Starship Troopers: Extermination – How to get weapons

Starship Troopers: Extermination – How to get weapons 1 -
Starship Troopers: Extermination – How to get weapons 1 -

Hello and welcome, In this guide, we will tell you all about Starship Troopers: Extermination – How to get weapons Following this guide each steps.

This guide will teach you how to get your weapon in the game.

Primary Weapons


The good thing about this rifle is that it is the iconic Mobile Infantry rifle from the ’97 film (minus the under-barrel shotgun). The bad thing about this rifle is… that it is the iconic Mobile Infantry rifle from the ’97 film. It’s very fun to use, but its poor dps, accuracy, and stagger make it just as ineffective as the film depicts it. Use it when you want that authentic Klendathu or Planet P feel.


Another version of the Morita from the Verhoeven film, the Carbine, represents a significant upgrade over its cousin (despite a lower effective range) due to its higher fire rate and stagger. The latter is key; while the standard Morita excels at nothing, the Carbine at least offers enough stagger potential to slow down or stop bugs in their tracks through burst fire or sweeping lines of fire (even if it cannot actually kill them efficiently). The Carbine has some diehard fans, but most players regard it as inferior to the class-specific weapons.


The signature weapon of the Bastion improves on most aspects of the Carbine bar one: it is highly inaccurate when used standing. It is, therefore essential to only operate this weapon while crouched or in siege mode (which negates the problem). Otherwise, it can be considered a higher dps, higher endurance Carbine.


This weapon is exclusive to the Hunter and possesses unmatched accuracy, effective range, and endurance. As if that wasn’t enough, its dps among primary weapons is second only to a literal grenade launcher. Though technically a marksmanship rifle, it currently fulfills the role of sniper rifle (scope and all), while also being capable of beating out fully automatic weapons at their own game. It’s enough to make a Bastion weep.


This grenade launcher is now the Operator class’s most appealing feature. The Chi-Hong combines unrivaled damage (able to slaughter even a Veteran Warrior in two shots) with stun and then makes them AoE. The bullets’ firing arc and travel time may take some getting used to, and the ammunition pool may leave something to be desired, but can you really complain when you receive this much power and utility in one package? If you’ve ever wondered why so few Operators bother with rocket launchers, here is why. Accept no substitutions when it comes to breaking down a barricade or blasting a passage through the masses.

Secondary Weapons


If you play for any time, you’ll notice a distinct lack of this weapon’s presence. That is because, like the Morita, it isn’t actually good at anything practical (and it even lacks the Morita’s fun factor). Its dps is all but nonexistent, its stagger is poor, and it struggles to hit the broad side of a barn.


For good reason, this is the pistol that everyone uses. While its dps remains pitiful (even worse than the Peacemaker’s), it provides something that not only every class desires but cannot receive from their primary weapon: long-range stun with quick reload. The Chi-Hong is the only other weapon that gives stun right now, and it lacks the range and reload speed of the Emancipator, so even Operators find themselves pulling it when a Gunner is too far away to arc a grenade into. The Emancipator is an ideal backup weapon since its stun prevents warriors from catching troopers while they flee to safety (either because their primary weapon’s ammunition has run out or because they’re withdrawing).


Proximity Bug Mine

It is exactly what it sounds like: a land mine for bugs (warrior-size or above). Unfortunately, it just isn’t going to kill enough bugs to be worth the opportunity cost of foregoing more useful utilities.

Thermo Charge

This is much like the previous but manually detonated. It suffers the same problem.

Nuclear Det Pack

This timed nuclear explosive inflicts real damage (equal to a Hi-Ex Grenade, and with AoE), but is still very inconvenient to use. It is the best of the mines.

Ammo Fabricator

This is one of the most popular utilities in the game and for a good reason. No matter how many bullets you bring, the endless hordes will eventually leave you wanting more. It can even serve as a source of experience points for the one who brought it, as players taking ammunition from it grants experience points to the owner. When it comes to this utility, the question is not “does the team need someone with an ammo fab?”, the question is “is someone else already bringing the ammo fab?”.

Shock Beacon

These beacons can be placed to form a “wall” of electricity to stun any bug that crosses them momentarily. They see a lot of use, but require set up time.

Scan Beacon

Scan Beacons are incredible, and you should either bring them or be grateful to those who do. Once placed, these beacons illuminate any bug within its radius (even through obscuring effects or walls) and double all damage inflicted against them.

Heal Beacon

A favorite of Bastions, the Heal Beacon heals any player within its radius. Operators also have access to it, but they have better utility options.

First Aid Stim

If an Operator wants to play a dedicated medic (or just run through a wall of bugs), these syringes are just what the doctor ordered. They allow for rapid reviving, healing, or self-healing.

Medical Fabricator

This is the healing equivalent of the Ammo Fabricator. It doesn’t see much use due to the prevalence of healing drones, Stims, Heal Beacons, and conventional revives.



This standard-issue frag grenade, like most damage-oriented grenades, is not worth the time it takes to throw.

