Here are the tables showing the health/armor damage per shot (or per
pellet, in the case of shotguns) of weapons versus carapace levels, as
well as shots to kill any given creature.
Light Machine Gun
Base Damage
|
No Carapace
|
Carapace 1
|
Carapace 2
|
Carapace 3
|
10
|
7/1.5
|
5/1.8
|
4/2
|
2/2.1
|
11
|
7/1.65
|
5/1.98
|
4/2.2
|
3/2.31
|
12
|
8/1.8
|
6/2.16
|
4/2.4
|
3/2.52
|
13
|
9/1.95
|
7/2.34
|
5/2.6
|
3/2.73
|
Base Damage
|
Skulk
|
Lerk
|
Gorge
|
Fade
|
Onos
|
10
|
9/12/14/19
|
9/12/15/30
|
15/20/25/39
|
29/40/50/77
|
72/100/125/184
|
11
|
9/11/14/16
|
9/12/15/20
|
15/20/25/33
|
29/40/50/66
|
72/100/125/156
|
12
|
8/10/13/15
|
8/10/15/20
|
13/17/25/31
|
25/34/50/62
|
63/84/121/146
|
13
|
7/9/11/14
|
7/9/12/20
|
12/15/20/29
|
23/29/40/58
|
56/72/100/138
|
Pistol
Base Damage
|
No Carapace
|
Carapace 1
|
Carapace 2
|
Carapace 3
|
20
|
14/3
|
10/3.6
|
8/4
|
5/4.2
|
22
|
15/3.3
|
11/3.96
|
8/4.4
|
6/4.62
|
24
|
16/3.6
|
12/4.32
|
9/4.8
|
6/5.04
|
26
|
18/3.9
|
14/4.68
|
10/5.2
|
7/5.46
|
Base Damage
|
Skulk
|
Lerk
|
Gorge
|
Fade
|
Onos
|
20
|
5/6/7/9
|
5/6/8/12
|
8/10/13/19
|
15/20/25/37
|
36/50/63/88
|
22
|
5/6/7/9
|
4/6/8/10
|
7/10/13/17
|
14/19/25/33
|
34/46/63/78
|
24
|
4/5/6/8
|
4/5/7/10
|
7/9/12/16
|
13/17/23/31
|
32/42/56/74
|
26
|
4/5/6/7
|
4/5/6/9
|
6/8/10/14
|
12/15/20/28
|
28/36/50/67
|
Heavy Machine Gun
Base Damage
|
No Carapace
|
Carapace 1
|
Carapace 2
|
Carapace 3
|
18
|
12/2.7
|
9/3.24
|
7/3.6
|
5/3.78
|
19.8
|
13/2.97
|
10/3.564
|
7/3.96
|
5/4.16
|
21.6
|
15/3.24
|
11/3.888
|
8/4.32
|
6/4.54
|
23.4
|
16/3.51
|
12/4.212
|
9/4.68
|
6/4.91
|
Base Damage
|
Skulk
|
Lerk
|
Gorge
|
Fade
|
Onos
|
18
|
6/7/8/10
|
5/7/9/12
|
9/12/15/20
|
17/23/29/40
|
42/56/72/95
|
19.8
|
5/6/8/9
|
5/6/9/12
|
8/10/15/19
|
16/20/29/38
|
39/50/72/89
|
21.6
|
5/6/7/9
|
4/6/8/10
|
7/10/13/17
|
14/19/25/34
|
34/46/63/79
|
23.4
|
4/5/7/8
|
4/5/7/10
|
7/9/12/16
|
13/17/23/32
|
32/42/56/75
|
Shotgun (per pellet)
Base Damage
|
No Carapace
|
Carapace 1
|
Carapace 2
|
Carapace 3
|
16
|
11/2.4
|
8/2.88
|
6/3.2
|
