Combat
Conflict is a major part of life on Horizon and in its wake, combat is never far away. For most people, it's something to be avoided, but few would go unprepared. A handful of powerful factions and settlements enforce some rules of law within their own territory, making compliant visitors at least a little safer, but their reach is short. Even the strongest among these groups has stood the test of time through instinctive respect for keeping to their own. Their forces stay close and their walls are well guarded; consolidating their strength. Here, you can learn to survive, hopefully, when your weapon and your wits are all you have.
On this page, we will cover: how to make combat tests, how to use Combat Profiles and how to use Augs in combat, along with a few other general rules and features.
Priorities… (Lore)
Priorities… (Lore)
I see you scanning the weapon stalls and I know what you think, Stranger. They are far too expensive for what they are. In truth you are correct, but price-gougers are far from the greatest danger here. Look around you. There is no law, no safety but what you make for yourself and your weapon is the measure of it. A dealer prices their weapons high, because what you buy from their shelves is not a lump of metal and polymer; it is freedom. I can see that you are new to this place and it's clear that you have come a long way, but make no mistake; just because you don't know the people here doesn't mean they don't know you. You are asking yourself why I think so; I'll tell you. I watch how the breakers judge your pack; I watch how the children look at your pockets. I don't need to see you myself, because they will never miss an outsider. Life here is harsh, Stranger; and hunger has taught them well in their trade. But enough about them, I came to tell you something else, so listen.
Horizon has taught us at every turn that we need to be ready for everything. Anything less is as good as an invitation for trouble and there are worse things in this world than death. Even the greatest intentions have ended with homes burning in the night; people trying to protect too much and spreading their strength too thin. There is purpose in your eyes. A look of belief in great things. I don't know what brought you to this place, but the cost of those beliefs is all around you here. You see the slaves? Many of them believed in something better and weren't afraid to fight for it. Some of their scars could tell heroic stories, but in the end, something brought each of them here. They reached too far, fought too long, or trusted the wrong people and were betrayed. Today, they might be sleeping no further from their treasures than they once did in their homes, but now they and their possessions stand for sale side by side. Their purpose has been taken from them, Stranger, and without them, their homes became ashes in the breeze. I see you becoming impatient, but there is a point to my tale and it is this: these people once believed in something, Stranger, just like you. They sacrificed everything for it, but none of them made the mistake you are about to make. If you want to fight for something more than just bare survival, look at those who came before and learn: you carry that torch only as long as you are free.
So before you get robbed, go buy yourself a weapon.
Preparing For Combat
Running combat in Horizon: out of the ashes is a simple, 4 step process, but there are a few elements that are important to understand first.
- TURN ORDER
- Combat is turn-based, which means that each participant in combat acts one-at-a-time.
- THE AWARENESS TEST
- Obviously when there's a queue to act, going first is a big advantage, so the turn order is controlled by taking an Awareness test and sorting the scores from high to low.
- This means that by improving your your Awareness Skill, or the Acuity Trait, which gives bonuses to Awareness, you can influence how quickly you react in combat and gain the upper hand.
- THE COMBAT TEST
- Every round, each participant in combat rolls a test to see how effective they are during their turn. This is called the combat test.
- By improving your combat Skill, or by improving the Agility and Strength Traits which give bonuses to combat Skills, you can improve your effectiveness in every aspect of combat. (Find your weapon in the list below to see what combat Skill you need.)
- THE COMBAT PROFILE
- Every weapon has unique strengths and weaknesses represented by a table called a combat profile.
- After rolling your combat test, you find the row on your weapon's combat profile that matches your AP score. This will convert your AP score into usable damage, defense, movement and attack range values.
- This means getting higher results in the combat test increases every aspect of your performance and there's no mental math; just find the right spot on the table.
- You roll a new combat test every round, so if you get a bad result, just play it safe for a round and wait for a better chance to engage.
Now we've covered the fundamentals, here's a full guide to running a combat:
Running Combat
Running combat is easy! - Just follow these 4 steps:
1) AT THE START OF COMBAT, EVERYONE ROLLS FOR TURN ORDER
- In Horizon: out of the ashes, combat is handled by taking turns. This means that everyone in a combat gets a chance to roll their tests and carry out their actions in (relative) peace; one Character at a time.
- THE AWARENESS TEST
- Turn order is decided by comparing scores on an Awareness Skill test, sorted from highest score going first, down to lowest score going last.
- As combat begins, each participant makes the Awareness test for turn order. If you have the Awareness Skill unlocked, roll your dice and add your Trait bonus as normal. If you don't have the Skill, you can't roll any dice, so just use your rank in the Acuity Trait as your final score.
- For example, if don't have the Awareness Skill and your ACU is 3, then your score for the test is also 3.
- Once you have your Awareness score, tell the Director. They will compare everyone's results and use them to create the turn order.
- SURPRISE!
- If you can catch an enemy off-guard, there is an extra bonus, giving you and your allies an advantage at the start of combat. See the Surprise(!) rule below.
2) MAKE YOUR COMBAT TEST
- What weapon are you using? Every weapon falls into 1 of the 3 weapon categories; High-Caliber, Rapid-Fire and Special Weapons. Each of these categories uses a different combat Skill so it's important you're using the right one! Find your weapon in the list below and see what category it falls under.
- If it's in the “High-Caliber” section, then you need the High-Caliber Combat Skill,
- If it's in the “Rapid-Fire” section, then you need the Rapid-Fire Combat Skill
- If it's in the “Special weapons” section you need the Special Combat Skill.
- Once you know what Skill to use, combat is just like any other test.
Weapons and Combat Skills
Weapons and Combat Skills
Weapons and Combat Skills | ||
---|---|---|
Weapon | Combat Skill used | Trait Bonus used |
Pistols | High-Caliber Combat | AGI or STR rank |
Shotguns | High-Caliber Combat | AGI or STR rank |
Sniper Rifles | High-Caliber Combat | AGI or STR rank |
Assault Rifles | Rapid-Fire Combat | AGI or STR rank |
Machine Guns | Rapid-Fire Combat | AGI or STR rank |
SMGs | Rapid-Fire Combat | AGI or STR rank |
Grenades | Special Combat | AGI or STR rank |
Melee weapons | Special Combat | AGI or STR rank |
Unarmed styles | Special Combat | AGI or STR rank |
Forgotten how to use Skills?
Forgotten how to use Skills?
ROLL YOUR DICE:
When using any Skill, the number of dice to roll is always the same as your Skill rank. If you have 5 ranks in that Skill, then roll 5 dice.
Dice results are easy too, just add up the results you roll:
Die result: | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
Score: | 0 | 0 | 0 | +1AP | +1AP | +2AP |
ADD YOUR TRAIT BONUS:
Every Skill in the game is linked with at least one Trait. Whenever a Skill is used, it gains bonus AP equal to the highest rank in its linked Traits. This is called the “Trait bonus” and it adds to your dice results.
For example, the Awareness Skill is linked to Acuity, so if you have Acuity 3, then whenever you use Awareness, you gain +3AP
All Combat Skills rely on STR (Strength) or AGI (Agility).
As an example, if you have STR 3 and AGI 5, the higher rank is 5, so you gain +5AP to all your combat Skills.
TOTAL THEM UP:
Just add together your dice results and your Trait bonus; that's your score for the test!
As an example, if you got +4AP from your dice and +5AP from your Trait bonus, you have a total of (4+5) = 9AP as your score!
3) TAKE ACTION
- After taking your combat test, find the row in your weapon's combat profile that matches your AP score. If you scored 10AP, find the row marked, “10AP”. Whatever your results, the matching row gives you values for:
- ATTACK (which deals damage),
- DEFENSE (which absorbs incoming damage),
- MOVE (which…uh…lets you move) and
- RANGE (which tells you how far you can shoot or throw your weapon).
- Each round, you can pick 2 actions.
- For example you can move and attack, attack and defend, defend and reload or reload and attack, etc. You may notice that the higher your AP score is on the combat test, the more powerful your actions will be that round.
- Most actions can be used multiple times.
- For example, you can attack twice to deal twice as much damage, or to damage two different targets. You can also defend twice to get double the damage negation, or reload twice to add double the number of shots to your gun.
- The exception to this is Move, which can only be taken once.
- This is because it already offers your maximum movement range with just one use. If you want to go even further, you can carry a weapon with better mobility, increase your AGI Trait for better base movement or unlock the Endurance Skill and make a test to increase your move range each round.
- Combat tests are only rolled once per round, not once for each action.
4) PASS THE TURN
- Once you make your combat test and use your combat profile to take action for the round, it's time to see how things play out until it's your turn again. If you're confident using the system and your Director allows it, feel free to make your combat test and plan out your turn while other Players are taking their theirs - If your results are ready when your turn begins, nobody will have to wait while you count your dice, which can really help to keep things moving!
Combat Profiles
During combat, most of your Character's actions will depend on the weapon they are using. Each weapon has a unique set of strengths and weaknesses represented by a simple table called a “Combat Profile”.
You will make a combat test using this profile every round of combat. Based on your AP score for the test, the Combat Profile will tell you how far you can run, how well you can take cover, how much range you have and how much damage you can do that round, so roll high!
You can find a full list of all weapons and their combat profiles, along with the Skill you need to use for each weapon below.
