These are 1.03 statistics, and are not current.
They are only for reference to compare older versions of the game.
Here are the latest numbers from the 1.04 release.



These are the total "hit points" of Kharaa and humans, in the amount of damage that each can take before they die, with the percentages in parentheses being the amount of increase above the non-upgraded version..  Some, such as marines in regular armor, Gorges, Lerks, and Fades, (for some of their carapace evolutions) die before their armor is depleted.  Those wasted armor points are not included in these numbers.  For the marines, dropping one medpack on them to do the full fifty points of healing will allow them to live long enough to make full use of their armor, raising their total damage capacity by about fifty percent.  Having a Gorge use healing spray would have a similar effect on the Kharaa.



Basic Alien
Carapace 1
Carapace 2
Carapace 3
Skulk
90
124.6 (44%)
160 (78%)
172.9 (92%)
Gorge
142.9
185.2 (30%)
250 (75%)
357.1 (150%)
Lerk
85.7
111.1 (30%)
150 (75%)
214.3 (150%)
Fade
285.7
370.4 (30%)
500 (75%)
714.3 (150%)
Onos
714.3
925.9 (30%)
1,100 (54%)
1, 185.7 (66%)


Standard
Upgrade 1
Upgrade 2
Upgrade 3
Basic Armor
142.9
166.7 (17%)
200 (40%)
250 (75%)
Heavy Armor
500
560 (12%)
620 (24%)
680 (36%)



This table lists the number of shots it takes to kill any given species of Kharaa with any given TSA weapon, including each weapon after the upgrades have been researched for it.  The numbers in parentheses represent the number of shots needed to kill that Kharaa if it has level 3 carapace.  The shotgun damage assumes that five pellets have hit the target, and grenade damage assumes a direct hit instead of splash damage.  Researching weapon upgrades has no effect on grenade damage.  Note that grenades do only 90 damage on a direct hit, not the 200 listed in the manual.  (Pistol damage is currently bugged, doing 25 rather than the proper 26 damage at upgrade level 3.  As such, the numbers are off, as I haven't updated them until they're straightened out.)



LMG
1
2
3
Pistol
1
2
3
HMG
1
2
3
Shot
1
2
3
Gren
Skulk
9(19)
9(16)
8(15)
7(14)
5(9)
5(8)
4(8)
4(7)
6(10)
5(10)
5(9)
4(8)
2(3)
2(3)
1(2)
1(2)
1(3)
Gorge
15(39)
15(33)
13(31)
12(29)
8(18)
7(17)
6(15)
6(14)
9(20)
8(19)
7(17)
7(16)
2(5)
2(5)
2(4)
2(4)
2(4)
Lerk
9(30)
9(20)
8(20)
7(20)
5(12)
4(10)
4(10)
4(9)
5(12)
5(12)
4(10)
4(10)
2(3)
1(3)
1(3)
1(3)
1(3)
Fade
29(77)
29(66)
25(62)
23(58)
15(36)
13(33)
12(30)
11(28)
17(40)
16(38)
14(34)
13(32)
4(9)
4(9)
3(8)
3(7)
4(8)
Onos
72(127)
72(111)
63(106)
56(102)
36(60)
33(54)
30(50)
28(46)
42(67)
39(62)
34(56)
32(52)
9(15)
9(14)
8(13)
7(12)
8(14)

So this is the real benefit gained from weapon upgrades, defined by shots to kill:


LMG 1 2 3
Pistol 1
2
3
HMG 1
2
3
Shot 1
2
3
Skulk
0%(18.8%)
12.5%(26.7%)
28.5%(35.7%)



20%(0%)
20%(11.1%)
50%(25%)
0%(0%)
100%(50%)
100%(50%)
Gorge
0%(18.2%)
15.4%(25.8%)
25%(35.5%)



12.5%(5.3%)
28.6%(17.6%)
28.6%(25%)
0%(0%)
0%(25%)
0%(25%)
Lerk
0%(50%)
12.5%(50%)
28.5%(50%)



0%(0%)
25%(20%)
25%(20%)
100%(0%)
100%(0%)
100%(0%)
Fade
0%(16.7%)
16%(24.2%)
26.1%(32.8%)



6.3%(5.3%)
21.4%(17.6%)
30.8%(25%)
0%(0%)
33.3%(12.5%)
33.3%(28.6%)
Onos
0%(14.4%)
14.3%(19.8%)
28.6%(24.5%)



7.7%(8.1%)
23.5%(19.6%)
31.3%(28.8%)
0%(7.1%)
12.5%(15.4%)
28.6%(25%)

The LMG gains its largest jump against carapaced Kharaa with the first upgrade, because the health damage rises from 2 to 3.  The HMG, on the other hand, doesn't rise from 5 to 6 until the second upgrade, and the shotgun does so much damage per hit that the weaker Kharaa die in the same number of hits more often than not.  Health damage being rounded down to the nearest whole is what causes these plateaus, giving the astounding result of one weapon upgrade being completely worthless for the LMG against an un-carapaced alien.  Something for commanders to bear in mind for the first few minutes of a game.


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 (16)
10
12(20%)
13(30%)
17(70%)
33
37(12.1%)
41(24.2%)
45(36.4%)
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 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.  I am assuming the same holds true for the Kharaa, but have not yet tested it.

1