Weaponry

You begin each game of Triple-A with a Standard Gun, 
50 rounds of ammunition, and 10 supplies.  You may use 
these 10 extra supplies to buy 10 additional rounds for 
your gun before the first raid.  If you survive raids, you will 
accumulate more supplies, and eventually be able to buy 
improvements to your Standard Gun and also buy 
additional weapons to improve your ability to defend 
yourself.  There are 4 other weapons you may purchase 
to augment the capability of your Standard Gun.  All of the 
weapons and their allowable enhancements are 
described below.

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 Standard Gun
Cost: 0
Max Ammo: 100
Rate of Fire: 1.0  (relative to Standard Gun)

Ammunition: Shell (non-explosive) Ammo:
Cost per round: 1
Effect:  direct impact only.
 HE (High Explosive) Ammo:
Costs 375 to upgrade the Standard Gun to fire HE ammo.  
Cost per round: 2
Effect: explodes on impact, or when designated aim point (using advanced 
guidance packages) is reached.  Explosion area is small.
 Hypersonic Ammo:
Costs 3000 to upgrade the Standard Gun to fire Hypersonic ammo.
Cost per round: 4
Effect:  high velocity HE round explodes on impact or upon reaching 
designated aim point.  Explosion area is small.

Guidance: Aimed Guidance:
Cost: 375
Effect:  provides green target crosshair when aiming.  A fired round will pass through 
the location of the crosshair when the gun was fired at some point during its flight.

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 Mortar
Cost: 500
Max Ammo:  25
Rate of Fire: 1.0 (relative to Standard Gun)

Ammunition: Shell (non-explosive) Ammo:
Cost per round: 1
Effect: direct impact only.
 HE (High Explosive) Ammo:
Costs 375 to upgrade the Mortar to fire HE ammo.
Cost per round: 2
Effect: the round explodes when it hits the ground, killing any nearby ground 
troops.  Stationary defenses are unaffected.  Explosion area is small.
 HHE (Heavy High Explosive) Ammo:
Costs 3000 to upgrade the Mortar to fire HHE ammo.
Cost per round: 4
Effect:  As HE ammo, but the explosion area is somewhat larger.

Guidance: 
Aimed Guidance:
Cost: 375
Effect: provides a yellow target crosshair along the ground.  A fired mortar round will 
impact at the location of the crosshair, improving accuracy.

Heat-Seeking Guidance:
Cost: 3000
Effect: provides a target designation box.  If the target aim point is placed over a valid target, the box turns red and a warbling tone sounds, indicating the system has locked-onto the target. A round fired will track the designated target even if it moves, allowing the gun to move on to other targets.

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Flak Gun
Cost: 1000
Max Ammo: 75
Rate of Fire: 0.8 (relative to Standard Gun)

Ammunition: HHE (Heavy High Explosive) Ammo:
Cost per round: 4
Effect: As with HE ammunition, except the explosion area is large.
 FAE (Fuel-Air Explosive) Ammo:
Costs 1875 to upgrade the Flak gun to fire FAE ammo.
Cost per round: 8
Effect: An exploding ring of super heat plsma destorying everything in it's path.

Turbo Laser Ammo:
Costs 48000 to upgrade the Flak gun to a turbo laser cannon.
Cost per round: 16
Effect: A co-linear beam of photonic energy.

Guidance: 
Aimed Guidance:
Cost: 0
Effect: provides a target crosshair.  Explosive ammunition types will fly to this aim 
point and detonate when they reach it.

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 Dual Gun
Cost: 2000
Max Ammo: 200
Rate of Fire: 3.0 (relative to Standard Gun)

Ammunition: 
Shell (non-explosive) Ammo:
Cost per round: 1
Effect: same as Shell ammunition for the Standard Gun.
 HE (High Explosive) Ammo:
Costs 1500 to upgrade the Dual Gun to fire HE ammo.
Cost per round: 2
Effect: same as HE ammunition for the Standard Gun.
 Hypersonic Ammo:
Costs 12000 to upgrade the Dual Gun to fire Hypersonic ammo.
Cost per round: 4
Effect: same as Hypersonic ammunition for the Standard Gun.

Guidance: 
Aimed Guidance:
Cost: 1500
Effect: same as Aimed guidance for the Standard Gun.

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 Missile Launcher
Cost: 4000
Max Ammo: 40
Rate of Fire: 1.2 (relative to Standard Gun)

Ammunition: 
HHE (Heavy High Explosive) Missiles:
Cost per round: 4
Effect: same as HHE ammunition for Flak Gun.
 FAE (Fuel-Air Explosive) Missiles:
Costs 3000 to upgrade Missile Launcher to fire FAE ammo.
Cost per round: 8
Effect: same as FAE ammunition for Flak Gun.
 Hypersonic Missiles:
Costs 24000 to upgrade Missile Launcher to fire Hypersonic missiles.
Cost per round: 16
Effect: high-velocity FAE missiles explode on reaching their target 
point with devastating effect.

Guidance: 
Aimed Guidance:
Cost: 0
Effect: same as Aimed guidance for the Standard Gun.
 Heat-Seeking Guidance:
Cost: 3000
Effect: provides a target designator box.  When around an infra-red 
target, the box turns red and a warbling tone sounds, indicating the 
missile has locked-onto the target.  The missile will follow the target using pure pursuit and explode when it reaches the target.  If no target is designated, functions like Aimed guidance.
 Radar Guidance
Cost: 24000
Effect: provides a target designator box.  When around a target, the 
box turns red and a buzzing tone sounds, indicating the missile has 
locked-onto the target.  The missile will follow the target using lead pursuit and explode when it reaches the target.  If no target is designated, functions like Aimed Guidance.