Armaments
IGN guides has the complete list of Armaments that you can install onto your Sentinel in 13 Sentinels: Aegis RIM.
These upgradeable weapon modules are versatile; you can swap them in and out with one another in the Upgrades menu to create the best possible build! Every Sentinel may equip up to six armaments at once in their loadout. You can also upgrade each non-passive armament up to Level +8 by spending Meta-Chips that you've collected across the Battle mode.
1st Generation (Melee) Armaments
This is the list of 1st-gen armaments available to Sentinels No. 10 (Nenji Ogata), No. 12 (Takatoshi Hijiyama), and No. 11 (Ei Sekigahara). Armament availability by pilot is indicated by their respective Sentinel number.
1. Rush Attack - A fierce double-fisted barrage. Attacks ground kaiju several times. (No. 10, No. 12, No. 11)
2. Leap Attack - Jumps toward target area and impacts ground kaiju with a shockwave. (No. 10, No. 12)
3. Demolisher Blade - Arm-mounted excavator that slices through ground kaiju in front. Heavy damage. Ignores armor. (No. 10, No. 12, No. 11)
4. Anti-Air Defensive Flares - Spreads numerous flares in the air, obstructing aerial kaiju and missiles. (No. 10, No. 12, No. 11)
5. Tackle - Charges toward target area, knocking away ground kaiju in the Sentinel’s path. (No. 10, No. 11)
6. EMP Attractor - An electromagnetic pulse shot halts movement, drops aerial kaiju, and distracts kaiju. (No. 10, No. 12, No. 11)
7. EMP Surrounding - A Sentinel-localized electromagnetic field halts movement, drops aerial kaiju, and distracts kaiju. (No. 12, No. 11)
8. Defense Mode - Shifts into Defense Mode. Move speed drops to ⅓ but durability quadruples. (No. 10, No. 12)
9. Limiter Removal - Removes Sentinel limiter. Durability drops to ⅓, but Attack and Speed doubles. (No. 10, No. 12, No. 11)
10. Anti-Ground Multi-Lock Missiles - Unleashes a random barrage of missiles toward ground kaiju within target area. (No. 10, No. 11)
11. Hyper Condenser (Passive) - A modified condenser extends the Demolisher Blade’s range and number of attacks. This increases the Demolisher Blade’s EP cost from 150 to 300. (No. 10)
12. Composite Ceramic Armor (Passive) - Immune to attacks dealing 500 damage or less, due to special composite armor. (No. 12)
13. Counter - When attacked, immediately counterattacks all ground kaiju near the Sentinel. (No. 12)
14. Forced Cooling Device (Passive) - WT recovery speed increases by 30% due to a powerful cooling device. (No. 11)
As you can see, all 1st-gen Sentinels are primarily focused on dealing heavy melee damage and using EMP attacks to bring aerial kaiju to the ground – where they can be pummeled to smithereens. Or, they can unleash anti-air flares that deal air-to-air damage, knocking flying enemies out of the sky. One of the most notable abilities, later on, is No. 10 (Nenji Ogata’s) Hyper Condenser passive, which makes the already devastating Demolisher Blade truly destructive against swarms of Tier 2 and higher foes, which are, inconveniently, far more armored than their Tier 1 counterparts.
No. 11 (Ei Sekigahara) can be fitted to run ahead of the team and deal heavy damage quicker than the others, acting much like a shock trooper or even as a decoy when equipped with his Forced Cooling Device passive. Finally, No. 12 (Takatoshi Hijiyama) makes for an excellent tank due to his high HP and his Composite Ceramic Armor passive, which – when fitted – virtually negates all incoming damage from lower-tier kaiju and universally weak kaiju variants, such as the Workers that often appear in massive swarms but don’t do much damage on their own.
2nd Generation (All-Rounder) Armaments
These 2nd-generation armaments are available to Sentinels No. 13 (Juro Kurabe), No. 15 (Iori Fuyusaka), and No. 14 (Ryoko Shinonome). Armament availability by pilot is indicated by their respective Sentinel number.
