User:Magic9mushroom

From UFOpaedia
Revision as of 06:36, 25 February 2016 by Magic9mushroom (talk | contribs) (Useful, IMO.)
Jump to navigation Jump to search

Hi.

1) It's a pun on my interest in fantasy novels and fungi. I don't use, sell or possess hallucinogenic drugs (though I do think they should be legalised).

2) I tend to be a WikiDragon. Don't be surprised if you wake up one day and the "Recent changes" list is all me.

Battleship Farming

I'm not sure whether this deserves its own page, so I'm putting it here.

There's a little trick I discovered to obtain huge amounts of money and points and fair amounts of Elerium in UFO (it should also work in TFTD but Leviathans and Bombardment Shields are much harder to obtain). You will need: 1 or more Avengers, Plasma Beams, Fusion Ball Defences, Grav Shield, Hyper-Wave Decoder.

How to execute:

1) Intercept lots of UFOs. You were doing that anyway, right?

2) When scouts start appearing with the mission (obtained via Hyper-Wave Decoder) of "Alien Retaliation", leave them alone.

3) Build six or more Fusion Ball Defences and a Grav Shield. Don't build a Mind Shield at the base that you're using for this trick.

4) When Battleships start appearing, shoot them down and recover them with Avengers.

5) Enjoy your points (likely just shy of 1000), money (2 million or more), and Elerium (around 50)!


The reason I call this a "trick" is that it's a way to generate artificially high UFO numbers in order to give you something to shoot at. Alien Retaliation missions that have found your base will not ever end until a Base Defence mission is forced - they will not end on Battleship interception and they will not end if the Battleship is destroyed by your base defences. Here, the Battleships will be turned into confetti by your defences even if they are not intercepted (12 shots of Fusion Balls vs. 3 required to kill it gives 0.0009% odds of making it through - less than 1 in 100,000 will survive), so you're guaranteed a constant and plentiful supply (this is necessary because Avengers are usually damaged by fighting Battleships and as such all of them might still be damaged when a new Battleship appears). It's probably a good idea to keep a lot of Avengers in the base if you want to keep this up for a while, since a single Avenger will be in repairs for almost a month after destroying a Battleship (remember to transfer the crews to undamaged ones).

I find this to be a valid alternative to waylaying Supply Ships for Elerium (allowing the prompt destruction of the associated bases). By the time you have Avengers and Fusion Ball Defences, money and points are largely irrelevant, though it can still be fun to see five-digit scores at the end of a month.

Good trick. It highlights the fact that Retaliation mission logic is dumb and inflexible, which is a design flaw. Also that Battleships are too weak (I made some suggestions on my Talk page for making them tougher )
Would you add this to the Exploits section do you think? Spike 20:25, 11 February 2012 (EST)
It's a much more minor exploit than most of the ones on that page. Supply Ship piracy is just as exploitative, it's just better known. Where would it go, anyway? Magic9mushroom 01:53, 12 February 2012 (EST)

My UFO Masterplan

Figured I might as well post it. Feel free to criticise.

Initial base goes in Europe (Czechoslovakia). I immediately build a second in the USA (around North Dakota). Layout of the second base (and all later bases) follows:

dirt dirt dirt dirt dirt dirt
dirt dirt dirt dirt dirt dirt
dirt dirt dirt dirt dirt dirt
dirt dirt dirt dirt quarters stores
Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-hangar1.gif Base-hangar2.gif Base-lift.gif
Base-dirt.gif Base-dirt.gif Base-dirt.gif Base-hangar3.gif Base-hangar4.gif Base-large radar.gif


(The Living Quarters obviously have to wait for the General Stores to complete.)

Note a few things about this design:

1) The key facilities for an interception base (hangar, radar, general stores) are all available to construct immediately, with no delay.

2) This base design supports perfect base defence - a single choke point between alien spawns and X-Com spawns, and all firefights in indestructible modules - though it may not, at first, appear so. See, the Base Disjoint Bug blocks the Hangar/Large Radar, Large Radar/Access Lift, and Access Lift/General Stores doors, so the only route the aliens can take is through the door between the Hangar and Living Quarters.

3) A design like this has fewer squares left empty than any other base supporting perfect defence. When fully decked-out, it looks something like this:

fusion fusion grav fusion quarters workshop
fusion fusion psi workshop quarters workshop
fusion workshop quarters quarters stores stores
fusion dirt dirt dirt quarters stores
Base-dirt.gif Base-hangar1.gif Base-hangar2.gif Base-hangar1.gif Base-hangar2.gif Base-lift.gif
Base-workshop.gif Base-hangar3.gif Base-hangar4.gif Base-hangar3.gif Base-hangar4.gif Base-hyperwave.gif


Note that only 4 squares are left empty, but there's still a single choke point. You can't do that for 2 hangars without using the BDB (a similar design has only 2 squares left empty for a single hangar, but then you risk the aliens overflowing their spawn points).


Initial base gets overhauled with a second hangar up top replacing the two at the bottom and living quarters moved out of where it is. I also immediately build Alien Containment and a Large Radar there. Initial Skyranger load is 10 soldiers, one tank, using the weapons you start with (preference for those with autofire). Interceptors are immediately upgraded to twin Avalanche loadouts. Build laser weapons as they're researched.

I transfer one Interceptor to my US base as soon as the hangars and large radar complete. As soon as I get a significant cash injection I build a third base in SE Asia (central China) with the same starting layout and a third Interceptor. After that cash goes into setting up a two-lab or three-lab research station so I can start crunching through the tech tree. Then three more bases in Africa, South America and Australia.

Final layout of the starting base looks something like this:

hangar1 hangar2 hangar1 hangar2 dirt mind
hangar3 hangar4 hangar3 hangar4 dirt psi
dirt dirt lift dirt psi hyperwave
quarters stores stores lab workshop containment
Base-quarters.gif Base-stores.gif Base-quarters.gif Base-quarters.gif Base-lab.gif Base-lab.gif
Base-psi.gif Base-quarters.gif Base-quarters.gif Base-psi.gif Base-psi.gif Base-psi.gif


Since it's best to use a single research base, and the starting base already has a lab, that's kinda a no-brainer. Note the six Psi-Labs, placed so that they can be constructed simultaneously once researched - this is to expedite psi-screening, which is usually the limiting factor in how fast you can get to Cydonia.


My research order is something along these lines:

Laser Weapons

Laser Pistol

Laser Rifle

Mind Probe

Small Launcher*

Stun Bomb*

(Alien Navigator) ->Hyper-Wave Decoder

(Sectoid Leader) ->Psionic Laboratory

Alien Alloys

Personal Armour

Medi-Kit

UFO Power Source

Elerium-115

Power Suit

UFO Navigation

Flying Suit

Heavy Plasma

Heavy Plasma Clip

Plasma Cannon

Psi-Amp

Heavy Laser

Laser Cannon

UFO Construction

New Fighter Craft

New Fighter/Transporter

Ultimate Craft

Blaster Launcher

Blaster Bomb

Alien Origins

(Alien Leader) ->The Martian Solution

(Alien Commander) ->Cydonia or Bust

Filling out the rest of the UFOpaedia entries


* These are skipped if/when I manage to nab both required aliens with Stun Rods. () Obviously aliens can't be researched until they're captured, so these may be delayed.

Note the extreme beeline for Hyper-Wave Decoders and Psi-Labs. Hyper Wave Decoders are absolute gold. Psi-Labs have to be gotten as soon as possible thanks to the long lead time from their discovery to actually getting Psi.

Firing Accuracy breakpoints

Most of the time, Firing Accuracy is just something you generically want more of. But 100% accuracy gives a guarantee, which is particularly important in some situations (and obviously, more accuracy ceases to improve that mode of that weapon after that). I'm just going to write down all the breakpoints in Firing Accuracy where a particular weapon in a particular firing mode becomes 100%.

Remember that the starting range for Firing Accuracy is 40-70 and the cap range is 120-125.

