Information contained herin is from materials Copyright 1997-2000 Dynamix, compiled by Alexander Newton (BoP.FireFalcon) 2000. Version 1.03 Welcome to the official tactical weapons, and armor guide for the Birds of Prey! This document is devided into sections in the following order: Shields, Armor, Ballistic weapons, Energy weapons, Beam weapons, Missiles, and a Damage Table for true weapon damage vs. all armor types. The Information contained herein should be put to good tactical use especially with the aid of Crow's Scanning script. ----------------------------------------------------------------------- Shields// Shielding is the first line of defence for hercs, but unlike armor, shields are shields, they have no specific resistances or weaknesses. The information in the pilot guide is the best data on the shielding. Technical note on shielding: (this is a possible explaination of how they would really work, note that I am not a physicist or even a scientis, and that this is a theory based on my current knowledge so it may be less than accurate, also these type of shields would require an atmosphere to work) Shields are more than likely a highly charged electro-magnetic field between multiple points on the herc's body, the area around the herc would be highly charged but just below the necessary voltage to arc (make a spark jump between charged nodes) this causes the atoms between the nodes to be highly excited, the added energy of an incoming projectile/beam would excite the atoms of the gas near the herc to a point where an electron could escape its orbit and the area of impact would become a plasma for a short time acting as a mirror to lasers, a sponge to plasma, and just melt physical projectiles, thus protecting the herc. ----------------------------------------------------------------------- ARMOR// The armors featured in StarSeige have several variable qualities These being Shrug Factors versus weapon dammage types: Concussion, Thermal, and Electric. Shrug factor is the ammount of dammage in points that a particualar armor "shrugs off" if you're an RPG fan think of the Soak roll. Dammage type effectiveness, in the table this is given as a multiplier value, in the discriptive text it is given in a percentage. Basically the effectiveness is how resistant a given armor is to a type of dammage. Finally radar cross section modifier. This is a measure of how much more or less a given armor makes you visable to radar. First are text descriptions of the armors followed by a comparison chart. Carbon Fiber Laminate (carlam)// Carbon Fiber is by far the weakest armor due to its low density and low Shrug factors. The first 25 points of Kinetic and Electric are negated as well as the first 50 thermal. However kinetic weapons are 65% as effective. Electric inflicts full dammage and Thermal is 145% effective. this is also the only armor to affect the RCS of your vehicle. It makes you half as easy to see. use only if you're that damn good or spying on people. Use Against: unarmed civilians, rabbits, small rocks, Al Unser Jr. Avoid: walls, anything bigger than you, anything with a weapon bigger than a slingshot. Quad Bonded Metaplas (QBM)// Your standard cheap production armor, slightly better than carlam, the first 25 points of kinetic are negated as well as the first 50 of both electric and Thermal. All weapon types do full dammage. Use against: whatever, just dont get hit too much, its only a plastic steel alloy avoid: getting hit Depleted Uranium Carapace (DURAC)// The best feature of DURAC is that it enhances pilot protection from the dreaded Radiation Gun. It also is one of the strongest overall armor, the downside is that is is the heaviest next to QuickSilver. The first 75 points of kinetic dammage are negated, plus the first 50 of both electric and thermal. However kinietic weapons do 80% dammage, thermal and electric do 100%. Also note that this armor absorbs an aditional 35 points from Radguns, and they dammage at 80% of max. Use Aginst: radguns with an angel life support system. most weapons Avoid: BlastCannons, Railguns Ceramic (cerc)// Tile flooring lining your herc. Actually this substance is