Cluster Grenade

The expanded blast range this grenade offers over the MX-90 doesn’t prevent it from falling into the same trap: it simply doesn’t inflict enough damage to be worth the throwing time.

Hi-Ex Grenade

This is the exception that proves the rule regarding damage grenades. This grenade has practically no AoE radius, but anything you manage to stick this to will meet its maker. Save it for Tigers and Grenadiers.

Shock Grenade

The Shock Grenade trades damage for an AoE stun. It could potentially buy you time to reload (though in a pinch the Emancipator could also do so, albeit at the cost of delaying your reload).

Scan Grenade

This peculiar grenade places the scan effect on enemies near where it lands, like a miniature Scan Beacon. Unfortunately, you can only place one at a time, it is not maintainable, and Hunters really, really want to run Hi-Ex Grenades.

Chem Grenade

This grenade fills an area with gas that will slow and gradually damage bugs that pass through it. The damage itself is only suitable for killing drones, but the CC provided by the slow makes this a popular choice (even if it obscures the battlefield somewhat). You can throw it just before the horde emerges from the horde, or use it to cover an escape.

Napalm Grenade

This serves as an alternative to the Chem Grenade. It possesses a lower theoretical DoT but inflicts its damage more quickly. The main difference, however, is that bugs will often (though not always) attempt to go around it instead of through it once it has triggered. Like the Chem Grenade, it can obscure the battlefield.

Special Weapons and Miscellany


This rocket launcher appears frequently in-game, however it cannot be loaded in a loadout. It is most typically encountered as a prize for finishing particular in-game missions. If you are able to claim one, you can replace your existing weapon with it, therefore it is generally suggested to switch your secondary weapon with the Pilum (and before you ask, yes, it is possible to gain two Pilums, but it is arguably a waste of resources). As a general rule, Hunters should get first preference for Pilums (especially those with the Extended Magazines perk), because their greater sightlines allow them to take full advantage of the weapon’s range and destructive ability. Operators, conversely, have no need for the Pilum and are thus incentivized to let their allies take them instead. In terms of performance, the Pilum is similar to a Chi-Hong in that it sacrifices fire rate for range.


A sharp piece of metal may seem like a poor weapon in a war with giant space bugs, but the humble Knife is a surprisingly useful tool for dispatching drones without expending ammunition. It can even be used while reloading without interrupting said reload.


Yes, that’s right, you can smack bugs with canisters. Carrying a canister in your hands replaces your ordinary melee weapon (usually the Knife). In some ways, the Canister is even better than your trusty Knife, because while it may be slow and unable to kill drones in a single slice like the Knife, it has the special ability to stun, making it more useful against warrior bugs.

Nightstar Tactical Mace

Only available during a certain mutator, this weapon replaces your Knife, trading damage for stun (somewhat like the Canister).

Explosive Mace

Another Knife replacement, this one trading damage for some minor AoE and stun. Like the other mace, it is only available during a certain mutator.

Scoped Morita

Available only during a certain Mutator, this version of the Morita has a scope and replaces your secondary weapon. Like its unadorned sibling, it is fun to use, but suitable only for mag dumping.

Perks (because why not?)

Improved Grenade Cooldown

As the name implies, this perk shortens the cooldown of your hand grenades. Unfortunately, it is currently exclusive to the Operator, the class which has the least needs for its hand grenades at the moment.

Extended Magazines

Easily one of the strongest perks in the game, Extended Magazines makes each magazine 50% larger (rounded down in the case of the Pilum). This not only increases your ammunition pool, but also increases your shooting to reload time ratio, increasing your dps.

Magazine Bandolier

This perk gives you (depending on the weapon) one or two more magazines. It is strictly inferior to Extended Magazines, and should therefore only be used as either a supplement to it or because you’re an Operator (which lacks access to Extended Magazines).

Utility Satchel

This utility gives you one additional use for your utility. Obviously, its relative utility decreases the more uses your utility normally has.

Synthetic Underarmor

This perk doubles your damage resistance against melee bug attacks.

Ceramic plates that have been hardened

This perk doubles your resistance to ranged bug assaults (at the moment, only the Gunner bug counts).


Powered-Up Construction Tool

Powered-Up Build Tool is an underappreciated perk that more than doubles your construction, repair, and deconstruction speeds.

Pain relievers

If you’ve ever wished you could run faster after being hit by a warrior, this is the perk for you. On Veteran difficulty, it has substantially less utility because some warrior attacks can knock you out in a single stroke.


This perk is for you if you wanted your Knife to be more useful. While this perk is active, each enemy slain with a melee assault offers you some modest health regeneration. Due to the tremendous damage bugs deal, it regrettably provides little assistance on Veteran difficulty.

For Starship Troopers: Extermination – How to get weapons, see this guide. Please let us know in the comments below if you find anything incorrect or outdated, and we will attend to it as quickly as possible. I hope that today turns out well for you. This piece was motivated by the author and creator reaper with no name. Don’t forget to add us to your bookmarks if you like the post; we update regularly with fresh stuff.

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