ARSENAL FIELD CHART / CURRENT BETA

Weapon stats

Compare damage, reach, speed, and ammunition at a glance. Shotgun totals assume every pellet hits; upgrades add 25% damage.

Weapon combat statistics
WeaponDamageUpgradedShotFire speedRangeProjectileAmmo
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InstantThe shot reaches its target immediately.

MeleeKnuckles strike at contact range with no projectile.

No falloffDistance does not reduce damage before the listed maximum range.

v0.5.2 / SHARED MATCH SURVIVAL

Health, armor & supplies

Characters facing opposing colors start and respawn with 300 health. Same-color crews, including YOU playing alone, start and respawn with 100 health. Computer and friend matches have 100 armor, all seven weapons, 300 bullets, 64 shells, 12 rockets and 200 cells. These spawn and supply rules apply to computer and friend matches. The solo campaign keeps its own weapon progression and saves.

Armor absorbs 45% of a hit while points remain; health takes the other 55%. Absorbed damage spends armor point for point. A 100-damage hit with 100 armor spends 45 armor and 55 health. With only 10 armor left, that same hit spends 10 armor and 90 health. Armor does not regenerate. Zero health means death even if armor remains.

Staying alive restores health: living players, monsters and bosses heal continuously at 10% of maximum health per 3 minutes. A competitive player regains 30 health in that time; a co-op player regains 10. Bosses regain the same percentage of their own maximum. Healing does not restore armor or revive the dead.

Health caps at 300 when opposing colors are active, or 100 when everyone is allied. Armor caps at 200. Every spawn includes 2 seconds of damage protection. Players sharing a color cannot hurt each other. Different colors are opponents.

Supplies throughout every room — return 10 seconds after collection
PickupRestoresMaximum carried
Health kitUp to 100 health100 co-op / 300 competitive
Armor50 armor200
Bullets100400
Shells24100
Rockets650
Cells100400

Health, armor and ammo return 10 seconds after collection. Supply pickups are shared: the first player who needs one collects it. Full players leave it available. Keys and elevated weapon upgrades stay single-use within the round.

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