The arsenal of weapons in SlipStream GX is divided into three classes: Offensive, Devensive and Items. Click on a weapon symbol to get additonal details.
SymCannonSymEMPSymImpulseSymMissileSymRocketsSymTrackingbeam
SymMagnetsSymMinesSymTractortrap
SymAtomSymPhantomizerSymTeleporterSymTurbo

Cannon

EMP

Impulse

Missile

Rockets

Tractortrap

Magnets

Mines

Trackingbeam

Atom

Turbo

Teleporter

Phantomizer

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The Cannon is just like a minigun. Hold down the trigger to unload your magazine. The number of remaining bullets will be displayed in the HUD.
The number and position of Cannon barrels differ for each craft.
CannonDamage from each bullet: 3
Absorbtion: 15

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EMP


The EMP is one of the most powerful weapons available. When triggered, it creates an electromagnetic pulse. The effects of that pulse are random and totally unpredictable. Basically everything that is connected to electronics can be jammed  for a moment or even for the rest of the entire race.
EMPDamage: 0
Absorbtion: +50

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Impulse


The Impulse is the best weapon to clear things out of your way. It triggers a ring-shaped shockwave throwing away every craft that touches it from the outside.

ImpulseDamage: 0
Absorbtion: +35

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Missile


A tracking system gets initialized. The nearest opponent will be tracked and the Missile tries to lock on. If the lock-on was successful, the user interface color will change. If you trigger the Missile in that moment, the Missile will fly directly into the locked opponent. If you trigger the Missile without a target acquired, it will fly in the middle of the track for a while until it explodes.

MissileDamage: 18
Absorbtion: +30

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Rockets


Rockets fly straight forward and will align themselves with the slopes of the track. If a Rocket collides with a craft, it will slow the craft down and deal some damage to it. The position and number of the Rocket launchers differ for each craft.

RocketsDamage: 10
Absorbtion: +20

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Trackingbeam


The Trackingbeam serves as an intelligent laser. If it detects a craft nearby, it will hook onto that craft and drain it’s energy. If the angle between the emitter and the victim becomes too great, the Trackingbeam will detach itself. Beware that the position of the laser emitter differs for each craft you select.

TrackingbeamDamage over time ratio: 4
Absorbtion: +10

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Magnets


Three Magnets will be dropped when triggered. Magnets can roll around on the track. They become attracted by crafts. If a craft is too slow, the Magnet will attach itself to the surface and will only fall off when hard hits occur or when the Atom is used. Magnets have a certain life time. If their life time is over, they will explode. If a Magnet explodes while it is attached to a craft, it will deal damage and force power to it.

MagnetsDamage for each Magnet: 5
Absorbtion: +12

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Mines


Four Mines will get spawned in sequence. Everybody who flies into a Mine will cause it to explode and suffers damage from that explosion. Mines have a certain life time. If their life time is over, they will explode.

MinesDamage for each Mine: 8
Absorbtion: +15

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Tractortrap


The Tractortrap serves as an electromagnetic anchor. It mounts itself to the track surface and will stay there until it’s energy is empty. Crafts that get too close to the Tractortrap will get hooked with the trap and are unable to move forward.

TractortrapDamage: 0
Absorbtion: +12

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Atom


A new surface will remove all friction for a short moment. You won’t lose any speed when colliding with the wall. This surface will also prevent Magnets from getting attached to your craft.

AtomDamage: 0
Absorbtion: +20

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Phantomizer


The Phantomizer is the intelligent version of a shield. It does two things: First off, it renders your own craft invulnerable to almost every weapon. Your craft is also almost invisible for your opponents eye. At the same time, a copy of your own craft gets spawned, serving as a bait for your opponents. You can reveal a bait by its strict behavior, racing only in the middle of the track. Also a bait does not have any mass and no lights.

PhantomizerDamage: 0
Absorbtion: +25

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Teleporter


The Teleporter is a very powerful weapon. It takes a long time for charging, but once the charging is complete, it will throw a black hole to the wall where the Teleporter was aimed to. If a craft flies into that hole, it will experience a respawn a few meters ahead without losing any momentum. Beware: A black hole can only be created on clean and static surfaces and it has a limited life time aswell.

TeleporterDamage: 25
Absorbtion: +50

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Turbo


A short but powerful boost throws your craft forward.

TurboDamage: 0
Absorbtion: +15