High-Caliber Weapons
High-Caliber Weapons
Pistols
Weapon Profile - Rusty Pistol (Tier 1)
Weapon Profile - Rusty Pistol (Tier 1)
Rusty Pistol | ||||
---|---|---|---|---|
Magazine: 3Shots | Reload: +2Shots | Weight: 2 | Cost: 1Bar | Rarity: Ubiquitous |
AP | Damage | Defense | Move | Range |
1 | 1 | 1 | -5 | 10 |
2 | 2 | 2 | -5 | 10 |
3 | 3 | 3 | -5 | 10 |
4 | 4 | 4 | -5 | 10 |
5 | 4 | 5 | -5 | 10 |
6 | 5 | 6 | Base | 15 |
7 | 6 | 7 | Base | 15 |
8 | 7 | 8 | Base | 15 |
9 | 8 | 9 | Base | 15 |
10 | 8 | 10 | Base | 15 |
11 | 9 | 11 | Base | 20 |
12 | 10 | 12 | Base | 20 |
13 | 11 | 13 | Base | 20 |
14 | 12 | 14 | Base | 20 |
15 | 12 | 15 | Base | 20 |
16 | 13 | 16 | Base | 20 |
17 | 14 | 17 | Base | 20 |
18 | 15 | 18 | Base | 20 |
19 | 16 | 19 | Base | 20 |
20 | 16 | 20 | Base | 20 |
21 | 17 | 21 | Base | 25 |
22 | 18 | 22 | Base | 25 |
23 | 19 | 23 | Base | 25 |
24 | 20 | 24 | Base | 25 |
25 | 20 | 25 | Base | 25 |
26 | 21 | 26 | Base | 30 |
27 | 22 | 27 | Base | 30 |
28 | 23 | 28 | Base | 30 |
29 | 24 | 29 | Base | 30 |
30 | 24 | 30 | Base | 30 |
Weapon Profile - Light Combat Pistol (Tier 2)
Weapon Profile - Light Combat Pistol (Tier 2)
Light Combat Pistol | ||||
---|---|---|---|---|
Magazine: 3Shots | Reload: +2Shots | Weight: 3 | Cost: 8Bar | Rarity: Common |
AP | Damage | Defense | Move | Range |
1 | 5 | 6 | -5 | 10 |
2 | 6 | 7 | -5 | 10 |
3 | 7 | 8 | -5 | 10 |
4 | 8 | 9 | -5 | 10 |
5 | 8 | 10 | -5 | 10 |
6 | 9 | 11 | -5 | 15 |
7 | 10 | 12 | -5 | 15 |
8 | 11 | 13 | -5 | 15 |
9 | 12 | 14 | -5 | 15 |
10 | 12 | 15 | -5 | 15 |
11 | 13 | 16 | Base | 20 |
12 | 14 | 17 | Base | 20 |
13 | 15 | 18 | Base | 20 |
14 | 16 | 19 | Base | 20 |
15 | 16 | 20 | Base | 20 |
16 | 17 | 21 | Base | 20 |
17 | 18 | 22 | Base | 20 |
18 | 19 | 23 | Base | 20 |
19 | 20 | 24 | Base | 20 |
20 | 20 | 25 | Base | 20 |
21 | 21 | 26 | Base | 25 |
22 | 22 | 27 | Base | 25 |
23 | 23 | 28 | Base | 25 |
24 | 24 | 29 | Base | 25 |
25 | 24 | 30 | Base | 25 |
26 | 25 | 31 | Base | 30 |
27 | 26 | 32 | Base | 30 |
28 | 27 | 33 | Base | 30 |
29 | 28 | 34 | Base | 30 |
30 | 28 | 35 | Base | 30 |
Weapon Profile - Heavy Combat Pistol (Tier 3)
Weapon Profile - Heavy Combat Pistol (Tier 3)
Heavy Combat Pistol | ||||
---|---|---|---|---|
Magazine: 3Shots | Reload: +2Shots | Weight: 3 | Cost: 18Bar | Rarity: Uncommon |
AP | Damage | Defense | Move | Range |
1 | 9 | 11 | -10 | 10 |
2 | 10 | 12 | -10 | 10 |
3 | 11 | 13 | -10 | 10 |
4 | 12 | 14 | -10 | 10 |
5 | 12 | 15 | -10 | 10 |
6 | 13 | 16 | -5 | 10 |
7 | 14 | 17 | -5 | 10 |
8 | 15 | 18 | -5 | 10 |
9 | 16 | 19 | -5 | 10 |
10 | 16 | 20 | -5 | 10 |
11 | 17 | 21 | -5 | 15 |
12 | 18 | 22 | -5 | 15 |
13 | 19 | 23 | -5 | 15 |
14 | 20 | 24 | -5 | 15 |
15 | 20 | 25 | -5 | 15 |
16 | 21 | 26 | Base | 20 |
17 | 22 | 27 | Base | 20 |
18 | 23 | 28 | Base | 20 |
19 | 24 | 29 | Base | 20 |
20 | 24 | 30 | Base | 20 |
21 | 25 | 31 | Base | 25 |
22 | 26 | 32 | Base | 25 |
23 | 27 | 33 | Base | 25 |
24 | 28 | 34 | Base | 25 |
25 | 28 | 35 | Base | 25 |
26 | 29 | 36 | Base | 30 |
27 | 30 | 37 | Base | 30 |
28 | 31 | 38 | Base | 30 |
29 | 32 | 39 | Base | 30 |
30 | 32 | 40 | Base | 30 |
Weapon Profile - Hand Cannon (Tier 4)
Weapon Profile - Hand Cannon (Tier 4)
Hand Cannon | ||||
---|---|---|---|---|
Magazine: 3Shots | Reload: +2Shots | Weight: 4 | Cost: 26Bar | Rarity: Rare |
AP | Damage | Defense | Move | Range |
1 | 13 | 16 | -10 | 10 |
2 | 14 | 17 | -10 | 10 |
3 | 15 | 18 | -10 | 10 |
4 | 16 | 19 | -10 | 10 |
5 | 16 | 20 | -10 | 10 |
6 | 17 | 21 | -10 | 15 |
7 | 18 | 22 | -10 | 15 |
8 | 19 | 23 | -10 | 15 |
9 | 20 | 24 | -10 | 15 |
10 | 20 | 25 | -10 | 15 |
11 | 21 | 26 | -5 | 20 |
12 | 22 | 27 | -5 | 20 |
13 | 23 | 28 | -5 | 20 |
14 | 24 | 29 | -5 | 20 |
15 | 24 | 30 | -5 | 20 |
16 | 25 | 31 | -5 | 25 |
17 | 26 | 32 | -5 | 25 |
18 | 27 | 33 | -5 | 25 |
19 | 28 | 34 | -5 | 25 |
20 | 28 | 35 | -5 | 25 |
21 | 29 | 36 | Base | 30 |
22 | 30 | 37 | Base | 30 |
23 | 31 | 38 | Base | 30 |
24 | 32 | 39 | Base | 30 |
25 | 32 | 40 | Base | 30 |
26 | 35 | 35 | Base | 35 |
27 | 36 | 36 | Base | 35 |
28 | 36 | 36 | Base | 35 |
29 | 37 | 37 | Base | 35 |
30 | 38 | 38 | Base | 35 |
Shotguns
Weapon Profile - Rusty Shotgun (Tier 1)
Weapon Profile - Rusty Shotgun (Tier 1)
Rusty Shotgun | ||||
---|---|---|---|---|
Magazine: 4Shots | Reload: +2Shots | Weight: 6 | Cost: 2Bar | Rarity: Ubiquitous |
AP | Damage | Defense | Move | Range |
1 | 1 | 1 | -10 | 20 |
2 | 2 | 2 | -10 | 20 |
3 | 3 | 2 | -10 | 20 |
4 | 4 | 3 | -10 | 20 |
5 | 5 | 4 | -10 | 20 |
6 | 6 | 4 | -5 | 25 |
7 | 7 | 5 | -5 | 25 |
8 | 8 | 6 | -5 | 25 |
9 | 9 | 6 | -5 | 25 |
10 | 10 | 7 | -5 | 25 |
11 | 11 | 8 | -5 | 30 |
12 | 12 | 8 | -5 | 30 |
13 | 13 | 9 | -5 | 30 |
14 | 14 | 10 | -5 | 30 |
15 | 15 | 10 | -5 | 30 |
16 | 16 | 11 | Base | 35 |
17 | 17 | 12 | Base | 35 |
18 | 18 | 12 | Base | 35 |
19 | 19 | 13 | Base | 35 |
20 | 20 | 14 | Base | 35 |
21 | 21 | 14 | Base | 35 |
22 | 22 | 15 | Base | 35 |
23 | 23 | 16 | Base | 35 |
24 | 24 | 16 | Base | 35 |
25 | 25 | 17 | Base | 35 |
26 | 26 | 18 | Base | 40 |
27 | 27 | 18 | Base | 40 |
28 | 28 | 19 | Base | 40 |
29 | 29 | 20 | Base | 40 |
30 | 30 | 20 | Base | 40 |
Weapon Profile - Light Combat Shotgun (Tier 2)
Weapon Profile - Light Combat Shotgun (Tier 2)
Light Combat Shotgun | |||||
---|---|---|---|---|---|
Magazine: 6Shots | Reload: +2Shots | Weight: 8 | Cost: 12Bar | Rarity: Common | |
AP | Damage | Defense | Move | Range | |
1 | 6 | 4 | -10 | 20 | |
2 | 7 | 5 | -10 | 20 | |
3 | 8 | 6 | -10 | 20 | |
4 | 9 | 6 | -10 | 20 | |
5 | 10 | 7 | -10 | 20 | |
6 | 11 | 8 | -10 | 25 | |
7 | 12 | 8 | -10 | 25 | |
8 | 13 | 9 | -10 | 25 | |
9 | 14 | 10 | -10 | 25 | |
10 | 15 | 10 | -10 | 25 | |
11 | 16 | 11 | -5 | 30 | |
12 | 17 | 12 | -5 | 30 | |
13 | 18 | 12 | -5 | 30 | |
14 | 19 | 13 | -5 | 30 | |
15 | 20 | 14 | -5 | 30 | |
16 | 21 | 14 | -5 | 35 | |
17 | 22 | 15 | -5 | 35 | |
18 | 23 | 16 | -5 | 35 | |
19 | 24 | 16 | -5 | 35 | |
20 | 25 | 17 | -5 | 35 | |
21 | 26 | 18 | Base | 35 | |
22 | 27 | 18 | Base | 35 | |
23 | 28 | 19 | Base | 35 | |
24 | 29 | 20 | Base | 35 | |
25 | 30 | 20 | Base | 35 | |
26 | 31 | 21 | Base | 40 | |
27 | 32 | 22 | Base | 40 | |
28 | 33 | 22 | Base | 40 | |
29 | 34 | 23 | Base | 40 | |
30 | 35 | 24 | Base | 40 | |
Weapon Profile - Heavy Combat Shotgun (Tier 3)
Weapon Profile - Heavy Combat Shotgun (Tier 3)
Heavy Combat Shotgun | |||||
---|---|---|---|---|---|
Magazine: 6Shots | Reload: +2Shots | Weight: 10 | Cost: 26Bar | Rarity: Uncommon | |
AP | Damage | Defense | Speed | Range | |
1 | 11 | 8 | -15 | 25 | |
2 | 12 | 8 | -15 | 25 | |
3 | 13 | 9 | -15 | 25 | |
4 | 14 | 10 | -15 | 25 | |
5 | 15 | 10 | -15 | 25 | |
6 | 16 | 11 | -10 | 30 | |
7 | 17 | 12 | -10 | 30 | |
8 | 18 | 12 | -10 | 30 | |
9 | 19 | 13 | -10 | 30 | |
10 | 20 | 14 | -10 | 30 | |
11 | 21 | 14 | -5 | 35 | |
12 | 22 | 15 | -5 | 35 | |
13 | 23 | 16 | -5 | 35 | |
14 | 24 | 16 | -5 | 35 | |
15 | 25 | 17 | -5 | 35 | |
16 | 26 | 18 | -5 | 40 | |
17 | 27 | 18 | -5 | 40 | |
18 | 28 | 19 | -5 | 40 | |
19 | 29 | 20 | -5 | 40 | |
20 | 30 | 20 | -5 | 40 | |
21 | 31 | 21 | -5 | 40 | |
22 | 32 | 22 | -5 | 40 | |
23 | 33 | 22 | -5 | 40 | |
24 | 34 | 23 | -5 | 40 | |
25 | 35 | 24 | -5 | 40 | |
26 | 36 | 24 | -5 | 40 | |
27 | 37 | 25 | -5 | 40 | |
28 | 38 | 26 | -5 | 40 | |
29 | 39 | 26 | -5 | 40 | |
30 | 40 | 27 | -5 | 40 | |
Weapon Profile - Tactical Flak Cannon (Tier 4)
Weapon Profile - Tactical Flak Cannon (Tier 4)
Tactical Flak Cannon | ||||
---|---|---|---|---|
Magazine: 6Shots | Reload: +2Shots | Weight: 14 | Cost: 40Bar | Rarity: Rare |
AP | Damage | Defense | Move | Range |
1 | 16 | 11 | -20 | 25 |
2 | 17 | 12 | -20 | 25 |
3 | 18 | 12 | -20 | 25 |
4 | 19 | 13 | -20 | 25 |
5 | 20 | 14 | -20 | 25 |
6 | 21 | 14 | -15 | 30 |
7 | 22 | 15 | -15 | 30 |
8 | 23 | 16 | -15 | 30 |
9 | 24 | 16 | -15 | 30 |
10 | 25 | 17 | -15 | 30 |
11 | 26 | 18 | -10 | 35 |
12 | 27 | 18 | -10 | 35 |
13 | 28 | 19 | -10 | 35 |
14 | 29 | 20 | -10 | 35 |
15 | 30 | 20 | -10 | 35 |
16 | 31 | 21 | -10 | 40 |
17 | 32 | 22 | -10 | 40 |
