Weapons are the means to combat the alien infestation in the POP Galaxy. Weapons & Attacks are divided into three attack categories; Bullet, Laser, and Electromagnetic. Different weapons place different demands upon your Potential-Point-Distribution.

Bullet – Stamina – Assault
Laser – Mentality – Raider
EM – Handling – Commanders

At the moment, POP provides each pilot with three basic offensive systems in three different configurations. These systems are Duals (consisting of a main-hand and off-hand weapon), a two-handed weapon and a shoulder mounted weapon. The off-hand weapon can be replaced by off-hand shield, hence the optional configurations are main-hand weapon+shoulder weapon+shield, main-hand weapon+off-hand weapon+shoulder weapon, and two-hand weapon+shoulder weapon.

Note: Off-hand weapon/shield can only be equipped after main-hand weapon is mounted.

Bullet = Bullet Weapons
Energy Cube = Laser Weapons
Capacitors = EM Weapons
(Basic Equipment)(@ Weapons Merchant)
Main-hands require level 10
Two-Hands require level 12
Off-Hands require level 16
Shoulders require level 22

Please always equip your weapons with enough ammo. When one type of ammo runs out, if you have the same type of ammo stacked in the ammo bin, then the ammo will be loaded automatically. On the other hand, if you have no same type ammo stacked in ammo bin, you need to load the correspondent ammo manually. You need to pay some amount of EC to expand your ammo bin. Notice that you shall purchase ammo at NPC <Quartermaster Admin>. Sometimes you can even get some ammo from drops.

Weapons are equipped at varying intervals usually in intervals of 5-10. Upon leveling up it is highly recommended that you focus putting your points 100% into Stamina, Mentality or Handling as having a lack of certain amount will prevent you from using weapons or bodies paired with the individual stat. :

Weapons Data:

Bullet weapons are equipped with Bullet.  Listed below are Bullet-type weapons (LV=Level):

Weapon Name Carrying Means Level Attribute Required Weapon Skills

Earth Protector Machinegun-01 Main-hand 1 N/A Pierce Attack

Scout Machinegun-12 Main-hand 5 STA=14 Fury Blast
Scout Machinegun-12EX Main-hand 10 STA=24 Fury Blast
Parole Machinegun-21 Main-hand 18 STA=41 Fury Blast

Parole Machinegun-21EX Main-hand 26 STA=58 Fury Blast

Coagulation of Blood
(Special Weapon)
Main-hand 30 STA=66 Fury Blast

Assault Machinegun-33 Main-hand 34 STA=74 Fury Blast
Assault Machinegun-33EX Main-hand 42 STA=91 Fury Blast

Fieriness Machinegun-47 Main-hand 50 STA=108 Fury Blast

Fieriness Machinegun-47EX Main-hand 58 STA=125 Fury Blast

Ultralight Handheld Artillery
(Special Weapon)
Main-hand 60 STA=129 Fury Blast

Parole Machinegun-21 Off-hand 16 STA=37 Freezing Damage

Scout Machinegun-12EX Off-hand 24 STA=54 Freezing Damage

Cruel Slaughter
(Special Weapon)
Off-hand 30 STA=66 Freezing Damage

Assault Machinegun-33 Off-hand 32 STA=70 Freezing Damage
Assault Machinegun-33EX Off-hand 40 STA=87 Freezing Damage

Fieriness Machinegun-47 Off-hand 48 STA=103 Freezing Damage

Fieriness Machinegun-47EX Off-hand 56 STA=120 Freezing Damage

Revenge Kavass Assault Gun
(Special Weapon)
Off-hand 60 STA=129 Freezing Damage

Scout Machinegun-12H Two-hand 12 STA=30 Firepower Suppression& Range Reduction

Parole Machinegun-21L Two-hand 20 STA=47 Firepower Suppression& Range Reduction

Parole Machinegun-21H Two-hand 28 STA=64 Firepower Suppression& Range Reduction

Roar from Nafaris
(Special Weapon)
Two-hand 30 STA=68 Firepower Suppression& Range Reduction

Assault Machinegun-33L Two-hand 36 STA=81 Firepower Suppression& Range Reduction

Assault Machinegun-33H Two-hand 44 STA=98 Firepower Suppression& Range Reduction

Fieriness Machinegun-47L Two-hand 52 STA=116 Firepower Suppression& Range Reduction

Fieriness Machinegun-47H Two-hand 60 STA=133 Firepower Suppression& Range Reduction

Doom Fist of Ulsa
(Special Weapon)
Two-hand 60 STA=133 Firepower Suppression& Range Reduction

