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





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