18 | 33 | 22 | -10 | 40 |
19 | 34 | 23 | -10 | 40 |
20 | 35 | 24 | -10 | 40 |
21 | 36 | 24 | -5 | 40 |
22 | 37 | 25 | -5 | 40 |
23 | 38 | 26 | -5 | 40 |
24 | 39 | 26 | -5 | 40 |
25 | 40 | 27 | -5 | 40 |
26 | 41 | 28 | Base | 45 |
27 | 42 | 28 | Base | 45 |
28 | 43 | 29 | Base | 45 |
29 | 44 | 30 | Base | 45 |
30 | 45 | 30 | Base | 45 |
Sniper Rifles
Weapon Profile - Rusty Hunting Rifle (Tier 1)
Weapon Profile - Rusty Hunting Rifle (Tier 1)
Rusty Hunting Rifle | ||||
---|---|---|---|---|
Magazine: 4Shots | Reload: +2Shots | Weight: 10 | Cost: 2Bar | Rarity: Ubiquitous |
AP | Damage | Defense | Move | Range |
1 | 1 | 1 | -15 | 50 |
2 | 2 | 2 | -15 | 50 |
3 | 2 | 2 | -15 | 50 |
4 | 3 | 3 | -15 | 50 |
5 | 4 | 4 | -15 | 50 |
6 | 4 | 4 | -15 | 100 |
7 | 5 | 5 | -15 | 100 |
8 | 6 | 6 | -15 | 100 |
9 | 6 | 6 | -15 | 100 |
10 | 7 | 7 | -15 | 100 |
11 | 8 | 8 | -15 | 150 |
12 | 8 | 8 | -15 | 150 |
13 | 9 | 9 | -15 | 150 |
14 | 10 | 10 | -15 | 150 |
15 | 10 | 10 | -15 | 150 |
16 | 11 | 11 | -10 | 200 |
17 | 12 | 12 | -10 | 200 |
18 | 12 | 12 | -10 | 200 |
19 | 13 | 13 | -10 | 200 |
20 | 14 | 14 | -10 | 200 |
21 | 14 | 14 | -10 | 200 |
22 | 15 | 15 | -10 | 300 |
23 | 16 | 16 | -10 | 300 |
24 | 16 | 16 | -10 | 300 |
25 | 17 | 17 | -10 | 300 |
26 | 18 | 18 | -10 | 300 |
27 | 18 | 18 | -10 | 300 |
28 | 19 | 19 | -10 | 300 |
29 | 20 | 20 | -10 | 300 |
30 | 20 | 20 | -10 | 300 |
Weapon Profile - Light Precision Rifle (Tier 2)
Weapon Profile - Light Precision Rifle (Tier 2)
Light Precision Rifle | ||||
---|---|---|---|---|
Magazine: 4Shots | Reload: +2Shots | Weight: 12 | Cost: 12Bar | Rarity: Common |
AP | Damage | Defense | Move | Range |
1 | 4 | 4 | -15 | 100 |
2 | 5 | 5 | -15 | 100 |
3 | 6 | 6 | -15 | 100 |
4 | 6 | 6 | -15 | 100 |
5 | 7 | 7 | -15 | 100 |
6 | 8 | 8 | -15 | 150 |
7 | 8 | 8 | -15 | 150 |
8 | 9 | 9 | -15 | 150 |
9 | 10 | 10 | -15 | 150 |
10 | 10 | 10 | -15 | 150 |
11 | 11 | 11 | -10 | 200 |
12 | 12 | 12 | -10 | 200 |
13 | 12 | 12 | -10 | 200 |
14 | 13 | 13 | -10 | 200 |
15 | 14 | 14 | -10 | 200 |
16 | 14 | 14 | -10 | 300 |
17 | 15 | 15 | -10 | 300 |
18 | 16 | 16 | -10 | 300 |
19 | 16 | 16 | -10 | 300 |
20 | 17 | 17 | -10 | 300 |
21 | 18 | 18 | -10 | 400 |
22 | 18 | 18 | -10 | 400 |
23 | 19 | 19 | -10 | 400 |
24 | 20 | 20 | -10 | 400 |
25 | 20 | 20 | -10 | 400 |
26 | 21 | 21 | -10 | 400 |
27 | 22 | 22 | -10 | 400 |
28 | 22 | 22 | -10 | 400 |
29 | 23 | 23 | -10 | 400 |
30 | 24 | 24 | -10 | 400 |
Weapon Profile - Heavy Precision Rifle (Tier 3)
Weapon Profile - Heavy Precision Rifle (Tier 3)
Heavy Precision Rifle | ||||
---|---|---|---|---|
Attacks: 4Shots | Reload: +2Shots | Weight: 14 | Cost: 26Bar | Rarity: Uncommon |
AP | Damage | Defense | Move | Range |
1 | 8 | 8 | -20 | 100 |
2 | 8 | 8 | -20 | 100 |
3 | 9 | 9 | -20 | 100 |
4 | 10 | 10 | -20 | 100 |
5 | 10 | 10 | -20 | 100 |
6 | 11 | 11 | -15 | 200 |
7 | 12 | 12 | -15 | 200 |
8 | 12 | 12 | -15 | 200 |
9 | 13 | 13 | -15 | 200 |
10 | 14 | 14 | -15 | 200 |
11 | 14 | 14 | -15 | 300 |
12 | 15 | 15 | -15 | 300 |
13 | 16 | 16 | -15 | 300 |
14 | 16 | 16 | -15 | 300 |
15 | 17 | 17 | -15 | 300 |
16 | 18 | 18 | -10 | 400 |
17 | 18 | 18 | -10 | 400 |
18 | 19 | 19 | -10 | 400 |
19 | 20 | 20 | -10 | 400 |
20 | 20 | 20 | -10 | 400 |
21 | 21 | 21 | -10 | 500 |
22 | 22 | 22 | -10 | 500 |
23 | 22 | 22 | -10 | 500 |
24 | 23 | 23 | -10 | 500 |
25 | 24 | 24 | -10 | 500 |
26 | 24 | 24 | -10 | 600 |
27 | 25 | 25 | -10 | 600 |
28 | 26 | 26 | -10 | 600 |
29 | 26 | 26 | -10 | 600 |
30 | 27 | 27 | -10 | 600 |
Weapon Profile - Precision Long-Cannon (Tier 4)
Weapon Profile - Precision Long-Cannon (Tier 4)
Precision Long-Cannon | ||||
---|---|---|---|---|
Magazine: 4Shots | Reload: +2Shots | Weight: 16 | Cost: 40Bar | Rarity: Rare |
AP | Damage | Defense | Move | Range |
1 | 11 | 11 | -20 | 300 |
2 | 12 | 12 | -20 | 300 |
3 | 12 | 12 | -20 | 300 |
4 | 13 | 13 | -20 | 300 |
5 | 14 | 14 | -20 | 300 |
6 | 14 | 14 | -20 | 400 |
7 | 15 | 15 | -20 | 400 |
8 | 16 | 16 | -20 | 400 |
9 | 16 | 16 | -20 | 400 |
10 | 17 | 17 | -20 | 400 |
11 | 18 | 18 | -15 | 500 |
12 | 18 | 18 | -15 | 500 |
13 | 19 | 19 | -15 | 500 |
14 | 20 | 20 | -15 | 500 |
15 | 20 | 20 | -15 | 500 |
16 | 21 | 21 | -10 | 600 |
17 | 22 | 22 | -10 | 600 |
18 | 22 | 22 | -10 | 600 |
19 | 23 | 23 | -10 | 600 |
20 | 24 | 24 | -10 | 600 |
21 | 24 | 24 | -10 | 700 |
22 | 25 | 25 | -10 | 700 |
23 | 26 | 26 | -10 | 700 |
24 | 26 | 26 | -10 | 700 |
25 | 27 | 27 | -10 | 700 |
26 | 28 | 28 | -10 | 800 |
27 | 28 | 28 | -10 | 800 |
28 | 29 | 29 | -10 | 800 |
29 | 30 | 30 | -10 | 800 |
30 | 30 | 30 | -10 | 800 |
Rapid-Fire Weapons
Rapid-Fire Weapons
Assault Rifles
Weapon Profile - Rusty Assault Rifle (Tier 1)
Weapon Profile - Rusty Assault Rifle (Tier 1)
Rusty Assault Rifle | ||||
---|---|---|---|---|
Magazine: 8Shots | Reload: +4Shots | Weight: 8 | Cost: 2Bar | Rarity: Ubiquitous |
AP | Damage | Defense | Speed | Range |
1 | 1 | 1 | -10 | 30 |
2 | 2 | 2 | -10 | 30 |
3 | 2 | 2 | -10 | 30 |
4 | 3 | 3 | -10 | 30 |
5 | 4 | 4 | -10 | 30 |
6 | 4 | 4 | -5 | 40 |
7 | 5 | 5 | -5 | 40 |
8 | 6 | 6 | -5 | 40 |
9 | 6 | 6 | -5 | 40 |
10 | 7 | 7 | -5 | 40 |
11 | 8 | 8 | -5 | 50 |
12 | 8 | 8 | -5 | 50 |
13 | 9 | 9 | -5 | 50 |
14 | 10 | 10 | -5 | 50 |
15 | 10 | 10 | -5 | 50 |
16 | 11 | 11 | Base | 60 |
17 | 12 | 12 | Base | 60 |
18 | 12 | 12 | Base | 60 |
19 | 13 | 13 | Base | 60 |
20 | 14 | 14 | Base | 60 |
21 | 14 | 14 | Base | 70 |
22 | 15 | 15 | Base | 70 |
23 | 16 | 16 | Base | 70 |
24 | 16 | 16 | Base | 70 |
25 | 17 | 17 | Base | 70 |
26 | 18 | 18 | Base | 80 |
27 | 18 | 18 | Base | 80 |
28 | 19 | 19 | Base | 80 |
29 | 20 | 20 | Base | 80 |
30 | 20 | 20 | Base | 80 |
Weapon Profile - Light Assault Rifle (Tier 2)
Weapon Profile - Light Assault Rifle (Tier 2)
Light Assault Rifle | ||||
---|---|---|---|---|
Magazine: 10Shots | Reload: +5Shots | Weight: 10 | Cost: 12Bar | Rarity: Common |
AP | Damage | Defense | Speed | Range |
1 | 4 | 4 | -10 | 30 |
2 | 5 | 5 | -10 | 30 |
3 | 6 | 6 | -10 | 30 |
4 | 6 | 6 | -10 | 30 |
5 | 7 | 7 | -10 | 30 |
6 | 8 | 8 | -10 | 40 |
7 | 8 | 8 | -10 | 40 |
8 | 9 | 9 | -10 | 40 |
9 | 10 | 10 | -10 | 40 |
10 | 10 | 10 | -10 | 40 |
11 | 11 | 11 | -5 | 50 |
12 | 12 | 12 | -5 | 50 |
13 | 12 | 12 | -5 | 50 |
14 | 13 | 13 | -5 | 50 |
15 | 14 | 14 | -5 | 50 |
16 | 14 | 14 | -5 | 60 |
17 | 15 | 15 | -5 | 60 |
18 | 16 | 16 | -5 | 60 |
19 | 16 | 16 | -5 | 60 |
20 | 17 | 17 | -5 | 60 |
21 | 18 | 18 | Base | 70 |
22 | 18 | 18 | Base | 70 |
23 | 19 | 19 | Base | 70 |
24 | 20 | 20 | Base | 70 |
25 | 20 | 20 | Base | 70 |
26 | 21 | 21 | Base | 80 |
27 | 22 | 22 | Base | 80 |
28 | 22 | 22 | Base | 80 |
29 | 23 | 23 | Base | 80 |
30 | 24 | 24 | Base | 80 |
Weapon Profile - Heavy Assault Rifle (Tier 3)
Weapon Profile - Heavy Assault Rifle (Tier 3)
Heavy Assault Rifle | ||||
---|---|---|---|---|
Magazine: 10Shots | Reload: +5Shots | Weight: 12 | Cost: 26Bar | Rarity: Uncommon |
AP | Damage | Defense | Speed | Range |
1 | 8 | 8 | -15 | 40 |
2 | 8 | 8 | -15 | 40 |
3 | 9 | 9 | -15 | 40 |
4 | 10 | 10 | -15 | 40 |
5 | 10 | 10 | -15 | 40 |
6 | 11 | 11 | -10 | 50 |
7 | 12 | 12 | -10 | 50 |
8 | 12 | 12 | -10 | 50 |
9 | 13 | 13 | -10 | 50 |
10 | 14 | 14 | -10 | 50 |
11 | 14 | 14 | -10 | 60 |
12 | 15 | 15 | -10 | 60 |
13 | 16 | 16 | -10 | 60 |
14 | 16 | 16 | -10 | 60 |
15 | 17 | 17 | -10 | 60 |
16 | 18 | 18 | -5 | 70 |
17 | 18 | 18 | -5 | 70 |
18 | 19 | 19 | -5 | 70 |
19 | 20 | 20 | -5 | 70 |
20 | 20 | 20 | -5 | 70 |
21 | 21 | 21 | -5 | 80 |
22 | 22 | 22 | -5 | 80 |
23 | 22 | 22 | -5 | 80 |
24 | 23 | 23 | -5 | 80 |
25 | 24 | 24 | -5 | 80 |
26 | 24 | 24 | Base | 90 |
27 | 25 | 25 | Base | 90 |
28 | 26 | 26 | Base | 90 |
29 | 26 | 26 | Base | 90 |
30 | 27 | 27 | Base | 90 |
Weapon Profile - Tactical Auto-Cannon (Tier 4)
Weapon Profile - Tactical Auto-Cannon (Tier 4)
Tactical Auto-Cannon | ||||
---|---|---|---|---|
Magazine: 10Shots | Reload: +5Shots | Weight: 14 | Cost: 40Bar | Rarity: Rare |
AP | Damage | Defense | Speed | Range |
1 | 14 | 14 | -15 | 50 |
2 | 15 | 15 | -15 | 50 |
3 | 16 | 16 | -15 | 50 |
