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These are the weapons that, to use, you have to set your angle, then launch them from a distance, to cause instant damage on impact. Some of them let you calibrate the power used too.
The bazooka is a variable-power weapon that launches a shell that explodes on impact. Unlike most throwable weapons, the bazooka is affected by wind. It is possible for a worm to fire the bazooka in one direction, and have the wind carry the shell back over his head and into a target behind him. Recent versions of Worms set the bazooka's maximum damage to 45; versions up to Worms 2 set it to 50.
The homing missile in Worms is an unreliable weapon that does minor amounts of damage. It is useful in that it can accurately hit a target at a distance. Unfortunately, it requires a more or less clear path to the target or it will explode into whatever is in its way. It creates little collateral damage and should be used only against well-exposed targets. It can be useful if an enemy worm is in a position where it can be knocked into water, as the homing missile can be targeted to produce a shockwave in just the right place.
To a limited extent, you can adjust the angle of fire as well as the force of fire to control the missile's path.
In Worms 2, there is a delay between firing and the missile locking onto its target; during this very short time the missile behaves ballistically. This delay can be used to an advantage; if there is no clear path to the targeted enemy, a homing missile can be launched high into the air, from where it will lock on.
The homing missile can travel underwater and remain functional, although if fired too deep it will sink.
The homing pigeon is a weapon that allows you to strike an enemy from a distance. You first choose your target, then you launch the homing pigeon, which will then fly across the landscape and explode into the target.
However, the pigeon is notoriously stupid and will often attempt to fly through the landscape, causing itself to blow up. Because of this is advisable to use this weapon only if there is a more or less clear path to the target.
The homing pigeon's explosion does only a moderate amount of damage.
This weapon is a humorous combination of the concept of a homing missile and a homing pigeon. Real-life homing pigeons are simply pigeons that have been bred to find their way home over long distances.
The longbow is a projectile weapon that does a small amount of damage to an enemy. Its advantages are that you can fire it twice in a turn, and so hit two different targets; and that it does not cause an explosion and so may be safer than other weapons in some situations when collateral damage is a danger.
Each arrow from the longbow does 15 points of damage. You cannot aim the longbow down, and arrows are affected by the wind.
You can also fire an arrow to the terrain. The arrow will stick there and you can stand on it.
The magic bullet is a superweapon that is seldom available in regular play. It is one of the most powerful and accurate weapons in the game. The magic bullet can be fired at almost any target on the landscape and it will find a path to the target, going around corners, through tunnels, etc. Occasionally it will fail and explode into some impediment, but this is usually only when there is little room to manoeuvre.
The explosion caused by the magic bullet is quite powerful. Because of this it should not be used in close quarters.
This weapon was first introduced as a secret feature in Worms 2, called "Patsy's Magic Bullet".
The mortar is similar to the bazooka, except that it always fires at full power; only the angle can be specified. This emulates the behaviour of real mortars.
When the mortar shell hits something, it explodes into five smaller bomblets.
These are the weapons where you have to set your angle, calibrate the power and launch. After a few seconds, the projectile will explode. Though you can usually adjust the fuse time (in the range of 1 to 5 seconds) before shooting, you cannot change the moment the projectile will explode after launched.
The Banana Bomb is a much more powerful version of the Cluster Bomb. It is triggered by a timed fuse (one to five seconds), which starts when the bomb is thrown. It is thrown with variable power. It explodes with the force of Dynamite, and scatters five banana shards. The shards explode on contact, also with the force of dynamite. As with any cluster weapon, the banana bomb is more devastating in confined spaces.
The Banana Bomb may be a homage to the weapon used in the game Gorillas, a predecessor to Worms.
The cluster bomb is a red bomb the same size as a grenade (when unexploded); it also has the same weight as an unexploded grenade. A cluster bomb can have its fuse set to anywhere between one and five seconds. As soon as it is thrown, the cluster bomb's fuse starts to burn and after the specified number of seconds (three is the default) it explodes, scattering five smaller bomblets around. This can be quite effective in either a very confined space (since all the bomblets blow up in the same place and can thus remove over 100 health points) or if exploded mid-air, so that the bomblets scatter across a wide area.
The Banana Bomb is a more powerful version of the cluster bomb.
The grenade is one of the most simple explosive weapons in Worms.
