
š¾ EDF5 Weapon Checklist š¾
Not just holding it! Firing it!
Ranger Weapon List
Wing Diver Weapon List
Air Raider Weapon List
Fencer Weapon List
EDF! EDF!
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About
All 1,183 weapons in EDF 5, sorted by class and category
There are 1,183 weapons in total: 34 from MP1, 39 from MP2 and 32 from DLC. Ranger (342), Wing Diver (280), Air Raider (333) and Fencer (228) are laid out across 44 categories.
Three states per weapon: missing, collected, then fully maxed
Each tap advances the weapon one step. Collected shows a check and fully maxed shows a star, so the states stay distinguishable without relying on color.
Two separate percentages track how far you've really got
One figure counts what you've picked up, the other what you've maxed out, so the depth of your grind shows up in the numbers.
Your checkmarks are saved in the browser automatically
No account, no login. Reopen the page and you pick up exactly where you left off.
MP1, MP2 and DLC badges mark the add-on content
Weapons from Mission Pack 1, Mission Pack 2 and other downloadable content are each badged, so you're not counting weapons you never bought.
Switch to a view that groups weapons by series
Weapons from the same series sit together, which makes the gaps within a series far easier to spot.
Bulk actions and expand controls keep 1,183 entries manageable
Check or clear everything from a menu, and open or collapse all categories at once, so the sheer size of the list never slows you down.
Basic Usage
- Pick a class (Ranger, Wing Diver, Air Raider, or Fencer) from the tabs at the top
- Click the name of a weapon you have picked up to mark it collected (ā)
- Click again to mark it fully upgraded (ā ), and once more to clear it back to not collected
- 'Fully upgraded' means every custom value is maxed out in game, so a ā appears in front of the weapon name
- The 121 weapons outside the upgrade system skip the ā step and toggle only between not collected and collected
Bulk Actions
- Press 'Bulk Actions' in a class heading to open the menu. It affects only the weapons in that class
- 'Mark all as collected' fills in the weapons you have not collected yet and leaves any ā marks as they are
- 'Mark all as fully upgraded' stars every weapon, stopping at collected for the ones that cannot earn a ā
- 'Clear all' removes every mark in that class
Display Options
- With 'Group by subcategory' on, a subheading is inserted for each weapon series
- Turning it off gives you a single continuous list across series, handy for browsing by level
- Click a category heading to expand or collapse that category
- Use 'Expand All' and 'Collapse All' to do it across the selected class
- Both the grouping setting and your collapsed sections are saved in the browser
Reading the Rate
- The progress bar at the top shows your overall rate across all four classes, not just the class you have selected
- Per-class and per-category counts appear in their own headings
- To match the rate shown in game, the 32 DLC weapons are left out of the total, leaving 1,151. Collecting them does not move the rate
- MP1 and MP2 weapons do count toward the total, so collecting them raises your rate
- The fully upgraded rate is tracked separately, against the 1,062 weapons that can earn a ā
What MP1, MP2, and DLC Mean
- 'MP1' marks the 34 weapons added by Mission Pack 1 'Extra Challenge'
- 'MP2' marks the 39 weapons added by Mission Pack 2 'Super Challenge'
- 'DLC' marks the 32 weapons from add-on content outside the mission packs, covering standalone purchases as well as first-print, retailer, and season pass bonuses
- Weapons with no badge are the 1,078 available in the base game
- Tracking which weapons you have collected on the way to 100%
- Spotting which class and category still have gaps
- Following your ā (fully upgraded) progress separately from your collection rate
- Narrowing down which weapons to chase before an armor or weapon farming run
- Checking which weapons come from MP1, MP2, or DLC
- and more
Where is my progress saved?
In your browser's local storage. No account or sign-in is needed, but as a result your progress does not carry over to another device or browser, and clearing your browsing data will erase it.
What is the difference between 'Collected' and 'Fully upgraded'?
'Collected' means you have obtained the weapon. 'Fully upgraded' means every custom value is maxed out in game and a ā appears in front of the weapon name. The progress bar tracks each of them separately.
Why can't some weapons be marked ā ?
121 weaponsāsuch as Ranger Support Equipment and the Fencer's Enhanced Boosters and Shieldsāare not subject to the in-game upgrade system. Clicking those skips 'Fully upgraded' entirely and toggles only between not collected and collected. The fully upgraded rate is calculated against the 1,062 weapons that can actually earn a ā .
Why isn't the collection rate calculated out of 1,183?
To match the rate shown in game, the 32 individually sold DLC weapons are excluded, leaving 1,151. Weapons from Mission Pack 1 and 2 are included in that total.
Why doesn't collecting a DLC weapon raise my rate?
The 32 DLC weapons are excluded from the total, so they are not counted in the numerator either. Collecting them leaves the rate unchanged, and you can still reach 100% without them. Note that the fully upgraded total does include DLC weapons.
Does 'Mark all as collected' clear my ā marks?
No. Weapons already marked ā stay as they are, and only weapons not yet collected change. Likewise, 'Mark all as fully upgraded' stops at collected for weapons that cannot earn a ā .
What does 'Group by subcategory' change?
It toggles the headings that group weapons of the same series. Grouping is off by default, giving you a single list across series that is handy when browsing by level. Turning it on adds a subheading per series. This setting and your collapsed sections are saved too.
What are MP1 and MP2?
Short for Mission Pack 1 'Extra Challenge' and Mission Pack 2 'Super Challenge'. They add 34 and 39 weapons respectively, and both count toward the collection totalāunlike the individually sold DLC weapons.
Is my EDF4.1 progress kept separately?
Yes. The EDF4.1 weapon list on this site (825 weapons) and this EDF5 list use separate storage, so neither affects the other.
Does it list damage, reload time, or other stats?
