Sky Rogue

Sky Rogue

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Player Equipment and upgrades
由 racercowan 制作
A collection of all equipment (weapons and planes) available to the player, as well as upgrades in case you're making a loadout and forgot if that missile gains more shots or more damage...
   
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Overview of Contents
This guide covers every piece of equipment present in the aerolab in the vanilla game. This includes weapons for all slots, special equipment, and the different kinds of planes that can be used.

This guide will show the stats for the base level as well as the Mk 2 and Mk 3 upgrades, as well as the upgrade cost.

This is an example block for a weapon:
Vulkan 'GUN'
This is the required amount of payload and avionics required to install the weapon on the plane. Harder hitting weapons tend to require payload, while weapons with longer range or more capable tracking need lots of avionics.
Payload
Avionics
10
0

Here is the list of stats for the weapon, with any stats which are improved by upgrades marked in italics.
Stat
Base
Mk2
Mk3
Cost
---
400
800
Ammo
50
70
90
Damage
8
12
16
Range
400
450
500
Speed
22000
22000
22000
Reload
0.4
0.4
0.4

Weapons can largely be classified into anti-air weapons that can only attack planes, anti-ground missiles that can only attack buildings and ships, unguided weapons which must be manually aimed, and weapons which are capable of locking onto any target.

This is an example block for an airplane:
'KONDOR' Light Bomber
The weapons which can be installed are limited by the amount of payload and avionics the plane has.
Payload
Avionics
140
60

This is the stats fir a plane. All of the stats are improved when the plane is upgraded.
Stat
Base
Mk2
Mk3
Cost
---
1000
2000
Durability
200
350
500
Speed
8000
8500
9000
Maneuver
50
55
60
Acceleration
0.25
0.3
0.35

Planes can be a fighter (highly maneuverable with balanced points), interceptor (high speed with high avionics) or bomber (high durability and high payload). These come in light, medium, and heavy versions, as well as a swing-wing version which has the same payload and avionics as the medium version but with higher speed and maneuverability in exchange for lower acceleration and durability.
Micro Weapons
These micromissiles (and one gun) take the top slot of the load out.

'MICRO' Micromissile
Payload
Avionics
20
20
The starting micromissile. Gains increased ammo, faster speed, and lowered reload time with upgrades.

Stat
Base
Mk 2
Mk 3
Cost
---
1000
2000
Ammo
3
4
5
Damage
20
20
20
Range
500
500
500
Speed
9000
9500
10000
Reload
3
2.5
2

'MICRO-T' Turbo Micromissile
Payload
Avionics
20
30
An alternate micromissile with much higher speed. Gains increased damage, range, and speed along with lowered reload time with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1500
3000
Ammo
3
3
3
Damage
20
25
30
Range
500
600
700
Speed
12000
13000
14000
Reload
3
2.5
2

'MICRO-H' Heavy Micromissile
Payload
Avionics
30
20
An alternate micromissile with slow speed but high damage, ideal for heavy targets. Gains increased damage and range as well as decreased reload time with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1500
3000
Ammo
3
3
3
Damage
30
45
60
Range
500
500
500
Speed
8000
8500
9000
Reload
3
2.75
2.5

'MICRO-S' Swarm Micromissile
Payload
Avionics
20
20
An alternate micromissile which does less damage but has a large amount of ammo. Gains ammo, speed, and a decreased reload time with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1500
3000
Ammo
5
7
9
Damage
10
10
10
Range
500
500
500
Speed
10000
10500
11000
Reload
2
1.5
1

'TWIN-GUN' Twin Vulkan
Payload
Avionics
30
0
Double the gun for double the fun, this is a micro-slot gun. Gains ammo, damage, and range with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1000
2000
Ammo
50
60
70
Damage
8
10
12
Range
400
450
500
Speed
22000
22000
22000
Reload
0.4
0.4
0.4

'MICRO-RKT' Micro Rocket
Payload
Avionics
30
0
An unguided rocket for the micro slot. Gains damage, range, speed, and decreased reload time with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1500
3000
Ammo
6
6
6
Damage
20
40
60
Range
800
900
1000
Speed
10000
11000
12000
Reload
2
1.75
1.5
Unguided Weapons
These weapons are guns and unguided rockets which fire directly forward of the plane.

