Weapon attributes

Weapons are comprised of qualities that describe the overall capability of the weapon.

  1. Damage against armour/shields per shot (DMG)
  2. Rate of fire (ROF)
  3. Area effect  (AREA) – surrounding units may be damaged as well even if target is not hit. This is effectively a bonus to hit, and/or a scatter effect.
  4. Range (RNG)
  5. Ammo (RND) – how many shots available
  6. Capacity (CAP) – how much power (ie powercell units) required for a full load
  7. Physical size (SIZ) – regards ability to hide, ability to switch between weapons.
    1. Small – pistols
    2. Medium – smg
    3. Large – rifles
  8. Special effectiveness (SFX)
    1. Special against certain robots
  9. Special function (FNC)
    1. Stun/disable

On ROF, capacity, and ammo

The ROF determines how many shots can be made per second by the weapon.

The capacity determines how much energy is needed to make a full load. Because we are dealing with energy and not bullets, the loaded energy doesn’t always correspond with the number of shots the weapon has, because the weapon can discharge a smaller or larger amount of energy per shot, which in the Consumption attribute of the weapon.


On weapon sizes

The Player has 3 ready-weapon slots. These slots represent the weapons that readily available for the Player to equip during combat.

Also, weapons can be carried on the Player’s backpack, but these weapons will incur a ready-time penalty if there is an Alert Level up and if there is either Robot LOS on the Player, or if there are Robots nearby.

Pistols have a 1-slot size. Subguns have a 2-slot size, and Rifles have a 3-slot size. Using these sizes, here are the following possible configurations:

  1. 3x Pistols
  2. 2x Pistols, 1x Subgun
  3. 1x Rifle

Not all ready-weapon slots needs to be filled, of course.


The main difference between the Pistols and Subguns versus Rifles is weapon visibility. With Pistols and Subguns, it’s possible to equip them in the ready-weapon slot and not have Robots openly see the weapon (they will discover the weapon if you allow them to check you).

However, Rifles will be seen once equipped.


Ready-time refers to the time it takes to arm/equip/ready the weapon to the ready-weapon slots. Ready-time is actual number of seconds in game time. Ready-time is lengthened if there is an Alert Level. It is further lengthened if there is LOS on the Player, and if Robots are in spatial proximity.



Pistols are small weapons, but some are quite capable. The main advantage of a small weapon is that the Player can have 2 of them equipped at any given time, and is able to switch between them quickly in combat.

  1. Shokgun – designed for use by robots to subdue humans, it has proven also effective at shocking robots, too. Short-range, low-rate of fire, good concealment even when drawn. Efficient use of energy cells. Effective on smaller robots that may prove to be nuisance. This is a damaging pistol (not stun). Equal effectiveness against armour and energy shields.
  2. Berator – rapid firing pistol with low damage. Good choice to have if accuracy is low, as there is more chance to score a hit on a per round basis.  More effective against armour than energy shields.
  3. The Python – a big-ass pistol, but a pistol nonetheless. Low capacity, low rate of fire, but big in damage and medium-range, the longest range of any pistol. Use this for assault. Effective against armour.
  4. Kungfu-19 – a sturdy all-round close defense pistol: high capacity, reasonable rate of fire and damage. Effective against armour.
  5. Ophidian – more powerful than The Python, and can go toe to toe with weapons with a larger form factor. Meant to be used in brutal close range. As an area effect so that it’s useful when surrounded. Effective against armour and energy shields.


Subguns short rifles, or long pistols. Their key feature is that they generally pack more capabilities than pistols but only one subgun can be equipped at any given time. In combat, they are faster to equip than rifles, but slower than pistols.

  1. Multipulser – area effect. More effective against energy shields.
  2. Perforator – high rate of fire. More effective against armour.
  3. Trencheon – heavy damage. More effective against armour.
  4. Sweeper – area effect. More effective against armour.
  5. Multibeamer – low rate of fire, area effect. More effective against energy shields.
  6. Zipgun – a very short-range weapon that as a rate of fire so high that the full capacity can be discharged in 2 seconds. If player accuracy is good, and most of the rounds hit, this subgun can kill a heavy robot in one go. Great for close-up robot assassination. 🙂 Effective against armour and energy shields



  • Betamax (rifle) – a powerful rifle with excels in range and damage. Low rate of fire. Limited shots per reload
  • Stunbomber (rifle) – a grenade launcher that lobs stun bombs with an area effect.
  • Blackminder (rifle) – a very rare weapon which lobs EMP grenades. These EMP grenades are dangerously effective against robots, and have an area effect. Unfortunately, robots disabled by EMP grenades cannot be salvaged for energy or usable equipment.

Special weapon

  • Plasmax – quest item. A versatile medium-range rifle that has a good rate of fire and packs a heavy punch. Generous shots per reload but consumes a lot of energy.

Constructed weapons

As most weapons are either sold in the black market, or are provided by pre-defined loot bags, some combat-based loot can be used to construct certain weapons. For example, if Player finds a pistol frame, then a certain ‘Thespian Enerengine’ component in a Robot, plus a few other bits and bobs, you could create an Ophidian pistol if you take it to the weapons smith.

Confiscated weapons

If weapons are confiscated, then it goes to a high-security part of Detention. The Player cannot retrieve these except by paying someone in the UG to retrieve for him as it requires a lot of resources to break into Detention’s storehouse.


The wep_dict Dictionary represents an instantiated weapon in the scene.

Limiting the number of weapons in-game

I’m thinking of limiting the number of weapons to 1 per type. This is because it simplifies the association of an equipped weapon by the player, and keeps everything in track. If a weapon is limited to 1, each weapon is considered unique. And thus all weapons can be instantiated at the beginning, and then only associated when necessary.



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