4 | 16 | 16 | -15 | 50 |
5 | 17 | 17 | -15 | 50 |
6 | 18 | 18 | -15 | 60 |
7 | 18 | 18 | -15 | 60 |
8 | 19 | 19 | -15 | 60 |
9 | 20 | 20 | -15 | 60 |
10 | 20 | 20 | -15 | 60 |
11 | 21 | 21 | -10 | 70 |
12 | 22 | 22 | -10 | 70 |
13 | 22 | 22 | -10 | 70 |
14 | 23 | 23 | -10 | 70 |
15 | 24 | 24 | -10 | 70 |
16 | 24 | 24 | -10 | 80 |
17 | 25 | 25 | -10 | 80 |
18 | 26 | 26 | -10 | 80 |
19 | 26 | 26 | -10 | 80 |
20 | 27 | 27 | -5 | 80 |
21 | 28 | 28 | -5 | 90 |
22 | 28 | 28 | -5 | 90 |
23 | 29 | 29 | -5 | 90 |
24 | 30 | 30 | -5 | 90 |
25 | 30 | 30 | -5 | 90 |
26 | 31 | 31 | -5 | 100 |
27 | 32 | 32 | -5 | 100 |
28 | 32 | 32 | -5 | 100 |
29 | 33 | 33 | -5 | 100 |
30 | 34 | 34 | -5 | 100 |
Machine Guns
Weapon Profile - Rusty SAW (Squad Assault Weapon) (Tier 1)
Weapon Profile - Rusty SAW (Squad Assault Weapon) (Tier 1)
Rusty SAW (Squad Assault Weapon) | ||||
---|---|---|---|---|
Magazine: 12Shots | Reload: +3Shots | Weight: 14 | Cost: 2Bar | Rarity: Ubiquitous |
AP | Damage | Defense | Move | Range |
1 | 1 | 1 | -15 | 30 |
2 | 2 | 2 | -15 | 30 |
3 | 3 | 2 | -15 | 30 |
4 | 4 | 3 | -15 | 30 |
5 | 4 | 4 | -15 | 30 |
6 | 5 | 4 | -15 | 35 |
7 | 6 | 5 | -15 | 35 |
8 | 7 | 6 | -15 | 35 |
9 | 8 | 6 | -15 | 35 |
10 | 8 | 7 | -15 | 35 |
11 | 9 | 8 | -15 | 40 |
12 | 10 | 8 | -15 | 40 |
13 | 11 | 9 | -15 | 40 |
14 | 12 | 10 | -15 | 40 |
15 | 12 | 10 | -15 | 40 |
16 | 13 | 11 | -10 | 45 |
17 | 14 | 12 | -10 | 45 |
18 | 15 | 12 | -10 | 45 |
19 | 16 | 13 | -10 | 45 |
20 | 16 | 14 | -10 | 45 |
21 | 17 | 14 | -10 | 50 |
22 | 18 | 15 | -10 | 50 |
23 | 19 | 16 | -10 | 50 |
24 | 20 | 16 | -10 | 50 |
25 | 20 | 17 | -10 | 50 |
26 | 21 | 18 | -10 | 55 |
27 | 22 | 18 | -10 | 55 |
28 | 23 | 19 | -10 | 55 |
29 | 24 | 20 | -10 | 55 |
30 | 24 | 20 | -10 | 55 |
Weapon Profile - LMG (Light Machine Gun) (Tier 2)
Weapon Profile - LMG (Light Machine Gun) (Tier 2)
LMG (Light Machine Gun) | ||||
---|---|---|---|---|
Magazine: 15Shots | Reload: +3Shots | Weight: 16 | Cost: 12Bar | Rarity: Common |
AP | Damage | Defense | Move | Range |
1 | 5 | 4 | -15 | 30 |
2 | 6 | 5 | -15 | 30 |
3 | 7 | 6 | -15 | 30 |
4 | 8 | 6 | -15 | 30 |
5 | 8 | 7 | -15 | 30 |
6 | 9 | 8 | -15 | 35 |
7 | 10 | 8 | -15 | 35 |
8 | 11 | 9 | -15 | 35 |
9 | 12 | 10 | -15 | 35 |
10 | 12 | 10 | -15 | 35 |
11 | 13 | 11 | -15 | 40 |
12 | 14 | 12 | -15 | 40 |
13 | 15 | 12 | -15 | 40 |
14 | 16 | 13 | -15 | 40 |
15 | 16 | 14 | -15 | 40 |
16 | 17 | 14 | -10 | 45 |
17 | 18 | 15 | -10 | 45 |
18 | 19 | 16 | -10 | 45 |
19 | 20 | 16 | -10 | 45 |
20 | 20 | 17 | -10 | 45 |
21 | 21 | 18 | -10 | 50 |
22 | 22 | 18 | -10 | 50 |
23 | 23 | 19 | -10 | 50 |
24 | 24 | 20 | -10 | 50 |
25 | 24 | 20 | -10 | 50 |
26 | 25 | 21 | -10 | 55 |
27 | 26 | 22 | -10 | 55 |
28 | 27 | 22 | -10 | 55 |
29 | 28 | 23 | -10 | 55 |
30 | 28 | 24 | -10 | 55 |
Weapon Profile - HMG (Heavy Machine Gun) (Tier 3)
Weapon Profile - HMG (Heavy Machine Gun) (Tier 3)
Magazine: 15Shots | Reload: +3Shots | Weight: 18 | Cost: 26Bar | Rarity: Uncommon |
AP | Damage | Defense | Move | Range |
1 | 9 | 8 | -20 | 35 |
2 | 10 | 8 | -20 | 35 |
3 | 11 | 9 | -20 | 35 |
4 | 12 | 10 | -20 | 35 |
5 | 12 | 10 | -20 | 35 |
6 | 13 | 11 | -20 | 40 |
7 | 14 | 12 | -20 | 40 |
8 | 15 | 12 | -20 | 40 |
9 | 16 | 13 | -20 | 40 |
10 | 16 | 14 | -20 | 40 |
11 | 17 | 14 | -15 | 45 |
12 | 18 | 15 | -15 | 45 |
13 | 19 | 16 | -15 | 45 |
14 | 20 | 16 | -15 | 45 |
15 | 20 | 17 | -15 | 45 |
16 | 21 | 18 | -15 | 50 |
17 | 22 | 18 | -15 | 50 |
18 | 23 | 19 | -15 | 50 |
19 | 24 | 20 | -15 | 50 |
20 | 24 | 20 | -15 | 50 |
21 | 25 | 21 | -10 | 55 |
22 | 26 | 22 | -10 | 55 |
23 | 27 | 22 | -10 | 55 |
24 | 28 | 23 | -10 | 55 |
25 | 28 | 24 | -10 | 55 |
26 | 29 | 24 | -10 | 60 |
27 | 30 | 25 | -10 | 60 |
28 | 31 | 26 | -10 | 60 |
29 | 32 | 26 | -10 | 60 |
30 | 32 | 27 | -10 | 60 |
Weapon Profile - Tactical Vulcan (Tier 4)
Weapon Profile - Tactical Vulcan (Tier 4)
Tactical Vulcan | ||||
---|---|---|---|---|
Magazine: 18Shots | Reload: +3Shots | Weight: 18 | Cost: 40Bar | Rarity: Rare |
AP | Damage | Defense | Move | Range |
1 | 5 | 4 | -15 | 30 |
2 | 6 | 5 | -15 | 30 |
3 | 7 | 6 | -15 | 30 |
4 | 8 | 6 | -15 | 30 |
5 | 8 | 7 | -15 | 30 |
6 | 9 | 8 | -15 | 35 |
7 | 10 | 8 | -15 | 35 |
8 | 11 | 9 | -15 | 35 |
9 | 12 | 10 | -15 | 35 |
10 | 12 | 10 | -15 | 35 |
11 | 13 | 11 | -15 | 40 |
12 | 14 | 12 | -15 | 40 |
13 | 15 | 12 | -15 | 40 |
14 | 16 | 13 | -15 | 40 |
15 | 16 | 14 | -15 | 40 |
16 | 17 | 14 | -10 | 45 |
17 | 18 | 15 | -10 | 45 |
18 | 19 | 16 | -10 | 45 |
19 | 20 | 16 | -10 | 45 |
20 | 20 | 17 | -10 | 45 |
21 | 21 | 18 | -10 | 50 |
22 | 22 | 18 | -10 | 50 |
23 | 23 | 19 | -10 | 50 |
24 | 24 | 20 | -10 | 50 |
25 | 24 | 20 | -10 | 50 |
26 | 25 | 21 | -10 | 55 |
27 | 26 | 22 | -10 | 55 |
28 | 27 | 22 | -10 | 55 |
29 | 28 | 23 | -10 | 55 |
30 | 28 | 24 | -10 | 55 |
SMGs (Sub-Machine Guns)
Weapon Profile - Rusty SMG (Tier 1)
Weapon Profile - Rusty SMG (Tier 1)
Rusty SMG | ||||
---|---|---|---|---|
Magazine: 6Shots | Reload: +3Shots | Weight: 6 | Cost: 2Bar | Rarity: Ubiquitous |
AP | Damage | Defense | Move | Range |
1 | 1 | 1 | -15 | 20 |
2 | 2 | 2 | -15 | 20 |
3 | 3 | 2 | -15 | 20 |
4 | 4 | 3 | -15 | 20 |
5 | 4 | 4 | -15 | 20 |
6 | 5 | 4 | -10 | 25 |
7 | 6 | 5 | -10 | 25 |
8 | 7 | 6 | -10 | 25 |
9 | 8 | 6 | -10 | 25 |
10 | 8 | 7 | -10 | 25 |
11 | 9 | 8 | -5 | 30 |
12 | 10 | 8 | -5 | 30 |
13 | 11 | 9 | -5 | 30 |
14 | 12 | 10 | -5 | 30 |
15 | 12 | 10 | -5 | 30 |
16 | 13 | 11 | -5 | 30 |
17 | 14 | 12 | -5 | 30 |
18 | 15 | 12 | -5 | 30 |
19 | 16 | 3 | -5 | 30 |
20 | 16 | 14 | -5 | 30 |
21 | 17 | 14 | Base | 35 |
22 | 18 | 15 | Base | 35 |
23 | 19 | 16 | Base | 35 |
24 | 20 | 16 | Base | 35 |
25 | 20 | 17 | Base | 35 |
26 | 21 | 18 | Base | 40 |
27 | 22 | 18 | Base | 40 |
28 | 23 | 19 | Base | 40 |
29 | 24 | 20 | Base | 40 |
30 | 24 | 20 | Base | 40 |
Weapon Profile - Light Combat SMG (Tier 2)
Weapon Profile - Light Combat SMG (Tier 2)
Light Combat SMG | ||||
---|---|---|---|---|
Magazine: 6Shots | Reload: +3Shots | Weight: 8 | Cost: 12Bar | Rarity: Common |
AP | Damage | Defense | Move | Range |
1 | 5 | 4 | -15 | 25 |
2 | 6 | 5 | -15 | 25 |
3 | 7 | 6 | -15 | 25 |
4 | 8 | 6 | -15 | 25 |
5 | 8 | 7 | -15 | 25 |
6 | 9 | 8 | -10 | 30 |
7 | 10 | 8 | -10 | 30 |
8 | 11 | 9 | -10 | 30 |
9 | 12 | 10 | -10 | 30 |
10 | 12 | 10 | -10 | 30 |
11 | 13 | 11 | -10 | 35 |
12 | 14 | 12 | -10 | 35 |
13 | 15 | 12 | -10 | 35 |
14 | 16 | 3 | -10 | 35 |
15 | 16 | 14 | -10 | 35 |
16 | 17 | 14 | -5 | 35 |
17 | 18 | 15 | -5 | 35 |
18 | 19 | 16 | -5 | 35 |
19 | 20 | 16 | -5 | 35 |
20 | 20 | 17 | -5 | 35 |
21 | 21 | 18 | -5 | 40 |
22 | 22 | 18 | -5 | 40 |
23 | 23 | 19 | -5 | 40 |
24 | 24 | 20 | -5 | 40 |
25 | 24 | 20 | -5 | 40 |
26 | 25 | 21 | Base | 45 |
27 | 26 | 22 | Base | 45 |
28 | 27 | 22 | Base | 45 |
29 | 28 | 23 | Base | 45 |
30 | 28 | 24 | Base | 45 |
Weapon Profile - Heavy Combat SMG (Tier 3)
Weapon Profile - Heavy Combat SMG (Tier 3)
Heavy Combat SMG | ||||
---|---|---|---|---|
Magazine: 6Shots | Reload: +3Shots | Weight: 10 | Cost: 26Bar | Rarity: Uncommon |
AP | Damage | Defense | Move | Range |
1 | 9 | 8 | -15 | 30 |
2 | 10 | 8 | -15 | 30 |
3 | 11 | 9 | -15 | 30 |
4 | 12 | 10 | -15 | 30 |
5 | 12 | 10 | -15 | 30 |
6 | 13 | 11 | -10 | 35 |
7 | 14 | 12 | -10 | 35 |
8 | 15 | 12 | -10 | 35 |
9 | 16 | 3 | -10 | 35 |
10 | 16 | 14 | -10 | 35 |
11 | 17 | 14 | -10 | 35 |
12 | 18 | 15 | -10 | 35 |
13 | 19 | 16 | -10 | 35 |
14 | 20 | 16 | -10 | 35 |
15 | 20 | 17 | -10 | 35 |
16 | 21 | 18 | -5 | 40 |
17 | 22 | 18 | -5 | 40 |
18 | 23 | 19 | -5 | 40 |
19 | 24 | 20 | -5 | 40 |
20 | 24 | 20 | -5 | 40 |
21 | 25 | 21 | -5 | 45 |
22 | 26 | 22 | -5 | 45 |
23 | 27 | 22 | -5 | 45 |
24 | 28 | 23 | -5 | 45 |
25 | 28 | 24 | -5 | 45 |
26 | 29 | 24 | Base | 50 |
27 | 30 | 25 | Base | 50 |
28 | 31 | 26 | Base | 50 |
29 | 32 | 26 | Base | 50 |
30 | 32 | 27 | Base | 50 |
Weapon Profile - Micro Minigun (Tier 4)
Weapon Profile - Micro Minigun (Tier 4)
Micro Minigun | ||||
---|---|---|---|---|
Attacks: | Reload: | Weight: | Cost: | Rarity: |
AP | Damage | Defense | Move | Range |