'GUN' Vulkan
Payload
Avionics
10
0
The starting gun. Rapidly fires bullets directly in front of you. Gains ammo, damage, and range with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
400
800
Ammo
50
70
90
Damage
8
12
16
Range
400
450
500
Speed
22000
22000
22000
Reload
0.4
0.4
0.4

'GUN-T' Turbo Vulkan
Payload
Avionics
10
10
This gun trades away ammo capacity in exchange for high rate of fire. It gains damage and range with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
500
1000
Ammo
30
30
30
Damage
8
12
16
Range
400
450
500
Speed
26000
26000
26000
Reload
0.3
0.3
0.3

'GUN-H' Heavy Vulkan
Payload
Avionics
20
0
A gun that trades away some ammo capacity for high damage (as in on par with some missiles or weaker rockets). Gains damage and range with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
500
1000
Ammo
30
30
30
Damage
15
30
45
Range
500
500
500
Speed
18000
18000
18000
Reload
0.5
0.5
0.5

'AC/40' Autocannon
Payload
Avionics
50
10
A slow-firing autocannon with long range but projectile drop. Gains ammo and decreased reload time with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
500
1000
Ammo
5
7
9
Damage
200
200
200
Range
1000
1000
1000
Speed
6000
6000
6000
Reload
4
3.5
3

'FLAK' Flak Cannon
Payload
Avionics
50
10
An area-of-effect cannon whose shots will detonate upon coming in range of a target. Gains ammo and decreased reload time with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
500
1000
Ammo
40
40
40
Damage
40
40
40
Range
1000
1000
1000
Speed
20000
20000
20000
Reload
3
2.5
2

'RAILGUN' Kunai
Payload
Avionics
50
10
A burst fire weapon with low ammo capacity but an extremely high rate of fire. Gains ammo, range, and speed with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1000
2000
Ammo
3
4
5
Damage
80
80
80
Range
800
900
1000
Speed
12000
17000
22000
Reload
3
3
3

'RKT' Dirk
Payload
Avionics
30
0
The starting rockets. Fired directly ahead like the gun, but trades away it's projectile speed for high damage, making it much better against ground targets which move less and have higher health. Gains damage, speed, and decreased reload time with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
800
1600
Ammo
10
10
10
Damage
40
60
80
Range
500
500
500
Speed
7000
9000
11000
Reload
2
1.8
1.6

'RKT-H' Estoc
Payload
Avionics
50
0
A heavy version of the rockets which deal more damage.Gains damage and range with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1000
2000
Ammo
8
8
8
Damage
80
120
160
Range
800
900
1000
Speed
6000
6000
6000
Reload
2.5
2.5
2.5

'TORPEDO' Partisan
Payload
Avionics
80
10
A slow but extremely damaging rocket, capable of destroying most building in just one shot (or two in later days). Gains ammo, range, speed, and decreased reload time with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
2000
4000
Ammo
1
2
3
Damage
750
750
750
Range
500
600
700
Speed
5000
6000
7000
Reload
10
9
8
Anti-Air Missiles
These weapons generally can only lock on to air targets (planes, carriers/ carrier engines, and the dreadnoughts).

'AA-IR' Diamondback
Payload
Avionics
0
30
An infrared missile which can only lock on if you are behind the enemy. Gains ammo, range, speed, and decreased reload time with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1000
2000
Ammo
2
3
4
Damage
60
60
60
Range
500
600
700
Speed
12000
13000
14000
Reload
4
3.5
3

'AA-IRMR' Cobra
Payload
Avionics
0
50
A long-range higher-damage version of the Diamondback. Gains ammo, range, speed, and decreased reload time with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1500
3000
Ammo
2
3
4
Damage
80
80
80
Range
1000
1100
1200
Speed
14000
16000
18000
Reload
6
5
4

'AA-MR' Javelin
Payload
Avionics
0
60
A long-range missile with extremely high damage. Gains damage, range, and speed with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1000
2000
Ammo
1
1
1
Damage
150
200
250
Range
1000
1100
1200
Speed
10000
11000
12000
Reload
8
8
8

'AA-LR' Longbow
Payload
Avionics
10
80
An extremely long range two-stage missile. The first stage deals no damage, and unlike most other missile the "semi-active" guidance means you must keep the target in view until impact (though the angle is more generous than the angle required for initial lock-on). Gains ammo, speed, and reload speed with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1500
3000
Ammo
1
2
3
Damage
200
200
200
Range
2000
2000
2000
Speed
9000
10000
11000
Reload
10
8
6

