There are many weapons available for the different grinders, each with different usability features. For information about which grinders are compatible with each weapon, see the Grinders page.
|The king of mid-range, cannons can help make your Grinder versatile at both ends. It's great for those introductory volleys as it deals both impact and splash damage. Because each shell arcs over the course of its trajectory, estimating successive rounds is key to its effectiveness.||
|The Drill is currently the only active melee weapon in the game. It can only be equipped by the Drill. When activated, vertical jets propel the Drill downward and into any opponents unlucky enough to end up below it. It deals continuous damage as long as the Drill is in contact with its prey.|
|This giant homing cruise missile can be guided by the pilot's cursor for targeted explosive glory. What's more, once a player commits to a target and lets go of the fire button, the missile sheds its casing and accelerates to expedite delivery of its payload. Oh and did we mention that it can be controlled via your scope monitor? Because it totally can!|
|Melt some metal and add this hot and heavy choice to your arsenal. The laser is the only weapon that will inflict continuous damage over the course of its fire duration. Stay on target and keep within the shorter end of its damage falloff to maximize output. Remember to monitor your heat levels as the laser is also the highest heat-generating weapon.||
|Miniguns have both the longest rate of sustainable fire and the lowest heat signature in the game. Miniguns are extremely effective at close range, but their projectiles are able cross the distance of any map to harass a target. Their damage output will radically decrease at longer ranges as the spread of projectiles will increase with range. The bullets themselves maintain their damage dealing property, but you're just not landing as many at greater distances.
It is extremely difficult to use pinpoint accuracy with this weapon as you will be hitting several armor plates at once. At first it may appear to be ineffective but after some time multiple armor plates will be stripped at once. Miniguns make an excellent team support weapon since it is able to sweep the entire battlefield and cause targets to move. In the hands of an experienced pilot, Miniguns can become an effective frontline weapon.
Due to the noise from a constant barrage of bullets striking the GDR, Miniguns have an added psychological effect on the target, will cause even the most experienced pilot to seek cover.
It is common for a pilot to use 1-2 Miniguns to offset the heat generated by larger weapons.
Effective at countering Drills and Hammer missiles.
They are loud in the cockpit and will make it difficult to hear anything other than your own screaming. Who cares? With heat this low just hold the triggers down and giv'em hell!
|A surefire classic, Missiles in Vox Machinae seek to the spot where you were aiming the reticle when fired. Launching in rapid succession, missiles unleash a trail of destruction. Be sure to lead a moving target and take into account their distance and a missile's travel time.
All missile launchers track to the aiming reticle. While the 3x Missile Pack is available on all GDRs with a small mount, the 8x Missile Pack occupies the extra-large slot, which is only present on a few GDRs. The 8x Missile Pack is fixed in place on the body of the GDR (it does not swivel to folow the aiming reticle), so accounting for the arc as the missile is launched is important.
|The Pulsar doles out a triple shot of compact, plasma induced projectiles that proximity detonate near enemies. The radius of the explosion is greater if the target is moving, damaging surrounding armor plates. Pulsars “splash” damage, while nowhere near as large as the Skyjacker, have been found to be somewhat effective against Hammer missiles.
Tips and Notes:
The Pulsar is thought of as the least effective weapon in the game right now. Hey, something must be at the bottom of a list.
Pulsars are very “floaty” and require a lot of aiming compensation to hit a target at range or while you are moving.
Maybe Pulsars need a dedicated pilot to give the weapon the time and practice needed to make more of an impact on the battlefield. Are you that pilot?
"...feels like you are trying to take someone out with a wad of cotton candy." -El Duderino
|The railgun fires a devastatingly swift rail that can penetrate multiple layers of metal for maximum internal damage. Charge up the accelerator coils by holding fire for a few seconds and release after it's armed. Be careful not to hold onto a charge for too long as doing so continues to build up your grinder's heat level.
Unlike the other weapons, the Railgun does not suffer from a gravity arc or damage fall-off.
|It's a shotgun, doesn't get much more complicated than that with this staple of warfare. Firing a simultaneous cluster of 8 projectiles, it'll rip through armor like nobody's business and can reduce an enemy to scrap in the hands of a talented pilot. Just be mindful of your range since the pellets spread out slightly as they travel outward, making farther targets much harder to hit.|
|The primary anti-air defense weapon available to pilots, the Skyjacker fills a unique role in combat. Resembling a fast moving, purple flare or starburst, the Skyjacker will only detonate when it passes near a fast-moving target, be it a GDR or Hammer missile. The resulting explosion has a large area-of-effect that distributes damage across several armor plates. A Skyjacker striking a non-moving target will not detonate and will only deliver little or no damage.
The mechanics of the Skyjacker are quite large and therefore can only be equipped by the Dredge, Catalyst and Overhaul Grinders.
Flying, fast moving targets can prevent the Skyjacker from detonating by shutting down the GDR’s engine; either with the key or any module that shuts down the GDR.
The Worm can also cause the SJ to detonate. You can use this to “splash” any GDRs standing nearby.
If you are running a Skyjacker, then you are the main Hammer missile defense for your team!
Even if nobody is jumping, it is still a good idea to fire a SJ at a target to remind them to stay on the ground.
These weapons have been removed from Vox Machinae for one reason or another.
|This versatile gem is great for crowd control, shooting 4 consecutive slugs that will explode when nearing an enemy grinder or when they reach their max firing distance. Use it to shoot out those pesky airborne baddies, or pop off a round next to an enemy behind cover for a splash-damage surprise. The shell's large explosive radius can damage nearby friendly grinders if you're not careful.
The Flak Cannon was scrapped and replaced by the more-specialized Scattershot and Skyjacker.
- Vox Machinae Blog: The Weapons of Vox
- Vox Machinae: the exciting inciting insights of Weapon Stats
- Vox Machinae Blog: Spring Update Incoming
- Vox Machinae Blog: Summer Stylin'