TGMC:Marine Mechanics
This is page for in-depth description of marine-related mechanics.
AP and damage
Each weapon deals damage equal to
Dmg = ammo_dmg * weapon_damage_modifier - tiles_travelled*damage_falloff
Where weapon_damage_modifier
is usually 0, and can be seen in weapon codex. For example, T-64 has -50% dmg modifier. Damage falloff also can be seen there, usually it is 0.5 per tile. Base weapon damage is heavily based on the ammo it uses.
Each weapon has AP, Armor Piercing. It reduces the armor of xeno in percent:
Effective_armor = Xeno_armor*(1-AP/100)*(1-Sunder/100)
Then resulting damage is:
Effective_dmg = Dmg*(1-Effective_armor)
Note that Sunder of a weapon directly decreases xeno armor until it is healed. Sunder of 2 decreases armor by 2%.
So if your damage is 100, with 10 AP, and you shoot a warrior with 50 bullet armor and 20 Sunder, then his effective armor is
Effective_armor = 50*0.9*0.8 = 36
Effective damage = 100 * 0.64 = 64
Health
Each limb has fixed healthpool, and breakpoint. After breakpoint is reached, attacks on limb can break it. After limb HP reaches 0, it can be dismembered with probability P = brute_attack_damage * 2
. After 20 damage is done to a limb, with 5% chance, half of any further damage goes to internal organs as additional damage.
Limb | HP | Breakpoint |
---|---|---|
Head | 100 | 40 |
Torso | 200 | 60 |
Groin | 200 | 60 |
Arm | 125 | 50 |
Hand | 75 | 37 |
Leg | 100 | 50 |
Foot | 75 | 37 |
Orders
Turrets
To make a turret out of any weapon, you need to use Build-A-Sentry kit (ctrl+click), which goes to scope slot of a weapon. Most weapons can be turrets, but NOT every weapon will actually shoot. Launchers or any bolted weapons won't, but will still notify about the enemy. Also, despite the fact that turrets aim through friendlies, it doesn't give them IFF (aim), so best used with IFF weapons. Bought in cargo.