Scout Missile-12S Shoulder 22 STA=53 MP Reduction

Scout Missile-12M Shoulder 30 STA=71 MP Reduction

Jet Vulcan Gun Shoulder 30 STA=71 MP Reduction

Parole Missile-21S Shoulder 38 STA=89 MP Reduction

Parole Missile-21M Shoulder 46 STA=107 MP Reduction

Assault Missile-33S Shoulder 54 STA=125 MP Reduction

Full-bullet Fire Defense Gun Shoulder 60 STA=138 MP Reduction

Laser weapons are equipped with Energy Cube.  Listed below are Laser-type weapons (LV=Level):

Weapon Name Carrying Means Level Attribute Required Weapon Skills
Molecule Scout Gun-10 Main-hand 5 MTL=14 High-Temperature Ray

Molecule Scout Gun-10EX

Main-hand 10 MTL=24 High-Temperature Ray
Molecule Parole Gun-22 Main-hand 18 MTL=41 High-Temperature Ray

Molecule Scout Gun-22EX

Main-hand 26 MTL=58 High-Temperature Ray

Star of Daybreak
(Special Weapon)

Main-hand 30 MTL=66 High-Temperature Ray
Atom Assault Gun-36 Main-hand 34 MTL=74 High-Temperature Ray

Atom Assault Gun-36EX

Main-hand 42 MTL=91 High-Temperature Ray

Atom Fieriness Gun-41

Main-hand 50 MTL=108 High-Temperature Ray

Atom Fieriness Gun-41EX

Main-hand 58 MTL=125 High-Temperature Ray

Fallen-star Shock Longgun
(Special Weapon)

Main-hand 60 MTL=129 High-Temperature Ray

Molecule Scout Gun-10EX

Off-hand 16 MTL=37 Glare Attack
Molecule Parole Gun-22 Off-hand 24 MTL=54 Glare Attack

Rage of Hammer
(Special Weapon)

Off-hand 30 MTL=66 Glare Attack

Molecule Parole Gun-22EX

Off-hand 32 MTL=70 Glare Attack
Atom Assault Gun-36 Off-hand 40 MTL=87 Glare Attack

Atom Assault Gun-36EX

Off-hand 48 MTL=103 Glare Attack

Atom Fieriness Gun-41

Off-hand 56 MTL=120 Glare Attack

Break Fast Particle Gun
(Special Weapon)

Off-hand 60 MTL=129 Glare Attack

Molecule Scout Gun-10H

Two-hand 12 MTL=30 Defense Track& HP Interruption
Molecule Parole Gun-22L Two-hand 20 MTL=47 Defense Track& HP Interruption

Molecule Parole Gun-22H

Two-hand 28 MTL=64 Defense Track& HP Interruption

Liton Pleco lon Cannon
(Special Weapon)

Two-hand 30 MTL=68 Defense Track& HP Interruption
Atom Assault Gun-36L Two-hand 36 MTL=81 Defense Track& HP Interruption

Atom Assault Gun-36H

Two-hand 44 MTL=98 Defense Track& HP Interruption

Atom Fieriness Gun-41L

Two-hand 52 MTL=116 Defense Track& HP Interruption

Glaring Knight-Klate
(Special Weapon)

Two-hand 60 MTL=133 Defense Track& HP Interruption
Molecule Scout Particle-Cannon-10S Shoulder 22 MTL=53 HP Reduction

Molecule Scout Particle-Cannon-10M

Shoulder 30 MTL=71 HP Reduction

Light Sniper
(Special Weapon)

Shoulder 30 MTL=71 HP Reduction
Molecule Parole Particle-Cannon-22S Shoulder 38 MTL=89 HP Reduction

Molecule Parole Particle-Cannon-22M

Shoulder 46 MTL=107 HP Reduction

Atom Assault Particle-Cannon-36S

Shoulder 54 MTL=125 HP Reduction

Endless Dark-hole Particle-Cannon
(Special Weapon)

Shoulder 60 MTL=138 HP Reduction

EM weapons are equipped with Capacitor.  Listed below are EM-type weapons (LV=Level):

 

Weapon Name

Carrying
Means

Level

Attribute Required

Weapon Skills

LF Scout Gun-15

Main-hand

5

HDL=14

EM Interruption

LF Scout Gun-15EX

Main-hand

10

HDL=24

EM Interruption

LF Scout Gun-23

Main-hand

18

HDL=41

EM Interruption

LF Scout Gun-23EX

Main-hand

26

HDL=58

EM Interruption

Mist of Day Break
(Special Weapon)

Main-hand

30

HDL=66

EM Interruption

IF Scout Gun-35

Main-hand

34

HDL=74

EM Interruption

IF Scout Gun-35EX

Main-hand

42

HDL=91

EM Interruption

IF Fieriness Gun-48

Main-hand

50

HDL=108

EM Interruption

IF Fieriness Gun-48EX

Main-hand

58

HDL=125

EM Interruption

EM Thunderstorm Generator
(Special Weapon)

