UT2003 Weapons Guide

by Derek HoMeRS}i{MpSoN Altamirano

The weapons descriptions are straight out of the Unreal Tournament 2003 Manual. The italicized notes are extra info I have compiled.

Shield Gun

The Kemphler DD280 Riot Control Device has the ability to resist and reflect incoming projectiles and energy beams. The plasma wave inflicts massive damage, rupturing tissue, pulverizing organs, and flooding the bloodstream with dangerous gas bubbles. This weapon may be intended for combat at close range, but when wielded properly should be considered as dangerous as any other armament in your arsenal.

Hold down Primary fire to charge shield gun for a greater "impact". See Strategy Guide for info on how to "Shield Jump".

Secondary fire is a shield that reflects most weapon fire. It bounces back energy weapons without draining (pulse and shock blasts). You can also use the shield to break falls from high places and prevent falling damage.

Assault Rifle

Inexpensive and easily produced, the AR770 provides a lightweight 5.56mm combat solution that is most effective against unarmored foes. With low-to-moderate armor penetration capabilities, this rifle is best suited to a role as a light support weapon. The optional M355 Grenade Launcher provides the punch that makes this weapon effective against heavily armored enemies.

Assault Rifle grenades explode on impact, so if your running away from an opponent, try leaving a trail of grenades behind you. Hold down secondary fire to launch the grenades further.


The GES BioRifle continues to be one of the most controversial weapons in the Tournament. Loved by some, loathed by others, the BioRifle has long been the subject of debate over its usefulness. Some Tournament purists argue that it is the equivalent of a cowardly minefield. Others argue that it enhances the tactical capabilities of defensive combatants. Despite the debate, the weapon provides rapid-fire wide-area coverage in primary firing mode, and a single-fire variable payload secondary firing mode. In layman's terms, this equates to being able to pepper an area with small globs of Biosludge, or launch one large glob at the target.

Secondary fire is quite useful in Bombing Run as the ball carrier rounds a corner :D
You can "goop jump" by shooting goop, putting the shield on the shield gun up, and jumping just as the goop explodes.

Shock Rifle

The ASMD Shock Rifle has changed little since its incorporation into the Tournaments. The ASMD sports two firing modes capable of acting in concert to neutralize opponents in a devastating shockwave. This combination attack is achieved when the weapon operator utilizes the secondary fire mode to deliver a charge of seeded plasma to the target. Once the slow-moving plasma charge is within range of the target, the weapon operator may fire the photon beam into the plasma core, releasing the explosive energy of the anti-photons contained within the plasma's EM field.

Link Gun

Riordan Dynamic Weapon Systems combines the best of weapon design in the Advanced Plasma Rifle v23, commonly known as the Link Gun. While the primary firing mode of the Link remains the same as its plasma-firing predecessor, the secondary cutting torch has been replaced with a switchable energy matrix. Upon contacting a teammate, it converts to a harmless carrier stream, offloading energy from the onboard cells to boost the output of any targeted player also using the Link. It should be noted that while players are boosting a teammate, they are unable to defend themselves from attack.

Remember that linking your Link Gun up to a teammate's by using secondary fire on them while they're using the Link Gun as well will increase your damage, and up to three people can link. Also the secondary fire has limited range


The Schultz-Metzger T23-A 23mm rotary cannon is capable of firing both high-velocity caseless ammunition and cased rounds. With an unloaded weight of only 8 kilograms, the T23 is portable and maneuverable, easily worn across the back when employing the optional carrying strap. The T23-A is the rotary cannon of choice for the discerning soldier.

Don't forget to lead your target, especially with the slower secondary fire

Flak Cannon

Trident Defensive Technologies Series 7 Flechette Cannon has been taken to the next step in evolution with the production of the Mk3 "Negotiator." The ionized flechettes are capable of delivering second and third-degree burns to organic tissue, cauterizing the wound instantly. Payload delivery is achieved via one of two methods: ionized flechettes launched in a spread pattern directly from the barrel; or via fragmentation grenades that explode on impact, radiating flechettes in all directions.

Flak ricochets around corners, so if your enemy disappears round a corner, keep firing. Also note that the flak cannon is much easier to aim than other weapons. Use this to your advantage and concentrate on dodging more than accuracy while using this weapon.

Rocket Launcher

The Trident Tri-barrel Rocket Launcher is extremely popular among competitors who enjoy more bang for their buck. The rotating rearloading barrel design allows for both single- and multi-warhead launches, letting you place up to three dumbfire rockets on target. The warheads are designed to deliver maximum concussive force to the target and surrounding area upon detonation.