'MIRV' Flail
Payload
Avionics
10
60
A missile which will break into multiple small missiles shortly after launch, which can locate their own targets in all directions (including behind you). Unlike other missiles in this category, all targets can be locked on to. Gains more submunitions with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1500
3000
Ammo
1
1
1
Damage
6x20
8x20
10x20
Range
750
750
750
Speed
9000
9000
9000
Reload
10
10
10

'AA-S' Meteor
Payload
Avionics
20
80
A missile which can lock onto air targets in any direction. Gains ammo, range, speed, and decreased reload time with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1500
3000
Ammo
1
2
3
Damage
100
100
100
Range
500
600
700
Speed
8000
9000
10000
Reload
6
5.5
5
Air-to-Ground Weapons
These weapons are bombs which fall on an arc or missiles which can only lock on to ground targets.

'AG-F' Firestorm
Payload
Avionics
40
20
An air-to-ground missile with enough damage to kill most turrets or vehicles. Gains ammo and decreased reload time with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1000
2000
Ammo
2
3
4
Damage
100
100
100
Range
750
750
750
Speed
12000
12000
12000
Reload
10
9
8

'AG-MIRV' Hwacha
Payload
Avionics
60
30
Similar to the Firestorm, but bundled into a single missile which splits into submunitions that find their own ground targets, though be careful not to fire as you pass by because the submunitions can not find targets behind them. Gains submunitions, speed, and decreased reload time with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1500
3000
Ammo
1
1
1
Damage
3x100
4x100
5x100
Range
750
750
750
Speed
10000
11000
12000
Reload
10
9
8

'UB-C' Morningstar
Payload
Avionics
60
10
The morningstar is a bomb which splits into submunitions shortly after launch, coating the target area in several low-damage explosions.

Stat
Base
Mk2
Mk3
Cost
---
1000
2000
Ammo
3
3
3
Damage
4x60
6x60
8x60
Range
0
0
0
Speed
0
0
0
Reload
5
5
5

'UB-1' Warhammer
Payload
Avionics
80
10
A classic high-damage bomb. Gains damage with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1500
3000
Ammo
3
3
3
Damage
300
500
700
Range
0
0
0
Speed
0
0
0
Reload
5
5
5

'GB-1' Yumi
Payload
Avionics
90
20
A massively damaging glide bomb which can lock on to ground targets and will slowly glide towards it's locked target. Gains damage and range with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1500
3000
Ammo
1
1
1
Damage
800
1000
1200
Range
1000
1250
1500
Speed
10
10
10
Reload
10
10
10

'UB-M' Blackjack
Payload
Avionics
50
10
The blackjack is a bomb with low damage but a high ammo capacity. Gains ammo and decreased reload speed with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1000
2000
Ammo
6
8
10
Damage
150
150
150
Range
0
0
0
Speed
0
0
0
Reload
3
2.5
2
Special Equipment
Special Weapons and Equipment have a reserved slot to the left of all other equipment. Unlike the other equipment slots, some of the Special Equipment is not directly offensive. All (with one exception) Special Equipment has a limited amount of ammo that does not recharge, ammo can only be refilled by landing on the friendly Carrier or Aerodrome.

'FLARE' Countermeasures
Payload
Avionics
10
10
The starting special equipment. Flares will distract enemy missiles to target the flare instead of you, though occasionally a distracted missile will still hit you on its way towards the flare.

Stat
Base
Mk2
Mk3
Cost
---
500
Mk3
Ammo
8
12
16
Damage
3x0
4x0
5x0
Range
500
500
500
Speed
2000
2000
2000
Reload
5
4
3

'BOOST' Aeroboost
Payload
Avionics
20
40
A quick boost. Can not be upgraded.