4/3.36
|
17.6
|
12/2.64
|
9/3.168
|
7/3.52
|
4/3.696
|
19.2
|
13/2.88
|
10/3.456
|
7/3.84
|
5/4.032
|
20.8
|
14/3.12
|
11/3.744
|
8/4.16
|
5/4.368
|
Base Damage
|
Skulk
|
Lerk
|
Gorge
|
Fade
|
Onos
|
16
|
6/8/9/12
|
6/8/10/15
|
10/13/17/24
|
19/25/34/47
|
46/63/84/110
|
17.6
|
6/7/9/11
|
5/7/9/15
|
9/12/15/22
|
17/23/29/43
|
42/56/72/102
|
19.2
|
5/6/8/10
|
5/6/9/12
|
8/10/15/20
|
16/20/29/38
|
39/50/72/91
|
20.8
|
5/6/7/9
|
5/6/8/12
|
8/10/13/18
|
15/19/25/36
|
36/46/63/86
|
Grenade (on a direct hit)
Base Damage
|
No Carapace
|
Carapace 1
|
Carapace 2
|
Carapace 3
|
90
|
63/13.5
|
48/16.2
|
36/18
|
25/18.9
|
99
|
69/14.85
|
53/17.82
|
39/19.8
|
27/20.79
|
108
|
75/16.2
|
58/19.44
|
43/21.6
|
30/22.68
|
117
|
81/17.55
|
63/21.06
|
46/23.4
|
32/24.57
|
Base Damage
|
Skulk
|
Lerk
|
Gorge
|
Fade
|
Onos
|
90
|
1/2/2/3
|
1/2/2/3
|
2/3/3/4
|
4/5/6/8
|
8/11/14/20
|
99
|
1/2/2/2
|
1/2/2/3
|
2/2/3/4
|
3/4/6/8
|
8/10/13/18
|
108
|
1/2/2/2
|
1/2/2/2
|
2/2/3/4
|
3/4/5/7
|
7/9/12/16
|
117
|
1/1/2/2
|
1/1/2/2
|
2/2/3/4
|
3/4/5/7
|
7/8/11/15
|
Sentry Turret
Base Damage
|
No Carapace
|
Carapace 1
|
Carapace 2
|
Carapace 3
|
23
|
16/3.45
|
12/4.14
|
9/4.6
|
6/4.83
|
25.3
|
17/3.795
|
13/4.554
|
10/5.06
|
7/5.313
|
27.6
|
19/4.14
|
14/4.968
|
11/5.52
|
7/5.796
|
29.9
|
20/4.485
|
16/5.382
|
11/5.98
|
8/6.279
|
Base Damage
|
Skulk
|
Lerk
|
Gorge
|
Fade
|
Onos
|
23
|
4/5/8/8
|
4/5/7/10
|
7/9/12/16
|
13/17/23/32
|
32/42/56/76
|
25.3
|
4/5/6/7
|
4/5/6/9
|
6/8/10/15
|
12/16/20/29
|
30/39/50/68
|
27.6
|
4/5/6/7
|
4/5/6/9
|
6/8/10/14
|
11/15/19/27
|
27/36/46/64
|
29.9
|
4/4/5/6
|
3/4/6/8
|
5/7/10/13
|
10/13/19/25
|
25/32/46/58
|
On the other side of the fence, this is the number of Kharaa attacks
needed to kill a TSA Fronteirsman, depending on whether he's in light or
heavy armor and how many armor upgrades the commander has researched. Note
that Lerk bites and Fade acid rockets do not do the damage listed in the
manual. The percentages are the 'real world' boost in marine longevity
provided by each level of upgrade.