more like the tiling on the space shuttle, specially designed to radiate thermal energy. Ceramic armor is simaler to its potted cousins in that it is highly suceptable to impact dammage. NO KINETIC DAMMAGE IS NEGATED, 50 points of electric, and 100 points of thermal dammage are negated. kinetic weaponry hits with 110% of its full force, electric hits with 50% and thermal gets 100% of its power. This is an excelent choice versus beam, and plasma/energy weapons since few of them have a kinetic(concussion) component Use against: lasers, elfs, all beam weapons avoid: bc's, hbc's, autocannons of all types, mfacs (well you always want to avoid these) Crystal Aluminum (crystal)// Look at the shiny hercy...OK so like cerc, crystal is a special armor, overall better than ceramic by a ways. 50 points of kinetic dammage are negated, plus 100 of electric and 25 of thermal. Kinetic and Electric weapons hit at 90% and thermal weapons hit at 150%. Use Against:elfs, lasers, pbws, mfac, qgun Avoid: radguns and blinks...always. QuickSilver Nanotech Assembler Infused Armor (quick)// The grandaddy of all armors, ever see Terminator 2? The best thing about quicksilver armor is that it reallocates and repairs itself. slowly but better than never. This tech comes at a price though, its really heavy and only tanks can mount it. As other defences go its rather plain, 50 points of dammage of all three types is negated, but all weapons deal full impact. Use with: tanks ALWAYS Avoid: staying in the line of fire too long, armor only does so much. cs = concussion shrug es = electric shrug ts = thermal shrug ce = concussion effectiveness ee = electrical effectiveness te = thermal effectiveness Comparison chart// name cs es ts ce ee te carlam 25 50 50 1.50 1.00 0.70 QBM 25 50 50 1.00 1.00 1.00 Durac 75 50 50 1.20 1.00 1.00 Cerc 0 50 100 0.90 2.00 1.00 Crystal 50 100 25 1.10 0.70 1.10 Quick 50 50 50 1.00 1.00 1.00 ---------------------------------------------------------------------- WEAPONS// There are a few oddities in weapons note that the Nano infuser, Railgun, and Electro-Mag Autocannon are energy weapons, also the Nanite Cannon is a Beam weapon, this is due to certain probibitive constraints of ballistic weapons, namely gravity. Weapon Legend Da = Damage inflicted by the projectile S% = Percent of weapon damage dealt to shields (ex. EMP does 125 pts damage times 5 to shields) A% = Percent of weapon damage dealt to armor (ex EMP does 125 pts of damage times .5 to armor) PTS = Percent of weapon damage that automatically bypasses the shields to hit the armor. PTA = Percent of weapon damage that automatically bypasses the armor to hit the internal components BR = Blast radius in meters of the projectile C% = Percent of damage which is Concussion based (ex. Kinetic weapons such as the autocannon are 100% concussion) E% = Percent of damage which is Electrical based (ex. the ELF is 100% electric) T% = Percent of damage which is Thermal based (ex. lasers are 100% thermal) S% = Percent of damage which is Special based (ex. the Nano weapons are 100% special) Ve = Velocity of the projectile in meters per second Ji = Jitter, how far the shot can hit from its aim point in meters (beam weapons only) Missiles have additional fields which will be explained in that section. BALLISTICS// Autocannon (ATC)// High rate of fire and huge ammo supply is this weapon's great strength, not effective against shielding, low overall damage, recommend supporting with other weapons, elfs or emps. good against ceramic armor. Heavy Autocannon (HTC)// The Autocannon's big brother, less range and ammo more damage, nuff said Blast Cannon (BC)// The big gun. 10 meter blast radius, hurts shields like throwing stones hurts oaks(of course if you throw enough stones at one time..), partly made up for by the blast radius. good weapon killer. Heavy Blast Cannon (HBC)// The big gun got bigger. more damage less range and ammo, better explosion, ballistic trajectory good for killing turrets etc. on the other side of hills, out of the direct line of fire. excelent weapon killer. BALLISTIC WEAPONS// name Ve Da PTS% PTA% S% A% BR C% E% T% S% ATC 500 150 0 0 50 100 0 100 0 0 0 HTC 350 225 0 0 50 100 0 100 0 0 0 BC 350 300 0 0 30 100 10 60 20 20 0 HBC 300 400 0 0 30 100 10 60 20 20 0 ENERGY WEAPONS// Electro Magnetic Pulse Cannon (EMP)// The ultimate shield killer. dont overload on this one though, armor is its worst fear Blaster (BLAS)// Alien medium plasma weapon. 