Following is the list of aircraft weapons featured in the Ace Combat series.
Basic Missile and Special Missile weaponsEdit
|GUN||Autocannon, Gatling Cannon, Revolver Cannon||Basic flurry of bullets from an Autocannon or Cannon on the aircraft. Comes with all aircraft. Weak, but has a fast rate of fire and much ammo||Has the highest average amount of ammo out of all weapons. Most planes carry from 700-900 bullets (easy mode has infinite ammo), though it used up quickly. AC:AH allows use of a gun pod on some Aircraft|
|MSSL||Missile||Basic Air-to-Air/Air-to-Ground missile that comes with all types of aircraft.||Communications brevity code word "FOX 2" for launch of air-to-air infrared-guided missile. The number of missiles varies per aircraft and Difficulty.|
|SAAM||Semi-active Air-to-Air Missile||Hits the air target as long as it remains in the SAAM Reticule||Communications brevity code word "FOX 1" for launch of air-to-air semi-active radar-guided missile; semi-tracking capabilities and highly-accuracy lock onto air targets.|
|XLAA||Advanced Long-ranged Air-to-Air Missile||Locks onto up to four targets within a long range||Communications brevity code word "FOX 3" for launch of air-to-air active radar-guided missile; fire-and-forget capability.|
Advanced Medium-ranged Air-to-Air Missile
Advanced Medium-ranged Air-to-Air Missile-4
4-Target Multi Lock Air to Air Missiles
6AAM || Advanced Medium-ranged Air-to-Air Missile-6
'6'-Target Multi Lock Air to Air Missiles || Same as XMAA/XMA4/4AAM but it locks onto to six air targets within a medium range || Communications brevity code word "FOX 3" for launch of air-to-air active radar-guided missile; fire-and-forget capability with a longer range compared to but is less maneuverable than XMAA
|QAAM||Quick Maneuver Air-to-Air Missile||Remains on a target's 6 o'clock until it impacts or the target evades it||Extremely accurate compared to basic missiles; extremely powerful in Ace Combat 04 but weakened for balance since Ace Combat 5, however it got a re-buff for AC:AH|
|NPB||Napalm Bomb||Impacts on a small radius, straight line flame blast||Likely the most ineffective Anti-tank bomb, as it can hit it directly and leave it survivng. It is great for temporarily cutting off routes, though, giving you time to deal with more serious threats|
|UGB||Unguided Bomb||Impacts a small blast radius and less blast damage||In Ace Combat 04, it is called UGBS for its small detonation radius and blast damage|
|UGBS||Unguided Bomb (Small)|
|UGBM||Unguided Bomb (Medium)||Impacts a medium blast radius and medium blast damage||Featured only in Ace Combat 04|
|UGBL||Unguided Bomb (Large)||Impacts a larger blast radius and high blast damage||Good against clusters of enemies.|
|RCL/RKTL||Rocket Launcher||Impacts on a target as long as it stays in the RCL Reticule||Slightly ineffective if the ground targets aren't spread out. In Ace Combat 6, the rockets are far more accurate, instead of dropping on a 75 degree angle in a straight line|
|FAEB||Fuel Air-Explosive Bomb||Dispenses a cloud of aerosolized fuel in an airburst just above ground level prior to detonating it, causing a large blast radius and massive explosion damage||Generally effective on groups of slightly dispersed unarmored or lightly armored ground targets, such as non-reinforced buildings, wheeled vehicles, parked aircraft, air defense weapons, exposed antennas and radomes, etc.|
|BDSP||Bomblets Dispenser Bomb||Dispenser remains fixed to aircraft pylon and drops bomblets along flight path with medium blast damage||Aiming is performed using a modified CCIP reticule that indicates the beginning and end of the bomblet impact area.|
|SFFS||Self-Forging Fragmentation Submunitions Bomb||Dispenser drops sensor-fused bomblets. Bomblet coverage area is dependent on release altitude.||Once released, submunitions use infrared and active sensors to detect target signatures. If a valid target is found, the submunition detonates, firing an explosively formed penetrator into the target. If no target is detected, the submunition denotates on impact with the ground. SFFS has no IFF capability, and care should be used to avoid friendly fire in "danger close" engagement scenarios. Use of SFFS is not recommended where collateral damage is a concern.|
|CLB||Cluster Bomb||Drops multiple bomblets for area-of-effect damage||Does not appear on ACZ or AC5.|
|LASM||Long-ranged Air-to-Surface Missile||Impacts on a ground target within a long range||
(AC6) Sea Surface Target: Maximum range is approximately 8 km/26200 ft. LASM will always attempt to fly a sea-skimming profile when engaging water-borne vessels. The missile dives at approximately 45 degrees before leveling off at the altitude of the designated center of the target. If launch range is too close for the missile to complete the dive pull-out, the missile will dive until it is flying directly at the target and hold that dive angle until impact.
