Microwave (1, 8, 15)- The most basic of all Plymouth weapons. Essential in a rushing game.

Electro-Magnetic Pulse (2, 9, 16)- Widely used electronic warfare weapon.

Stickyfoam (3, 10, 17)- The most basic of all Plymouth gernade-loaded weapons. Most commonly used nuisance/area weapon. Although it does minimal damage, it can be used to stick unsuspecting vehicles next to a guardpost, slow down ore hauling, defending colonies, and dislocating other vehicles.

Starflare (4, 11, 18)- Explosive charge. Can be used, but often neglected, in a tactical situation. When combined with EMPs, Flares can often destroy or damage multiple vehicles.

Rocket Propelled Gernade (5, 12, 19)- Common ore range weapon. Like its Eden counterpart, Rail Gun, it is often unreliable. Research Supernova to upgrade the damage inflicted for this weapon.

Electro-Static Gernade (6, 13, 20)- Multple mine projectile system. Commonly used nuisance/area weapon. Main drawback is that it doesn't affect buildings. Excellent weapon when a retreat is in order.

Supernova (7, 14, 21)- Starflare on steroids.

 

Basic Tips

Plymouth excells at dislocation and having nuisance weapons.

Low-mark game: Use stickys as nuisance and dislocating. Microwaves/RPGs and EMPs as a rush.

High-mark game: Try not to use Stickfoam and ESGs in the same echelon. Use combined-arms or force dichotomy strategy. EMP missles give you added dislocating, time or maneuver advantage.