'GUN-TAIL' Tail Vulkan
Payload
Avionics
30
10
A rear-facing gun for those pesky enemies on your tail. Every stat other than the reload time is improved with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
800
1600
Ammo
600
750
900
Damage
20
30
40
Range
400
500
600
Speed
22000
23000
24000
Reload
0.15
0.125
0.1

'ALMM' Scoprion
Payload
Avionics
20
30
A rear-firing micromissile which will automatically select it's own target, useful for getting enemies off your tail. Gains ammo, damage, range, and decrease reload time with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1000
2000
Ammo
12
16
20
Damage
100
150
200
Range
500
600
700
Speed
8000
8000
8000
Reload
5
4
3

'L-DRONE' Trebuchet
Payload
Avionics
40
20
A deployable wingman! Gains ammo and decreased reload time with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
1000
2000
Ammo
4
6
8
Damage
0
0
0
Range
500
500
500
Speed
5000
5000
5000
Reload
10
8
6
Fighters
Fighters have high manueverability and a balanced point distribution.

'SCHWALBE' Light Fighter
Payload
Avionics
80
100

Stat
Base
Mk2
Mk3
Cost
---
1000
2000
Durability
80
120
160
Speed
10000
10500
11000
Maneuver
60
75
90
Acceleration
0.45
0.55
0.65

'ROGUE' Medium Fighter
Payload
Avionics
100
100

Stat
Base
Mk2
Mk3
Cost
---
2000
4000
Durability
150
230
310
Speed
9000
9500
10000
Maneuver
50
60
70
Acceleration
0.3
0.4
0.5

'KIRIN' Swing-wing Fighter
Payload
Avionics
100
100

Stat
Base
Mk2
Mk3
Cost
---
2500
5000
Durability
130
210
290
Speed
10000
10500
11000
Maneuver
50
60
70
Acceleration
0.25
0.35
0.45

'DRAKON' Heavy Fighter
Payload
Avionics
160
160

Stat
Base
Mk2
Mk3
Cost
---
3000
6000
Durability
200
300
400
Speed
8000
8500
9000
Maneuver
45
55
65
Acceleration
0.25
0.35
0.45


'BRONCO' Warbird
Payload
Avionics
140
60

Stat
Base
Mk2
Mk3
Cost
---
2000
4000
Durability
200
350
500
Speed
7000
7500
8000
Maneuver
60
65
70
Acceleration
0.5
0.55
0.6
Interceptors
Interceptors have high top speeds and an acionics-focused point distribution.

'FALKE' Light Interceptor
Payload
Avionics
60
140

Stat
Base
Mk2
Mk3
Cost
---
1000
2000
Durability
100
150
200
Speed
12000
13200
14400
Maneuver
50
55
60
Acceleration
0.2
0.25
0.3

'VECTOR' Medium Interceptor
Payload
Avionics
80
200

Stat
Base
Mk2
Mk3
Cost
---
2000
4000
Durability
150
200
250
Speed
11000
12100
13200
Maneuver
45
50
55
Acceleration
0.15
0.2
0.25

'RAIJU' Swing-Wing Interceptor
Payload
Avionics
80
200

Stat
Base
Mk2
Mk3
Cost
---
2500
5000
Durability
120
170
220
Speed
12000
13200
14400
Maneuver
45
50
55
Acceleration
0.1
0.15
0.2

'ORCA' Heavy Interceptor
Payload
Avionics
100
260

Stat
Base
Mk2
Mk3
Cost
---
3000
6000
Durability
150
200
250
Speed
10000
11000
12000
Maneuver
40
45
50
Acceleration
0.1
0.15
0.2
Bombers
Bombers have high health and a payload focused point distribution.

'KONDOR' Light Bomber
Payload
Avionics
140
60

Stat
Base
Mk2
Mk3
Cost
---
1000
2000
Durability
200
350
500
Speed
8000
8500
9000
Maneuver
50
55
60
Acceleration
0.25
0.3
0.35

'ZULU' Medium Bomber
Payload
Avionics
200
80

Stat
Base
Mk2
Mk3
Cost
---
2000
4000
Durability
250
420
590
Speed
7500
8000
8500
Maneuver
40
45
50
Acceleration
0.2
0.25
0.3

'ONI' Swing Wing Bomber
Payload
Avionics
200
80

Stat
Base
Mk2
Mk3
Cost
---
2500
5000
Durability
220
370
520
Speed
8500
9000
9500
Maneuver
45
50
55
Acceleration
0.1
0.15
0.2

'MEDVED' Heavy Bomber
Payload
Avionics
260
100

Stat
Base
Mk2
Mk3
Cost
---
3000
6000
Durability
300
490
680
Speed
7000
7500
8000
Maneuver
30
35
40
Acceleration
0.15
0.2
0.25