(AC6) Ground Target: If released at above approximately 3000 ft above target altitude, the missile will dive to level off at ~3000 ft AGL and then maintain barometric altitude until just prior to the target; at this point, it will dive to a terminal top-attack profile of ~60 degrees nose down to impact the target. If release altitude is below 3000 ft AGL, the missile will fly level until the terminal phase. If release range is below approximately 1000 ft AGL, the missile will fly a shallow terminal dive instead of a top attack profile. In AC5, LASM had a limited terrain avoidance capability that appears to have been removed in AC6, therefore care should be taken to ensure terrain clearance.
|LAGM||Long-ranged Air-to-Ground Missile||Anti SAM version of the LASM in the AC world. Has larger blast radius than LASM||Lock-on distance is marginally shorter than LASM (15000 feet of LASM VS 10000 feet of LAGM)|
|XAGM/4AGM||Advanced Air-to-Ground Missile||Locks onto up to four ground targets||
Able to engage multiple simultaneous targets compared to LAGM but with reduced range and smaller warhead.
(AC6) Maximum range is approximately 6 km/19700 ft. XAGM will attempt to fly a top-attack profile, unless a combination of short launch range and low launch altitude forces it to fly a shallow climb followed by a shallow terminal dive to impact. Under most of the weapon envelope, the missile will fly from the launch point using a climb or dive as needed to a point just prior to and approximately 500–1000 ft above the target before entering a ~60 degree top-attack dive to impact. Engagement geometry should be considered when employ XAGM against a target with top cover, such as a tank under an overpass or bridge.
|SOD||Stand Off Dispenser||Winged guided dispenser drops combined-effects cluster bomblets||As represented in the game, the dispenser flies a generally straight glide profile to the designated target and will track and guide to moving targets. (AC6) Maximum range is approximately 6 km/19700 ft. Submunition pattern is dependent on release angle; the dispenser releases the bomblets at approximately 1000 ft AGL, resulting in a rectangular impact pattern approximately 100-200m wide (perpendicular to flight path) and ranging in length (parallel to flight path) from approximately 1 km in a level release to approximately 200-300m in an 80 degree nose-down release. The center of the rectangle is usually slightly downrange of the designated target location. Release geometry should be considered in employment near friendly ground forces to avoid friendly fire. Use of SOD is not recommended where collateral damage is a concern, such as against vehicles in urban environments.|
|GPB||Guided Penetration Bomb||Impacts on a guided range within 2000 ft from ground target and high damage||In Ace Combat 04, it is called Precision Guided Bomb (PGB) but locks on at 1,400 feet while other series was 10000 ft. In Assault Horizon, GPB locks on at much shorter range (5000 feet)|
Unique special weaponsEdit
- These weapons are unique and special to certain aircraft and super fighter.
|ECMP||Electronic Counter Measure Pod||Jams enemy missile tracking capabilities and enemy radars within the range of ECMP||This weapon is the only weapon that can confuse the AA Defense System in Ace Combat 5; in ace combat 0, the non-playable ADFX-02 Morgan's ECMP can emit high-frequency waves that jam the missile tracking systems from behind without firing it head-on, and can deflect any kind of projectile weapon fired at it, even gun rounds|
|TLS||Tactical Laser System||Fires a devastating laser beam in a straight line and can instantly destroy any air and ground target on all range||Unique to the ADF-01 Falken and ADFX-01/02 Morgan prototypes; similar systems were incorporated into the Belkan Excalibur in 1995 and Osean Arkbird in 2010|
|MPBM||Multi-Purpose Burst Missile||Aircraft-portable ballistic burst missile. Explodes in a massive blast radius, burst upon impact||Unique to the ADFX-01 Morgan; has a long reloading phase; incorporated to the Yuktobanian Scinfaxi-class submarines in 2010|
|LSWM||Long-Range Shock Wave Missile||Detonates a colossal shockwave, with a massive shock wave blast radius and massive damage||Downsized yet equally powerful version of the Gleipnir's SWBM (Shock Wave Ballistic Missile). Unique to the GAF-1 Varcolac and Fenrir. Only 2 missiles were loaded on board the Fenrir, but in Joint Assault it carries 4. The Varcolac carries 3, but upgraded it can carry 5 (Lowest reserve capacity for an aircrafts Special Weapon in AC.)|
|ADMM||All-Direction Multi-Purpose Missile||Shoots 12 agile warheads at 12 enemies within the lock on range||Slightly more accurate than the QAAM. Has a long reloading phase. Unique to the CFA-44 Nosferatu|
|ODMM||Omni-Directional 'Multi-purpose Missile||
Is the same thing as the ADMM || Locks into 12 (4 in Ace Combat Joint Assault) targets with good range.
|EML||Electromagnetic Launcher||Uses an electromagnetic launcher to fire a solid powerful slug at a straight line, can pierce through multiple enemies.||Unique to the CFA-44 Nosferatu|
|Plasma Laser||Direct energy weapon||
Shoots multiple burst of plasma particle
Short range, quite inaccurate || Available to R-211 Orcinus
|EW1 Trinity||Experimental Weapon 1||Creates an enormous incineration explosion destroying everything in a large radius. Anything that is not destroyed is dealt heavy damage. It can carry 4/3/2 units of ammunition on easy/medium/hard difficulty and one unit of ammunition in multiplayer||Unique to the Sukhoi PAK FA. Can be used in multiplayer after a kill streak of eight players is achieved|