1 | 13 | 11 | -20 | |
2 | 14 | 12 | -20 | |
3 | 15 | 12 | -20 | |
4 | 16 | 3 | -20 | |
5 | 16 | 14 | -20 | |
6 | 17 | 14 | -15 | |
7 | 18 | 15 | -15 | |
8 | 19 | 16 | -15 | |
9 | 20 | 16 | -15 | |
10 | 20 | 17 | -15 | |
11 | 21 | 18 | -15 | |
12 | 22 | 18 | -15 | |
13 | 23 | 19 | -15 | |
14 | 24 | 20 | -15 | |
15 | 24 | 20 | -15 | |
16 | 25 | 21 | -10 | |
17 | 26 | 22 | -10 | |
18 | 27 | 22 | -10 | |
19 | 28 | 23 | -10 | |
20 | 28 | 24 | -5 | |
21 | 29 | 24 | -5 | |
22 | 30 | 25 | -5 | |
23 | 31 | 26 | -5 | |
24 | 32 | 26 | -5 | |
25 | 32 | 27 | -5 | |
26 | 33 | 28 | -5 | |
27 | 34 | 28 | -5 | |
28 | 35 | 29 | -5 | |
29 | 36 | 30 | -5 | |
30 | 36 | 30 | -5 | |
Special Weapons
Special Weapons
Grenades
Weapon Profile - Scrap Grenade (Tier 1)
Weapon Profile - Scrap Grenade (Tier 1)
Scrap Grenade | ||||
---|---|---|---|---|
Magazine: 1Throw | Reload: None | Weight: 0.5 | Cost: 0.5Bar | Rarity: Ubiquitous |
AP | Damage per Target | Defense | Move | Range |
1 | 25/20/15/10/5 | 1 | -5 | 20 |
2 | 25/20/15/10/5 | 2 | -5 | 20 |
3 | 26/21/16/11/6 | 3 | -5 | 20 |
4 | 26/21/16/11/6 | 4 | -5 | 20 |
5 | 27/22/17/12/7 | 5 | -5 | 20 |
6 | 27/22/17/12/7 | 6 | -5 | 30 |
7 | 28/23/18/13/8 | 7 | -5 | 30 |
8 | 28/23/18/13/8 | 8 | -5 | 30 |
9 | 29/24/19/14/9 | 9 | -5 | 30 |
10 | 29/24/19/14/9 | 10 | -5 | 30 |
11 | 30/25/20/15/10 | 11 | Base | 35 |
12 | 30/25/20/15/10 | 12 | Base | 35 |
13 | 31/26/21/16/11 | 13 | Base | 35 |
14 | 31/26/21/16/11 | 14 | Base | 35 |
15 | 32/27/22/17/12 | 15 | Base | 35 |
16 | 32/27/22/17/12 | 16 | Base | 40 |
17 | 33/28/23/18/13 | 17 | Base | 40 |
18 | 33/28/23/18/13 | 18 | Base | 40 |
19 | 34/29/24/19/14 | 19 | Base | 40 |
20 | 34/29/24/19/14 | 20 | Base | 40 |
21 | 35/30/25/20/15 | 21 | Base | 45 |
22 | 35/30/25/20/15 | 22 | Base | 45 |
23 | 36/31/26/21/16 | 23 | Base | 45 |
24 | 36/31/26/21/16 | 24 | Base | 45 |
25 | 37/32/27/22/17 | 25 | Base | 45 |
26 | 37/32/27/22/17 | 26 | Base | 50 |
27 | 38/33/28/23/18 | 27 | Base | 50 |
28 | 38/33/28/23/18 | 28 | Base | 50 |
29 | 39/34/29/24/19 | 29 | Base | 50 |
30 | 39/34/29/24/19 | 30 | Base | 50 |
Weapon Profile - Light Military Grenade (Tier 2)
Weapon Profile - Light Military Grenade (Tier 2)
Light Military Grenade | ||||
---|---|---|---|---|
Magazine: 1Throw | Reload: None | Weight: 0.5 | Cost: 0.5Bar | Rarity: Common |
AP | Damage per Target | Defense | Move | Range |
1 | 30/25/20/15/10 | 6 | -5 | 20 |
2 | 30/25/20/15/10 | 7 | -5 | 20 |
3 | 31/26/21/16/11 | 8 | -5 | 20 |
4 | 31/26/21/16/11 | 9 | -5 | 20 |
5 | 32/27/22/17/12 | 10 | -5 | 20 |
6 | 32/27/22/17/12 | 11 | -5 | 30 |
7 | 33/28/23/18/13 | 12 | -5 | 30 |
8 | 33/28/23/18/13 | 13 | -5 | 30 |
9 | 34/29/24/19/14 | 14 | -5 | 30 |
10 | 34/29/24/19/14 | 15 | -5 | 30 |
11 | 35/30/25/20/15 | 16 | Base | 35 |
12 | 35/30/25/20/15 | 17 | Base | 35 |
13 | 36/31/26/21/16 | 18 | Base | 35 |
14 | 36/31/26/21/16 | 19 | Base | 35 |
15 | 37/32/27/22/17 | 20 | Base | 35 |
16 | 37/32/27/22/17 | 21 | Base | 40 |
17 | 38/33/28/23/18 | 22 | Base | 40 |
18 | 38/33/28/23/18 | 23 | Base | 40 |
19 | 39/34/29/24/19 | 24 | Base | 40 |
20 | 39/34/29/24/19 | 25 | Base | 40 |
21 | 40/35/30/25/20 | 26 | Base | 45 |
22 | 40/35/30/25/20 | 27 | Base | 45 |
23 | 41/36/31/26/21 | 28 | Base | 45 |
24 | 41/36/31/26/21 | 29 | Base | 45 |
25 | 42/37/32/27/22 | 30 | Base | 45 |
26 | 42/37/32/27/22 | 31 | Base | 50 |
27 | 43/38/33/28/23 | 32 | Base | 50 |
28 | 43/38/33/28/23 | 33 | Base | 50 |
29 | 44/39/34/29/24 | 34 | Base | 50 |
30 | 44/39/34/29/24 | 35 | Base | 50 |
Weapon Profile - Heavy Military Grenade (Tier 3)
Weapon Profile - Heavy Military Grenade (Tier 3)
Heavy Military Grenade | ||||
---|---|---|---|---|
Magazine: 1Throw | Reload: None | Weight: 1 | Cost: 1Bar | Rarity: Uncommon |
AP | Damage per Target | Defense | Move | Range |
1 | 31/26/21/16/11 | 11 | -5 | 20 |
2 | 32/27/22/17/12 | 12 | -5 | 20 |
3 | 32/27/22/17/12 | 13 | -5 | 20 |
4 | 32/27/22/17/12 | 14 | -5 | 20 |
5 | 33/28/23/18/13 | 15 | -5 | 20 |
6 | 33/28/23/18/13 | 16 | -5 | 30 |
7 | 33/28/23/18/13 | 17 | -5 | 30 |
8 | 34/29/24/19/14 | 18 | -5 | 30 |
9 | 34/29/24/19/14 | 19 | -5 | 30 |
10 | 34/29/24/19/14 | 20 | -5 | 30 |
11 | 35/30/25/20/15 | 21 | Base | 35 |
12 | 35/30/25/20/15 | 22 | Base | 35 |
13 | 35/30/25/20/15 | 23 | Base | 35 |
14 | 36/31/26/21/16 | 24 | Base | 35 |
15 | 36/31/26/21/16 | 25 | Base | 35 |
16 | 36/31/26/21/16 | 26 | Base | 40 |
17 | 37/32/27/22/17 | 27 | Base | 40 |
18 | 37/32/27/22/17 | 28 | Base | 40 |
19 | 37/32/27/22/17 | 29 | Base | 40 |
20 | 38/33/28/23/18 | 30 | Base | 40 |
21 | 38/33/28/23/18 | 31 | Base | 45 |
22 | 38/33/28/23/18 | 32 | Base | 45 |
23 | 39/34/29/24/19 | 33 | Base | 45 |
24 | 39/34/29/24/19 | 34 | Base | 45 |
25 | 39/34/29/24/19 | 35 | Base | 45 |
26 | 40/35/30/25/20 | 36 | Base | 50 |
27 | 40/35/30/25/20 | 37 | Base | 50 |
28 | 40/35/30/25/20 | 38 | Base | 50 |
29 | 41/36/31/26/21 | 39 | Base | 50 |
30 | 41/36/31/26/21 | 40 | Base | 50 |
Weapon Profile - H.O.L.Y. (High-explosive, Omni-directional, Lacerating Yield) Grenade (Tier 4)
Weapon Profile - H.O.L.Y. (High-explosive, Omni-directional, Lacerating Yield) Grenade (Tier 4)
H.O.L.Y. | ||||
---|---|---|---|---|
Magazine: 1Throw | Reload: None | Weight: 1.5 | Cost: 1Bar | Rarity: Rare |
AP | Damage per Target | Defense | Move | Range |
1 | 35/30/25/20/15 | 16 | -5 | 20 |
2 | 35/30/25/20/15 | 17 | -5 | 20 |
3 | 36/31/26/21/16 | 18 | -5 | 20 |
4 | 36/31/26/21/16 | 19 | -5 | 20 |
5 | 37/32/27/22/17 | 20 | -5 | 20 |
6 | 37/32/27/22/17 | 21 | -5 | 25 |
7 | 38/33/28/23/18 | 22 | -5 | 25 |
8 | 38/33/28/23/18 | 23 | -5 | 25 |
9 | 39/34/29/24/19 | 24 | -5 | 25 |
10 | 39/34/29/24/19 | 25 | -5 | 25 |
11 | 40/35/30/25/20 | 26 | -5 | 30 |
12 | 40/35/30/25/20 | 27 | -5 | 30 |
13 | 41/36/31/26/21 | 28 | -5 | 30 |
14 | 41/36/31/26/21 | 29 | -5 | 30 |
15 | 42/37/32/27/22 | 30 | -5 | 30 |
16 | 42/37/32/27/22 | 31 | Base | 35 |
17 | 43/38/33/28/23 | 32 | Base | 35 |
18 | 43/38/33/28/23 | 33 | Base | 35 |
19 | 44/39/34/29/24 | 34 | Base | 35 |
20 | 44/39/34/29/24 | 35 | Base | 35 |
21 | 45/40/35/30/25 | 36 | Base | 40 |
22 | 45/40/35/30/25 | 37 | Base | 40 |
23 | 46/41/36/31/26 | 38 | Base | 40 |
24 | 46/41/36/31/26 | 39 | Base | 40 |
25 | 47/42/37/32/27 | 40 | Base | 40 |
26 | 47/42/37/32/27 | 41 | Base | 45 |
27 | 48/43/38/33/28 | 42 | Base | 45 |
28 | 48/43/38/33/28 | 43 | Base | 45 |
29 | 49/44/39/34/29 | 44 | Base | 45 |
30 | 49/44/39/34/29 | 45 | Base | 45 |
Melee
Weapon Profile - Rusty Weapon (Tier 1)
Weapon Profile - Rusty Weapon (Tier 1)
Rusty Shiv | ||||
---|---|---|---|---|
Magazine: None/1Throw | Reload: None | Weight: 1 | Cost: 0.5Bar | Rarity: Ubiqitous |
AP | Damage | Defense | Move | Range |
1 | 1 | 1 | -10 | Melee / 3 |
2 | 2 | 2 | -10 | Melee / 3 |
3 | 3 | 2 | -10 | Melee / 3 |
4 | 4 | 3 | -10 | Melee / 3 |
5 | 5 | 4 | -10 | Melee / 3 |
6 | 6 | 4 | -5 | Melee / 4 |
7 | 7 | 5 | -5 | Melee / 4 |
8 | 8 | 6 | -5 | Melee / 4 |
9 | 9 | 6 | -5 | Melee / 4 |
10 | 10 | 7 | -5 | Melee / 4 |
11 | 11 | 8 | -5 | Melee / 5 |
12 | 12 | 8 | -5 | Melee / 5 |
13 | 13 | 9 | -5 | Melee / 5 |
14 | 14 | 10 | -5 | Melee / 5 |
15 | 15 | 10 | -5 | Melee / 5 |
16 | 16 | 11 | Base | Melee / 6 |
17 | 17 | 12 | Base | Melee / 6 |
18 | 18 | 12 | Base | Melee / 6 |
19 | 19 | 13 | Base | Melee / 6 |
20 | 20 | 14 | Base | Melee / 6 |
21 | 21 | 14 | Base | Melee / 8 |
22 | 22 | 15 | Base | Melee / 8 |
23 | 23 | 16 | Base | Melee / 8 |
24 | 24 | 16 | Base | Melee / 8 |
25 | 25 | 17 | Base | Melee / 8 |
26 | 26 | 18 | Base | Melee / 10 |
27 | 27 | 18 | Base | Melee / 10 |
28 | 28 | 19 | Base | Melee / 10 |
29 | 29 | 20 | Base | Melee / 10 |
30 | 30 | 20 | Base | Melee / 10 |
Weapon Profile - Simple Weapon (Tier 2)
Weapon Profile - Simple Weapon (Tier 2)
Simple Weapon | ||||
---|---|---|---|---|
Magazine: None/1Throw | Reload: None | Weight: 2 | Cost: 2Bar | Rarity: Common |
AP | Damage | Defense | Move | Range |
1 | 6 | 4 | -10 | Melee / 3 |
2 | 7 | 5 | -10 | Melee / 3 |
3 | 8 | 6 | -10 | Melee / 3 |
4 | 9 | 6 | -10 | Melee / 3 |
5 | 10 | 7 | -10 | Melee / 3 |
