There is a set of standard weapons in Elite Force and a handful of hidden weapons (some of which can be used in mods or with cheats). Here is an overview:
Virtually all weapons have two different fire modes. The normal mode is on the left mouse button, the alternative on ALT. The latter is usually bound to the right mouse button for convenience. Some firing modes differ considerably, others only differ in fire power and rate (and ammo consumption). Weapons can be switched by default with the scroll wheel and their number buttons. Weapons with surface damage (Splash-Damage) can also harm you. The respawn time of the weapons themselves is determined by the server. The respawn time of the ammunition is 40 seconds. The damage can be changed by a damage factor on the server side (e.g. 2 means twice as much damage) and by influencing the double damage factor (e.g. can also be four times instead of twice).
![]() | The phaser is the minimum equipment. It has relatively little firepower, but its ammunition recharges itself. Therefore there is no ammunition item for it. The alternative mode causes more damage, but also drains the energy faster. At great distances it is largely useless because it is far too inaccurate. Medium and short distances are no problem. |
Starting ammunition | 50 |
Maximum ammunition | 50 |
Ammunition cost primary mode | 1 |
Ammo cost secondary mode | 1 |
Ammunition item contains | 0 (there is none, weapon recharges by itself) |
Key | 1 |
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Starting ammunition | 32 |
Maximum ammunition | 128 |
Ammunition cost primary mode | 1 |
Ammo cost secondary mode | 8 |
Ammunition item contains | 32 |
Key | 2 |
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Starting ammunition | 15 |
Maximum ammunition | 60 |
Ammunition cost primary mode | 1 |
Ammo cost secondary mode | 3 |
Ammunition item contains | 15 |
Key | 3 |
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Starting ammunition | 30 |
Maximum ammunition | 100 |
Ammunition cost primary mode | 1 |
Ammo cost secondary mode | 5 |
Ammunition item contains | 30 |
Key | 4 |
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Starting ammunition | 15 |
Maximum ammunition | 50 |
Ammunition cost primary mode | 1 |
Ammo cost secondary mode | 1 |
Ammunition item contains | 15 |
Key | 5 |
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Starting ammunition | 10 |
Maximum ammunition | 30 |
Ammunition cost primary mode | 1 |
Ammo cost secondary mode | 1 |
Ammunition item contains | 10 |
Key | 6 |
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Starting ammunition | 40 |
Maximum ammunition | 120 |
Ammunition cost primary mode | 1 |
Ammo cost secondary mode | 2 |
Ammunition item contains | 40 |
Key | 7 |
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Starting ammunition | 6 |
Maximum ammunition | 20 |
Ammunition cost primary mode | 1 |
Ammo cost secondary mode | 2 |
Ammunition item contains | 6 |
Key | 8 |
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Starting ammunition | 40 |
Maximum ammunition | 120 |
Ammunition cost primary mode | 1 |
Ammo cost secondary mode | 5 |
Ammunition item contains | 40 |
Key | 9 |
![]() | The assimilator is only available in assimilation mode for Borg players. Both modes assimilate the opponent. It is a pure melee weapon, without ammunition or cost. It is activated by pressing the 1 key. |
![]() | The Borg weapon is used in the campaign by the Borg, in multiplayer only by Mods. The assimilation mod uses it for the Borg team. The primary mode fires small plasma balls, similar to the Scavenger Rifle, the secondary mode fires a kind of lightning bolt. |
Starting ammunition | 100 |
Maximum ammunition | 100 |
Ammunition cost primary mode | 1 |
Ammo cost secondary mode | 1 |
Ammunition item contains | 0 (Weapon recharges by itself, there are no ammunition items) |
Key | 2 |
The Tricorder is only available with the Expansion Pack. With the primary mode you can scan objects. The alternative mode shows a radar.
The Hypospray as a usable item is a healing item in the Specialties mod, which can be used by players with the role of Medic on other players. The difference in healing for alternate and primary modes is the amount of health boost for the recipient.