One sets the timer to between one and five seconds, chooses between very bouncy or not bouncy grenades, aims, and throws. The timer ticks down as soon as the grenade is thrown, and when it reaches zero, the grenade explodes leaving an empty blast circle around it. If it lands in the sea before the timer hits zero, the grenade just sinks and nothing happens.
The Holy Hand Grenade is a much more powerful version of the regular grenade. It also differs in that it will not explode until it comes to a rest, and the fuse cannot be set.
It also appears to be a little heavier, so that it won't go as far when thrown, or bounce around as much when it lands.
The Holy Hand Grenade causes significant amounts of damage and will typically kill any worm nearby. Its shockwaves will cause damage to worms through landscape, and can knock a worm over a ledge. The shockwaves can also launch a nearby worm across the screen, usually with enough force to cause death.
Before it explodes, the Holy Hand Grenade emits a cloud of purple vapor, and a choir of angels sings Hallelujah!
The name and appearance of this weapon references the Holy Hand Grenade of Antioch in the Monty Python movie Monty Python and the Holy Grail.
This is a blue bomb that works in almost the same manner as the Cluster Bomb. Before firing, the player must specify a target point. They then throw the bomb. When the bomb explodes, it releases smaller bomblets which then home in on the target point, exploding on contact with anything solid.
Introduced in Worms 3D, this weapon behaves similarly to the grenade, but instead of bouncing it will stick to the first thing that it touches, be it a piece of land or a worm. There it will stay until it explodes.
Tactically, there isn't much difference between this weapon and a Bazooka.
These are weapons that do not fit in the two previous categories: they don't cause immediate damage to be an explosive projectile, but don't work with a fuse timer either.
The Sheep Launcher can be used to fire a sheep (see below) in much the same fashion as a mortar. It can be used to launch a sheep over long gaps that it would otherwise fall into.
The Super Banana Bomb has exactly the same explosive power as a Banana Bomb, but the player can detonate it by remote control rather than with a timed fuse.
Once thrown, the player can send a signal to explode the main banana bomb into its five bomblets, and then send a second signal to detonate the bomblets.
This weapon can be devastatingly more powerful than the Banana Bomb, because the five bomblets explode simultaneously, each with the force of Dynamite.
Note: if left for long enough, the Super Banana Bomb will explode spontaneously.
These weapons shoot in a straight line; they are not affected by gravity. They also tend to cause very little land damage.
A small revolverRevolver is also a rock-and-roll album by The Beatles. In the alkali industry in England in the 19th century, a revolver was a big rotating heated reaction chamber. LeMat 9-shot Revolver A revolver is a multishot firearm, usually a handgun, in which the r that does little damage. Often used to "add insult to injury" by executing an opposing worm.
A fully automatic Gatling gun1885 encyclopedia in Swedish http://www. se/runeberg/nfai/0122. htm The Gatling gun was the first successful machine gun. Unlike previous devices it was the first to combine reliability, high firing rate and ease of loading into a single device. It was de–style weapon. Fires lots of rounds for a couple of seconds. Useful when you need to punch through a little landscape to get to your enemy.
The shotgunThis article is about the firearm. For alternative meanings of shotgun see: Shotgun (disambiguation). A shotgun is a firearm typically used to fire a number of small balls, the shot from a smoothbore barrel of relatively large diameter. Also the bullets t is a valuable weapon because you can fire twice in a round, the blasts destroy small parts of the landscape, and a victim is propelled when hit. These advantages make up for the comparative weakness of the weapon, which causes a maximum of only 25 points damage per shot.
Useful shotgun strategies:
The Uzi is a machine gun that rapidly fires bullets in a straight line. It is weaker than the Minigun.
These are the ideal weapons for close opponents; usually little or no land damage is done while an opponent takes some damage and flies around, being of great tactical value in areas like small islands, but their range is also very limited.
The baseball batIn baseball, a bat is a round, smooth stick used in hitting the ball after the ball is thrown by the pitcher. It is not more than 2 3/4 inches in diameter at the thickest part and not more than 42 inches in length. The batter uses the bat in an attempt to is designed to launch worms great distances into the water or onto mines. It has a variable launch angle, up to about 70 degrees from the horizontal. If several worms are positioned next to each other, this weapon can launch all of them. If the targeted worms fly somewhere other than expected, they lose 30 points of damage, plus fall damage depending on the trajectory.
The baseball bat can also be used to whack mines into other worms, but this is highly risky.