|
Light Marine
|
Upgrade 1
|
Upgrade 2
|
Upgrade 3
|
Heavy Marine
|
Upgrade 1
|
Upgrade 2
|
Upgrade 3
|
Skulk Bite (75)
|
2
|
3(50%)
|
3(50%)
|
4(100%)
|
7
|
8(14.3%)
|
9(28.6%)
|
10(42.9%)
|
Gorge Spit (22)
|
7
|
8(14.3%)
|
10(42.9%)
|
13(85.8%)
|
23
|
26(13%)
|
29(26.1%)
|
32(39.1%)
|
Lerk Bite (75)
|
2
|
3(50%)
|
3(50%)
|
4(100%)
|
7
|
8(14.3%)
|
9(28.6%)
|
10(42.9%)
|
Lerk Spike (18)
|
9
|
10(11.1%)
|
12(33.3%)
|
15(66.6%)
|
29
|
33(13.7%)
|
36(24.1%)
|
40(37.9%)
|
Fade Swipe (80)
|
2
|
3(50%)
|
3(50%)
|
4(100%)
|
7
|
7(0%)
|
8(14.3%)
|
9(28.6%)
|
Acid Rocket (60)
|
3
|
3(0%)
|
4(33.3%)
|
5(66.6%)
|
9
|
10(11.1%)
|
11(22.2%)
|
12(33.3%)
|
Onos Gore (120)
|
2
|
2(0%)
|
2(0%)
|
3(50%)
|
5
|
5(0%)
|
6(20%)
|
6(20%)
|
Research times:
Level 1 Weapon/Armor 1:00
Level 2 Weapon/Armor 2:00
Level 3 Weapon/Armor 3:00
Jetpacks 0:50
Heavy Armor 1:40
Motion Tracking 1:40
Advanced Armory 2:00
Advanced Turret Factory 0:30
Respawn time (time from instant of death to being able to move around
again) for Fronteirsmen is seventeen seconds. Multiple infantry portals
do not reduce this minimum, they simply alleviate any 'congestion' if multiple
marines are waiting to respawn. Respawn for Kharaa is fifteen seconds
as of 1.04. The listed respawn time is ten seconds per infantry portal
and eight seconds per hive, however you linger for a few seconds while dead
before being added to the respawn queue, thus the extra seven seconds involved.
If, for example, three marines died simultaneously and there's only
one Infantry Portal, all three would be dead for seven seconds. The
first would respawn ten seconds later, the second ten after that, and the
third ten after that, for a total thirty-seven seconds to have all three
back in the game. A second Infantry Portal would have the first two
back up in seventeen seconds, and the third at twenty-seven seconds. Three
Skulks coming out of a Hive, by comparison, would take thirty-one seconds.
Movement speed:
These are approximate times (in seconds) to run from one end of the Horseshoe
hallway in ns_eclipse to the other end at the bottom of the ramp. Observe
that marines slow down under the weight of weapons and ammo. An un-celeritied
Skulk is included for comparison value.
LA marine with only a knife - 8.25
LA marine with spawn equip - 8.75
LA marine with full LMG, pistol ammo - 9
LA marine with shottie, 10 shells - 9
LA marine with shottie, 20 shells - 9.25
LA marine with shottie, 30 shells - 9.5
LA marine with shottie, 40 shells - 10
LA marine with shottie, 50 shells - 10.25
LA marine with shottie, 60 shells - 11
LA marine with HMG, 150 rds - 10.25
LA marine with HMG, 300 rds - 11
LA marine with HMG, 450 rds - 12
LA marine with HMG, 550 rds - 12.25
LA marine with GL, 4 grens - 9.5
LA marine with GL, 34 grens - 11.75
HA marine with spawn equip - 9.75
HA marine with full LMG, pistol ammo - 9.75
HA marine with shottie, 10 shells - 10
HA marine with shottie, 60 shells - 11.5
HA marine with HMG, 150 rds - 11.75
HA marine with HMG, 300 rds - 12.25
HA marine with HMG, 450 rds - 13.25
HA marine with HMG, 550 rds - 13.5
HA marine with GL, 4 grens - 11
HA marine with GL, 34 grens - 13.25
Skulk - 5.75