Conker: Live & Reloaded – Classes & Weapons List

| The Grunt | The Sneeker | The Demolisher | The Long Ranger | The Sky Jockey | The Thermophile |



THE GRUNT


The all-rounder, the jack of all trades, the basic, reliable combat unit. Grunts have no real speciality or imposing physical characteristic, but they easily compensate with a powerful primary weapon and Self Heal ability (which makes them a lot harder to kill if given time to use it).

SPECIALTY WEAPON: STRUM 21

A triple-barrelled bundle of fun supplied to the Grunt class. Generally fires in bursts of three, but can be switched to autofire should you find yourself in a situation where you need to discharge its 50-round capacity as quickly as possible. Can also fire vehicle-destroying Dum-Dum rounds.



THE SNEEKER


Never trust a Sneeker! Forget their relatively weak long-range capability – Sneekers are devastating up close and all too good at getting up close, especially when Cloaked. Their ability to Feign Death also provides them with some deeply unpleasant surprise attack opportunities.

SPECIALTY WEAPON: SABRE

Sneekers naturally favour close-combat melée, so their obvious choice of primary weapon is the Sabre. This blade can be used in either attack or defence posture, defence offering some protection from enemy strikes plus the opportunity to charge up a more powerful attack.



THE DEMOLISHER


A simple class with simple pleasures. Generally speaking, Demolishers want nothing more than to smash stuff up, which is why they get the Bazooka. Not enough for you? Their Berserk state allows for faster movement and an extra ground attack, though it does wear off in time.

SPECIALTY WEAPON: BAZOOKA

Specialist heavy weapon available only to the burly Demolisher. Standard missiles will fire directly ahead, the Fire & Forget type automatically lock onto air targets, while Guided missiles (available as an upgrade) make full use of an on-board camera for maximum accuracy.



THE LONG RANGER


Antithesis of the Sneekers, a class renowned for long-distance effectiveness. With Infravision allowing Long Rangers to scan the entire battlefield for enemy positions, they’re a menace at any distance – at least until you can get up really close and blow their heads off.

SPECIALTY WEAPON: WIDOWMAKER

Tailor-made for the Long Ranger, this elite sniper rifle offers standard 7.68mm tips or hardcore DU (depleted uranium) tips for taking out vehicles and heavy artillery. Comes with two fixed zoom modes plus a third if you upgrade, and can be used while standing, crouching, or prone.



THE SKY JOCKEY


A class of extremes. Unremarkable on the ground and initially lacking any specialist abilities beyond their pilot training, Sky Jockeys come into their own when given access to a Steed or Mule 52, as only they can handle these airborne vehicles. Carnage frequently ensues.

SPECIALTY WEAPON: DP 500

Cutting-edge firearm and standard weapon of the Sky Jockey. Its light weight allows for a matching pair to be wielded and fired simultaneously, and with 20 shots per round and built-in Standard (one-shot) and Burst (three-shot) modes, this is a dangerously versatile piece of kit.



THE THERMOPHILE


Class of choice for the mentally unstable in the ranks. Thermophiles love to go nutjob ape-crazy and torch stuff with the old Sinurator, and while they may seem weak, they also have the capacity to restore both their own and other soldiers’ energy… when they’re thinking straight.

SPECIALTY WEAPON: SINURATOR

The Thermophile’s fearful weapon of choice, which can fire either Napalm (for use on enemy troops) or Acid (to destroy vehicles), sending out a funnel of flame or a vicious acidic stream respectively. It may not be elegant, but both modes tend to get the job done in fairly short order