6 | 11 | 8 | -5 | Melee / 4 |
7 | 12 | 8 | -5 | Melee / 4 |
8 | 13 | 9 | -5 | Melee / 4 |
9 | 14 | 10 | -5 | Melee / 4 |
10 | 15 | 10 | -5 | Melee / 4 |
11 | 16 | 11 | -5 | Melee / 5 |
12 | 17 | 12 | -5 | Melee / 5 |
13 | 18 | 12 | -5 | Melee / 5 |
14 | 19 | 13 | -5 | Melee / 5 |
15 | 20 | 14 | -5 | Melee / 5 |
16 | 21 | 14 | Base | Melee / 6 |
17 | 22 | 15 | Base | Melee / 6 |
18 | 23 | 16 | Base | Melee / 6 |
19 | 24 | 16 | Base | Melee / 6 |
20 | 25 | 17 | Base | Melee / 6 |
21 | 26 | 18 | Base | Melee / 8 |
22 | 27 | 18 | Base | Melee / 8 |
23 | 28 | 19 | Base | Melee / 8 |
24 | 29 | 20 | Base | Melee / 8 |
25 | 30 | 20 | Base | Melee / 8 |
26 | 31 | 21 | Base | Melee / 10 |
27 | 32 | 22 | Base | Melee / 10 |
28 | 33 | 22 | Base | Melee / 10 |
29 | 34 | 23 | Base | Melee / 10 |
30 | 35 | 24 | Base | Melee / 10 |
Weapon Profile - Refined Weapon (Tier 3)
Weapon Profile - Refined Weapon (Tier 3)
Refined Weapon | ||||
---|---|---|---|---|
Magazine: | Reload: | Weight: | Cost: | Rarity: |
AP | Damage | Defense | Move | Range |
1 | 11 | 11 | -10 | Melee / 3 |
2 | 12 | 12 | -10 | Melee / 3 |
3 | 13 | 12 | -10 | Melee / 3 |
4 | 14 | 13 | -10 | Melee / 3 |
5 | 15 | 14 | -10 | Melee / 3 |
6 | 16 | 14 | -5 | Melee / 4 |
7 | 17 | 15 | -5 | Melee / 4 |
8 | 18 | 16 | -5 | Melee / 4 |
9 | 19 | 16 | -5 | Melee / 4 |
10 | 20 | 17 | -5 | Melee / 4 |
11 | 21 | 18 | -5 | Melee / 5 |
12 | 22 | 18 | -5 | Melee / 5 |
13 | 23 | 19 | -5 | Melee / 5 |
14 | 24 | 20 | -5 | Melee / 5 |
15 | 25 | 20 | -5 | Melee / 5 |
16 | 26 | 21 | Base | Melee / 6 |
17 | 27 | 22 | Base | Melee / 6 |
18 | 28 | 22 | Base | Melee / 6 |
19 | 29 | 23 | Base | Melee / 6 |
20 | 30 | 24 | Base | Melee / 6 |
21 | 31 | 24 | Base | Melee / 8 |
22 | 32 | 25 | Base | Melee / 8 |
23 | 33 | 26 | Base | Melee / 8 |
24 | 34 | 26 | Base | Melee / 8 |
25 | 35 | 27 | Base | Melee / 8 |
26 | 36 | 28 | Base | Melee / 10 |
27 | 37 | 28 | Base | Melee / 10 |
28 | 38 | 29 | Base | Melee / 10 |
29 | 39 | 30 | Base | Melee / 10 |
30 | 40 | 30 | Base | Melee / 10 |
Weapon Profile - Advanced Weapon (Tier 4)
Weapon Profile - Advanced Weapon (Tier 4)
Advanced Weapon | ||||
---|---|---|---|---|
Magazine: None/1Throw | Reload: None | Weight: 3 | Cost: 6Bar | Rarity: Rare |
AP | Damage | Defense | Move | Range |
1 | 16 | 14 | -15 | Melee / 3 |
2 | 17 | 15 | -15 | Melee / 3 |
3 | 18 | 16 | -15 | Melee / 3 |
4 | 19 | 16 | -15 | Melee / 3 |
5 | 20 | 17 | -15 | Melee / 3 |
6 | 21 | 18 | -10 | Melee / 4 |
7 | 22 | 18 | -10 | Melee / 4 |
8 | 23 | 19 | -10 | Melee / 4 |
9 | 24 | 20 | -10 | Melee / 4 |
10 | 25 | 20 | -10 | Melee / 4 |
11 | 26 | 21 | -5 | Melee / 5 |
12 | 27 | 22 | -5 | Melee / 5 |
13 | 28 | 22 | -5 | Melee / 5 |
14 | 29 | 23 | -5 | Melee / 5 |
15 | 30 | 24 | -5 | Melee / 5 |
16 | 31 | 24 | Base | Melee / 6 |
17 | 32 | 25 | Base | Melee / 6 |
18 | 33 | 26 | Base | Melee / 6 |
19 | 34 | 26 | Base | Melee / 6 |
20 | 35 | 27 | Base | Melee / 6 |
21 | 36 | 28 | Base | Melee / 8 |
22 | 37 | 28 | Base | Melee / 8 |
23 | 38 | 29 | Base | Melee / 8 |
24 | 39 | 30 | Base | Melee / 8 |
25 | 40 | 30 | Base | Melee / 8 |
26 | 41 | 31 | Base | Melee / 10 |
27 | 42 | 32 | Base | Melee / 10 |
28 | 43 | 32 | Base | Melee / 10 |
29 | 44 | 33 | Base | Melee / 10 |
30 | 45 | 34 | Base | Melee / 10 |
Unarmed
Weapon Profile - Kick-Boxing (Tier 1)
Weapon Profile - Kick-Boxing (Tier 1)
Kick-Boxing | ||||
---|---|---|---|---|
Magazine: None | Reload: None | Weight: None | Cost: 0.5Bar | Rarity: Ubiquitous |
AP | Damage | Defense | Move | Range |
1 | 1 | 1 | Base | Melee |
2 | 2 | 2 | Base | Melee |
3 | 2 | 3 | Base | Melee |
4 | 3 | 4 | Base | Melee |
5 | 4 | 5 | Base | Melee |
6 | 4 | 6 | Base | Melee |
7 | 5 | 7 | Base | Melee |
8 | 6 | 8 | Base | Melee |
9 | 6 | 9 | Base | Melee |
10 | 7 | 10 | Base | Melee |
11 | 8 | 11 | Base | Melee |
12 | 8 | 12 | Base | Melee |
13 | 9 | 13 | Base | Melee |
14 | 10 | 14 | Base | Melee |
15 | 10 | 15 | Base | Melee |
16 | 11 | 16 | Base | Melee |
17 | 12 | 17 | Base | Melee |
18 | 12 | 18 | Base | Melee |
19 | 13 | 19 | Base | Melee |
20 | 14 | 20 | Base | Melee |
21 | 14 | 21 | +5 | Melee |
22 | 15 | 22 | +5 | Melee |
23 | 16 | 23 | +5 | Melee |
24 | 16 | 24 | +5 | Melee |
25 | 17 | 25 | +5 | Melee |
26 | 18 | 26 | +5 | Melee |
27 | 18 | 27 | +5 | Melee |
28 | 19 | 28 | +5 | Melee |
29 | 20 | 29 | +5 | Melee |
30 | 20 | 30 | +5 | Melee |
Weapon Profile - Silat (Tier 2)
Weapon Profile - Silat (Tier 2)
Silat | ||||
---|---|---|---|---|
Magazine: None | Reload: None | Weight: None | Cost: 2Bar | Rarity: Common |
AP | Damage | Defense | Move | Range |
1 | 4 | 6 | Base | Melee |
2 | 5 | 7 | Base | Melee |
3 | 6 | 8 | Base | Melee |
4 | 6 | 9 | Base | Melee |
5 | 7 | 10 | Base | Melee |
6 | 8 | 11 | Base | Melee |
7 | 8 | 12 | Base | Melee |
8 | 9 | 13 | Base | Melee |
9 | 10 | 14 | Base | Melee |
10 | 10 | 15 | Base | Melee |
11 | 11 | 16 | Base | Melee |
12 | 12 | 17 | Base | Melee |
13 | 12 | 18 | Base | Melee |
14 | 13 | 19 | Base | Melee |
15 | 14 | 20 | Base | Melee |
16 | 14 | 21 | +5 | Melee |
17 | 15 | 22 | +5 | Melee |
18 | 16 | 23 | +5 | Melee |
19 | 16 | 24 | +5 | Melee |
20 | 17 | 25 | +5 | Melee |
21 | 18 | 26 | +5 | Melee |
22 | 18 | 27 | +5 | Melee |
23 | 19 | 28 | +5 | Melee |
24 | 20 | 29 | +5 | Melee |
25 | 20 | 30 | +5 | Melee |
26 | 21 | 31 | +5 | Melee |
27 | 22 | 32 | +5 | Melee |
28 | 22 | 33 | +5 | Melee |
29 | 23 | 34 | +5 | Melee |
30 | 24 | 35 | +5 | Melee |
Weapon Profile - LINE (Tier 3)
Weapon Profile - LINE (Tier 3)
LINE | ||||
---|---|---|---|---|
Magazine: None | Reload: None | Weight: None | Cost: 6Bar | Rarity: Uncommon |
AP | Damage | Defense | Move | Range |
1 | 8 | 11 | Base | Melee |
2 | 8 | 12 | Base | Melee |
3 | 9 | 13 | Base | Melee |
4 | 10 | 14 | Base | Melee |
5 | 10 | 15 | Base | Melee |
6 | 11 | 16 | Base | Melee |
7 | 12 | 17 | Base | Melee |
8 | 12 | 18 | Base | Melee |
9 | 13 | 19 | Base | Melee |
10 | 14 | 20 | Base | Melee |
11 | 14 | 21 | +5 | Melee |
12 | 15 | 22 | +5 | Melee |
13 | 16 | 23 | +5 | Melee |
14 | 16 | 24 | +5 | Melee |
15 | 17 | 25 | +5 | Melee |
16 | 18 | 26 | +5 | Melee |
17 | 18 | 27 | +5 | Melee |
18 | 19 | 28 | +5 | Melee |
19 | 20 | 29 | +5 | Melee |
20 | 20 | 30 | +5 | Melee |
21 | 21 | 31 | +5 | Melee |
22 | 22 | 32 | +5 | Melee |
23 | 22 | 33 | +5 | Melee |
24 | 23 | 34 | +5 | Melee |
25 | 24 | 35 | +5 | Melee |
26 | 24 | 36 | +5 | Melee |
27 | 25 | 37 | +5 | Melee |
28 | 26 | 38 | +5 | Melee |
29 | 26 | 39 | +5 | Melee |
30 | 27 | 40 | +5 | Melee |
Weapon Profile - Krav Maga (Tier 4)
Weapon Profile - Krav Maga (Tier 4)
Krav Maga | ||||
---|---|---|---|---|
Magazine: None | Reload: None | Weight: None | Cost: 12Bar | Rarity: Rare |
AP | Damage | Defense | Move | Range |
1 | 11 | 16 | Base | Melee |
2 | 12 | 17 | Base | Melee |
3 | 12 | 18 | Base | Melee |
4 | 13 | 19 | Base | Melee |
5 | 14 | 20 | Base | Melee |
6 | 14 | 21 | Base | Melee |
7 | 15 | 22 | Base | Melee |
8 | 16 | 23 | Base | Melee |
9 | 16 | 24 | Base | Melee |
10 | 17 | 25 | Base | Melee |
11 | 18 | 26 | +5 | Melee |
12 | 18 | 27 | +5 | Melee |
13 | 19 | 28 | +5 | Melee |
14 | 20 | 29 | +5 | Melee |
15 | 20 | 30 | +5 | Melee |
16 | 21 | 31 | +5 | Melee |
17 | 22 | 32 | +5 | Melee |
18 | 22 | 33 | +5 | Melee |
19 | 23 | 34 | +5 | Melee |
20 | 24 | 35 | +5 | Melee |
21 | 24 | 36 | +5 | Melee |
22 | 25 | 37 | +5 | Melee |
23 | 26 | 38 | +5 | Melee |
24 | 26 | 39 | +5 | Melee |
25 | 27 | 40 | +5 | Melee |
26 | 28 | 41 | +5 | Melee |
27 | 28 | 42 | +5 | Melee |
28 | 29 | 43 | +5 | Melee |
29 | 30 | 44 | +5 | Melee |
30 | 30 | 45 | +5 | Melee |
Combat Actions
While in combat, most actions that you need can be found on the Combat Profile for the weapon they are using. See the Combat Profiles List section. Most Skills are generally not very useful during combat, but a few of them are well suited to the task. Below are descriptions for a few Skills commonly used in the midst of a fight. Further down is the full list of the Combat Profile actions used by all weapons.
