Weapons have a quality range from "Basic" to "Super". The quality defines the distance of the projectile, its damage and the delay before the hand becomes accessible again (higher is the quality, shorter is the delay). Brawling
Swords
Handguns
Your first long range weapons. Handguns have a maximum distance range of 6 tiles. Although the Magnum is considered the strongest weapon, it is also the most expensive in this category. The 50mm clip costs 300 gold whilst the Colt's 45mm clip costs 50 gold. That's 6 times less expensive for almost the same damage. Rifles
Automatics
Lasers
Cannons
Shells are the most dangerous projectiles because they bounce back on walls and doors. If you fire more than one shot on the encounter and it dies on the first shot, all remaining shots will bounce back to you if there's a wall or door behind. Cannons have a maximum distance range of 50 tiles. The Twin-Cannon is an excellent weapon in a space station. With the exception of the snake, all encounters can be hit with both projectiles thus making it a great weapon. Sprayguns
BallsBalls are a form of weapon. Like any other object, they cause damage upon impact, but the main difference lies in the fact that they bounce off of walls for a few seconds. Having this knowledge while an encounter is coming close, a ball can be thrown on a wall while the droids run away or prepare for battle. Once the encounter reaches the path of the ball, it will be hit.Super Balls look identical except that they bounce longer and provide more damage than a standard ball. Power sockets
|
Name | Equivalent |
---|---|
19 | Knuckle-Duster |
2 | Battle-Glove |
3C | War-Blade |
5 | Light-Blade |
7 | Fire-Axe |
14.A | Pistol |
14.B | Colt |
27 | Magnum |
23 | Rifle |
33.1 | Shotgun |
56 | Hunter |
78 | Uzie |
99 | Rapedo |
111 | Booster |
141 | Hand-Laser |
165.8 | Lyte-Zapper |
180 | Ion-Pulse |
200 | Mono Cannon |
211.B | A51 Launcher |
231 | Twin Cannon |
A.12 | Airosoll |
L.22 | Acid Dispenser |
X.42.2 | Flame Thrower |
The damage caused by an explosion is no different than damage caused by a projectile. The game simulates a hit as if an attack was performed at the location of the explosion. Like any projectile, damage is calculated by a distance, impact and force.
Usually, the distance is the space between a projectile's initial location and the location where is has hit something. An explosion doesn't really have a distance, but the factor is still used for calculations.
Basic | II | III | IV | V | VI | VII | Super | |
Brawling | ||||||||
Fist | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
Knuckle-Duster | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
Battle-Glove | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
Swords | ||||||||
War-Blade | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
Light-Blade | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
Fire-Axe | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
Handguns | ||||||||
Pistol | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
Colt | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
Magnum | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
Rifles | ||||||||
Rifle | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
Shotgun | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
Hunter | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
Automatics | ||||||||
Uzie | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
Rapedo | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
Booster | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
Lasers | ||||||||
Hand-Laser | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
Lyte-Zapper | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
Ion-Pulse | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
Cannons | ||||||||
Mono-Cannon | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
A51-Launcher | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
Twin-Cannon | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
Sprayguns | ||||||||
Airosoll | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
Acid-Disperser | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
Flame-Thrower | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
The damage is calculated between a minimum and maximum range. The actual value generated by the game is based on the weapon's type and quality, along with the droid's dexterity skill. Unless one of these parameters change, a shot provided by a weapon will always discharge the same damage, but the damage received will slightly be modified randomly and also depends on the encounter's armor, skill and distance. For example (totally made-up numbers here!), a Shotgun-IV shot with a dexterity of 16 will always generate a damage of 4150 when coming out of the weapon, but a far encounter of strong armor might actually receive 825.
The force of impact related to the distance between the droids and the encounter is calculated by the value of the multiplier column of the table below. At the time of impact, the basic damage is multiplied by this value. Each time a projectile moves (twice per floor cell as explained in the "Flying Items" technical page), its multiplier is reduced by 1. If it reaches 0, the projectile dissipates. Because of this, the multiplier can also be seen as the projectile life span.