No. This is a collection checklist, and it shows only the weapon name, level, and source.
The Enemy Was Renamed
When the game was first revealed in September 2016, the invading alien civilization went by a different name: the Immigrants. Press coverage from the time describes over a thousand of them already landed on Earth and beginning to form colonies. That name was later dropped in favor of Primers, and by the time the Air Raider class was detailed in March 2017 the new name had taken over completely. The enemy's very name was swapped out between announcement and release.
Birth of the Frog Aliens
The Colonistsābipedal aliens who carry guns and shoot backāwere originally being designed as classic grey aliens. The art direction reportedly stalled there, and it was art director Masatsugu Igarashi who, on a sudden whim, sketched the froglike creature that made the final game. Roughly as intelligent as humans, able to breathe Earth's atmosphere, and quick enough to dodge incoming fire, they brought an entirely different kind of unease to a series built on giant bugs.
Alien Speech Played Backwards
The gibberish that Colonists and Cosmonauts shout at you hides a well-known trick: reverse the audio and you hear plain Japanese. What comes out are the very lines EDF troopers yell in battleāthings along the lines of "I'm feeling great!" and "Die!" The widely held explanation among fans is that trooper voice clips were pitched up and reversed to build the alien language.
A Plan Nobody Was Told
By the time this game's script was written, a larger premise built around time travel had already been worked out, as the writer later revealed in a developer interview. What is more, he had told absolutely no one on the team. His reason was embarrassment: the game itself was not even finished, and raising such a grand idea then, he felt, would have made him look ridiculous.
The Air Strike Code Problem
Early in the campaign your character is a plain civilian, yet the Air Raider somehow knows the EDF's air strike request codes. That glaring inconsistency was not an oversight but a clue planted on purpose. According to the developers, this Air Raider is someone who fought with the EDF and then travelled back through time, and remembers the codes from that service. The game itself never answers the question, leaving the oddity standing in plain sight.
Two Weeks for One Line
The closing narrationā"There is hope, because we are here"ātook its writer somewhere between one and two weeks to get right, by his own account. It is a single line of dialogue. Choosing what to say at the end of so hopeless a war was what consumed all that time.
The Setting Was Rebuilt
This game resets the world that had been accumulating across the series, rebuilding it from the nature of the enemy upward. Throwing away that foundation is a considerable gamble for a long-running series, but the aim was a game newcomers could start without any prior knowledge. The time spent reworking the story is said to be part of why the release slipped past its original date.
Sharing a Stage With the Original
In 2018 the game crossed over with the Starship Troopers films. The approach came from a PlayStation Store staffer who noticed how close the two sat once this entry started selling well. Producer Nobuyuki Okajima had been a fan since seeing the first film in a cinema, and said he felt more embarrassed than proud to be collaborating with what he called the original article. The previous game's promo had already slipped in a rephrased nod to the film's most quoted line.
You Are What They Call You
The protagonist is a civilian who happened to be at the base on business. Early on the troops address you as exactly that, treating you as someone to be evacuated. Once it becomes clear there is nowhere safe left and you are recognised as a soldier, the word becomes 'newcomer', and when the squads are finally merged you are handed the callsign Storm 1. Nobody narrates any of this. Your standing is conveyed entirely by what the people around you call you.
Build It, Break It, Build It Again
Asked how Sandlot works, Okajima described a cycle of building something, tearing it down, building it again, and tearing that down too. It is repetition that any efficiency-driven studio would write off as pure waste, and they do it deliberately. Rather than assembling to spec and calling the job finished, they put their hands on the thing, test it, scrap it, and rebuild. The rough, unpolished feel of the finished game in fact rests on a great many prototypes that were thrown away.
A Long Life After a Delay
The game was originally slated for summer 2017, then pushed back into the end of the year to raise its quality, finally landing on PS4 on December 7. It later spread to PC, sold 300,000 copies domestically in about a month, and passed one million worldwide by 2022. In June 2026 a Nintendo Switch 2 version was announced for October 8 of that year, and the announcement put the worldwide player count at two million.
Designed to Barely Survive
Toshio Noguchi, who handles game design, describes his goal as supplying as many missions as possible with a balance where good judgement lets you barely scrape through. Not hard and not easy, but tuned to the exact line where your choice of loadout and tactics can just carry you over. That feeling of holding out with your squad nearly wiped is something that was deliberately engineered.
A Flaw With No Fix
Running while shooting and then sweeping up the dropped items afterwards is a pattern the developers recognise as a problem in their own game. They want to improve it, but by their own admission no better idea has come to them. They tried automatic pickup at one point and found it made everything feel bland. A question the creators themselves have not solved is left standing in the finished product.
Storm 1 Is a Person, the Rest Are Units
When several squads are merged for the base recapture operation, the resulting Storm Team is numbered off in a way that is quietly inconsistent. Storm 2 is the Sergeant, Storm 3 is the Grim Reaper squad and Storm 4 is Sprigganāall of them designations for units. Storm 1 alone refers to a single soldier: you. How command regarded the protagonist is written into nothing more than the numbering.
The Enemies Held Back for the DLC
The draw of the mission packs was less the new weapons than the roster of enemies. Variants that appeared only on the highest difficulty in the main campaign turn up in swarms, joined by newly equipped aliens that never featured in the base game at all. The second pack added a bombing-type heavy drone and handed the armoured Cosmonauts a new weapon. Cards held back through the campaign were all played at once.
Defending Your Own Town
Art director Masatsugu Igarashi has said the constant aim in building the environments was to make players feel they are defending their own town. That is why the stage is an ordinary Japanese streetscape, why it is office towers that come down, and why the people fleeing are just civilians. The despair in this game rests on the fact that what is being destroyed is somewhere people live, not a battlefield or another world.