- Stealth
- This Skill can be used to flank enemies or escape combat, but the Character must remain out of sight of the enemy for one full round before Stealth is possible.
- Endurance
- This Skill boosts movement characteristics for better mobility. It can also be used to resist Physical or Mental Conditions, including Disarm, Knockdown, Panic, Stun, Black Out, Death Coma and Corruption attacks.
- Awareness
- This Skill is used at the beginning of every combat to determine acting order and the Initiative AP bonus. Can be used to detect enemies, particularly those attempting Stealth, in addition to forming strategy before combat begins. Anyone adhering to the plan gains bonues to their actions, but this cannot be performed during combat.
The Basics
The Basics
- ACTIONS
- Characters normally make 2 actions per turn, using their combat profile.
- These actions can be used in any combination and most can be used multiple times. See details of each action below.
- Actions include:
- Attack
- Defend
- Move
- Reload
- Draw / Holster
- Dive!
Attack Actions
Attack Actions
- ATTACK
- The Attack action is used to damage enemies or other targets.
- After taking your combat test, find the row in your weapon's combat profile that matches your AP score. If you scored 10AP, find the row marked, “10AP”. Now look at the Damage column; this cell tells you how much damage your Attacks will do for the round. For example, if the cell reads, “15”, then your Attacks will deal 15 damage each.
- USAGE
- The Attack action can be used multiple times each turn, with two options, listed below.
- Combat tests are only rolled once per turn. You don't need to roll another combat test when making multiple Attacks, just apply the same damage for each Attack you make.
- SINGLE TARGET
- When making more than 1 Attack, you can Attack the same target multiple times to increase the damage that target takes. For example, if you Attacks deal 15 damage, then hitting the same target twice would deal (15+15) = 30 damage total.
- MULTIPLE TARGETS
- When making more than 1 Attack, you can Attack multiple targets, by assigning at least 1 Attack per target. For example, there are 2 targets and you have 2 Attack actions. If you want to hit them both, you can assign 1 Attack to each of them. If your Attacks deal 15 damage, then the targets take 15 damage each. If a third target appeared, you wouldn't be able to hit all 3 with only 2 Attacks.
- Some weapons, such as Grenades and Launchers CAN damage multiple targets with a single Attack, but lose damage for each target they hit, as shown in their profile. Other weapons can use Augs to gain a large number of Attacks, which makes them more effective against large numbers of targets, though they still can't hit more targets than they have Attacks. Remember that spreading your damage too thin wears the enemy down very slowly and you might get killed in the mean time. When your life is on the line, concentrate your fire and secure the kills.
Defense Actions
Defense Actions
- DEFENSE
- The Defense action is used to negate a fixed amount of incoming damage, by taking cover, getting low to the ground or any other available means.
- After taking your combat test, find the row in your weapon's combat profile that matches your AP score. If you scored 10AP, find the row marked, “10AP”. Now look at the Defense column; This cell tells you how much incoming damage your Defense actions will negate for the round. For example, if the cell reads, “10”, then your Defense actions will negate the next 10 damage you receive.
- USAGE
- The Defense action can be taken multiple times to negate more incoming damage. For example, if your Defense value is 10 after making your combat test, then taking Defense once would negate the next 10 damage you receive, while taking it twice would negate the next (10×2) = 20 damage instead.
- Defense lasts until it has either negated all the damage it can, or until your next turn, whichever comes first.
- VULNERABILITIES
- Certain weapons and abilities can ignore your Defense, representing the idea that taking cover can't protect you from every possible danger. The most common ones are:
- Attacks at Point Blank Range (Attacks from less than 2m away). See the Special Attacks section below.
- Melee or Unarmed Attacks
- Attacks with Grenades
- CHEATING DEATH
- If you suddenly find yourself in extreme danger, such as your Defense being ignored by Grenades or Point Blank Range attacks, and you can't defend yourself because it isn't your turn yet, the Dive(!) action can save your life. See the Dive(!) action below. Remember: dont die, just Dive!
The Move Action
The Move Action
- MOVE
- The Move action is used to move yourself from place to place.
- After taking your combat test, find the row in your weapon's combat profile that matches your AP score. If you scored 10AP, find the row marked, “10AP”. Now look at the Move column. This cell gives you your movement range modifier for the round.
- BASE MOVE
- You may notice that Move is always either, “base” or a modifier. Your “Base” Move is the maximum distance you can naturally cover in 1 round, depending on your AGI Trait. Each rank in AGI increases your Base movement range by +5m per round. For example, if you have AGI 4, then your base move is (4x5m) = 20m per round.
- WEAPONS
- Weapons usually reduce your base move; the reduction depending on how large or heavy the weapon is and how well you score on your combat test.
- After taking your combat test and finding your score on the combat profile, if your Move column has a modifier such as, “-10m”, then this means your base move range is reduced by -10m for that round. If your Base movement range is 20m, then a -10m modifier would only allow you to move (20m-10m) = 10m that round.
- UNARMED
- Unlike other methods of fighting, Unarmed combat uses your body itself as a weapon. As a result of the intense physical training this requires, Unarmed is the only fighting method which can increase your move instead of reducing it or leaving it at base value.
- Also unlike any other armament, holstering (or dropping) your other weapons will allow you to use the Unarmed combat profile at any time, which means you are always just a Holster action away from reaching your base move or better.
- USAGE
- Unlike other actions, Move cannot be taken multiple times per round. This is because it already offers your best possible move range using only one action.
- ENDURANCE
- Movement can be pushed further than normal using the Endurance Skill, if you have it unlocked.
- To do this, tell the director you're going to use Endurance to boost your movement, then make a standard Endurance Skill test, rolling your dice and adding the Trait bonus. Your AP score for the test is your extra movement in meters. For example, if you scored 5AP on your Endurance test, you can move an additional 5m this turn. Remember that you need to have the Endurance Skill unlocked before you can use it actively.
Reload Actions
Reload Actions
- RELOAD
- The reload action is used to replenish the Attacks in your weapon's magazine.
- Reloading is a fixed action for all weapons and can't be improved by higher AP scores. Look near the top of your weapon profile, just beneath the headings. You will find two important cells there, one named, “Magazine” and the one next to it, “Reload”.
- THE MAGAZINE
- Your weapon's Magazine is the maximum number of Attacks it can make without interruption. Once it has made that many Attacks, it's out of ammunition and can't make any further Attacks until you Reload it. A weapon can't hold more Attacks than its Magazine allows under any circumstances.
- RELOADING
- Your weapon's Reload is the number of Attacks added to the Magazine with 1 Reload action. For example, if a weapon has reload 4, then 1 Reload action will add 4 more Attacks to the Magazine. Reload can be used before the Magazine is not empty in order to “top it up”. If done right, most weapons can be prevented from ever running out of Attacks.
- USAGE
- Reload can be used multiple times per turn to add a larger number of Attacks to the Magazine. For example, if a weapon has Reload 4, then taking Reload once would add 4 Attacks to the Magazine, while taking it twice would add (4×2) = 8 Attacks to the Magazine. If a Reload action would add more Attacks than the Magazine can hold, it will be completely filled but no more.
Dive!
Dive!
- DIVE!
- The Dive(!) action often represents your last hope of survival, instantly allowing you a small amount of movement and protection.
- Dive(!) is always available, even outside combat and regardless of what weapon or other equipment you have available, even if you have none at all.
- USAGE
- The Dive(!) action can be used instantly at any time, even when it isn't your turn, but it always consumes 1 of your actions for the round. During your turn, this functions like any other action, but if you need to use it when it isn't your turn, Dive(!) “borrows” 1 action from your next turn instead, reducing your number of actions for that round. Outside combat, it can normally be used once per scene, though the Director may choose to allow it more or less frequently at their discretion.
- EFFECT
- When using Dive(!), compare your ranks in STR and AGI to find the higher rank between them. you can instantly Dive(!) that number of meters and gain twice that number in bonus armor.
- For example, if you have STR 2 and AGI 3, then your AGI is higher at rank 3. This gives you (3×1) = 3m of movement and (3×2) = +6 armor.
- If you have STR 5 and AGI 3, STR is higher at rank 5, so you can move (5×1) = 5m and gain (5×2) = +10 armor.
- In combat, the benefit lasts until your next turn. Outside combat, the bonus ends as soon as you stand up.
- SPECIAL PROPERTIES
- Unlike the Defense action, which can be ignored by certain weapons and abilities, such as Grenades or Point Blank Range Attacks, the bonus armor from Dive(!) is never ignored by anything, ever. Really.
Draw / Holster / Switch
Draw / Holster / Switch
- DRAW / HOLSTER / SWITCH
- The Draw, Holster and Switch actions are used to arm yourself, disarm yourself or switch weapons.
- Drawing a weapon of your choice requires 1 action during combat.
- Holstering your current weapon requires 1 action during combat.
- Switching weapons requires 1 action during combat.
- UNARMED
- Remember that any time you don't have a weapon drawn, you automatically make your combat test using the Unarmed combat profile. This is useful for moving more quickly, using cover more effectively and interacting with your environment, but prevents you from using other weapons right away if you suddenly need to.