If you tap primary fire while charging up secondary, the rockets will fire in a straight, more focused swirl, rather than a spread pattern. Also if you can keep your crosshairs on an opponent for a few seconds (you'll hear a beep and your crosshair will turn red), you will be able to fire homing rockets. Your rockets have a "splash damage" radius, so aim for the ground around your opponent.

Lightning Gun

The Lightning Gun is a high-power energy rifle capable of ablating even the heaviest carapace armor. Acquisition of a target at long range requires a steady hand, but the anti-jitter effect of the optical system reduces the weapon's learning curve significantly. Once the target has been acquired, the operator depresses the trigger, painting a proton 'patch' on the target. Milliseconds later the rifle emits a high voltage arc of electricity, which seeks out the charge differential and annihilates the target.

Beware of the slow recharge time after firing. This weapon fires at least twice as slow as the UT sniper rifle did.


The first time you witness this miniature nuclear device in action, you'll agree it is the most powerful weapon in the Tournament. Launch a slow-moving but utterly devastating missile with the primary fire; but make sure you're out of the Redeemer's impressive blast radius before it impacts. The secondary fire allows you to guide the nuke yourself with a rocket's-eye view. Keep in mind, however, that you are vulnerable to attack when steering the Redeemer's projectile. Due to the extreme bulkiness of its ammo, the Redeemer is exhausted after a single shot.

Ion Painter

The Ion Painter seems innocuous enough at first glance, emitting a harmless low-power laser beam when the primary firing mode is engaged. Several seconds later a multi-gigawatt orbital ion cannon fires on the target, neutralizing any combatants in the vicinity. The Ion Painter is a remote targeting device used to orient and fire the VAPOR Ion Cannon. The Ion Painter offers increased targeting accuracy via its telescopic sight, easily activated by the secondary fire mode of the weapon. Once the Ion Painter has been used to designate a target it is highly recommended that the user put considerable distance between themselves and the weapon's area of effect.

If a map contains an Ion Painter, you will see an Ion Cannon in the sky. The Ion Painter beam impact point must be at a point outdoors (and within the line of sight to the Ion Cannon), and the Ion Cannon can't shoot through ceilings.


The Translocator was originally designed by Liandri Corporation's R&D sector to facilitate the rapid recall of miners during tunnel collapses. However, rapid deresolution and reconstitution can have several unwelcome effects, including increases in aggression and paranoia. In order to prolong the careers of today's contenders, limits have been placed on Translocator use in the lower-ranked leagues. The latest iteration of the Translocator features a remotely operated camera, exceptionally useful when scouting out areas of contention. It should be noted that while viewing the camera's surveillance output, the user is effectively blind to their immediate surroundings.

You can use the translocator as a "security camera" by reselecting the translocator after you have fired it (the default key for the translocator is 'Q'). You can also pan the camera around to keep an eye on the entrance by using your mouse or joystick.
If you throw your translocator where someone else is standing you can also telefrag people. :-)

Ball Launcher

The Ball Launcher is a new addition to the Unreal series. This weapon is what the game type Bombing Run revolves around. Once you are in possession of the ball, your weapon will change to the Ball Launcher. However, once you have this Ball Launcher armed, you are unable to change to your other weapons until you have thrown the ball or passed it to a teammate.

The Ball Launcher's primary fire shoots the ball in front of you quite a far distance. This is good if you want the ball out of your hands, but there is a better way to pass to others. The Ball Launcher's secondary fire locks onto one of your team mates in your field of vision. Then, just use the primary fire to pass in the direction of your teammate. Passing seems to work better then just shooting because it will ensure that your aim is more accurate. Clicking secondary fire again will toggle to another team mate in your field of vision, if there is another one. If you click it while there are no team mates in your field of vision, you'll just get a really annoying sound.

When you have the Ball Launcher you can not shoot anyone with any of your other weapons.
Personally, I try to select the flak cannon before I grab the ball. Then, as an opponent approaches I love to fire the Ball into the opponent, and then frag them with the Flak Cannon :D

Default Weapon Keys

0 = Super Weapons
1 = Shield Gun
2 = Assault Riffle
3 = Bio Rifle
4 = Shock Rifle
5 = Link Gun
6 = MiniGun
7 = Flak Cannon
8 = Rocket Launcher
9 = Lightning Rifle
Q = Translocator

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