1. Heavy Knuckles - Attacks a ground kaiju 2 times with the Sentinel’s giant fists. (No. 13, No. 15, No. 14)
2. Arm-Mounted Machine Cannons - Attacks kaiju within the target area in front of the Sentinel with machine cannons. (No. 13, No. 15, No. 14)
3. Multi Rocket Launchers - Fires multiple rockets into the target area. (No. 13, No. 15, No. 14)
4. Sentry Gun - Places a small railgun at the target area. Autofires on kaiju. (No. 13, No. 15, No. 14)
5. Guardian - Places a Guardian at the target area. Acts as a decoy, distracting kaiju. (No. 13, No. 15, No. 14)
6. Jammer Rocket Launchers - Fires rockets into the target area. Decreases move speed by 25% and durability by 50%. (No. 13, No. 15
7. Anti-Ground Piercing Rocket Launchers - Fires piercing rockets at ground kaiju within target area. (No. 13, No. 14)
8. Guardian Avenger - Places a Guardian at the target area. Acts as a decoy and violently explodes when destroyed. (No. 13, No. 14)
9. Plasma Arc Fusion Cutter - Welding tool deals heavy damage to ground kaiju. Ignores armor and slows movement. (No. 13, No. 15, No. 14)
10. Shield Emitter - Places an emitter at the target area. Shields nearby allies. (No. 15, No. 14)
11. Repair Emitter - Places an emitter at the target area. Recovers HP of nearby allies, up to a maximum of 40% HP. (No. 15)
12. Hyper Condenser (Passive) - A modified condenser allows for 2 Sentry Guns placed. (No. 14)
2nd-gen Sentinels are versatile combatants which carry several flavors of firepower that are often most effective at medium range. They can also use Guardian decoys and place Sentry Turrets, the latter of which are extremely effective at expanding your damage output on the battlefield; however, both help you take enemy fire off of your core team members. Sentinel No. 15 (Iori Fuyusaka) is the only one that can throw down a Repair Emitter that restores HP mid-combat. No. 14 (Ryoko Shinonome) has the unique 2nd generation Hyper Condenser passive which doubles her Sentry Gun output, making her an essential part of any fireteam.
3rd Generation (Long-Range) Armaments
The 3rd-generation armaments belong to Sentinels No. 17 (Natsuno Minami), No. 19 (Keitaro Miura), and No. 16 (Tomi Kisaragi). Armament availability by pilot is determined by their respective Sentinel number.
1. 6 Multi-Launching Rapid Cannons - Attacks kaiju within the target area in front of the Sentinel with heavy-caliber rounds. (No. 17, No. 19, No. 16)
2. Main Battery Heavy Railgun - Fires a large round directly forward at high speed, through electromagnetic induction. (No. 17, No. 19, No. 16)
3. Main Battery Mega Railgun - Fires a large round directly forward at high speed, through focused electromagnetic induction. (No. 19)
4. EMP Stunner - A Sentinel-localized electromagnetic field halts movement and drops aerial kaiju. (No. 17, No. 19, No. 16)
5. Long-Range Missiles - Attacks kaiju within the target area with long-range missiles. (No. 17, No. 19, No. 16)
6. Stun Knuckles - Attacks ground kaiju with fist-mounted electromagnetic battering rams, halting their movement. (No. 17, No. 19, No. 16)
7. Anti-Air Bombardment - Attacks aerial kaiju within the target area in front of the Sentinel with anti-air bombardment. (No. 17, No. 19)
8. Homing Missile - Fires a highly potent homing missile at a target kaiju. (No. 17, No. 16)
9. Forced Cooling Device (Passive) - WT recovery speed increases by 30% due to a powerful cooling device. (No. 17)
10. Anti-Ground Hunter Missile - Fires a highly potent anti-ground long-ranged missile. Hits ground kaiju, ignoring armor. (No. 17, No. 19, No. 16)
11. Missile Rain - Rains down countless missiles in a wide area in front of the Sentinel. (No. 17, No. 19, No. 16)
12. Super Large Missile - Fires off a powerful missile at a long distance. Can decimate a wide area. (No. 19, No. 16)
13. Hyper Condenser (Passive) - A modified condenser that allows for 2 consecutive railgun shots at the expense of 100 additional EP, from 150 to 250. (No. 16)
3rd-gen Sentinels are at their best when launching salvos of missiles across the battlefield or cutting through the frontlines with their incisive railgun attacks. Most of the 3rd-gen Sentinels get the same set of moves, but there are a few outliers. Tomi Kisaragi’s Sentinel, No. 16, is capable of powering up her heavy railgun attack with the 3rd-gen hyper condenser, which gives her two shots instead of one. Both Tomi Kisaragi’s Sentinel, No. 16 and Keitaro Miura’s Sentinel, No. 19, can launch a single high-yield missile by using the Super Large Missile armament, which can do extreme damage in a large radius at the cost of 750 EP. The latter can be a highly useful ability against higher-tier enemies down the line.