Special Attack Types
Point Blank Range
Point Blank Range
- POINT BLANK
- All Attack actions made at a range of 2m or less from the target gain +5AP. When Attacking multiple targets, each target is considered separately.
- Point Blank Range only benefits Attack actions. Other actions, such as Defense, Move, or Reload gain no benefit.
- Normal Attacks while Unarmed or with Melee weapons always gain this benefit.
- Thrown Melee weapons have the range of the Attack considered as normal. If throwing 2m or less, the Point Blank Range bonus is applied.
- Non-Melee weapons being used to strike targets at Melee range, or being thrown less than 2m also gain this benefit. These weapons still test using their normal Skill, but deal half their normal damage (Apply the +5AP Point Blank Range bonus first, then half the damage amount, rounding all fractions up).
- Improvised weapons (such as rocks, tools, furniture etc.) also gain this bonus when used to strike targets at Melee range or being thrown less than 2m.
- These count as Melee weapons; testing on the Special Weapon Skill and using the Melee weapon combat profile, but deal half the normal damage (Apply the +5AP Point Blank Range bonus first, then half the damage amount, rounding all fractions up).
Wounding Attacks
Wounding Attacks
- WOUNDING ATTACKS
- Characters have the option of applying various conditions to their target with their Attacks, gaining a useful effect, but dealing less damage.
- Start by rolling your combat test as normal.
- After rolling the combat test, tell the Director you want to make a Wounding Attack, what Condition you want to cause and what target you want to hit.
- Each Condition has a different effect and you suffer a penalty to your Attack based on how powerful it is. See the table below.
- After applying the penalty to your Attack, make an opposed Attack-Vs-Endurance test with your target. (They roll their Endurance and hope to have a higher AP score than you had for your Wounding Attack - remember to apply the penalty to your Attack before the opposed test)
- If your Wounding Attack AP is higher than their Endurance test AP, your Wounding Attack is successful, applying the intended effect and dealing whatever damage was left after the Wounding Attack penalty. The opposed test between you and your target has no effect on your damage.
- If the target's Endurance test AP is higher than your Wounding Attack AP, they successfully resist your attempt to wound them, though they still suffer whatever damage your Attack causes after the Wounding Attack penalty. The opposed test between you and your target has no effect on your damage.
Wounding Attacks | ||
---|---|---|
Condition | Effect | Attack Penalty |
Stagger | Target must spend 1 Action to recover | -5AP |
Down | Target must spend 2 Actions to recover | -10AP |
Shatter Arm | Target suffers -10AP when using the Shattered arm | -10AP |
Shatter Leg | Target suffers -10 Move per Shattered Leg | -10AP |
Shatter Body | Target suffers double damage from the attack | -10AP |
Shatter Head | Target suffers -5AP to all tests (Stacks up to -10AP) | -10AP |
General Combat Rules
Several aspects of play change during combat. Here we will cover the general rules for combat which differentiate it from normal play. These can offer many possibilities along with a few restrictions that help keep the game entertaining and fair. The complete list is below:
Starting Combat
Starting Combat
- TURN-BASED COMBAT
- In Horizon: out of the ashes, combat is handled by taking turns. This means that everyone in a combat gets a chance to roll their tests and carry out their actions in (relative) peace; one Character at a time.
- THE AWARENESS TEST
- Turn order is decided by comparing scores on an Awareness Skill test, sorted from highest score going first, down to lowest score going last.
- As combat begins, each participant makes the Awareness test for turn order. If you have the Awareness Skill unlocked, roll your dice and add your Trait bonus as normal. If you don't have the Skill, you can't roll any dice, so just use your rank in the Acuity Trait as your final score.
- For example, if don't have the Awareness Skill and your ACU is 3, then your score for the test is also 3.
- Once you have your Awareness score, tell the Director. They will compare everyone's results and use them to create the turn order.
- SURPRISE!
- If you can catch an enemy off-guard, there is an extra bonus, giving you and your allies an advantage at the start of combat. See the Surprise(!) rule below.
Surprise!
Surprise!
- SURPRISE!
- If, for any reason, your target is unaware of your presence at the moment you begin combat, you gain an extra bonus for the first round. This is called the Surprise bonus.
- ADVANTAGES OF SURPRISE
- When starting combat by surprise, check your rank in the Acuity Trait, then gain that many bonus AP. For example, if you have ACU 5, you would gain +5AP. This bonus gives 2 advantages.
- 1) After taking the Awareness test for turn order as normal, add your Surprise bonus to the results. This gives you significantly better odds of acting first in combat.
- 2) When rolling your first combat test of the fight, add your Surprise bonus to the results. This gives your actions a nice edge for the first round of combat.
- GROUP BENEFITS
- When you begin combat by surprise, all your allies get the bonus too, as long as they are taking part in the same combat. Remember though, this also applies to your enemies, so don't walk into an ambush.
- HOW TO GAIN THE ELEMENT OF SURPRISE
- There are several ways to start combat by surprise.
- Stealth. Sneak within range, then attack without warning.
- Extreme range. Using a long-range weapon, attack from so far away your target literally can't see it coming. Awareness tests to anticipate such an attack should normally have extreme penalties, if they are allowed at all. Remember to make your first shot count and have a follow-up plan in place. Your enemies may not be the brightest, but they aren't going to stand around long after someone's head explodes next to them.
- Crowded locations. Most people don't expect to be violently attacked while going about their daily business. Unless your target has reason to suspect an attack, it's possible to get a surprise bonus simply by blending in, then striking suddenly. Please remember this particular method of surprise is highly situational and may not always go your way. talk with your Director in advance and see if you can work something out.
Stealth, Extended Actions and Escaping Combat (Disengaged Rules)
Stealth, Extended Actions and Escaping Combat (Disengaged Rules)
- BEING DISENGAGED
- Being Disengaged is a special state used during combat to represent that you are out of contact with the enemy.
- Some actions require you to be Disengaged before you can use them during combat.
- To become Disengaged is simple, just break line of sight with all your enemies.
- Once no enemies can see you with their natural vision, you are Disengaged. Remember, if you can see an enemy with your natural vision, this means they can also see you, so you aren't Disengaged.
- DETECTION
- Enemy detection systems, sensory devices and sensory Augs don't prevent you from being Disengaged, but it's difficult to know when you might be on someone's radar, so always be ready for an enemy attack.
- STEALTH
- You need to be Disengaged before you can use Stealth in combat. Once nobody can see you, just make your Stealth test as normal.
- If an enemy gains sight of you with their natural vision after you use Stealth, just roll a contested Awareness-Vs-Stealth test as normal. If you win the contest, they are none the wiser; while if you lose the contest, the target sees or hears you and can alert their allies - remember that people can shout at any time, even when it isn't their turn, so don't get caught!
- EXTENDED ACTIONS
- You need to be Disengaged before using Extended Actions in combat.
- During combat, the Director can choose to disallow any or all Extended Actions at their discretion. Perhaps the fight is just to chaotic to concentrate, or perhaps cheesing your way through a strategy meeting in the middle of being ambushed is getting on your Director's nerves.
- Normally, you can make 1 roll per turn on any Extended Action you want to use, but if you do, you can't make any other actions and can only move a maximum of you AGI rank in meters.
- If an enemy gains sight of you with their natural vision while you are using an Extended Action, such as Bio Lore to heal someone, Tech Lore to hack something, etc., then your progress is paused until you can break line of sight and become Disengaged again. You can do this in several ways, such as moving, killing the enemy, knocking them out or by putting something in the way so they can't see you any more. Hiding behind your teammates is a valid strategy.
- ESCAPING COMBAT
- If you find yourself terrifyingly outmatched, it is possible to escape combat.
- This involves 2 steps.
- 1) Disengage by breaking line of sight with all enemies.
- 2) Hide really really well, or run like your life depends on it. Remember that holstering your weapon allows you to use the Unarmed profile for movement, which doesn't slow you down like other weapons.
- You have escaped combat when your enemies fail to locate you for 3 consecutive rounds.
- Once combat has ended, re-engaging the enemy begins a new combat, including a new turn order and potentially a Surprise bonus if you're clever.
Going Unarmed
Going Unarmed
- Whenever a Character is not carrying any weapons, or they have all their weapons holstered, they use the Unarmed weapon profile.
- This means that having your weapons holstered offers improved movement and defense compared with most weapons, but leaves you less well defended.
- Consider this option if you need to escape an ambush or want to make a fast, stealthy approach.
Improvised Weapons
Improvised Weapons
- Many common objects can be employed as weapons when the need arises, such as tools, furniture or even just rocks.
- Picking up an object normally requires 1 action during combat, although this can be instant if not in combat or if the Director determines the object is especially easy to grab. Keep your eyes open and maintain the element of surprise.
- Improvised weapons are considered Melee weapons. When making combat tests, use the Special Weapons Skill and the Melee combat profile but reduce any damage caused by half. Fractions are rounded up.
- The Melee weapon tier your improvised weapon uses is at the Director's discretion, but it is exceedingly unlikely that any improvised weapon will be better than Tier 2.
- Since they bear passing similarity to Melee weapons, Improvised weapons may use any Melee Augs you have, the Director's Discretion.
Pick Up / Carry / Drop / Throw
Pick Up / Carry / Drop / Throw
- PICKING UP
- Picking up any object normally requires 1 action during combat and can only be done during your turn.
- LIGHT OBJECTS
- The Director may determine that something is either light enough or easy enough to grab that picking it up requires no action, but this is entirely at their discretion.
- HEAVY OBJECTS
- The Director may also determine that something is heavy or bulky enough to require an Endurance test to drag, lift, carry or throw it. The difficulty of this test is at the Director's discretion, but as a guideline, see the table below.
- HELPERS
- At the Director's discretion, additional people may help with the attempt. Each helper reduces the difficulty by -5AP, but everyone taking part needs to pass the Endurance Skill test after its difficulty has been reduced.
- For example, if an armored safe requires a 20AP Endurance Skill test to move, a helper would reduce the difficulty by -5AP; from 20AP down to 15AP, but both parties would then need to pass the 15AP test. If another helper joined the effort, the difficulty would drop another -5AP, from 15AP down to 10AP, but all three people would now need to pass the 10AP test. The maximum number of helpers for any given object is at the Director's discretion.
- THROWING
- When throwing an object, the distance it travels is the highest STR rank among the people carrying it in meters. See the table below for guideline Endurance test requirements.
- DROPPING
- Dropping any object can be performed instantly. The object needs to be picked up again with 1 action if you want to recover it.
- REACH
- Needless to say, you can't pick up or move anything from further away than you can reasonably reach; usually about 1m.
- GRAPPLE LINE DEVICE
- If you have a Grapple Line, the same Endurance test can be used to pull or lift objects on the end of the cable, at the Director's discretion.
Using Endurance to Move, Carry and Throw | |||
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Example Objects | Endurance to Move | Endurance to Carry | Endurance to Throw |
Chair / Bicycle / Bedside Table / Television | None | None | 10AP |
Human Body / Medium Table (6 places) / Chest of Drawers / Small Bookshelf | None | 5AP | 15AP |
Large Table (10 places) / Vanity / Large Bookshelf | 5AP | 10AP | 20AP |
Home Refrigerator / Large Chest of Drawers | 5AP | 15AP | 25AP |
Large Commercial Refrigerator / Micro Home Safe | 10AP | 20AP | 30AP |
Quad Bike / Medium Home Safe | 15AP | 25AP | 40AP |
Car / Large Home Safe / Small Armored Safe / Shipping Container | 20AP | 40AP | 50AP |
Cargo Truck / Armored Medium Safe | 40AP | 70AP | 100AP |
Bank Vault / Small Gunship | 100AP | 180AP | 300AP |
Communication
Communication
- During combat, events can happen very quickly. As such, there is limited time to talk.
- While in combat, you can speak up to 20 words per round. This can be done at any time, even when it isn't your turn.
- This also includes making any other vocalizations for whatever reason.
- If it takes you more than 5s to say, it's up to the Director if you can express your full message.
Awareness
Awareness
- Using the Awareness Skill allows you to scan your surroundings for danger or anything else you may be searching for. This Skill represents the difference between seeing vs noticing and represents all your natural senses, though it can be enhanced by less-than-natural means.
- Using Awareness in combat does not cost an action and can be done at any time, even when it isn't your turn.
- Normally, Awareness cannot be used more than once per scene, though the Director may allow it as often as they like if they feel it may be important.