.
Trivia: The bolt produced by this weapon appears as two spiraling tendrils of energy, which seem to coalesce into a single projectile right before they hit their target. The sound effect is also regarded by some as one of the most satisfying among Seraphim weaponry, or weapons in general.
These light energetic bolters are equipped on the Seraphim's own unique Combat Scouts. Whilst not doing much overall damage, they can be quite deadly in groups. It should also be noted that these weapons have a slightly greater range than that of all LAB's (Light Assault Bots). Used by the T1 Combat Scout: Selen
Heavy Phasic Autogun
A more powerful form of the Phasic Autogun, it is equipped once on the Vishala, and 4 times on the Vulthoo.
Oh Spectra Cannon
Twin-barreled Oh Spectra Cannon
The Tau Cannon is a gun mounted on the Yenzyne that has a medium ROF, but does 200 damage per shot. T2 Hover Tank: Yenzyne
Heavy Quarnon Cannon
Sih Energy Rifle
Ultrachromatic Beam Generator
This weapon is unique in that it is a direct-fire beam as opposed to a projectile; it shares many similarities with the weapons of the Cybran Rhino and Cerberus, as it literally cannot miss. However, it can be blocked by terrain; and it often will, so ensure there are no hills or anything of the sort in the way when deploying these weapons.
Another unique aspect of this weapon is that it inflicts damage-over-time; meaning, rather than inflicting its damage all at once, the beam will stay locked onto the target for several seconds to inflict full damage. If the targeted unit dies before the beam finishes, it can lock onto and fire at another target. T2 Destroyer: Uashavoh, T2 Point Defense: Uttaushala
Experimental Phason Beam Generator
Gatling Plasma Cannon
This weapon is very fast firing and very dangerous against multiple units, but is not as effective against other experimentals. Experimental Assault Bot: Ythotha
Heavy Sinn Unthe Cannon
Unstable Phason Laser
An absolutely devastating weapon, it fires lightning-like energy at everything in sight until the Othuy fades away. Unidentified Residual Energy Signature: Othuy
Othe Tactical Bomb
Zhanasee Strategic Bomb
Thuntho Artillery Cannon
Seraphim light artillery fire is very similar to that of the UEF Lobo; a single large projectile which splits into many smaller ones just prior to impact, thus spreading its damage across a wider area of effect. T1 Mobile Light Artillery: Zthuee
Zthuthaam Artillery Cannon
It fires black balls of energy, with an extreme blue glow. T2 Artillery Installation: Zthuthaam
Suthanus Heavy Artillery Cannon
Laanse Tactical Missile Launcher
Whilst roughly equivalent in terms of damage and cost as compared to other factions' TML's, the Seraphim have an advantage that is shared only with the UEF; they can mount tactical missile launchers onto their ACU's and SaCU's. These specific launchers are different from their common static launcher counterparts, in that they possess a noticeably wider area of effect at the impact point, making it even more lethal against packs of structures and mobile units.
It should also be noted that when mounted on the back of a Command unit, tactical missile launchers can fire from underwater. This can be an incredible advantage in a protracted naval war, so use it well.
Inaino Strategic Missile Launcher
Experimental Strategic Missile Launcher
A nuclear missile so large and powerful it can only be shot down with two anti-nukes. It can easily destroy an entire base in one shot with its enormous damage radius. Experimental Missile Launcher: Yolona Oss
Shleo AA Autogun
This weapon fires pulses of energy into the air with a distinctive bang sound; effective at bringing down equivalent-tier enemy air units in short order.
Cleo AA Gatling Gun
Olaris AA Artillery Cannon
Losaare AA Autocannon
Uall Cavitation Torpedo
Trivia: 'cavitation' means the torpedo travels in a bubble of air, greatly increasing its potential underwater speed, either through a combination of nosecone shape and sheer propulsion power, or by other technical means.