Weapons
Weapon Name [TOP]
The TA engine's internal unit name.
Weapon ID [TOP]
The TA engine's internal weapon number.
Metal/Shot [TOP]
The amount of metal required to build a Silo based missile.

Table 1: Weapons requiring Metal/Shot.

Weapon Name Metal/Shot Energy/Shot
CRBLMSSL 2000 180000
NUCLEAR_MISSILE 2000 180000
CORTRON_WEAPON 1800 150000
ARMEMP_WEAPON 1000 18000
FMD_ROCKET 200 10000
CORMABM_WEAPON 200 10000
ARMSCAB_WEAPON 200 10000
AMD_ROCKET 200 10000

Energy/Shot [TOP]
The amount of energy required to power large plasma, disintegrator and laser weapons.

Table 2: Additional weapons requiring Energy/Shot.

Weapon Name Energy/Shot
CORBUZZ_WEAPON 2000
ARMVULC_WEAPON 2000
CORE_INTIMIDATOR 2000
CORKROG_HEAD 2000
ARM_TOTAL_ANNIHILATOR 2000
ARM_BERTHACANNON 1500
ARMMANNI_WEAPON 1500
ARMSNIPE_WEAPON 1500
CORE_DOOMSDAY 800
CORE_DISINTEGRATOR 400
ARM_DISINTEGRATOR 400
CORSUMO_WEAPON 100
CORAMPH_WEAPON2 100
CORE_LASERH1 75
ARM_LASERH1 75
CORE_CANLASER 75
CORE_BATSLASER 75
CORFHLT_LASER 75
ARMFHLT_LASER 75
CORVIPE_LASER 25
CORE_LIGHTLASER 10
ARM_LIGHTLASER 10

Range [TOP]
The distance (in px) a weapon can be targeted to, and will fire from.

Table 3: Weapon Ranges > 1000px

Unitrange
CRBLMSSL32000
NUCLEAR_MISSILE32000
CORTRON_WEAPON32000
ARMEMP_WEAPON32000
FMD_ROCKET32000
AMD_ROCKET32000
ARMSCAB_WEAPON27000
CORMABM_WEAPON22000
CORE_INTIMIDATOR5120
ARM_BERTHACANNON4096
CORBUZZ_WEAPON3800
ARMVULC_WEAPON3080
COR_CRUS1300
ARM_CRUS1300
CORMSHIP_ROCKET1300
ARMMSHIP_ROCKET1300
COR_BATS1250
ARM_BATS1250
ARM_TOTAL_ANNIHILATOR1200
CORFIXED_GUN1200
......

Default Damage [TOP]
The nominal damage the weapon dishes out unless the special weapons modifier is called.

Table 4: Default Damage Examples. (1000 < Dam < 30)

UnitDamage
CORE_DISINTEGRATOR30000
ARM_DISINTEGRATOR30000
COMMANDER_BLAST9999
NUCLEAR_MISSILE5500
CRBLMSSL5500
CRAWL_BLAST2500
CORKROG_HEAD2500
ARM_TOTAL_ANNIHILATOR2500
CORE_DOOMSDAY2500
CORE_INTIMIDATOR2400
ATOMIC_BLAST2000
ARM_BERTHACANNON2000
ESTOR_BUILDING1900
CORBUZZ_WEAPON1800
LARGE_BUILDING1800
MEDIUM_BUILDING1400
ARMMANNI_WEAPON1300
ARMSNIPE_WEAPON1230
CRAWL_BLASTSML1200
ARMATL_TORPEDO1000
ATOMIC_BLASTSML1000
ARMVULC_WEAPON1000
CORATL_TORPEDO1000
......
ARMPT_LASER13
ARMWAR_EMG12
VTOL_EMG212
VTOL_EMG11
CORPLAS_WEAPON10
FLAMETHROWER10
COREPT_LASER10
ARMFLEA_WEAPON8
EMG8
ARMAIR2AIRLASER6
CORAIR2AIRLASER5
CORTRON_WEAPON1
ARMEMP_WEAPON1

Special Damage [TOP]
The special weapons modifier is often called. Examples include aircraft orientated missles and Arm EMP and Core Neurton weapons.
Reload Time [TOP]
The time taken between shots fired.
Damage/Second [TOP]
A derived value taken from Default Damage/Reload Time.

Table 5: Sample Damage/Second values (Buildings, Bombs, and Mines Omitted)

UnitDamage/sec
CORE_DISINTEGRATOR25000
ARM_DISINTEGRATOR25000
ARMVULC_WEAPON4000
CORBUZZ_WEAPON3600
CORKROG_HEAD625
ARM_TOTAL_ANNIHILATOR500
ARMMAV_WEAPON400
CORE_DOOMSDAY312.5
CORKROG_FIRE300
ARM_BERTHACANNON286
CORSUMO_WEAPON276
ARMyork_GUN233
CORE_CANLASER232
CORATL_TORPEDO227
ARMATL_TORPEDO222
ARMFLAK_GUN217
ARMMANNI_WEAPON217
ARMAAS_WEAPON3209
CORFLAK_GUN209
CORARCH_WEAPON3209
......

Total dam/s [TOP]
A theoretical derived value taken as the sum of each of the units weapons damage/second values.
Area of Effect [TOP]
The diameter distance (in px) a weapon causes damage within.
Edge Effectivness [TOP]
The damage fall-off over the Area of Effect is controlled by this value. For example, where there is no stated Edge Effectivness value, a default of 0 is used such that there will be a linear drop off in damage from the nominal value at the impact point, down to zero at half the Area of Effect diameter (the radius) away from that point. The Edge Effectivness otherwise ranges as a fraction of the damage between 0 and 1 and will reduce the damage at the Area of Effect radius by this fraction.
Burst [TOP]
How many projectiles are fired per burst. Applies to EMG and Flamethrower weapons.
Burstrate [TOP]
The delay between each burst projectile fired. There will still be a reload time taken after all of the burst projectiles have been fired.
Start Velocity [TOP]
The weapon initially fires at this velocity rather than 0. Appplies to missiles and torpedoes.
Velocity [TOP]
The maximum speed the weapon attains.
Acceleration [TOP]
The rate at which the weapon accelerates toward its Velocity.
Turn Rate [TOP]
How quickly the weapon projectile can turn once fired. Particularly applicable to guided missles
Tolerance [TOP]
How accurately the weapons barrel must align with a target before firing.
Rotation [TOP]
The rate of the turrets rotation toward a target. Expressed in units of heading_speed/360 (rev/s)
Pitch [TOP]
The rate of barrel pitch towards a target. Expressed in units of pitch_speed/360 (rev/s)
No Chase Category [TOP]
The unit will not be engaged in a manueverleashlength pursuit for this type of target.
Nanolathe [TOP]
Construction units are able to reclaim living units. For example, mismanaged Jeffies/Weasels can be reclaimed by lone construction vechicles this way.
Self Destruct As [TOP]
Sometimes a units self-destruction can generate significant damage. Often in excess of its Explode As damage.
Explode As [TOP]
Sometimes a unit explosion can cause generate significant damage.