You will notice that the damage by the Sprayguns is way lower than other weapons. It's important to realize that gas clouds generated by these weapons may affect the entire group and not only the individuals in front, and that they may even affect other groups standing behind. Indeed, when facing a single encounter, a Spraygun will be weaker than a Cannon, but when facing multiple encounters, a Spraygun can be so much more powerful.
Minimum | Maximum | Multiplier | |
---|---|---|---|
Punch | 10 | 150 | 2 |
Knuckle-Duster | 200 | 400 | |
Battle-Glove | 400 | 600 | |
War-Blade | 600 | 800 | 4 |
Light-Blade | 800 | 1000 | |
Fire-Axe | 1000 | 1500 | |
Pistol | 1000 | 1700 | 12 |
Colt | 1700 | 2400 | |
Magnum | 2400 | 3000 | |
Rifle | 3000 | 3700 | 30 |
Shotgun | 3700 | 4400 | |
Hunter* | 4000 | 4900 | |
Uzie* | 3000 | 3700 | 23 |
Rapedo* | 3700 | 4400 | |
Booster* | 4400 | 5700 | |
Hand-Laser | 9000 | 10000 | 60 |
Lyte-Zapper | 10000 | 12000 | |
Ion-Pulse | 12000 | 15000 | |
Mono Cannon | 15000 | 17000 | 110 |
A51 Launcher | 17000 | 19000 | |
Twin Cannon* | 19000 | 22000 | |
Airosoll | 1000 | 3000 | 90 |
Acid Dispenser | 3000 | 5000 | |
Flame Thrower | 5000 | 7000 | |
Ball | 1000 | 1100 | 40 |
SuperBall | 2000 | 2100 | 80 |
When a weapon is used, an amount of time is required before the droid can recharge the hand. This delay depends on the weapon type and quality.
Basic | II | III | IV | V | VI | VII | Super | |
Punch | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 |
Knuckle-Duster | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 |
Battle-Glove | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 |
War-Blade | 21 | 20 | 19 | 18 | 17 | 16 | 15 | 14 |
Light-Blade | 25 | 24 | 23 | 22 | 21 | 20 | 19 | 18 |
Fire-Axe | 35 | 34 | 33 | 32 | 31 | 30 | 29 | 28 |
Pistol | 25 | 24 | 23 | 22 | 21 | 20 | 19 | 18 |
Colt | 27 | 26 | 25 | 24 | 23 | 22 | 21 | 20 |
Magnum | 29 | 28 | 27 | 26 | 25 | 24 | 23 | 22 |
Rifle | 29 | 28 | 27 | 26 | 25 | 24 | 23 | 22 |
Shotgun | 45 | 44 | 43 | 42 | 41 | 40 | 39 | 38 |
Hunter | 37 | 36 | 35 | 34 | 33 | 32 | 31 | 30 |
Uzie | 41 | 40 | 39 | 38 | 37 | 36 | 35 | 34 |
Rapedo | 51 | 50 | 49 | 48 | 47 | 46 | 45 | 44 |
Booster | 61 | 60 | 59 | 58 | 57 | 56 | 55 | 54 |
Hand-Laser | 25 | 24 | 23 | 22 | 21 | 20 | 19 | 18 |
Lyte-Zapper | 29 | 28 | 27 | 26 | 25 | 24 | 23 | 22 |
Ion-Pulse | 31 | 30 | 29 | 28 | 27 | 26 | 25 | 24 |
Mono Cannon | 65 | 64 | 63 | 62 | 61 | 60 | 59 | 58 |
A51 Launcher | 75 | 74 | 73 | 72 | 71 | 70 | 69 | 68 |
Twin Cannon | 85 | 84 | 83 | 82 | 81 | 80 | 79 | 78 |
Airosoll | 55 | 54 | 53 | 52 | 51 | 50 | 49 | 48 |
Acid Dispenser | 65 | 64 | 63 | 62 | 61 | 60 | 59 | 58 |
Flame Thrower | 75 | 74 | 73 | 72 | 71 | 70 | 69 | 68 |
Ball | 10 | |||||||
SuperBall | 12 |