BattleZone II Strategy Guide

  Scion Weaponry

Weaponry Information


Having found the information provided in the manual far more than lacking, this section was absolutely necessary for me to develop. You will find every weapon available in the game here, along with detailed information on each, even more than is provided by looking at a weapon's information in game. I am someone who is very picky about statistics, so to say "moderate" regarding damage simply would not do.

 

ISDF Weaponry

You will notice that the weapons that follow give you numerical values for Ammo and Damage. While there is no way to get the exact values for these, the following is rather accurate for practical purposes.

Damage was calculated as follows, against an ISDF Tank.

The ISDF Tank has a hull capacity of 3500. In game, however, it displays your damage by %. Because of this it follows that 1% is equal to 35 points of damage. After calculating the amount of damage done by each % lost, the rest is easy. I fired each weapon, at point blank range, at two tanks, checking the damage done to each. After a while I found out that the damage done to each was equal, however I continued to double check to make sure.

While some weapons may have splash damage, that varies, there is no direct way to calculate this. There is also no way, that I found, to take into account armor. The one thing that this will give you is a good perception of how much damage you can expect each weapon to do, as a basis for comparison.

Ammo has a far simpler calculation method. The Tank was used to determine the Ammo capacity of the Combat weapons that can be equipped on Tanks. The Rocket Tank was used for all Rocket Calculations, the Assault Tank was used for Assault Cannons, and the Turrets were used for calculating the ammo capacity for each of the Assault Guns.

To use the ISDF Tank as an example, here is how Ammo was calculated. The ISDF Tank has an ammo capacity of 2200. The standard AT-Stab will give you 200 shots. Therefore if you divide 2200 by 200, you will find that each shots takes up 11 ammo points. Any remainder is rounded up, since you cannot have partial shots.

With these two calculations you should be able to figure out, on paper, how many shots with any given weapon you will have in any given unit.



 

Guns

 
Minigun
Mode: Combat Type: Projectile
Range: 100
Fire Rate: High
Damage: 35
Cost: 10
Ammo: 3
Mode: Assault Type: Projectile
Range: 150
Fire Rate: High
Damage: 35
Ammo: 3


 
Chaingun
Mode: Combat Type: Projectile
Range: 105
Fire Rate: High
Damage: 35
Cost: 20
Ammo: 5
Mode: Assault Type: Projectile
Range: 120
Fire Rate: High
Damage: 35
Ammo: 4


 
Pummel
Mode: Combat Type: Projectile
Range: 100
Fire Rate: Moderate
Damage: 280
Cost: 20
Ammo: 20
Mode: Assault Type: Projectile
Range: 100
Fire Rate: High
Damage: 350
Ammo: 30


 
Laser
Mode: Combat Type: Energy
Range: 120
Fire Rate: Low
Damage: 315
Cost: 20
Ammo: 20
Mode: Assault Type: Energy
Range: 100
Fire Rate: Moderate
Damage: 70
Ammo: 6


 
Cannons

 
AT-Stab
Mode: Combat Type: Projectile
Range: 100
Fire Rate: High
Damage: 140
Cost: 10
Ammo: 11
Mode: Assault Type: Projectile
Range: 150
Fire Rate: High
Damage: 140
Ammo: 15

 
Plasma
Mode: Combat Type: Energy
Range: 200
Fire Rate: Moderate
Damage: 210
Cost: 20
Ammo: 31
Mode: Assault Type: Energy
Range: 260
Fire Rate: Moderate
Damage: 543
Ammo: 40

 
SP-Stab
Mode: Combat Type: Projectile
Range: 120
Fire Rate: Moderate
Damage: 210
Cost: 20
Ammo: 17
Mode: Assault Type: Projectile
Range: 150
Fire Rate: Moderate
Damage: 595
Ammo: 15

 
Pulse Stab
Mode: Combat Type: Explosive
Range: 100
Fire Rate: Moderate
Damage: 245
Cost: 20
Ammo: 15
Mode: Assault Type: Explosive
Range: 200
Fire Rate: Moderate
Damage: 210
Ammo: 30

 
Blast
Mode: Combat Type: Energy
Range: 150
Fire Rate: Moderate
Damage: 525
Cost: 20
Ammo: 200
Mode: Assault Type: Energy
Range: 250
Fire Rate: Moderate
Damage: 665
Ammo: 300