UFO

Firing Accuracy Weapon Mode
76 Rocket Launcher Aimed, kneeling
80 Rifle
Heavy Plasma
Small Launcher
Aimed, kneeling
Aimed, kneeling
Aimed, kneeling
87 Laser Rifle
Plasma Rifle
Rocket Launcher
Aimed, kneeling
Aimed, kneeling
Aimed, standing
91 Rifle
Heavy Plasma
Small Launcher
Aimed, standing
Aimed, standing
Aimed, standing
97 Heavy Cannon Aimed, kneeling
100 Laser Rifle
Plasma Rifle
Aimed, standing
Aimed, standing
102 Plasma Rifle Snap, kneeling
103 Plasma Pistol Aimed, kneeling
104 Heavy Laser Aimed, kneeling
107 Auto-Cannon Aimed, kneeling
112 Pistol
Heavy Cannon
Aimed, kneeling
Aimed, standing
116 Heavy Plasma Snap, kneeling
117 Plasma Rifle Snap, standing
118 Plasma Pistol Aimed, standing
120 Heavy Laser Aimed, standing
122 Auto-Cannon Aimed, standing

TFTD

Firing Accuracy Weapon Mode
73 Thermal Shok Launcher Aimed, kneeling
76 Sonic Cannon Aimed, kneeling
80 Torpedo Launcher
Sonic-Blasta Rifle
Aimed, kneeling
Aimed, kneeling
84 Thermal Shok Launcher Aimed, standing
87 Gauss Rifle
Sonic Cannon
Aimed, kneeling
Aimed, standing
91 Torpedo Launcher
Sonic-Blasta Rifle
Aimed, standing
Aimed, standing
97 Jet Harpoon
Gas Cannon
Heavy Gauss
Aimed, kneeling
Aimed, kneeling
Aimed, kneeling
100 Gauss Rifle Aimed, standing
103 Sonic Pistol Aimed, kneeling
109 Dart Gun
Hydro-Jet Cannon
Sonic Cannon
Aimed, kneeling
Aimed, kneeling
Snap, kneeling
112 Jet Harpoon
Gas Cannon
Heavy Gauss
Aimed, standing
Aimed, standing
Aimed, standing
116 Sonic-Blasta Rifle Snap, kneeling
118 Sonic Pistol Aimed, standing
125 Gauss Pistol
Dart Gun
Hydro-Jet Cannon
Thermal Shok Launcher
Sonic Cannon
Aimed, kneeling
Aimed, standing
Aimed, standing
Snap, kneeling
Snap, standing

UFO optimal firing modes

This is a list of the optimal firing modes for every weapon in UFO, where optimal is defined as "most shots on-target (per 100% Firing Accuracy) achievable with 78/80 TU". There's little point doing one for TFTD, as mixtures of modes are never optimal under that definition (and only in one case with all 80 TU - the Sonic-Blasta Rifle).

Weapon Combination Shots on-target TU Turns sustainable (+ Rounds left over)
Pistol 5 Snap 3.00 70 2 (+2)
Rifle 2 Auto + 1 Snap 2.70 76 2 (+6)
Heavy Cannon 3 Snap 1.80 78 2
Auto-Cannon 2 Auto 1.92 64 2 (+2)
Rocket Launcher 1 Aimed 1.15 60 1
Laser Pistol 3 Auto + 1 Snap 2.92 76 indefinite
Laser Rifle 2 Auto + 1 Snap 3.41 74 indefinite
Heavy Laser 3 Snap 1.50 78 indefinite
Plasma Pistol 3 Auto 4.50 72 2 (+8)
Plasma Rifle 1 Auto + 2 Snap 3.37 76 5 (+3)
Heavy Plasma 2 Auto 3.00 56 5 (+5)
" 1 Auto + 2 Snap 3.00 76 7
Small Launcher 1 Aimed 1.10 60 1
2 Small Launchers Snap + Drop + Pick Up + Snap 1.30 74 1

Didn't quite make it

  • 79 TU: Small Launcher Snap+Reload+Snap (1.30)
  • 80 TU: Pistol 4 Snap+1 Aimed (3.18), Laser Pistol 4 Auto (3.36), Plasma Rifle 2 Auto+1 Snap (4.16), Heavy Plasma 2 Auto+1 Snap (3.75)
  • Impossible with 80 max TU, but possible with 81 max TU: Laser Rifle 3 Auto (4.14)

Notes

  • I started this when I realised the Plasma Pistol would probably get the highest. Still inferior to the other plasma weapons due to damage.
  • Note how the Laser Rifle significantly exceeds all other non-alien weapons. That's at least as important as the damage to its legendary utility.

TFTD weapon effectiveness calculations

I figured some were in order. Uses the Alien Stats and Damage Modifiers tables to calculate average damage of each weapon to each sort of alien after damage modifiers and armour. If/when I manage to finish this and turn it into something readable I'll stick it up on the wiki proper. You could do this for UFO:EU but the Heavy Plasma's so obviously dominant that there's little need. The accuracies given will be for a soldier with 70 Firing Accuracy and no bonuses or penalties; I choose this value — the maximum rookie value — rather than the simpler-to-calculate 100 because of the special cases of the Torpedo Launcher, Sonic Cannon and Thermal Shok Launcher - these weapons are most effective in Aimed mode and their 100%+ accuracy in that mode would be wasted for a 100 FA soldier, underselling the weapons.

Note that these "averages" take into account that damage values of "less than 0" after armour aren't actually any worse than 0 and that damage values greater than an alien's HP have no additional effect. Hence, a Gauss Rifle's average damage to a Triscene is 0 (because it cannot penetrate the armour) and a Sonic Cannon's average damage to an Aquatoid Soldier is 30 (because an Aquatoid Soldier will always be instagibbed by a Sonic Cannon hit, and it only has 30 health). I'm calculating the damage cap per shot; this gives a slight bias in favour of powerful, autofire weapons since they can't re-aim between shots in a burst, but this is really only a significant issue when dealing with Aquatoids and Gillmen and their land terror units since the Gauss Rifle isn't realistically likely to drop much else in one burst.

All values assume Superhuman difficulty and a direct hit to the front (front or under armour depending on weapon type). 95% of TU are assumed to be capable of being used per turn (facing considerations). Some values are marked "n/a". This is because one of three factors render this value useless:

  • This alien is a land-only terror unit, and this weapon cannot be fired on land
  • This weapon is a melee weapon, and you are attempting to use it at range
  • This weapon is a thrown or guided weapon, and you are attempting to use it in close combat (since I'm assuming 100% accuracy for such weapons this will be identical to the "ranged" figures)

I will be assuming fired explosives that miss miss fully, and that thrown explosives and the DPL always hit dead-on, to avoid a bazillion cases. In practice, of course, thrown weapons will not work against enemies at extreme range or enemies that are not on the ground, and may miss (though since they are all explosives, some damage will likely still occur). It is also somewhat dangerous to use explosive weapons in close combat.

Tables

Aquatoid

Aquatoid Soldier (health 30, front armour 4, under armour 2)
Weapon Power Type Modifier Damage
range
Avg. damage
per hit
1-hit kill At range Close combat
Mode Accuracy TU Shots Avg. damage
per turn
Mode TU Shots Avg. damage
per turn
Dart Gun 16 AP 100% 4-20 12.0 0% Snap 28% 20% 4 13.4 Snap 20% 4 48.0
Jet Harpoon 32 AP 100% 12-30 24.8 45.4% Auto 28% 40% 6 41.7 Auto 40% 6 148.9
Gas Cannon AP 60 AP 100% 26-30 29.8 93.4% Snap 42% 40% 2 25.1 Snap 40% 2 59.7
Gas Cannon HE 65 HE 100% 30-30 30.0 100% Snap 42% 40% 2 25.2 Snap 40% 2 60.0
Hydro-Jet Cannon AP 40 AP 100% 16-30 27.4 65.9% Auto 28% 40% 6 46.1 Auto 40% 6 164.6
Hydro-Jet Cannon HE 50 HE 100% 23-30 29.5 86.3% Auto 28% 40% 6 49.5 Auto 40% 6 176.7
Torpedo Launcher Sml 80 HE 100% 30-30 30.0 100% Aimed 77% 80% 1 23.1 Snap 40% 2 60.0
Torpedo Launcher Lge 90 HE 100% 30-30 30.0 100% Aimed 77% 80% 1 23.1 Snap 40% 2 60.0
Gauss Pistol 45 Gauss 100% 18-30 28.3 73.9% Auto 21% 30% 9 53.5 Auto 30% 9 254.8
Gauss Rifle 60 Gauss 100% 26-30 29.8 93.4% Auto 35% 40% 6 62.7 Auto 40% 6 179.0
Heavy Gauss 75 Gauss 100% 30-30 30.0 100% Snap 35% 40% 2 21.0 Snap 40% 2 60.0
Sonic Pistol 80 Sonic 100% 30-30 30.0 100% Snap 45.5% 30% 3 41.0 Snap 30% 3 90.0
Sonic-Blasta Rifle 95 Sonic 100% 30-30 30.0 100% Snap 52.5% 40% 2 31.5 Snap 40% 2 60.0
Sonic Cannon 130 Sonic 100% 30-30 30.0 100% Aimed 80.5% 70% 1 24.2 Snap 50% 1 30.0
Thermal Shok Launcher 120 Stun 100% 30-30 30.0 100% Aimed 84% 70% 1 25.2 Snap 50% 1 30.0
Magna-Blast Grenade 50 HE 100% 23-30 29.5 86.3% Throw "100%" 25% 3 "88.4" n/a n/a n/a n/a
Particle Disturbance Grenade 70 HE 100% 30-30 30.0 100% Throw "100%" 25% 3 "90.0" n/a n/a n/a n/a
Magna-Pack Explosive 100 HE 100% 30-30 30.0 100% Throw "100%" 25% 3 "90.0" n/a n/a n/a n/a
Sonic Pulser 120 HE 100% 30-30 30.0 100% Throw "100%" 25% 3 "90.0" n/a n/a n/a n/a
Disrupter Pulse Launcher 210 HE 100% 30-30 30.0 100% Launch "100%" 66% 1 "30.0" n/a n/a n/a n/a
Thermal Tazer 80 Stun 100% 30-30 30.0 100% n/a n/a n/a n/a n/a Melee 40% 2 60.0
Vibro Blade 80 Drill 160% 30-30 30.0 100% n/a n/a n/a n/a n/a Melee 10% 9 270.0
Thermic Lance 110 Drill 160% 30-30 30.0 100% n/a n/a n/a n/a n/a Melee 15% 6 180.0
Heavy Thermic Lance 150 Drill 160% 30-30 30.0 100% n/a n/a n/a n/a n/a Melee 20% 4 120.0