1200m range, 400 pts of damage 80 always go to the armor. good rate of fire. medium mount size, excelent overall weapon. Heavy Blaster (HBLAS)// Improve on the original, serious firepower, 535 pts of damage 107 always hit the armor, 1000 meter range, ok rate of fire. better than excelent weapon. Blink Gun (BLINK)// AKA the internal eater. no damage to the shields, it goes around them, full armor damage 36 points to the internals always. Magneto-Fusion Assault Cannon (MFAC)// The bigest baddass gun on the block, 1000 points of damage, 1000 meter range, slow recharge because needs to have a drawback. It will always get the best and worst damage rating, due to the composition of the fusion ball. so the average damage is more like 900 points. Nano-Infuser (NANO)// Cybrid nannite "eater" gun. shields kill the weapon flat. small blast radius. limited ammo. Disrupter (DIS)// this is your worst nightmare. you cant move and some little idiot is ramming your feet, the disrupter is the weapon which fires a bolt of energy which eventually freezes vehicles in place. only available to the "disrupter" vehicle Railgun (RAIL)// Electromagneticly propelled hypervelocity slug gun. fast as a particle beam,better fire rate, ammuniton based. Electro-Magnetic Autocannon (EMC)// Electromagneticly propelled small bore high rate of fire cannon. less ammo than standard autocannon but better damage. ENERGY\PLASMA WEAPONS// name Ve Da PTS% PTA% S% A% BR C% E% T% S% EMP 700 125 0 0 500 50 1 0 100 0 0 BLAS 500 400 20 0 100 90 .25 0 100 0 0 HBLAS 425 535 20 0 100 90 .25 0 100 0 0 BLINK 700 180 100 20 0 100 0 0 100 0 0 MFAC 300 1000 0 0 100 100 .5 40 40 20 0 NANO 370 350 0 35 10 100 1 0 0 0 100 DIS 600 250 20 0 200 100 0 0 50 0 50 RAIL 1000 375 0 0 80 100 .5 90 10 0 0 EMC 400 175 0 0 75 100 0 100 0 0 0 BEAM WEAPONS// Laser (LAS)// Acronym for Light Amplification by Stimulated Emition of Radiation, an extremely intense focused beam of light is projected at the target causing structural failure by thermal agitition, ie it melts stuff, the beam may also be pulsed to achieve an effect simaler to a heat based autocannon (not in the game but in real life) utilising the kinietic energy of the photons as well as the thermal. moderate range, not highly effective versus many armor types. Heavy Laser (HLAS)// A laser with a higher power output. Compression Laser (CLAS)// A highly focused beam, with 3 pulses, average weapon, not bad if you cant mount anything else. Twin Laser// Cybrid side-by-side laser configuration, not much to speak of Electron Flux Whip (ELF)// Lightning on a chain. Excelent damage, low range, high energy drain, the least accurate weapon in the game. Saving grace = 175 pts of damage go through to the armor every hit, if you hit that is. Particle Beam Weapon PBW// Electromagneticly accelerated particle emitter, kind of a variation on the laser, save that it discharges a stream of either electrons or protons, due to the fact that neutrons have no charge they cant be accelerated as readily. Plasma (PLAS)// one of 2 seeking energy weapons, moderate damage 40 points pass through shielding automatically, can be dodged by estute fast vehicle pilots, to do so run at it. :) Quantum Gun (GQUN)// Advanced subatomic fusion gun simaler to the MFAC, good weapon, 120 points of damage go to the armor every hit. Nanite Cannon (NCAN)// Alien nanite "eater" beam gun, still gets knocked flat by shields. Radiation Gun (RAD)// One of the most feared and devious cybrid creations. This gun can kill the pilot of a vehicle. It also does internal damage automatically. 