Most of the time, you’ll want to leverage the 3rd-gen Sentinel’s staple armaments: Missile Rain and Anti-Ground Hunter Missiles can be extraordinarily destructive when fighting land-based armor, meanwhile, Anti-Air Bombardment can be useful when shoring up the rearguard against flying foes that break ranks and attempt to flank your Aegis terminal.
4th Generation (Flight Support) Armaments
This list of 4th-generation armaments applies to Sentinels No. 23 (Megumi Yakushiji), No. 21 (Yuki Takamiya), No. 22 (Renya Gouto), and No. 20 (Shu Amiguchi). Armament availability by pilot is determined by their respective Sentinel number.
1. Arm-Mounted Pulse Lasers - Fires laser beams at kaiju within the target area in front of Sentinel. Ignores armor. (No. 23, No. 21, No. 22, No. 20)
2. Shield Matrix - Places shields on allies within target area, nullifying attacks from kaiju. (No. 23, No. 21, No. 22, No. 20)
3. Flare Torpedo - Deploys a mine at the target area. Upon detecting kaiju, it explodes, overheating them. (No. 23, No. 21, No. 22, No. 20)
4. Multi-Lock Missiles - Fires a random barrage of missiles at any kaiju within the target area, slowing their movement. (No. 23, No. 21, No. 22, No. 20)
5. Forced Cooling Device (Passive) - WT recovery speed increases by 30% due to a powerful cooling device. (No. 23)
6. Shield Repair - Places a shield and recovers 30% HP of an ally. (No. 23, No. 20)
7. Gravity Missiles - Fires missiles into target area. Gravitic forces pull kaiju towards the impact zone. (No. 23, No. 22)
8. Hyper Condenser (Passive) - A modified condenser allows for 4 more Interceptor units. This costs 150 additional EP, or 400 EP total. (No. 23, No. 22)
9. Interceptors - Releases a swarm of drones that autofire on kaiju. Ignores armor. (No. 23, No. 21, No. 22, No. 20)
10. Leg Spike - Pierces kaiju with a leg spike and unleashes an electrical surge, overheating them. (No. 21, No. 22, No. 20)
11. Arm-Mounted Convergent Lasers - Fires convergent laser beams directly forward from the Sentinel. Ignores armor. (No. 21, No. 22, No. 20)
12. Counter - When attacked, immediately counterattacks all kaiju near the Sentinel. (No. 21)
13. Composite Ceramic Armor (Passive) - Immune to attacks dealing 500 damage or less, due to special composite armor. (No. 21)
14. Floating Mine - Sentinel moves to target area and deploys kaiju-sensitive mines. Overheats kaiju on detonation. (No. 20)
4th-gen Sentinels are the crowd-controllers of the group, focused primarily on controlling kaiju movement with gravity missiles and mines while aiding their fellow Sentinels with healing armaments. All 4th-gen Sentinels have the ability to unleash swarms of drones onto the map with the Interceptors armament, which is the quickest way to overtake enemy forces, meaning that a fireteam containing all four 4th-gen Sentinels equipped with Interceptors can be one of the most unstoppable matchups you can bring to a fight in 13 Sentinels: AEGIS Rim. All 4th-gen Sentinels are air-based, meaning that they can fly anywhere on the map instead of needing to follow preordained travel paths on the ground.