Gillman

Gillman Soldier (health 45, front armour 18, under armour 14)
Weapon Power Type Modifier Damage
range
Avg. damage
per hit
1-hit kill At range Close combat
Mode Accuracy TU Shots Avg. damage
per turn
Mode TU Shots Avg. damage
per turn
Dart Gun 16 AP 100% 0-6 1.2 0% Snap 28% 20% 4 1.4 Snap 20% 4 4.9
Jet Harpoon 32 AP 100% 0-30 14.1 0% Auto 28% 40% 6 23.7 Auto 40% 6 84.5
Gas Cannon AP 60 AP 100% 12-45 35.8 45.9% Snap 42% 40% 2 30.1 Snap 40% 2 71.6
Gas Cannon HE 65 HE 100% 18-45 39.3 59.1% Snap 42% 40% 2 33.0 Snap 40% 2 78.5
Hydro-Jet Cannon AP 40 AP 100% 2-42 22.0 0% Auto 28% 40% 6 37.0 Auto 40% 6 132.0
Hydro-Jet Cannon HE 50 HE 100% 11-45 33.3 33.3% Auto 28% 40% 6 56.0 Auto 40% 6 200.0
Torpedo Launcher Sml 80 HE 100% 26-45 42.7 76.6% Aimed 77% 80% 1 32.8 Snap 40% 2 85.3
Torpedo Launcher Lge 90 HE 100% 31-45 43.4 83.6% Aimed 77% 80% 1 33.4 Snap 40% 2 86.7
Gauss Pistol 45 Gauss 100% 4-45 26.3 10.9% Auto 21% 30% 9 49.7 Auto 30% 9 236.6
Gauss Rifle 60 Gauss 100% 12-45 35.8 45.9% Auto 35% 40% 6 75.2 Auto 40% 6 214.8
Heavy Gauss 75 Gauss 100% 19-45 40.4 65.8% Snap 35% 40% 2 28.3 Snap 40% 2 80.8
Sonic Pistol 80 Sonic 110% 26-45 42.9 78.7% Snap 45.5% 30% 3 58.5 Snap 30% 3 128.6
Sonic-Blasta Rifle 95 Sonic 110% 34-45 44.4 89.5% Snap 52.5% 40% 2 46.6 Snap 40% 2 88.7
Sonic Cannon 130 Sonic 110% 45-45 45.0 100% Aimed 80.5% 70% 1 36.2 Snap 50% 1 45.0
Thermal Shok Launcher 120 Stun 100% 45-45 45.0 100% Aimed 84% 70% 1 37.8 Snap 50% 1 45.0
Magna-Blast Grenade 50 HE 100% 11-45 33.3 33.3% Throw "100%" 25% 3 "100.0" n/a n/a n/a n/a
Particle Disturbance Grenade 70 HE 100% 21-45 40.8 66.2% Throw "100%" 25% 3 "122.3" n/a n/a n/a n/a
Magna-Pack Explosive 100 HE 100% 36-45 44.6 91.1% Throw "100%" 25% 3 "133.7" n/a n/a n/a n/a
Sonic Pulser 120 HE 100% 45-45 45.0 100% Throw "100%" 25% 3 "135.0" n/a n/a n/a n/a
Disrupter Pulse Launcher 210 HE 100% 45-45 45.0 100% Launch "100%" 66% 1 "45.0" n/a n/a n/a n/a
Thermal Tazer 80 Stun 100% 22-45 41.6 71.6% n/a n/a n/a n/a n/a Melee 40% 2 83.2
Vibro Blade 80 Drill 120% 30-45 43.8 84.5% n/a n/a n/a n/a n/a Melee 10% 9 393.9
Thermic Lance 110 Drill 120% 45-45 45.0 100% n/a n/a n/a n/a n/a Melee 15% 6 270.0
Heavy Thermic Lance 150 Drill 120% 45-45 45.0 100% n/a n/a n/a n/a n/a Melee 20% 4 180.0

Lobster Man

Lobster Man Soldier (health 90, front armour 24, under armour 12)
Weapon Power Type Modifier Damage
range
Avg. damage
per hit
1-hit kill At range Close combat
Mode Accuracy TU Shots Avg. damage
per turn
Mode TU Shots Avg. damage
per turn
Dart Gun 16 AP 20% 0-0 0.0 0% Snap 28% 20% 4 0.0 Snap 20% 4 0.0
Jet Harpoon 32 AP 20% 0-0 0.0 0% Auto 28% 40% 6 0.0 Auto 40% 6 0.0
Gas Cannon AP 60 AP 20% 0-0 0.0 0% Snap 42% 40% 2 0.0 Snap 40% 2 0.0
Gas Cannon HE 65 HE 30% 0-16 6.8 0% Snap 42% 40% 2 5.7 Snap 40% 2 13.6
Hydro-Jet Cannon AP 40 AP 20% 0-0 0.0 0% Auto 28% 40% 6 0.0 Auto 40% 6 0.0
Hydro-Jet Cannon HE 50 HE 30% 0-10 3.4 0% Auto 28% 40% 6 5.8 Auto 40% 6 20.6
Torpedo Launcher Sml 80 HE 30% 0-24 12.0 0% Aimed 77% 80% 1 9.2 Snap 40% 2 24.0
Torpedo Launcher Lge 90 HE 30% 1-28 14.5 0% Aimed 77% 80% 1 11.2 Snap 40% 2 29.0
Gauss Pistol 45 Gauss 30% 0-0 0.0 0% Auto 21% 30% 9 0.0 Auto 30% 9 0.0
Gauss Rifle 60 Gauss 30% 0-3 0.3 0% Auto 35% 40% 6 0.7 Auto 40% 6 1.9
Heavy Gauss 75 Gauss 30% 0-9 2.0 0% Snap 35% 40% 2 1.4 Snap 40% 2 3.9
Sonic Pistol 80 Sonic 50% 0-36 16.2 0% Snap 45.5% 30% 3 22.2 Snap 30% 3 48.7
Sonic-Blasta Rifle 95 Sonic 50% 0-46 22.5 0% Snap 52.5% 40% 2 23.6 Snap 40% 2 45.0
Sonic Cannon 130 Sonic 50% 8-73 40.5 0% Aimed 80.5% 70% 1 32.6 Snap 50% 1 40.5
Thermal Shok Launcher 120 Stun 110% 54-90 85.0 72.9% Aimed 84% 70% 1 71.4 Snap 50% 1 85.0
Magna-Blast Grenade 50 HE 30% 0-10 3.4 0% Throw "100%" 25% 3 "10.3" n/a n/a n/a n/a
Particle Disturbance Grenade 70 HE 30% 0-19 8.6 0% Throw "100%" 25% 3 "25.9" n/a n/a n/a n/a
Magna-Pack Explosive 100 HE 30% 3-33 18.0 0% Throw "100%" 25% 3 "54.0" n/a n/a n/a n/a
Sonic Pulser 120 HE 30% 6-42 24.0 0% Throw "100%" 25% 3 "72.0" n/a n/a n/a n/a
Disrupter Pulse Launcher 210 HE 30% 19-82 50.5 0% Launch "100%" 66% 1 "50.5" n/a n/a n/a n/a
Thermal Tazer 80 Stun 110% 20-90 62.1 21.3% n/a n/a n/a n/a n/a Melee 40% 2 124.2
Vibro Blade 80 Drill 200% 56-90 85.8 78.2% n/a n/a n/a n/a n/a Melee 10% 9 771.7
Thermic Lance 110 Drill 200% 86-90 90.0 98.2% n/a n/a n/a n/a n/a Melee 15% 6 539.7
Heavy Thermic Lance 150 Drill 200% 90-90 90.0 100% n/a n/a n/a n/a n/a Melee 20% 4 360.0

