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 within range. It is Le Ferrailleur's starting weapon and the foundation of armed wagons.
Keep in mind. Each shot initially hits one target. Piercing later allows it to 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 pierces several enemies along its path. Le Perceur starts the journey with this weapon.
Keep in mind. Damage decreases with each target pierced. Scattered enemies make it less effective.
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 discharge
After three seconds of charging, the DÉCHARGE button lets you trigger a powerful strike at the moment you choose.
Keep in mind. The weapon overheats for three seconds after firing. Unlike the other weapons, it requires manual activation.
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.
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.