100 points always hits the armor and 35 of that always hits the internals, evil eh? Angel life support protects the pilot from death and damage. Electro-hull (EHUL)// Ramming damage enhancer found only on the disrupter. deadly when combined with the disrupter cannon Smart Gun (SGUN)// The other tracking energy weapon. fast fire rate, normal damage distribution. BEAM WEAPONS// name Ve Da PTS% PTA% S% A% BR C% E% T% S% J LAS 2000 175 0 0 100 65 0 0 0 100 0 0 HLAS 2000 300 0 0 100 65 0 0 0 100 0 0 CLAS 2000 125 0 0 100 75 0 0 0 100 0 0 TLAS 2000 150 0 0 100 65 0 0 0 100 0 0 ELF 200 700 25 0 100 100 2 0 100 0 0 .2 PBW 100 600 0 0 100 90 0 0 50 50 0 0 PLAS 250 400 10 0 100 100 2 0 60 40 0 0 QGUN 400 800 15 0 100 100 .5 0 100 0 0 0 NCAN 370 500 0 30 8 100 .5 0 0 0 100 .05 RAD 400 200 50 35 100 100 0 0 0 25 75 0 EHUL 0 250 0 0 100 100 0 .5 .5 0 0 0 SGUN 200 200 0 0 100 100 0 85 15 0 0 .08 ---------------------------------------------------------------------- MISSILES// guided seeking projectiles. Remember ecm jams all but 2 missiles the pit viper and the shrike. tips: Fast vehicles have no chance versus aphids with the fast speed, long range, and high secondary turn rate. Close in fights call for sparrows, minions, or aphids, or possibly swarms, due to the low minimum range. Note that the AML missile either does not exist or is not herc mountable. Minions, Shrikes, and aphids have the largest blast radius of 8 meters. Optimal range for a shrike is 50 to 200 meters, during that space the turn rate is almost as high as an aphid at full throtle. few notes: The aml is a non emplemented Cruse missile, ill see if i can enable it for moded games, just for fun. accel is acceleration in m/s^2 thats meters per second squared. velocities are in m/s launch is at launch, term is at maximum speed Minimum is minimum range in meters Note: a radian is a measure of arc equal to 57.295... degrees. there are 2pi radians in a circle. turn rate1 is the rate of turn (i believe in radians per second) at launch EndTR1 is the number of seconds till the first turn rate is effective tr2 it the turnrate at full speed (again i think in radians per second) MISSILES// Name Launch vel Term vel Accel Range Minimum Damage VIP, 25 , 300 , 50 , 800 , 50 , 400 , SPR, 25 , 400 , 50 , 1000 , 20 , 450 , SWRM, 50 , 450 , 50 , 800 , 35 , 550 , MIN, 50 , 400 , 50 , 1200 , 25 , 450 , SHRK, 50 , 500 , 50 , 750 , 40 , 550 , AML, 25 , 500 , 50 , 5000 , 100 , 750 , APHID, 35 , 400 , 50 , 3000 , 25 , 450 , BlastRadius Concussion% Elec% Therm% Special% VIP 6 , 0.75 , 0.00 , 0.25 , 0.00 , SPR 6 , 0.75 , 0.00 , 0.25 , 0.00 , SWRM 6 , 0.75 , 0.00 , 0.25 , 0.00 , MIN 8 , 0.75 , 0.00 , 0.25 , 0.00 , SHRK 8 , 0.75 , 0.00 , 0.25 , 0.00 , AML 12 , 0.75 , 0.00 , 0.25 , 0.00 , APHID 8 , 0.75 , 0.00 , 0.25 , 0.00 , PTS PTA EvS EvA VIP 0.00 , 0.00 , 0.40 , 1.00 , SPR 0.00 , 0.00 , 0.30 , 1.00 , SWRM 0.00 , 0.00 , 0.40 , 1.00 , MIN 0.00 , 0.00 , 0.50 , 1.00 , SHRK 0.00 , 0.00 , 0.30 , 1.00 , AML 0.50 , 0.00 , 0.85 , 1.00 , APHID 0.00 , 0.00 , 0.10 , 1.00 , Seek Type (tr)TurnRate1 EndTR1 TR2 VIP Heat, 0.90 , 0.70 , 0.45 , SPR Radar, 0.95 , 0.70 , 0.45 , SWRM Radar, 0.90 , 0.70 , 0.45 , MIN Radar, 1.00 , 0.70 , 0.45 , SHRK Heat, 2.00 , 0.70 , 0.45 , AML Radar, 0.90 , 1.00 , 0.45 , APHID Radar, 1.00 , 1.00 , 3.00 , Damage Table// The following table reflects the true effects of each weapon versus each armor type as based on the calcualtions for each armor type's resistances, note that the blink gun has had the amount of dammage which passes directly through the armor factored out, but the radgun has not, sorry I just can only stand so many numbers. Also I am still figureing out just how the armor works versus hercs so the numbers may not mean much right now. Weapon name vs carlam vs QBM vs DURAC vs CERC vs Crystal vs QUICK ATC 83 125 63 167 90 100 HATC 133 200 125 250 160 175 BC 152 175 108 205 168 150 HBC 241 275 198 282 172 250 EMP 37 12 12 6 0 12 BLAS 335 310 310 155 236 310 HBLAS 466 431 431 215 346 431 BLINK 119 94 94 47 36 94 MFAC 839 875 770 720 840 850 NANO 350 350 350 350 350 0 DIS 225 200 200 162 147 200 RAIL 220 313 219 375 261 288 EMC 100 150 83 194 113 125 LAS 91 64 64 14 127 64 HLAS 207 145 145 95 242 145 CLAS 330 231 231 181 232 231 TLAS 207 145 145 95 242 145 ELF 675 600 600 325 545 650 PBW 632 500 500 325 575 500 QGUN 775 750 750 375 636 750 NCAN 370 370 370 370 370 0 RAD 150 150 92 150 187 150 EHUL 167 175 117 213 90 150 SGUN 102 145 79 188 109 120