Tasoth

Tasoth Soldier (health 125, front armour 24, under armour 12)
Weapon Power Type Modifier Damage
range
Avg. damage
per hit
1-hit kill At range Close combat
Mode Accuracy TU Shots Avg. damage
per turn
Mode TU Shots Avg. damage
per turn
Dart Gun 16 AP 80% 0-0 0.0 0% Snap 28% 20% 4 0.0 Snap 20% 4 0.0
Jet Harpoon 32 AP 80% 0-13 3.5 0% Auto 28% 40% 6 5.9 Auto 40% 6 21.0
Gas Cannon AP 60 AP 80% 0-48 24.0 0% Snap 42% 40% 2 20.2 Snap 40% 2 48.0
Gas Cannon HE 65 HE 90% 17-75 46.0 0% Snap 42% 40% 2 38.6 Snap 40% 2 92.0
Hydro-Jet Cannon AP 40 AP 80% 0-24 9.1 0% Auto 28% 40% 6 15.3 Auto 40% 6 54.5
Hydro-Jet Cannon HE 50 HE 90% 10-55 32.5 0% Auto 28% 40% 6 54.6 Auto 40% 6 195.0
Torpedo Launcher Sml 80 HE 90% 24-96 60.0 0% Aimed 77% 80% 1 46.2 Snap 40% 2 120.0
Torpedo Launcher Lge 90 HE 90% 28-109 68.5 0% Aimed 77% 80% 1 52.7 Snap 40% 2 137.0
Gauss Pistol 45 Gauss 70% 0-22 7.9 0% Auto 21% 30% 9 14.9 Auto 30% 9 71.2
Gauss Rifle 60 Gauss 70% 0-39 18.1 0% Auto 35% 40% 6 38.1 Auto 40% 6 108.8
Heavy Gauss 75 Gauss 70% 2-54 28.0 0% Snap 35% 40% 2 19.6 Snap 40% 2 56.0
Sonic Pistol 80 Sonic 120% 24-120 72.0 0% Snap 45.5% 30% 3 98.3 Snap 30% 3 216.0
Sonic-Blasta Rifle 95 Sonic 120% 33-125 87.8 20.0% Snap 52.5% 40% 2 92.2 Snap 40% 2 175.6
Sonic Cannon 130 Sonic 120% 54-125 108.6 54.5% Aimed 80.5% 70% 1 87.4 Snap 50% 1 108.6
Thermal Shok Launcher 120 Stun 110% 54-125 105.8 46.6% Aimed 84% 70% 1 88.9 Snap 50% 1 105.8
Magna-Blast Grenade 50 HE 90% 10-55 32.5 0% Throw "100%" 25% 3 "97.5" n/a n/a n/a n/a
Particle Disturbance Grenade 70 HE 90% 19-82 50.5 0% Throw "100%" 25% 3 "151.5" n/a n/a n/a n/a
Magna-Pack Explosive 100 HE 90% 33-123 78.0 0% Throw "100%" 25% 3 "234.0" n/a n/a n/a n/a
Sonic Pulser 120 HE 90% 42-125 93.0 23.9% Throw "100%" 25% 3 "279.1" n/a n/a n/a n/a
Disrupter Pulse Launcher 210 HE 90% 82-125 120.0 77.4% Launch "100%" 66% 1 "120.0" n/a n/a n/a n/a
Thermal Tazer 80 Stun 110% 20-108 64.0 0% n/a n/a n/a n/a n/a Melee 40% 2 128.0
Vibro Blade 80 Drill 90% 12-84 48.0 0% n/a n/a n/a n/a n/a Melee 10% 9 432.0
Thermic Lance 110 Drill 90% 25-124 74.5 0% n/a n/a n/a n/a n/a Melee 15% 6 447.0
Heavy Thermic Lance 150 Drill 90% 43-125 100.0 39.7% n/a n/a n/a n/a n/a Melee 20% 4 399.9

Calcinite

Calcinite (health 55, front armour 42, under armour 12)
Weapon Power Type Modifier Damage
range
Avg. damage
per hit
1-hit kill At range Close combat
Mode Accuracy TU Shots Avg. damage
per turn
Mode TU Shots Avg. damage
per turn
Dart Gun 16 AP 100% 0-0 0.0 0% Snap 28% 20% 4 0.0 Snap 20% 4 0.0
Jet Harpoon 32 AP 100% 0-6 0.6 0% Auto 28% 40% 6 1.1 Auto 40% 6 3.8
Gas Cannon AP 60 AP 100% 0-48 19.3 0% Snap 42% 40% 2 16.2 Snap 40% 2 38.6
Gas Cannon HE 65 HE 100% 20-55 45.5 47.0% Snap 42% 40% 2 38.2 Snap 40% 2 90.9
Hydro-Jet Cannon AP 40 AP n/a n/a n/a n/a Auto 28% 40% 6 n/a Auto 40% 6 n/a
Hydro-Jet Cannon HE 50 HE n/a n/a n/a n/a Auto 28% 40% 6 n/a Auto 40% 6 n/a
Torpedo Launcher Sml 80 HE n/a n/a n/a n/a Aimed 77% 80% 1 n/a Snap 40% 2 n/a
Torpedo Launcher Lge 90 HE n/a n/a n/a n/a Aimed 77% 80% 1 n/a Snap 40% 2 n/a
Gauss Pistol 45 Gauss 90% 0-18 4.2 0% Auto 21% 30% 9 7.9 Auto 30% 9 37.5
Gauss Rifle 60 Gauss 90% 0-39 14.2 0% Auto 35% 40% 6 29.8 Auto 40% 6 85.1
Heavy Gauss 75 Gauss 90% 0-55 25.1 5.9% Snap 35% 40% 2 17.6 Snap 40% 2 50.1
Sonic Pistol 80 Sonic 110% 2-55 38.9 40.4% Snap 45.5% 30% 3 53.1 Snap 30% 3 116.8
Sonic-Blasta Rifle 95 Sonic 110% 10-55 45.1 57.1% Snap 52.5% 40% 2 47.4 Snap 40% 2 90.3
Sonic Cannon 130 Sonic 110% 29-55 52.6 81.9% Aimed 80.5% 70% 1 42.3 Snap 50% 1 52.6
Thermal Shok Launcher 120 Stun 100% 48-55 54.8 94.2% Aimed 84% 70% 1 46.0 Snap 50% 1 54.8
Magna-Blast Grenade 50 HE 100% 13-55 37.3 17.6% Throw "100%" 25% 3 "111.9" n/a n/a n/a n/a
Particle Disturbance Grenade 70 HE 100% 23-55 47.6 54.9% Throw "100%" 25% 3 "142.7" n/a n/a n/a n/a
Magna-Pack Explosive 100 HE 100% 38-55 53.5 83.2% Throw "100%" 25% 3 "160.5" n/a n/a n/a n/a
Sonic Pulser 120 HE 100% 48-55 54.8 94.2% Throw "100%" 25% 3 "164.3" n/a n/a n/a n/a
Disrupter Pulse Launcher 210 HE n/a n/a n/a n/a Launch "100%" 66% 1 n/a n/a n/a n/a n/a
Thermal Tazer 80 Stun 100% 0-55 34.6 29.6% n/a n/a n/a n/a n/a Melee 40% 2 69.3
Vibro Blade 80 Drill 80% 0-54 22.8 0% n/a n/a n/a n/a n/a Melee 10% 9 205.6
Thermic Lance 110 Drill 80% 2-55 38.9 40.4% n/a n/a n/a n/a n/a Melee 15% 6 233.5
Heavy Thermic Lance 150 Drill 80% 18-55 49.2 69.4% n/a n/a n/a n/a n/a Melee 20% 4 196.8