 
MAG
Mode: Combat Type: Energy
Range: Varies
Fire Rate: Varies
Damage: 105
Cost: 30
Ammo: Varies
Mode: Assault Type: Energy
Range: Varies
Fire Rate: Varies
Damage: 175
Ammo: Varies


 
Rockets
 
FAF Missile / Hornet Rocket
Mode: Combat Type: Explosive
Range: 150
Fire Rate: High
Damage: 70
Cost: 20
Ammo: 200
Mode: Assault Type: Explosive
Range: 400
Fire Rate: Low
Damage: 875
Ammo: 125

 
TAG Cannon / Comet Cruise *
Mode: Combat Type: Explosive
Range: 150
Fire Rate: High
Damage: 315
Cost: 20
Ammo: 40
Mode: Assault Type: Energy
Range: 300
Fire Rate: Low
Damage: 2100
Ammo: 1000
* To use the Comet Cruise it is necessary to target your enemies, you cannot simply use the fire button.

 
Shadower Missile / Salvo Rocket
Mode: Combat Type: Explosive
Range: 800
Fire Rate: Moderate
Damage: 210
Cost: 20
Ammo: 100
Mode: Assault Type: Explosive
Range: 175
Fire Rate: Low
Damage: 1295
Ammo: 90


 
Mortars

 
Mortar
Mode: All Type: Explosive
Range: 200
Fire Rate: Moderate
Damage: 420
Cost: 40
Ammo: 50

 
MDM Mortar *
Mode: All Type: Explosive
Range: 200
Fire Rate: Moderate
Damage: 560
Cost: 40
Ammo: 31

 
Splinter Mortar *
Mode: All Type: Projectile
Range: 200
Fire Rate: Moderate
Damage: 560
Cost: 40
Ammo: 100
* These mortars actually travel further as they bounce twice.


 
Mines

 
Solar Flare
Mode: All Type: Energy
Range: 0
Fire Rate: 0
Damage: 490
Cost: 20
Ammo: 114

 
Proximity Mine *
Mode: All Type: Energy
Range: 50
Fire Rate: 0
Damage: Varies
Cost: 20
Ammo: 57
* The Proximity Mine's damage varies with how close you are to it when it explodes.

 
M - Courtain
Mode: All Type: None
Range: 0
Fire Rate: 0
Damage: None
Cost: 20
Ammo: 114

 
MITS Mine
Mode: All Type: None
Range: 0
Fire Rate: 0
Damage: None
Cost: 20
Ammo: 228


 
Special

 
Site Camera
Mode: Special Type: Special Ammo: Varies Cost: 20
The Site Camera allows the user to see through obstacles, and even the ground. The only thing that shows up is enemy units and structures, allowing you to spot ambushes.

 
Red Field
Mode: Special Type: Anti-Radar Ammo: Varies Cost: 20
The Red Field renders you invisible to enemy radar, however you will still be visible.

 
Phantom VIR
Mode: Special Type: Invisibility Ammo: Varies Cost: 20
While leaving you visible on radar, the Phantom VIR will render you invisible. The AI will still be able to hit you with a startling accuracy, however most real players will have some measure of difficulty.


 
Pilot *

 
Pulse / Sniper Rifle
Mode: Combat Type: ?
Range: ?
Fire Rate: High
Damage: 35
Cost: 30
Shots: 100
Mode: Assault Type: ?
Range: ?
Fire Rate: Low
Damage: 70
Shots: 1

 
Rocket Launcher / Bazooka
Mode: Combat Type: ?
Range: ?
Fire Rate: Moderate
Damage: 210
Cost: 30
Shots: 4
Mode: Assault Type: ?
Range: ?
Fire Rate: Low
Damage: 1330
Shots: 1

 
Concussion
Mode: Combat Type: ?
Range: ?
Fire Rate: Low
Damage: 420
Cost: 30
Shots: 3

 
Booster Pack
Mode: Combat Type: Propulsion
Range: N/A
Fire Rate: Low
Damage: 0
Cost: 30
Uses: 1

 
* Due to a bug in the game, finding out the range and exact type of each weapon proved impossible. The type was impossible because not all are what you would believe them to be.

 

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