Weapons: Difference between revisions
| Line 42: | Line 42: | ||
| How much ammunition this weapon is supplied with. | | How much ammunition this weapon is supplied with. | ||
|- | |- | ||
| style="padding:10px" | ''' Cost per | | style="padding:10px" | ''' Cost per Item''' | ||
| How much this weapon costs to add to a squad or vehicle. | | How much this weapon costs to add to a squad or vehicle. | ||
|} | |} | ||
Revision as of 20:14, 5 October 2025
Properties of Weapons
Weapon Skills
All weapons are used through 'skills', which are granted to the unit carrying them. While most weapon skills are straightforward attacks, they may also offer some utility.
Weapon Statistics
| Name | Description |
|---|---|
| Range | The maximum range in tiles this weapon can fire. Some attacks can land on or suppress adjacent tiles, effectively increasing their range. |
| Hit Point Damage | The base amount of damage one shot of this weapon deals when not stopped by armor or modified in other ways. |
| Armor Damage | The amount of damage an armor takes when stopping one shot of this weapon. |
| Armor Penetration | This value will be compared with the armor value of the target to calculate the chance to penetrate. A penetration value that is equal to or higher than the armor value will always penetrate. |
| Suppression | When a shot hits a target unit, this is the amount of suppression that will be applied per shot. A reduced amount will be applied for shots that miss the unit but hit its tile, and a further reduced amount will be applied when hitting an adjacent tile. |
| Elements Hit | The maximum amount of elements in a targeted unit that can be killed by one shot of this weapon. This stat is important to prevent single-shot high-damage attacks from killing multiple elements in one shot. |
| Rate of Fire | The number of shots the weapon fires with one attack (skill use). Each shot will be calculated individually. If this is a squad weapon, each element of the squad equipped with this weapon will fire the stated amount of shots. |
| Trade Value | Like all items, weapons can be traded on the black market. The value of a weapon is mostly based on its rarity. |
| Accuracy Modifier | A positive bonus or negative penalty applied to the weapon's accuracy on top of its other modifiers. |
| Ammunition Count | How much ammunition this weapon is supplied with. |
| Cost per Item | How much this weapon costs to add to a squad or vehicle. |
Dropoffs
In the game, dropoff refers to the diminishing effectiveness of weapons over distance, mirroring real-world physics. As shots travel longer distances, they become harder to land and lose kinetic energy, leading to several key variables influenced by this phenomenon.
Accuracy decreases with distance, meaning that different weapons exhibit varying performance based on their intended roles. For instance, a submachine gun is significantly less accurate at long ranges compared to a sniper rifle, which excels in precision but may struggle in close-quarters combat. Each weapon has an ideal range that reflects its optimal use on the battlefield.
Kinetic weapons experience a loss of force over distance, impacting their damage output, armor damage, and armor penetration. This reduction in effectiveness means that maintaining distance from enemies can enhance the protection of your squads and improve the performance of your armor.
While the general rules of dropoff apply, there are exceptions; for example, a rocket launcher does not suffer from reduced damage over distance, as its primary damage source is the explosive warhead rather than kinetic energy.
Weapon Types
For specific weapons, see the Infantry page here, the Special Weapons page here or the Vehicle Weapons here. For a complete breakdown of currently used Weapon/Accessory tags or to search for a specific tag see here.