Hallucinoid

Hallucinoid (health 120, front armour 42, under armour 30)
Weapon Power Type Modifier Damage
range
Avg. damage
per hit
1-hit kill At range Close combat
Mode Accuracy TU Shots Avg. damage
per turn
Mode TU Shots Avg. damage
per turn
Dart Gun 16 AP 60% 0-0 0.0 0% Snap 28% 20% 4 0.0 Snap 20% 4 0.0
Jet Harpoon 32 AP 60% 0-0 0.0 0% Auto 28% 40% 6 0.0 Auto 40% 6 0.0
Gas Cannon AP 60 AP 60% 0-12 2.1 0% Snap 42% 40% 2 1.8 Snap 40% 2 4.2
Gas Cannon HE 65 HE 70% 0-118 44.6 0% Snap 42% 40% 2 37.3 Snap 40% 2 88.7
Hydro-Jet Cannon AP 40 AP 60% 0-0 0.0 0% Auto 28% 40% 6 0.0 Auto 40% 6 0.0
Hydro-Jet Cannon HE 50 HE 70% 0-58 15.1 0% Auto 28% 40% 6 25.4 Auto 40% 6 90.6
Torpedo Launcher Sml 80 HE 70% 0-120 81.4 <50% Aimed 77% 80% 1 62.7 Snap 40% 2 162.9
Torpedo Launcher Lge 90 HE 70% 1-120 101.2 <50%? Aimed 77% 80% 1 77.9 Snap 40% 2 202.3
Gauss Pistol 45 Gauss 80% 0-12 2.1 0% Auto 21% 30% 9 4.0 Auto 30% 9 19.0
Gauss Rifle 60 Gauss 80% 0-30 9.5 0% Auto 35% 40% 6 19.9 Auto 40% 6 56.9
Heavy Gauss 75 Gauss 80% 0-48 19.3 0% Snap 35% 40% 2 13.5 Snap 40% 2 38.6
Sonic Pistol 80 Sonic 100% 0-78 38.0 0% Snap 45.5% 30% 3 51.9 Snap 30% 3 114.1
Sonic-Blasta Rifle 95 Sonic 100% 5-100 52.5 0% Snap 52.5% 40% 2 55.1 Snap 40% 2 105.0
Sonic Cannon 130 Sonic 100% 23-120 83.7 26.0% Aimed 80.5% 70% 1 67.4 Snap 50% 1 83.7
Thermal Shok Launcher 120 Stun 100% 105-120 120.0 ~100% Aimed 84% 70% 1 100.8 Snap 50% 1 120.0
Magna-Blast Grenade 50 HE 70% 0-58 15.1 0% Throw "100%" 25% 3 "45.3" n/a n/a n/a n/a
Particle Disturbance Grenade 70 HE 70% 0-120 58.0 <50% Throw "100%" 25% 3 "174.1" n/a n/a n/a n/a
Magna-Pack Explosive 100 HE 70% 9-120 111.9 >50% Throw "100%" 25% 3 "335.6" n/a n/a n/a n/a
Sonic Pulser 120 HE 70% 36-120 119.0 >50% Throw "100%" 25% 3 "357.1" n/a n/a n/a n/a
Disrupter Pulse Launcher 210 HE 70% 120-120 120.0 100% Launch "100%" 66% 1 "120.0" n/a n/a n/a n/a
Thermal Tazer 80 Stun 100% 0-78 38.0 0% n/a n/a n/a n/a n/a Melee 40% 2 76.1
Vibro Blade 80 Drill 60% 0-30 9.5 0% n/a n/a n/a n/a n/a Melee 10% 9 85.4
Thermic Lance 110 Drill 60% 0-57 24.7 0% n/a n/a n/a n/a n/a Melee 15% 6 148.0
Heavy Thermic Lance 150 Drill 60% 3-93 48.0 0% n/a n/a n/a n/a n/a Melee 20% 4 192.0

Deep One

Deep One (health 35, front armour 9, under armour 14)
Weapon Power Type Modifier Damage
range
Avg. damage
per hit
1-hit kill At range Close combat
Mode Accuracy TU Shots Avg. damage
per turn
Mode TU Shots Avg. damage
per turn
Dart Gun 16 AP 90% 0-12 5.2 0% Snap 28% 20% 4 5.8 Snap 20% 4 20.8
Jet Harpoon 32 AP 90% 5-33 19.0 0% Auto 28% 40% 6 31.9 Auto 40% 6 114.0
Gas Cannon AP 60 AP 90% 18-35 32.2 69.1% Snap 42% 40% 2 27.1 Snap 40% 2 64.4
Gas Cannon HE 65 HE 80% 12-35 29.8 56.6% Snap 42% 40% 2 25.0 Snap 40% 2 59.6
Hydro-Jet Cannon AP 40 AP n/a n/a n/a n/a Auto 28% 40% 6 n/a Auto 40% 6 n/a
Hydro-Jet Cannon HE 50 HE n/a n/a n/a n/a Auto 28% 40% 6 n/a Auto 40% 6 n/a
Torpedo Launcher Sml 80 HE n/a n/a n/a n/a Aimed 77% 80% 1 n/a Snap 40% 2 n/a
Torpedo Launcher Lge 90 HE n/a n/a n/a n/a Aimed 77% 80% 1 n/a Snap 40% 2 n/a
Gauss Pistol 45 Gauss 90% 11-35 27.7 41.5% Auto 21% 30% 9 52.3 Auto 30% 9 249.1
Gauss Rifle 60 Gauss 90% 18-35 32.2 69.1% Auto 35% 40% 6 67.7 Auto 40% 6 193.3
Heavy Gauss 75 Gauss 90% 24-35 34.0 83.8% Snap 35% 40% 2 23.8 Snap 40% 2 68.1
Sonic Pistol 80 Sonic 110% 35-35 35.0 100.0% Snap 45.5% 30% 3 47.8 Snap 30% 3 105.0
Sonic-Blasta Rifle 95 Sonic 110% 35-35 35.0 100.0% Snap 52.5% 40% 2 36.8 Snap 40% 2 70.0
Sonic Cannon 130 Sonic 110% 35-35 35.0 100.0% Aimed 80.5% 70% 1 28.2 Snap 50% 1 35.0
Thermal Shok Launcher 120 Stun 100% 35-35 35.0 100.0% Aimed 84% 70% 1 29.4 Snap 50% 1 35.0
Magna-Blast Grenade 50 HE 80% 6-35 24.4 29.3% Throw "100%" 25% 3 "73.2" n/a n/a n/a n/a
Particle Disturbance Grenade 70 HE 80% 14-35 30.9 63.2% Throw "100%" 25% 3 "92.8" n/a n/a n/a n/a
Magna-Pack Explosive 100 HE 80% 26-35 34.4 88.9% Throw "100%" 25% 3 "103.3" n/a n/a n/a n/a
Sonic Pulser 120 HE 80% 34-35 35.0 99.0% Throw "100%" 25% 3 "105.0" n/a n/a n/a n/a
Disrupter Pulse Launcher 210 HE n/a n/a n/a n/a Launch "100%" 66% 1 n/a n/a n/a n/a n/a
Thermal Tazer 80 Stun 100% 31-35 34.9 95.1% n/a n/a n/a n/a n/a Melee 40% 2 69.8
Vibro Blade 80 Drill 120% 35-35 35.0 100% n/a n/a n/a n/a n/a Melee 10% 9 315.0
Thermic Lance 110 Drill 120% 35-35 35.0 100% n/a n/a n/a n/a n/a Melee 15% 6 210.0
Heavy Thermic Lance 150 Drill 120% 35-35 35.0 100% n/a n/a n/a n/a n/a Melee 20% 4 140.0

