Support weapons

The final category of weapons comprises anti-personnel or small weapons. This includes the machine gun​, the small laser​, and the flamer​. They have extremely short range and low damage, but they also have a special feature: unlike larger weapons, they can be fired when you melee attack an enemy. If you’re close enough, they can also be fired as normal ranged weaponry.
 * Machine guns are excellent at dealing critical hits to exposed structure.
 * Small lasers deal good raw damage relative to their heat generation.
 * Flamers can decrease the performance of opponents by raising their heat levels.
 * All support weapons have a range of 90m (with the exception of extended range small laser, which has a range of 150m).

Small laser
Small Lasers deal superb damage for their weight and heat generation but have extremely limited range. Like all Lasers, Small Lasers enjoy a baseline accuracy bonus over other weapons.

Small pulse laser
An improvement upon standard Small Lasers, Small Pulse Lasers use pulses of light instead of a single beam. This results in better accuracy and damage output but with greatly increased heat and weight. Like all Lasers, Small Pulse Lasers enjoy a baseline accuracy bonus over other weapons.

Small laser extended range
An improvement upon standard Small Lasers, Extended-Range Small Lasers extend their effective range at the cost of more heat generation. Like all Lasers, ER Small Lasers enjoy a baseline accuracy bonus over other weapons.

Machine gun
Machine Guns deal very little damage, have severely limited range, and depend upon volatile ammunition stores. However, they have a greatly increased chance to cause Criticals when they impact a target that has been stripped of its armor. As each of the MG's 5 shots are assigned individually they can potentially cause 5 separate criticals per use. It also appears that like missiles each MG shot hit location is individually determined raising the likelihood of a head shot [confirmation needed]

Flamer
Flamer weapons are unique in that they deal little physical damage but instead expel super-heated plasma, applying substantial heat to their target. When done properly, this can hamper enemy return fire or even cause the targeted unit to shut down from overheating.