The battle axeAn axe is a tool with a metal blade fastened to a handle at 90 degrees, commonly used to split wood. Axe is the name of two rivers in the South of England. See: River Axe, Devon, River Axe, Somerset Colloquially, axe is a general name for an electric guit reduces a worm's energy (health) level by half (only a quarter in some versions of Worms Armageddon). It is a contact weapon.
With this weapon, the worm fires a fireball towards the enemy, throwing them back with a fair amount of force. It is necessary to be fairly close to your opponent as the fireball only travels a certain distance. The damage is 30. This weapon is often used on worms who are near the edge of the terrain to ensure they will be knocked off.
This weapon is a homage to Ryu's fireball attack in the fighting game Street Fighter II.
The Fire Punch is a cousin to the Dragon Ball attack. When used, your worm ties a bandanna around its head and leaps straight up into the air, doing damage to whatever its fist encounters (carving through terrain on the way). Like the Dragon Ball, this is a 'safe' attack that will not harm your worm (although doing a Fire Punch when there's a mine above you would certainly be unwise). The terrain-carving feature can be useful in the escape of enclosure.
Like the Dragon Ball, this is another homage to one of Ryu's attacks in Street Fighter II. In that game, the real names of the moves are Fireball and Dragon Punch respectively, and in the first Worms 1 demo, the names were indeed correct (the renaming was most likely to due trademark issues).
The prod is used to push an enemy worm over an edge. Usually you would use prod to push an enemy into the water. You can also push a worm over a ledge so he falls to the ground, in order to kill a weak worm, especially if there are mines over said edge. This is the most sarcastic way to kill an enemy, and is considered poetic justice if you cross half the map to prod your opponent off the map rather then just fire your last Holy Hand Grenade.
The victim does not have to be standing on the very edge but close to it for the prod to work. The advantage to using a prod is that there is no risk of collateral damage.
A danger is that, if you are standing slightly above the intended victim, you may prod right over his head, missing him and wasting your turn.
A suggestion would be to do it to worms that are by the edge of a cliff overhanging water, since if worms fall into water, they die.
Tip: if there is a trio of worms lined up right below each other with some distance ahead from one to the other, you can prod the one on top and it will send a chain reaction through the entire trio and hopefully push all three of them into the water (or wherever you are aiming for).
These are the simplest weapons to deploy: you just have to press the fire button, and they will drop in front of you. At some moment (which depends on the weapon used) they will explode.
Moving after placing such objects is often a good idea.
The Ming Vase or Priceless Ming Vase is a very powerful cluster-type weapon that is typically dropped from above via the Ninja Rope or the Rocket Pack. The Ming Vase explodes into five shards, each which carries the explosive and propulsive force of Dynamite.
Occasionally, you can use the Ming Vase next to a worm which will be knocked into the air during the initial blast. Then a shard will hit the worm in mid-air, directing the worm far off the map.
Woe to he who uses the Ming Vase in a confined area such as a tunnel or bridge, although this is possible if you evacuate the area quickly. This will inflict a sick amount of damage to another worm.
Ming vases are sometimes featured in slapstick comedy. Because they are so famously valuable, to break one in trivial or exaggerated circumstances is seen as comical.
Just like the explosives, you don't need to aim: just land the weapon. These, however, will start moving as soon as they're deployed.
The aqua sheep is an enhanced version of the Super Sheep. Its only difference from the Super Sheep is that it can enter the water without drowning. While in the water, it travels exactly as it does through the air.
Use of Mad Cows causes three trustworthy heifers straight forward, each armed with dynamite, set to explode when the cow reaches any obstacle. Care should be taken not to use Mad Cows near such a barrier, as the damage is quite large per cow. It's noteworthy that there is a delay between the cows, and if the wielder takes damage between launches, the next launch will not occur.
This weapon is a reference to the Mad Cow disease epidemic in Britain, which was the subject of much attention in the media at the time Worms 2 was being made.
The Old Woman is identical to the Sheep, except much, much slower and without the ability to leap around; instead, the Old Woman merely keeps moving on whatever terrain she is on when she is released.
The Salvation Army releases a small man with a tambourine who behaves in a nearly identical fashion to the Old Woman. The only difference is that when he explodes, five tambourines are thrown about which behave exactly like Banana Bomb bomblets.
The sheep is a convenient weapon that can cause significant damage to enemy worms. When fired, the sheep bounces off in the direction your worm is facing. By firing a second time you cause the sheep to explode. Alternatively, the sheep will explode on its own after about 10 seconds. A sheep explosion is fairly powerful. It will not kill a worm with full strength, but can kill a worm with 50 or so energy points.