'PUMA' Warbird Bomber
Payload
Avionics
260
100

Stat
Base
Mk2
Mk3
Cost
---
3000
6000
Durability
300
470
640
Speed
6000
6500
7000
Maneuver
30
35
40
Acceleration
0.4
0.45
0.5
Experimental
Experimental equipment is only unlocked after defeating the final boss (you will need to die again in order to actually get the chance to select them)

'ITANO' Itano Micromissile
Payload
Avionics
40
40
The Itano micromissile is a Micro weapon which splits into submunitions shortly after launch which can find their own targets. It gains ammo, submunitions, range, and speed with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
2000
4000
Ammo
3
4
5
Damage
3x20
4x20
5x20
Range
500
600
700
Speed
10000
10500
11000
Reload
3
3
3


'BLASTER' Pulse Blaster
Payload
Avionics
50
50
Like shooting but hate aiming? The pulse blaster Micro weapon can lock onto enemies, and the pulse blasts will curve around to hit the target. Gains range with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
3000
6000
Ammo
15
15
15
Damage
30
30
30
Range
500
600
700
Speed
30000
30000
30000
Reload
0.4
0.4
0.4


'UB-2' Basilisk
Payload
Avionics
120
10
The Basilisk is a single shot bomb with a long reload, but a massive area of effect which can easily get multiple targets. The Basilisk gains damage and a decreased reload time with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
2000
4000
Ammo
1
1
1
Damage
600
800
1000
Range
0
0
0
Speed
0
0
0
Reload
30
28
26


'BEAM' Thunder Beam
Payload
Avionics
60
60
A laser gun! Gains ammo with upgrades

Stat
Base
Mk2
Mk3
Cost
---
3000
6000
Ammo
30
55
80
Damage
10
10
10
Range
1000
1000
1000
Speed
0
0
0
Reload
1
1
1


'ITANO-C' Circus
Payload
Avionics
20
100
Similar to the Itano micromissile, the Circus splits into submunitions. However, the Circus can target any enemy nearby. Gains ammo, submunitions, range, speed, and decreased reload time with upgrades.

Stat
Base
Mk2
Mk3
Cost
---
3000
6000
Ammo
1
2
3
Damage
6x30
7x30
8x30
Range
800
1000
1200
Speed
10000
11000
12000
Reload
6
5.5
5


'ROGUE II' Experimental Fighter
Payload
Avionics
120
120

Stat
Base
Mk2
Mk3
Cost
---
5000
10000
Durability
120
240
360
Speed
9500
10500
11500
Maneuver
55
80
105
Acceleration
0.35
0.55
0.75


'AURORA' Experimental Interceptor
Payload
Avionics
100
220

Stat
Base
Mk2
Mk3
Cost
---
5000
10000
Durability
120
240
360
Speed
10500
12200
13900
Maneuver
45
65
85
Acceleration
0.25
0.4
0.55


'ODIN' Experimental Bomber
Payload
Avionics
220
100

Stat
Base
Mk2
Mk3
Cost
---
5000
10000
Durability
250
450
650
Speed
7500
8500
9500
Maneuver
40
60
80
Acceleration
0.2
0.3
0.4


'TENGU' Experimental Swing-wing
Payload
Avionics
120
120

Stat
Base
Mk2
Mk3
Cost
---
5000
10000
Durability
130
230
330
Speed
10000
11000
12000
Maneuver
50
75
100
Acceleration
0.24
0.4
0.55


'MONARCH' Experimental Drone
Payload
Avionics
100
100

Stat
Base
Mk2
Mk3
Cost
---
5000
10000
Durability
100
200
300
Speed
11000
12000
13000
Maneuver
50
70
90
Acceleration
0.75
0.9
1.05
2 条留言
Mach2TreeHugger 1 月 7 日 下午 12:01 
Also i haven't confirm this but i believe that the "AA-LR" longbow missile the semi active only applies to the first stage, when the explosive warhead is launch this one from my experience can track without aid of the plane and also if the SA stage leaves the second stage on a bad position this one will fail to engage the target, even tho the target is still painted.
Mach2TreeHugger 1 月 6 日 下午 8:04 
Good info in general just i think you miss the micro weapons are dual's
thanks for the guide and info
pretty useful for my incoming warcrimes :VSnake: