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Renegade X features a vast selection of weapons for players to fight with, from mass-produced Automatic Rifles to highly advanced Railgun prototypes. Players will be able to see each infantry class' loadout from the Purchase Terminal selection screen (including a small statistic chart showing damage, range, rate of fire, and magazine capacity) and pick the infantry class they are most comfortable fighting with, whenever that is going guns blazing with Chainguns, Tactical Rifles, or Laser Chainguns, or steadily aiming at the opponent's heads with Sniper Rifles or Ramjet Rifles from afar.

Each faction has different unique weapons: the Global Defense Initiative fight with explosive weaponry, such as Flak Cannons or a special Rocket Launcher able to fire six rockets before needing to reload; with its R&D manufacturing sophisticated weaponry such as Personal Ion Cannons and Volt Automatic Rifles. The Brotherhood of Nod fight with laser technology, arming their special ops Black Hand squadrons with Laser Rifles and Laser Chainguns, and employs liquid Tiberium for weapons such as Chemical Throwers and Tiberium Automatic Rifles.

Every weapon has a generic efficiency role, from killing other infantry, destroying light or heavy armored vehicles, damaging Buildings, or even being effective versus everything.

For players who desire to tackle on a more supportive role, they can help their teams by arming themselves with the Engineers' Repair Guns and provide repairs to vehicles, heals to other infantry, or even subtly sabotage the opponent buildings.

Every infantry has at least one side-weapon used in case the primary weapon is out of ammunition or it needs to be reloaded. In some custom levels, weapon pickups might appear and the players can acquire a copy of that weapon by going on top of it. The weapon will reappear after a certain period of time has passed, and it will be ready to be picked up again. Note that if the player gets killed, they will lose the weapon that they picked up.

Every weapon has an amount of ammunition that it can hold in one clip before needing to reload and a magazine holding the total ammunition available for the weapon. After the magazine is depleted, the player must head back towards a Purchase Terminal to obtain a refill for the magazine. An exception to such are laser weapons (Laser Rifle and Laser Chaingun), which possess automated recharging in-built batteries, constantly generating more ammunition into the magazine. Side weapons, on the other hand, possess infinite ammunition in their magazine.

Vehicles have their unique armaments and they cannot be changed, but they possess infinite magazines for them thus they will never run out of ammunition.

List of weapons

Primary Weapons

The main weapon of choice carried by each infantry class.

Bullet-based weapons

Weapons pertaining in this category are subject to Kelvar armor damage reduction, and will do bonus damage against flak armored infantry.

Weapon Carried by
Automatic Rifle Soldier
Shotgun Shotgunner
Marksman Rifle Marksman
Chaingun Officer
Flak Cannon (Primary Fire) McFarland
Tactical Rifle (Primary Fire) Patch
Tiberium Automatic Rifle (Primary Fire) Mendoza

Explosive-based weapons

Weapons pertaining in this category are subject to flak armor damage reduction.

Weapon Carried by
Grenade Launcher Grenadier
Flak Cannon (Alternate Fire) McFarland
Missile Launcher Rocket Soldier
Rocket Launcher Gunner
Tactical Rifle (Alternate Fire Mode) Patch

Sniper weapons

Sniper weaponry employ armor piercing bullets able to bypass any kind of damage reduction that armors may grant.

Weapon Carried by
Sniper Rifle Deadeye/Black Hand Sniper
Ramjet Rifle Havoc/Sakura

Fire, Energy, and Tiberium-based weapons

Weapons pertaining in this category are able to bypass any kind of damage reduction that armors may grant, and inflict status effects upon hitting other infantry.

Weapon Carried by
Flamethrower Flame Trooper
Chemical Thrower Chemical Trooper
Tiberium Automatic Rifle (Alternate Fire) Mendoza
Laser Rifle Stealth Black Hand
Laser Chaingun Laser Chaingunner
Personal Ion Cannon Sydney/Armoured Sydney
Railgun Raveshaw
Volt Automatic Rifle Mobius

Repair Guns

Repair Guns are special weapons that will restore health and armor of the target when fired on allied infantry, vehicles, and buildings; capture Tech Buildings when fired upon their Master Control Terminals; and defuse enemy Proximity C4 and Superweapon Beacons.

Weapon Carried by
Repair Gun Engineer
Advanced Repair Gun Hotwire/Technician

Side Weapons

An alternate weapon carried by each infantry, usually weaker than their primary weapon. Note that Laser Chaingunners do not possess any type of side weapon.

Bullet-based weapons

Weapons pertaining in this category are subject to Kelvar armor damage reduction, and will do bonus damage against flak armored infantry.

Weapon Carried by
Pistol Soldier/Shotgunner/Marksman/Grenadier/Flame Trooper/Officer/McFarland/Chemical Trooper
Silenced Pistol Engineer/Hotwire/Technician
Heavy Pistol Patch/Sydney/Raveshaw/Mobius/Mendoza
Machine Pistol Rocket Soldier/Deadeye/Black Hand Sniper
Silenced Machine Pistol Stealth Black Hand
Carbine Gunner/Havoc/Sakura


Explosives deal large damage with one impact; they are usually employed to demolish buildings or vehicles (with the exception of landmines designed against infantry), albeit it can prove to be quite effective against infantries at the right moment. All explosives are subject to flak armor damage reduction.

Weapon Carried by
Timed C4 Everyone
Remote C4 Engineer/Hotwire/Technician
Proximity C4 Hotwire/Technician
Anti Tank Mine Rocket Soldier/Gunner/Laser Chaingunner/Sydney/Raveshaw


Those grenades range from dealing damage to other effects such as forming a cloud of smoke or an EMP field. All kinds of grenades will resupply slowly by themselves after use; a refill order at Purchase Terminals will not resupply them.

Weapon Carried by
Frag Grenade McFarland
Tiberium Frag Grenade Chemical Trooper
Smoke Grenade Officer/Deadeye/Black Hand Sniper/Havoc/Sakura
EMP Grenade Gunner/Laser Chaingunner/Sydney/Raveshaw


  • Prior the beta 5.16 patch, which introduced armor types and allocated weaponry to infantry, players could purchase more side weapons for their infantry.
    • Optional equipment now allocated to certain infantry classes such as Heavy Pistols, Carbines, Smoke Grenades, EMP Grenades, Anti Tank Mines were used to be purchasable from the Purchase Terminal menu under the "Weapons" tab.
    • Controlling the Silo allowed players to purchase two more side weapons, the Tiberium Flechette and the old Tiberium Automatic Rifle.
    • This aspect of the game was removed in the aforementioned patch mostly because the Tiberium side weapons proved to be stronger than most infantries' primary weapons, while also granting Hotwires/Technicians a relatively strong weapon while infiltrating the enemy base or supporting a tank force, neglecting the necessity to purchase other infantry classes.