The sheep explosion will propel a worm, so a victim can be launched and possibly drowned. The explosion will also detonate oil cans and crates, which may cause enough additional damage to kill even a strong worm.
A sheep attack is especially useful early in a game, when the explosion can be centered among multiple victims. This works especially well if the sheep explodes in a tunnel. Because the sheep can travel quite a long way, and can drop down over a ledge without hurting itself, it is also a useful weapon for long-range damage, especially when a there is not room for a projectile weapon.
There are dangers to using an exploding sheep. The sheep will turn around if it bumps into an obstacle, and may walk right back towards your worm, or in the very least, away from its intended target.
A sheep will walk right off a ledge, and if this is above water, it will drown.
The sheep is also a tool in that it can collect crates that are in its path. If it walks into a crate, then you get the contents.
Exploding sheep are a phenomenon that occur in some other computer games.An explosive sheep with a difference. After first throwing the sheep, hit 'fire' again and your wooly weapon will don a helmet and cape, and take to the skies. He can be used to collect crates, or as an impact weapon. After 15 seconds or so, the sheep will fall from the sky and explode (if you haven't already hit).
There's a whole set of aerial attacks, serving for different purposes when you're far off your opponent.
The Air Strike is the simplest aerial attack. Five bombs are dropped from an airplane, fly in a parabolic path and explode on contact. Each bomb does up to 30 points of damage.
The bombs cause only small explosions, so the air strike's ground penetration is negligible. It cannot be used against targets under overhangs.
The Carpet Bomb is a pun on the real war strategy of carpet bombing. Introduced in Worms 2 as a secret weapon, this strike throws several carpets that keep bouncing on the land and causing little explosions where they hit. This weapon is somewhat similar to Sheep Strike.
On Worms 2, this weapon was called "Mike's Carpet Bomb".
The French Sheep Strike is one of the most destructive and bizarre weapons in Worms. When used, the first few notes of the French national anthem play while sheep, dressed in french garb, fall from the sky, bounce from place to place as they destroy the landscape, and finally explode. The best defense against the French Sheep Strike is to be deep underground.
A Mail Strike works in basically the same way as the Air Strike; the direction of the bombing (from the left or from the right) can also be changed, like Air Strike. However, the Mail Strike does not drop small, normal bombs, instead dropping five letter bombs which have a power somewhere between that of a grenade and a dynamite. These letter bombs are affected by wind, and flutter from left to right slightly at random, meaning that a mail strike is a very imprecise weapon; it is best used for bombing a very wide area.
"Mail Strike" is probably a pun related to postal strikes.
MB Bomb is a kind of Air Strike; in this case, a big balloon full of explosives is released that is heavily affected by the wind.
M. B. seems to be the initials for one of the developers.
Polish version (created by CD Projekt) of the Worms:Armageddon and Worms World Party games translate the name as "Bomba Megabajtowa" ("Megabyte Bomb").When called, the Mine Strike drops five land mines in a parabolic arc down onto the terrain below. The mines will bounce around wildly for a few moments before coming to rest. The mines behave exactly as per the ones that can be dropped normally by a worm.
When this is used, moles are dropped from the sky in a specified area, and when they hit the ground, they begin to dig at an angle. They typically dig all the way down to water, but if they encounter a cavern and fall, they explode. Mole strikes are considered by some to be 'dark side' play, and by others as being extremely effective against 'dark side' players as it tends to open the tunnels.
The Armageddon is arguably the most powerful weapon in the game. It is a shower of meteorites, each meteorite exploding on contact approximately the explosive force of dynamite (roughly 70 maximum damage). The meteors fall at a rate of about two every second for about thirty seconds. This attack destroys large parts of the landscape, killing most worms present except those burrowed deep underground.
This weapon may be a reference to the 1998 movie Armageddon, which featured destructive meteorite impacts on cities.
The Concrete Donkey is a powerful weapon capable of destroying the most powerful worm, even if he is hiding deep underground.
The Donkey descends from the sky and smashes its way down through the landscape until it sinks in the water underneath. Any worm in its path gets hammered. Not only this, the Donkey's vibrations are so great that worms in the vicinity suffer damage and will be knocked off any precipice they are near. Any crates or oil cans in the way will explode, wreaking further havoc.
Worms bearing the full brunt of a Donkey strike may suffer 500 points of damage.
