Back to Rumblekeep

FOR EVERY THREAT,
A WEAPON.

Cannons, missiles, elements and tactical devices: Rumblekeep's 17 weapons give each wagon a different way to defend the convoy.

Firepower

Direct shots and explosions to clear the way.

Automatic cannon

Direct fire

The cannon automatically aims and fires at enemies in range. Mark a target so the main cannon leads its movement and deals 25% more damage.

Keep in mind. Only the main cannon receives this bonus. A shot initially hits one target; piercing then lets it pass through more enemies.

Missile launcher

Area explosion

Missiles track their target and explode on impact. They unlock through a combat upgrade; salvos add more missiles.

Keep in mind. You must first choose the Missiles upgrade. Launcher modifications are then installed at the factory.

Fire, frost and energy

Make the most of enemy lines and tightly packed groups.

Laser beam

Aligned enemies

A beam crosses several enemies along its path. Marking a target preserves the power of its secondary hits before their normal falloff.

Keep in mind. Without a marked target, hits after the first target lose an additional 40% damage. Scattered enemies benefit less from the beam.

Flamethrower

Cone and burning

A cone of fire hits several nearby enemies and burns them. It is Le Brasier's starting weapon.

Keep in mind. Its range is short and burns do not stack. You need to let enemies get close.

Frost shot

Slowing

Frost slows the movement of enemies it hits. Le Veilleur pairs it with an escort cannon from the start.

Keep in mind. Slowing is reduced against bosses. Frost controls the approach but does not replace strong firepower.

Tesla arc

Chain lightning

The electric arc jumps between enemies that are close enough together. A response to tightly packed groups.

Keep in mind. An isolated target gives the chain nowhere to spread.

Tactical weapons

Control the battlefield and combine complementary weapons.

Scattershot

Close-range spread

A powerful spread covers enemies in front of the weapon. It works best when they reach the convoy.

Keep in mind. Damage falls off with distance. Pair it with a weapon that can act further away.

Mortar

Delayed strike

A shell triggers an area explosion after 0.9 seconds. Its long range lets it strike before enemies make contact.

Keep in mind. Fast targets can leave the area before the explosion. Frost helps keep them there.

Mine launcher

Close-range defence

The weapon places mines towards nearby threats. They arm after 0.3 seconds; three mines can remain active.

Keep in mind. A mine does not protect you immediately. Its effectiveness depends on enemies passing through its area.

Harpoon

Single-target anchoring

The harpoon strikes an enemy and holds it for 1.2 seconds, giving other weapons time to focus their fire.

Keep in mind. The weapon remains occupied while anchoring. The holding effect is weaker against bosses.

Acid projector

Amplified damage

Acid makes the target more vulnerable to damage from other weapons for three seconds. It supports convoys that concentrate their firepower.

Keep in mind. Corrosion does not stack and its amplification is reduced against bosses.

Impulse cannon

Knockback

The impulse pushes enemies away and creates space around the wagon.

Keep in mind. It can push targets out of reach of short-range weapons. It does not detach saboteurs already clinging to the train.

EMP emitter

Interruption

The electromagnetic pulse interrupts charger rushes and shots being prepared by spitters.

Keep in mind. Its firing rate is slow. Bosses resist interruption more strongly and cannot be locked down continuously.

Side saws

Contact defence

The saws cut through enemies immediately beside the wagon. Their high attack rate counters threats that reach the flanks.

Keep in mind. Their range is very short. They do not cover enemies that stay at a distance.

Drone carrier

Ranged pursuit

Drones leave the wagon, pursue their target and return on board. Two drones can be deployed at once.

Keep in mind. The return trip sets the pace of attacks: drones are not always available at the wagon.

Disc launcher

Cutting out and back

Discs hit enemies on the way out and again as they return to the wagon. Two blades can be in flight at once.

Keep in mind. Enemy positions along the flight path determine which targets are hit.

Overcharge cannon

Manual piercing beam

After three seconds of charging, the SURCHARGE button opens four seconds of slowed aiming. The beam then crosses the battlefield for 1.2 seconds in the chosen direction.

Keep in mind. If no direction is chosen, the cannon automatically aims at a target in range. With no target, the charge remains ready. Overheating starts after the beam.

Build a balanced arsenal

One weapon per slot

At the factory, select the wagon you want to equip. Changing a module replaces the one in that slot; adding an armed wagon lets you combine weapon families. Special weapons become available at the second stop, after wave 10.

Le Perceur, Le Brasier and Le Veilleur carry their special weapon from the start. The four starting convoys each offer a different approach.

Distinguish the main weapon from supports

The main weapon uses its full power. Added armed wagons fire at 40% of that power and Le Veilleur’s escort cannon at 25%. Position these supports to complement the convoy, not to replace its main attack on their own.

Upgrade rather than replace

Gros calibre (Heavy Calibre) makes cannon shots stronger at the cost of firing rate. Alimentation rapide (Rapid Feed) favours faster firing with lighter hits.

For missiles, Charges élargies (Expanded Charges) increases the blast area but slows firing. Frappes précises (Precision Strikes) reduces the area to fire more often. Modules can reach level III, depending on the stops reached.

Overcharge, the impulse cannon and recovered powers are three different systems. See capsules and manual powers.