Xarquid

Xarquid (health 114, front armour 60, under armour 6)
Weapon Power Type Modifier Damage
range
Avg. damage
per hit
1-hit kill At range Close combat
Mode Accuracy TU Shots Avg. damage
per turn
Mode TU Shots Avg. damage
per turn
Dart Gun 16 AP 100% 0-0 0.0 0% Snap 28% 20% 4 0.0 Snap 20% 4 0.0
Jet Harpoon 32 AP 100% 0-0 0.0 0% Auto 28% 40% 6 0.0 Auto 40% 6 0.0
Gas Cannon AP 60 AP 100% 0-30 7.6 0% Snap 42% 40% 2 6.4 Snap 40% 2 15.2
Gas Cannon HE 65 HE 60% 43-114 104.7 ~50% Snap 42% 40% 2 87.9 Snap 40% 2 209.3
Hydro-Jet Cannon AP 40 AP 100% 0-0 0.0 0% Auto 28% 40% 6 0.0 Auto 40% 6 0.0
Hydro-Jet Cannon HE 50 HE 60% 27-114 78.0 <50% Auto 28% 40% 6 131.0 Auto 40% 6 467.9
Torpedo Launcher Sml 80 HE 60% 63-114 113.1 >50% Aimed 77% 80% 1 87.1 Snap 40% 2 226.2
Torpedo Launcher Lge 90 HE 60% 75-114 113.9 >50% Aimed 77% 80% 1 87.7 Snap 40% 2 227.7
Gauss Pistol 45 Gauss 70% 0-0 0.0 0% Auto 21% 30% 9 0.0 Auto 30% 9 0.0
Gauss Rifle 60 Gauss 70% 0-3 0.1 0% Auto 35% 40% 6 0.3 Auto 40% 6 0.8
Heavy Gauss 75 Gauss 70% 0-18 3.2 0% Snap 35% 40% 2 2.6 Snap 40% 2 6.5
Sonic Pistol 80 Sonic 90% 0-48 16.1 0% Snap 45.5% 30% 3 22.0 Snap 30% 3 48.3
Sonic-Blasta Rifle 95 Sonic 90% 0-67 26.5 0% Snap 52.5% 40% 2 27.8 Snap 40% 2 53.0
Sonic Cannon 130 Sonic 90% 0-114 56.5 1.7% Aimed 80.5% 70% 1 45.5 Snap 50% 1 56.5
Thermal Shok Launcher 120 Stun 90% 114-114 114.0 100% Aimed 84% 70% 1 95.8 Snap 50% 1 114.0
Magna-Blast Grenade 50 HE 60% 27-114 78.0 <50% Throw "100%" 25% 3 "233.9" n/a n/a n/a n/a
Particle Disturbance Grenade 70 HE 60% 51-114 109.8 >50% Throw "100%" 25% 3 "329.3" n/a n/a n/a n/a
Magna-Pack Explosive 100 HE 60% 87-114 114.0 >50% Throw "100%" 25% 3 "341.9" n/a n/a n/a n/a
Sonic Pulser 120 HE 60% 111-114 114.0 ~100% Throw "100%" 25% 3 "342.0" n/a n/a n/a n/a
Disrupter Pulse Launcher 210 HE 60% 114-114 114.0 100% Launch "100%" 66% 1 "114.0" n/a n/a n/a n/a
Thermal Tazer 80 Stun 90% 0-48 16.1 0% n/a n/a n/a n/a n/a Melee 40% 2 32.2
Vibro Blade 80 Drill 145% 0-114 56.0 0.9% n/a n/a n/a n/a n/a Melee 10% 9 504.2
Thermic Lance 110 Drill 145% 19-114 85.5 40.6% n/a n/a n/a n/a n/a Melee 15% 6 513.0
Heavy Thermic Lance 150 Drill 145% 48-114 103.9 69.7% n/a n/a n/a n/a n/a Melee 20% 4 415.4

Bio-Drone

Bio-Drone (health 140, front armour 30, under armour 6)
Weapon Power Type Modifier Damage
range
Avg. damage
per hit
1-hit kill At range Close combat
Mode Accuracy TU Shots Avg. damage
per turn
Mode TU Shots Avg. damage
per turn
Dart Gun 16 AP 100% 0-0 0.0 0% Snap 28% 20% 4 0.0 Snap 20% 4 0.0
Jet Harpoon 32 AP 100% 0-18 5.2 0% Auto 28% 40% 6 8.7 Auto 40% 6 31.1
Gas Cannon AP 60 AP 100% 0-60 30.0 0% Snap 42% 40% 2 25.2 Snap 40% 2 60.0
Gas Cannon HE 65 HE 60% 13-52 32.5 0% Snap 42% 40% 2 27.3 Snap 40% 2 65.0
Hydro-Jet Cannon AP 40 AP n/a n/a n/a n/a Auto 28% 40% 6 n/a Auto 40% 6 n/a
Hydro-Jet Cannon HE 50 HE n/a n/a n/a n/a Auto 28% 40% 6 n/a Auto 40% 6 n/a
Torpedo Launcher Sml 80 HE n/a n/a n/a n/a Aimed 77% 80% 1 n/a Snap 40% 2 n/a
Torpedo Launcher Lge 90 HE n/a n/a n/a n/a Aimed 77% 80% 1 n/a Snap 40% 2 n/a
Gauss Pistol 45 Gauss 70% 0-16 4.3 0% Auto 21% 30% 9 8.0 Auto 30% 9 38.3
Gauss Rifle 60 Gauss 70% 0-33 13.0 0% Auto 35% 40% 6 27.4 Auto 40% 6 78.3
Heavy Gauss 75 Gauss 70% 0-48 22.2 0% Snap 35% 40% 2 15.5 Snap 40% 2 44.4
Sonic Pistol 80 Sonic 90% 6-78 42.0 0% Snap 45.5% 30% 3 57.3 Snap 30% 3 126.0
Sonic-Blasta Rifle 95 Sonic 90% 12-97 54.5 0% Snap 52.5% 40% 2 57.2 Snap 40% 2 109.0
Sonic Cannon 130 Sonic 90% 28-140 86.4 5.1% Aimed 80.5% 70% 1 69.5 Snap 50% 1 86.4
Thermal Shok Launcher 120 Stun 90% 48-140 100.8 15.6% Aimed 84% 70% 1 84.7 Snap 50% 1 100.8
Magna-Blast Grenade 50 HE 60% 9-39 24.0 0% Throw "100%" 25% 3 "72.0" n/a n/a n/a n/a
Particle Disturbance Grenade 70 HE 60% 15-57 36.0 0% Throw "100%" 25% 3 "108.0" n/a n/a n/a n/a
Magna-Pack Explosive 100 HE 60% 24-84 54.0 0% Throw "100%" 25% 3 "162.0" n/a n/a n/a n/a
Sonic Pulser 120 HE 60% 30-102 66.0 0% Throw "100%" 25% 3 "198.0" n/a n/a n/a n/a
Disrupter Pulse Launcher 210 HE n/a n/a n/a n/a Launch "100%" 66% 1 n/a n/a n/a n/a n/a
Thermal Tazer 80 Stun 90% 6-78 42.0 0% n/a n/a n/a n/a n/a Melee 40% 2 84.0
Vibro Blade 80 Drill 145% 28-140 85.9 4.3% n/a n/a n/a n/a n/a Melee 10% 9 773.2
Thermic Lance 110 Drill 145% 49-140 113.8 43.1% n/a n/a n/a n/a n/a Melee 15% 6 683.0
Heavy Thermic Lance 150 Drill 145% 78-140 131.0 71.6% n/a n/a n/a n/a n/a Melee 20% 4 524.2
Bio-Drone (health 140, rear armour 12, under armour 6)
Weapon Power Type Modifier Damage
range
Avg. damage
per hit
1-hit kill At range Close combat
Mode Accuracy TU Shots Avg. damage
per turn
Mode TU Shots Avg. damage
per turn
Dart Gun 16 AP 100% 0-12 4.6 0% Snap 28% 20% 4 5.1 Snap 20% 4 18.4
Jet Harpoon 32 AP 100% 4-36 20.0 0% Auto 28% 40% 6 33.6 Auto 40% 6 120.0
Gas Cannon AP 60 AP 100% 18-78 48.0 0% Snap 42% 40% 2 40.3 Snap 40% 2 96.0
Gas Cannon HE 65 HE 60% 13-52 32.5 0% Snap 42% 40% 2 27.3 Snap 40% 2 65.0
Hydro-Jet Cannon AP 40 AP n/a n/a n/a n/a Auto 28% 40% 6 n/a Auto 40% 6 n/a
Hydro-Jet Cannon HE 50 HE n/a n/a n/a n/a Auto 28% 40% 6 n/a Auto 40% 6 n/a
Torpedo Launcher Sml 80 HE n/a n/a n/a n/a Aimed 77% 80% 1 n/a Snap 40% 2 n/a
Torpedo Launcher Lge 90 HE n/a n/a n/a n/a Aimed 77% 80% 1 n/a Snap 40% 2 n/a
Gauss Pistol 45 Gauss 70% 3-34 18.5 0% Auto 21% 30% 9 35.0 Auto 30% 9 166.5
Gauss Rifle 60 Gauss 70% 9-51 30.0 0% Auto 35% 40% 6 63.0 Auto 40% 6 180.0
Heavy Gauss 75 Gauss 70% 14-66 40.0 0% Snap 35% 40% 2 28.0 Snap 40% 2 80.0
Sonic Pistol 80 Sonic 90% 24-96 60.0 0% Snap 45.5% 30% 3 81.9 Snap 30% 3 180.0
Sonic-Blasta Rifle 95 Sonic 90% 30-115 72.5 0% Snap 52.5% 40% 2 76.1 Snap 40% 2 145.0
Sonic Cannon 130 Sonic 90% 46-140 102.2 20.3% Aimed 80.5% 70% 1 82.2 Snap 50% 1 102.2
Thermal Shok Launcher 120 Stun 90% 48-140 100.8 15.6% Aimed 84% 70% 1 84.7 Snap 50% 1 100.8
Magna-Blast Grenade 50 HE 60% 9-39 24.0 0% Throw "100%" 25% 3 "72.0" n/a n/a n/a n/a
Particle Disturbance Grenade 70 HE 60% 15-57 36.0 0% Throw "100%" 25% 3 "108.0" n/a n/a n/a n/a
Magna-Pack Explosive 100 HE 60% 24-84 54.0 0% Throw "100%" 25% 3 "162.0" n/a n/a n/a n/a
Sonic Pulser 120 HE 60% 30-102 66.0 0% Throw "100%" 25% 3 "198.0" n/a n/a n/a n/a
Disrupter Pulse Launcher 210 HE n/a n/a n/a n/a Launch "100%" 66% 1 n/a n/a n/a n/a n/a
Thermal Tazer 80 Stun 90% 24-96 60.0 0% n/a n/a n/a n/a n/a Melee 40% 2 120.0
Vibro Blade 80 Drill 145% 46-140 101.8 19.7% n/a n/a n/a n/a n/a Melee 10% 9 916.5
Thermic Lance 110 Drill 145% 67-140 123.1 54.4% n/a n/a n/a n/a n/a Melee 15% 6 738.7
Heavy Thermic Lance 150 Drill 145% 96-140 135.5 79.8% n/a n/a n/a n/a n/a Melee 20% 4 541.8