The strategic advantage of the Donkey, besides its power of wholesale slaughter, is its ability to kill worms that think they are safe because they are hiding deep underground. It can therefore completely upset an opponent's strategy.
The Donkey is sufficiently powerful that one should consider teleporting to grab it, because you don't want it in the hands of your enemies.
The Donkey makes donkey noises, despite the fact that it is concrete.
In the Worms universe, the Concrete Donkey is God, while its counterpart, the Foul Smelling Buffalo of Lies, is Satan. The Buffalo is yet to make an appearance in a Worms game.(Note by some guy: In Worms 3D Multiplayer Matches, a Buffalo-like object appears in a terrain of the "Lunar" Scheme, if you're lucky)
This weapon creates an earthquake, shaking things around a bit. It's not directly offensive, so it's most useful when there are worms near water that can slide right in, or mines that might move or bounce onto a group.
A special weapon in Worms 2. When activated, the entire landscape tremors dramatically whilst the French National Anthem plays. The water slowly turns white whilst the land slowly sinks, dooming any worms near the bottom of the screen to death by drowinng. After a number of seconds, the tremors die away, the water returns to its normal colour, and the land stops sinking.
This weapon is a political reference to the French nuclear weapons testing which was in the news at the time Worms 2 was being made. The weapons were tested underwater and produced the same 'whitening' effect as is seen in the game.
This weapon sounds an alarm klaxon, and every turn thereafter, the water rises slightly and all worms on the board loses 2 health due to radiation per turn. Retrieval of a health pack will cure the radiation, but will of course not negate the danger of rising water.
The scales of justice redistribute the total life points equally among all suriviving teams (first) and all worms within each team (second). This weapon should only be used if your team has the least life points of all surviving teams.
When used, the Scales of Justice emits a powerful booming laugh and snappy comments like "x evens the score", "even stevens", or "x calls it even."
When thrown, a skunk will hop off across the environment. After a bit, it will emit stinking fumes, making nearby worms sick. They will lose a few points per round.
In Worms Armageddon, when this is used, your worm expands and explodes, releasing a gas that will make worms sick.
The Blow Torch is used to create horizontal or diagonal tunnels in the landscape. Its use is almost entirely defensive, although it can in some circumstances be used with the Pneumatic Drill and Dynamite to launch an attack from below.
The Blow Torch can be used to directly inflict harm on another worm. Although its damage is somewhat limited, it can be used as a comical way to "finish off" a very weak worm. It should be noted that the soon-to-explode worm will be right next to your worm after you attack.
The Blow Torch is one of the tools of Dark Side play.
The Bridge Kit is simply a set of five Girders that can be placed on the same turn; it is considered to be one of the most powerful Dark Side weapons.
The Bungee tool allows you to walk off a cliff without falling and hurting yourself. To use it, you activate the Bungee and just walk off of the cliff. You will fall down on a long elastic rope which will pull you down very close to the ground. To release yourself from a bungee and land without injury, you just wait until the bungee is close to the ground and let go. You can then finish your turn as normal, free of injury.
The girder can be used either as a bridging mechanism or to build a protective shield around one or more of your worms. It should be noted however that the girders are by no means indestructible. Girders, when used in this way, and in conjunction with the Pneumatic Drill and Blow Torch , constitutes what is known in some quarters as Dark Side play.
A handy rope that allows worms to traverse caves very quickly. Also allows your worm to swing/hang over enemy worms and drop certain weapons (the Priceless Ming Vase being one of the best for this tactic).
The Pneumatic Drill is used to create vertical tunnels in the landscape. Its use is almost entirely defensive, although it can in some circumstances be used with the Blow Torch and Dynamite to launch an attack from below.
The Pneumatic Drill can be used as an offensive weapon, to limited effect, by first standing on the head of the victim, (not always easy) and then using the drill.
The Pneumatic Drill is one of the tools of Dark Side play.
The Teleport tool does exactly what it says on the tin; if you use a teleport, you can choose a point to teleport to, and if there is sufficient room at your desired destination for your worm to teleport into, the worm teleports. This can make it difficult to teleport into a tunnel. Once you teleport, your turn ends. If you teleport into mid-air, your worm will merely fall to the ground, possibly taking damage.
The Teleport tool in Worms is a homage to Star Trek. The worm first uses a TOS-style Starfleet communicator to request a teleport (which makes a very similar sound to the ones in Star Trek), and subsequently is teleported to its chosen location.
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