These are the stats listed in unit_stats.yaml
, and available for to be added to subsystems.
Some stats affect individual parts; others affect the unit as a whole.
act_charges
- ChargesHow many times a a weapon can be fired per encounter. Charges are reloaded after returning to base.
act_count
- RoundsThe number of times a given weapon fires when activated.
Developer note: The number of shots this weapon fires during its action.
act_count_defense
- Intercepts per secondHow many times the defense system can activate to protect the unit, per second.
act_duration
- DurationThe duration of firing (or another associated action) for a given part.
Developer note: Duration of the action for this part.
act_duration_vent
- Venting durationThe time this unit is capable of continuously venting heat for.
act_heat
- Heat generationThe amount of heat generated by activation of a given part.
Developer note: The amount of heat generated by this part throughout its action.
barrier
- BarrierRegenerating outer armor. Absorbs damage first, protecting part integrity.
Regenerates over time, when a unit is not under fire. Regeneration consumes Liquid Fix.
barrier_delay
- Barrier delayThe time it takes for the barrier to begin regenerating. Incoming damage resets the countdown.
barrier_regeneration
- Barrier regenerationPercentage of the barrier that can be regenerated per second.
comp2_value
- Value - UncommonNumber of uncommon components that can be extracted if this piece of equipment is dismantled.
comp3_value
- Value - RareNumber of rare components that can be extracted if this piece of equipment is dismantled.
heat_dissipation
- Heat dissipationThe amount of heat a unit can shed per second. The higher this value, the higher rate of fire the unit can sustain.
hp
- IntegrityInner layer of armor built out of traditional composites. Can be quite resilient, but requires repairs if damaged.
mass
- MassAffects weight class, movement speed and dash distance.
overheat_buffer
- Overheat bufferThe amount of heat by which a unit can exceed the overheat threshold. This should ideally be low, allowing swift exit from overheated state as soon as heat generation is ceased.
overheat_limit
- Overheat thresholdThe amount of heat at a unit can store without overheating. Higher values allow a unit to fire longer without having to pause to dissipate heat.
power
- PowerOutput of the reactor core subsystem. Counteracts the mass to determine the movement speed.
res_concussion
- Pilot shieldingThe proportion of concussive damage to pilots reflected by the mech.
res_heat
- Heat shieldingThe proportion of heat applied by hits from incendiary weapons reflected by the mech.
res_stagger
- Stagger resistanceResistance to effects of destabilizing weapons.
scrap_value
- Value - SuppliesNumber of supplies that can be extracted if this piece of equipment is dismantled.
thruster_power
- ThrustOutput of the thruster subsystem. Counteracts mass, determining the dash distance.
wpn_concussion
- ConcussionDamage taken by pilots. Too much concussive damage will knock them out. Useful to ensure that enemy units are intact for salvage.
wpn_damage
- KineticDirect damage to unit integrity and barrier.
wpn_damage_buildup
- Damage buildupHow long it takes for damage to ramp up to full potential.
wpn_damage_from_mass
- Damage per tonAdditional damage per ton of mass of this unit.
wpn_damage_offset
- Damage offsetAdjustment to the damage output across the whole unit.
wpn_damage_radius
- Damage radiusThe reach of splash damage on detonation.
wpn_heat
- HeatIncreases a target’s temperature and can cause overheating. Most effective when a target is performing actions that cause heat.
wpn_impact
- ImpactDamage to structures. Useful for destroying cover.
wpn_impact_radius
- Impact radiusThe reach of damage to structures on detonation.
wpn_penetration_charges
- Penetration chargesAllows projectiles to penetrate cover and units. Depleted when a projectile hits a unit or a structure. Damage is decreased every time a charge is used.
wpn_penetration_damagek
- Penetration penaltyDamage reduction rate for each depleated charge.
wpn_penetration_geomcost
- Structure penetration costThe number of penetration charges expended to pass through a tile of cover.
wpn_penetration_unitcost
- Unit penetration costThe number of penetration charges expended to pass through a unit.
wpn_proj_lifetime
- Projectile lifetimeHow long projectile lasts in flight before falling apart or deactivating.
wpn_proj_ricochet
- Ricochet chanceThe chance of projectile ricocheting on grazing hits.
wpn_range_max
- Range (max)Maximum recommended range.
wpn_range_min
- Range (min)Minimum recommended range.
wpn_scatter_angle
- Scatter (idle)The cone angle projectiles are scattered in. Lower spread allow precise fire over longer distances.
wpn_scatter_angle_moving
- Scatter (moving)The cone angle projectiles are scattered in. Lower spread allow precise fire over longer distances.
wpn_scatter_radius
- Guidance scatterMaximum deviation of guided projectiles.
wpn_speed
- Projectile speedSpeed of a projectile when it exits the weapon.
wpn_stagger
- StaggerTemporarily destabilizes a unit and can leave it vulnerable to collisions or crashing. A weight class is subtracted for each stagger point.
wpn_turnrate_limit
- Turn rate limitRestricts how quickly the unit can turn while firing. The higher this number, the less turning is impeded.
Derived stats are recalculated at the start of combat, and any modifiers that are applied by subsystems will be overwritten. However, they can be modified by statMultipliers
or statOffsets
blocks.
drv_dash_distance
- Dash distanceHow far a unit can jump. Depends on thruster power counteracting mass of the unit - higher power or lower mass can improve this distance.
drv_ehp
- EHPEffective health points (EHP) is a sum of integrity and barrier that takes into account diminishing returns from growing barrier size.
drv_pmr
- Power / mass differentialHow the power output of this unit compares to its mass.
drv_rlp
- Reactor lifting powerThe mass that can be lifted by the reactor.
drv_speed
- SpeedHow quickly the unit can run. Depends on reactor power counteracting mass of the unit - higher power or lower mass can improve this speed.
drv_weight_class
- Weight classDepends on mass, determines collision resistance. Collisions against lower weight classes can be ignored by this unit.