Tentaculat

Tentaculat (health 96, front armour 54, under armour 6)
Weapon Power Type Modifier Damage
range
Avg. damage
per hit
1-hit kill At range Close combat
Mode Accuracy TU Shots Avg. damage
per turn
Mode TU Shots Avg. damage
per turn
Dart Gun 16 AP 80% 0-0 0.0 0% Snap 28% 20% 4 0.0 Snap 20% 4 0.0
Jet Harpoon 32 AP 80% 0-0 0.0 0% Auto 28% 40% 6 0.0 Auto 40% 6 0.0
Gas Cannon AP 60 AP 80% 0-18 3.5 0% Snap 42% 40% 2 2.9 Snap 40% 2 7.0
Gas Cannon HE 65 HE 150% 42-96 80.8 44.9% Snap 42% 40% 2 67.9 Snap 40% 2 161.7
Hydro-Jet Cannon AP 40 AP 80% 0-0 0.0 0% Auto 28% 40% 6 0.0 Auto 40% 6 0.0
Hydro-Jet Cannon HE 50 HE 150% 31-96 67.8 14.5% Auto 28% 40% 6 113.9 Auto 40% 6 406.7
Torpedo Launcher Sml 80 HE 150% 54-96 88.5 65.3% Aimed 77% 80% 1 68.2 Snap 40% 2 177.1
Torpedo Launcher Lge 90 HE 150% 61-96 91.4 74.3% Aimed 77% 80% 1 70.4 Snap 40% 2 182.7
Gauss Pistol 45 Gauss 90% 0-6 0.5 0% Auto 21% 30% 9 1.0 Auto 30% 9 4.6
Gauss Rifle 60 Gauss 90% 0-27 6.9 0% Auto 35% 40% 6 14.4 Auto 40% 6 41.2
Heavy Gauss 75 Gauss 90% 0-46 15.9 0% Snap 35% 40% 2 11.1 Snap 40% 2 31.8
Sonic Pistol 80 Sonic 110% 0-78 34.6 0% Snap 45.5% 30% 3 47.3 Snap 30% 3 103.9
Sonic-Blasta Rifle 95 Sonic 110% 0-96 49.8 6.7% Snap 52.5% 40% 2 52.3 Snap 40% 2 99.7
Sonic Cannon 130 Sonic 110% 17-96 74.1 45.1% Aimed 80.5% 70% 1 59.6 Snap 50% 1 74.1
Thermal Shok Launcher 120 Stun 110% 60-96 91.0 72.9% Aimed 84% 70% 1 76.4 Snap 50% 1 91.0
Magna-Blast Grenade 50 HE 150% 31-96 67.8 14.5% Throw "100%" 25% 3 "203.3" n/a n/a n/a n/a
Particle Disturbance Grenade 70 HE 150% 46-96 84.0 52.8% Throw "100%" 25% 3 "251.9" n/a n/a n/a n/a
Magna-Pack Explosive 100 HE 150% 69-96 93.5 82.1% Throw "100%" 25% 3 "280.5" n/a n/a n/a n/a
Sonic Pulser 120 HE 150% 84-96 95.6 93.4% Throw "100%" 25% 3 "286.7" n/a n/a n/a n/a
Disrupter Pulse Launcher 210 HE 150% 96-96 96.0 100% Launch "100%" 66% 1 "96.0" n/a n/a n/a n/a
Thermal Tazer 80 Stun 110% 0-78 34.6 0% n/a n/a n/a n/a n/a Melee 40% 2 69.2
Vibro Blade 80 Drill 110% 0-78 34.6 0% n/a n/a n/a n/a n/a Melee 10% 9 311.6
Thermic Lance 110 Drill 110% 6-96 62.4 26.2% n/a n/a n/a n/a n/a Melee 15% 6 374.6
Heavy Thermic Lance 150 Drill 110% 28-96 81.9 59.0% n/a n/a n/a n/a n/a Melee 20% 4 327.5
Tentaculat (health 96, rear armour 18, under armour 6)
Weapon Power Type Modifier Damage
range
Avg. damage
per hit
1-hit kill At range Close combat
Mode Accuracy TU Shots Avg. damage
per turn
Mode TU Shots Avg. damage
per turn
Dart Gun 16 AP 80% 0-0 0.0 0% Snap 28% 20% 4 0.0 Snap 20% 4 0.0
Jet Harpoon 32 AP 80% 0-19 7.3 0% Auto 28% 40% 6 12.3 Auto 40% 6 43.8
Gas Cannon AP 60 AP 80% 6-54 30.0 0% Snap 42% 40% 2 25.2 Snap 40% 2 60.0
Gas Cannon HE 65 HE 150% 42-96 80.8 44.9% Snap 42% 40% 2 67.9 Snap 40% 2 161.7
Hydro-Jet Cannon AP 40 AP 80% 0-30 14.1 0% Auto 28% 40% 6 23.7 Auto 40% 6 84.5
Hydro-Jet Cannon HE 50 HE 150% 31-96 67.8 14.5% Auto 28% 40% 6 113.9 Auto 40% 6 406.7
Torpedo Launcher Sml 80 HE 150% 54-96 88.5 65.3% Aimed 77% 80% 1 68.2 Snap 40% 2 177.1
Torpedo Launcher Lge 90 HE 150% 61-96 91.4 74.3% Aimed 77% 80% 1 70.4 Snap 40% 2 182.7
Gauss Pistol 45 Gauss 90% 2-42 22.0 0% Auto 21% 30% 9 41.6 Auto 30% 9 198.0
Gauss Rifle 60 Gauss 90% 9-63 36.0 0% Auto 35% 40% 6 75.6 Auto 40% 6 216.0
Heavy Gauss 75 Gauss 90% 15-82 48.5 0% Snap 35% 40% 2 34.0 Snap 40% 2 97.0
Sonic Pistol 80 Sonic 110% 26-96 68.1 21.3% Snap 45.5% 30% 3 92.9 Snap 30% 3 204.2
Sonic-Blasta Rifle 95 Sonic 110% 34-96 77.4 41.0% Snap 52.5% 40% 2 81.3 Snap 40% 2 154.8
Sonic Cannon 130 Sonic 110% 53-96 89.4 70.1% Aimed 80.5% 70% 1 72.0 Snap 50% 1 89.4
Thermal Shok Launcher 120 Stun 110% 60-96 91.0 72.9% Aimed 84% 70% 1 76.4 Snap 50% 1 91.0
Magna-Blast Grenade 50 HE 150% 31-96 67.8 14.5% Throw "100%" 25% 3 "203.3" n/a n/a n/a n/a
Particle Disturbance Grenade 70 HE 150% 46-96 84.0 52.8% Throw "100%" 25% 3 "251.9" n/a n/a n/a n/a
Magna-Pack Explosive 100 HE 150% 69-96 93.5 82.1% Throw "100%" 25% 3 "280.5" n/a n/a n/a n/a
Sonic Pulser 120 HE 150% 84-96 95.6 93.4% Throw "100%" 25% 3 "286.7" n/a n/a n/a n/a
Disrupter Pulse Launcher 210 HE 150% 96-96 96.0 100% Launch "100%" 66% 1 "96.0" n/a n/a n/a n/a
Thermal Tazer 80 Stun 110% 26-96 68.1 21.3% n/a n/a n/a n/a n/a Melee 40% 2 136.2
Vibro Blade 80 Drill 110% 26-96 68.1 21.3% n/a n/a n/a n/a n/a Melee 10% 9 612.7
Thermic Lance 110 Drill 110% 42-96 83.8 55.7% n/a n/a n/a n/a n/a Melee 15% 6 503.0
Heavy Thermic Lance 150 Drill 110% 64-96 92.8 80.7% n/a n/a n/a n/a n/a Melee 20% 4 371.3