Starting ammunition | 50 for primary healing and 30 for secondary healing. |
Ammunition cost primary mode | 1 |
Ammo cost secondary mode | 1 |
Ammunition item contains | 0 (there's no ammunition for it) |
Key | H |
![]() | The counterpart to the Redeemer of Unreal Tournament is a small explosive charge, which you first have to lay, and which you can then detonate remotely. But it can, like the Redeemer, be destroyed beforehand by the enemy without exploding. The Splash-Damage is very high and in a larger radius the mine will move the players on the map. |
Respawn time | 1 minute |
![]() | Force fields can only be crossed by players of the own team (if available). They remain in place for one minute. In Pinball Mod, the effect is changed so that nobody is allowed to touch the force field, otherwise they die immediately. The force field can be destroyed by weapons prematurely. A single photon torpedo with double damage, for example, destroys it instantly. |
Duration | 25 seconds |
Respawn time | 1 minute |
![]() | The emergency transporter beams the player to a random spawn point on the map. In CTF mode it also drops the flag. |
Respawn time | 1 minute |
![]() | Restores the player's health to 100. If he is already at 100, he gets 25 more. |
Respawn time | 1 minute |
There are various items that give you bonuses or special abilities. Some of them have a temporary effect. If you lose those, the person who collects the item will continue with the same countdown where the previous owner left off.
![]() | A classic double damage booster. The usual standard value is doubling the damage effect for the wearer, but this can be adjusted with cvars. |
Duration | 30 seconds |
Respawn time | 2 minutes |
![]() | Fires at nearby enemies once every second. |
Duration | 30 seconds |
Respawn time | 2 minutes |
![]() | The jetpack lets the player fly freely. Jumping acts as flying upwards, ducking as flying downwards. Otherwise the normal direction keys and the mouse are used. |
Duration | 30 seconds |
Respawn time | 2 minutes |
![]() | Make the wearer twice as fast, not only when running but also at the fire rate. |
Duration | 30 seconds |
Respawn time | 2 minutes |
![]() | Makes the player almost invisible. |
Duration | 20 seconds |
Respawn time | 2 minutes |
![]() | Makes the player (almost) invulnerable. |
Duration | 20 seconds |
Respawn time | 2 minutes |
![]() | Recharge the player's health in steps of 5 per second. |
Duration | 30 seconds |
Respawn time | 2 minutes |
![]() | The emergency hypospray charges up to 25 health at a time, but is capped at 100 total health. If one already has 100 health, it is not even taken up. |
Respawn time | 30 seconds |
![]() | The boosert hypospray recharges 5 health, up to a maximum value of 200 (for action heroes 300). Once the maximum value is reached, it is not taken. However, since (with the exception of action heroes) your health will automatically decrease by one per second, you'll almost immediately take one again. |
Respawn time | 30 seconds |
![]() | Charges five shields to a maximum of 200. |
Respawn time | 20 seconds |
![]() | Charges 50 shields to a maximum of 200. |
Respawn time | 20 seconds |
![]() | Charges 100 shields to a maximum of 200. |
Respawn time | 20 seconds |
All weapons cause damage, that's trivial. But not all weapons always cause the same type of damage. Apart from the obvious difference between area damage from grenades and Co. and targeted weapons, there's a small detail difference in properties for some weapons, like the I-Mod. They may ignores shields, at least in part. The I-Mod in particular even ignores portable force fields and the Metaphasic Shields altogether. In general: First the shields are reduced. Only then the health is attacked. Shield damage looks like this from the attacker's point of view:
You can see the impact cloud of the rifle and the movement effect on the player model, but not more. From the attacked player's point of view it looks like this:
When the rifle hits 18 shields are taken off, but the health is not affected. This also applies to area damage if it does not use up all the shields:
The damage to the shields here is 78. However, the weapon does not yet affect the health. Only with 0 shields the health is reduced. From the attacker's point of view this is how it looks (I-Mod ignores shields):
You can clearly see the bright sparkle effects in addition to the other effects. From the attacked person's point of view it looks like this:
The I-Mod does 23 damage to health, while the shields are not affected at all. However, you can also tell from the glittering weapon model that you are taking health damage yourself, without any value display at all. With shields you don't see any of this. The transition can be seen particularly well with the phaser, since it deals relatively little/slow damage:
Or the values:
First the remaining shields are used up, then the health. Especially for weapons with a lot of damage (or with a Quantum Weapon Enhancer active) it can happen that you remove the shields with a single hit and cause health damage. The animation then corresponds directly to the health damage.
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