Main-hand

60

HDL=129

EM Interruption

LF Scout Gun-15EX

Off-hand

16

HDL=37

Uncontrolled Current

LF Scout Gun-23

Off-hand

24

HDL=54

Uncontrolled Current

Sign of Unkindness
(Special Weapon)

Off-hand

30

HDL=66

Uncontrolled Current

LF Scout Gun-23EX

Off-hand

32

HDL=70

Uncontrolled Current

IF Assault Gun-35

Off-hand

40

HDL=87

Uncontrolled Current

IF Assault Gun-35EX

Off-hand

48

HDL=103

Uncontrolled Current

IF Fieriness Gun-48

Off-hand

56

HDL=120

Uncontrolled Current

Alien Interference Launcher
(Special Weapon)

Off-hand

60

HDL=129

Uncontrolled Current

LF Scout Gun-15H

Two-hand

12

HDL=30

Magnetic Attack& EM Shake

LF Parole Gun-23L

Two-hand

20

HDL=47

Magnetic Attack& EM Shake

LF Parole Gun-23H

Two-hand

28

HDL=64

Magnetic Attack& EM Shake

Judgment Day of Sivark
(Special Weapon)

Two-hand

30

HDL=68

Magnetic Attack& EM Shake

IF Assault Gun-35L

Two-hand

36

HDL=81

Magnetic Attack& EM Shake

IF Assault Gun-35H

Two-hand

44

HDL=98

Magnetic Attack& EM Shake

IF Fieriness Gun-48L

Two-hand

52

HDL=116

Magnetic Attack& EM Shake

IF Fieriness Gun-48H

Two-hand

60

HDL=133

Magnetic Attack& EM Shake

Handheld Ti-star Railgun
(Special Weapon)

Two-hand

60

HDL=133

Magnetic Attack& EM Shake

LF Scout Suspending-Cannon-15S

Shoulder

22

HDL=53

Power Shake

LF Scout Suspending-Cannon-15M

Shoulder

30

HDL=71

Power Shake

Lightning Phagocytic Organ
(Special Weapon)

Shoulder

30

HDL=71

Power Shake

LF Parole Suspending-Cannon-23S

Shoulder

38

HDL=89

Power Shake

LF Parole Suspending-Cannon-23M

Shoulder

46

HDL=107

Power Shake

LF Parole Suspending-Cannon-35S

Shoulder

54

HDL=125

Power Shake

Overclocking Magnetic Field Maker
(Special Weapon)

Shoulder

60

HDL=138

Power Shake


Weapons come with inherent skills. Skills are a means to go beyond the normal damage limitations and create opportunities to devastate an enemy.

Weapons skills are shown on the main-interface. You may either right-click upon skills or use their numerically designated hot-keys. Keys number one through four are designated for your main-hand, off-hand and two-handed weapons. Shoulder Weapons (Powerful Skills only) are used by holding down the control key and pressing the numeric one or two key.

To be a successful pilot, let alone dream of becoming an Ace players need to be aware of all the advantages and disadvantages of using skills. Skills have both a cooling-time and a valid range. This means that skills have limitations, they can only be fired so fast and only so far. Learning how to stagger your fire will help you stay within the heat-limitation so you will not over-heat.

Be aware that weapon durability contributes to the accuracy of weapons during battles. Weapons need to be repaired at <Maintenance Technicians> regularly. Visiting the <Quartermaster Admin> for ammo is also of great importance!

Furthermore, there are also off-hand shields that may bestow a substantial amount of Extra ES, Bullet, Laser and EM resistance proportional to the level of the equipment.

Damage Absorb Rate is the likelihood of a shield to absorb damage.

Damage Absorb Proportion is the amount of damage a shield has the ability to absorb

 

Shield Name

Level

ES

B/L/EM Res.

DMG Absorb Rate

DMG Absorb Proportion

Low Molecule Alloy-Shield

18

78

184

28.46%

35.57%

Low Molecule Alloy-Shield-08U

25

155

247

28.64%

35.81%

Lion Bastion of Cross River
(Special Shield)

30

347

342

28.91%

36.14%

Intermediate Molecule Alloy-Shield-15

32

294

313

28.83%

36.04%

Intermediate Molecule Alloy-Shield-15U

39

421

382

29.02%

36.28%

High Molecule Alloy-Shield-24

46

575

454

29.21%

36.51%

High Molecule Alloy-Shield-24U

53

742

530

29.40%

36.74%

Extreme Molecule Alloy-Shield-30

60

859

608

29.58%

36.98%

Dawn Defender 3000
(Special Shield)

60

1033

737

29.88%

37.35%