Triscene

Triscene (health 158, front armour 144, under armour 9)
Weapon Power Type Modifier Damage
range
Avg. damage
per hit
1-hit kill At range Close combat
Mode Accuracy TU Shots Avg. damage
per turn
Mode TU Shots Avg. damage
per turn
Dart Gun 16 AP 90% 0-0 0.0 0% Snap 28% 20% 4 0.0 Snap 20% 4 0.0
Jet Harpoon 32 AP 90% 0-0 0.0 0% Auto 28% 40% 6 0.0 Auto 40% 6 0.0
Gas Cannon AP 60 AP 90% 0-0 0.0 0% Snap 42% 40% 2 0.0 Snap 40% 2 0.0
Gas Cannon HE 65 HE 90% 65-158 150.0 >50% Snap 42% 40% 2 126.0 Snap 40% 2 299.9
Hydro-Jet Cannon AP 40 AP n/a n/a n/a n/a Auto 28% 40% 6 n/a Auto 40% 6 n/a
Hydro-Jet Cannon HE 50 HE n/a n/a n/a n/a Auto 28% 40% 6 n/a Auto 40% 6 n/a
Torpedo Launcher Sml 80 HE n/a n/a n/a n/a Aimed 77% 80% 1 n/a Snap 40% 2 n/a
Torpedo Launcher Lge 90 HE n/a n/a n/a n/a Aimed 77% 80% 1 n/a Snap 40% 2 n/a
Gauss Pistol 45 Gauss 80% 0-0 0.0 0% Auto 21% 30% 9 0.0 Auto 30% 9 0.0
Gauss Rifle 60 Gauss 80% 0-0 0.0 0% Auto 35% 40% 6 0.0 Auto 40% 6 0.0
Heavy Gauss 75 Gauss 80% 0-0 0.0 0% Snap 35% 40% 2 0.0 Snap 40% 2 0.0
Sonic Pistol 80 Sonic 90% 0-0 0.0 0% Snap 45.5% 30% 3 0.0 Snap 30% 3 0.0
Sonic-Blasta Rifle 95 Sonic 90% 0-0 0.0 0% Snap 52.5% 40% 2 0.0 Snap 40% 2 0.0
Sonic Cannon 130 Sonic 90% 0-31 4.2 0% Aimed 80.5% 70% 1 3.4 Snap 50% 1 4.2
Thermal Shok Launcher 120 Stun 90% 158-158 158.0 100% Aimed 84% 70% 1 132.7 Snap 50% 1 158.0
Magna-Blast Grenade 50 HE 90% 40-158 116.3 <50% Throw "100%" 25% 3 "348.8" n/a n/a n/a n/a
Particle Disturbance Grenade 70 HE 90% 76-158 154.8 >50% Throw "100%" 25% 3 "464.3" n/a n/a n/a n/a
Magna-Pack Explosive 100 HE 90% 129-158 158.0 ~100% Throw "100%" 25% 3 "474.0" n/a n/a n/a n/a
Sonic Pulser 120 HE 90% 158-158 158.0 100% Throw "100%" 25% 3 "474.0" n/a n/a n/a n/a
Disrupter Pulse Launcher 210 HE n/a n/a n/a n/a Launch "100%" 66% 1 n/a n/a n/a n/a n/a
Thermal Tazer 80 Stun 90% 0-0 0.0 0% n/a n/a n/a n/a n/a Melee 40% 2 0.0
Vibro Blade 80 Drill 110% 0-0 0.0 0% n/a n/a n/a n/a n/a Melee 10% 9 0.0
Thermic Lance 110 Drill 110% 0-37 5.8 0% n/a n/a n/a n/a n/a Melee 15% 6 34.6
Heavy Thermic Lance 150 Drill 110% 0-103 32.3 0% n/a n/a n/a n/a n/a Melee 20% 4 129.1

Notes

Technical

  • DONE - Bio-Drones and Tentaculats have greatly asymmetric armour distributions, understating the effect of non-HE weapons against them when their front armour is considered (the Dart Gun can damage Bio-Drones from behind, and the Jet Harpoon can damage Tentaculats from behind, for instance). There's some effect on the Triscene as well. Otherwise, most aliens have similar armour (within 6 points) on front, side and rear. I'll probably do a second lot of calcs for those two terrorists hit from behind.
  • PARTIALLY DONE - I haven't done the exact calculations for average damage and 1-hit kill chance for large units hit by powerful area-effect weapons yet. This is because the four rolls stop being independent when a kill is possible (whether roll #1 rolls 45 or 46 may or may not matter depending on whether the other three add up to 45 already being a kill). I plan to do them before I put this on the main wiki.
  • Yes, I'm aware that firing, reloading, and refiring a Torpedo Launcher requires over 95% of TU. The reason I said you could fire the Torpedo Launcher twice in close combat is because, when accuracy is no concern, you can dual-wield them (hardly more insane than firing Torpedo Launchers at point-blank in the first place).

Analysis of data

  • I was already a fan of the GC-HE, but this has impressed me even more. It achieves damage way out of line with its supposed power. It does this because a) almost every TFTD alien has a giant weak spot in their Under Armour, b) HE gets a better set of damage modifiers than Gauss or even AP. It actually outdamages the Gauss Rifle against Lobster Men, Tasoths, Calcinites, Hallucinoids, Xarquid, Triscenes and (from the front) Tentaculats - and that impressive list is after accounting for the Gauss Rifle firing thrice as fast.
  • A large part of the reason I did this was to settle the old Gauss Rifle vs. Sonic Pistol argument. So, with these numbers, I can say that the Gauss Rifle is better against Aquatoids, Gillmen, and Deep Ones, and worse vs. everything else (except Triscenes, which are immune to both weapons). So the Gauss Rifle will certainly help you in the first month (when, not-so-coincidentally, those three aliens are the only aliens you'll encounter), but if you can handle that first month Skipping Gauss Weapons starts looking like a pretty decent idea.
  • You'll note that the Sonic weapons cluster pretty close to each other at range against basically everything. What this means is that they're pretty well balanced against each other in terms of damage-per-unit-time; which ones to hand out depends more on other factors (the Sonic Pistol's finer granulation allowing scouts to shoot more, one-handed grip, and better point-blank firepower vs. the Sonic Cannon's ongoing recoverable ammo, less off-target damage reducing friendly fire, and increased 1-hit kill rate reducing reaction fire, with the Blasta Rifle somewhere in-between).
  • The Heavy Gauss is better than the Gauss Rifle against precisely two enemies (Lobster Men and Xarquid) and tied with it against one (Triscenes, which are immune to both). Given that the GC-HE easily outclasses both against those three enemies, I think we can call the Heavy Gauss useless.
  • Yes, throwing three pre-armed Sonic Pulsers at something in the same turn is going to kill it very, very dead. But 1) that's several turns of preparation, and the "carried grenades don't explode" behaviour that allows that preparation to be done at mission start is widely considered an exploit; 2) you don't have nearly enough Zrbite or item limit to make this a routine tactic.
  • As far as drills go, the Vibro Blade is the best against Aquatoids, Gillmen, Lobster Men, Deep Ones, Bio-Drones, and (from behind) Tentaculats, the Thermic Lance is the best against Tasoths, Calcinites, Xarquid and (from the front) Tentaculats, and the Heavy Thermic Lance is the best against Hallucinoids and Triscenes. This isn't so much about armour - most TFTD aliens have more than the 10 armour theoretically required for the HTL to be the best - as about health. Most aliens simply do not have enough health for the HTL's extra damage to be anything but overkill, particularly since most of them are also weak to Drill damage. This drags its average down.