Astro Weapons Charts
This page provides the statistical charts necessary for making new weapons, and also includes blueprints for weapons that have already been assembled.Weapon Stats Chart
DP Chart
DP (Damage Points) is the maximum amount of damage points that the weapon can effect in a single turn. The actual amount of damage made is partially dependent on ACC.
Type | Rating | ||||||||
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
Blunt | 2 | 4 | 7 | 10 | 13 | 17 | 22 | 28 | 35 |
Blade | 4 | 7 | 11 | 15 | 20 | 25 | 37 | 45 | 56 |
Handgun | 4 | 9 | 15 | 22 | 29 | 37 | 45 | 52 | 60 |
Rifle | 5 | 12 | 19 | 26 | 33 | 41 | 50 | 60 | 71 |
Sniper | 7 | 14 | 22 | 30 | 39 | 49 | 60 | 72 | 85 |
Heavy | 8 | 16 | 24 | 33 | 43 | 55 | 70 | 85 | 100 |
Automatic | 9 | 17 | 25 | 35 | 45 | 53 | 60 | 70 | 80 |
ACC Chart
ACC (Accuracy) is a stat used to determine the likelihood of a hit when using the weapon.
Type | Rating | ||||
1 | 2 | 3 | 4 | 5 | |
All | 50% | 70% | 85% | 95% | 99% |
WP Chart
WP (Weight Points) is the heaviness of the weapon. This stat is used with players' carry stat. 1 WP fills 1 Carry. Notice that some cells are blank, which means you cannot use that rating for that particular weapon type.
Type | Rating | ||||||
1 | 2 | 3 | 4 | 5 | 6 | 7 | |
Blunt | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
Blade | 6 | 5 | 4 | 3 | 2 | 1 | |
Handgun | 5 | 4 | 3 | 2 | 1 | ||
Rifle | 8 | 7 | 6 | 5 | 4 | 3 | 2 |
Sniper | 9 | 8 | 7 | 6 | 5 | 4 | 3 |
Heavy | 11 | 10 | 9 | 8 | 7 | 6 | 5 |
Automatic | 9 | 8 | 7 | 6 | 5 | 4 | 3 |
The tables above will help you build the stats for a weapon. Use the steps given until you memorize the process:
1) Pick which type of weapon you want to make. Your weapon should mostly resemble its weapon type. If the type of weapon you wish to make is not listed, or if you want a highly customized weapon, choose special and skip to step 5.Use this chart and the descriptions/examples given to pick your weapon type ("M" denotes a melee type, "D" denotes a distance type):2) A weapon's stats are derived from its weapon type first, and then the weapon's rating in that specific stat. Please note, a rating is not the actual stat! The rating simply gives you the stat.
Type Description Examples Blunt (M) Damage inflicted by hitting target with the weapon. Clubs, Hammers, Staffs Blade (M) Damage inflicted by cutting or jabbing target with the weapon. Swords, Daggers, Lightsabers Handgun (D) Small distance weapons which can be held with one hand. May be single or semi-automatic. Pistols, Blasters Rifle (D) Distance weapons which can be held in two hands. May be single or semi-automatic. Lasers, Shotguns, Rifles Sniper (D) Larger distance weapons made for long distances and high accuracy. Sniper Rifles Heavy (D) Largest distance weapons which are cumbersome but very destructive. Bazookas, RPGs, Grenade Launchers Automatic (D) Distance weapons which are fully automatic, and fire continuous rounds of ammunition. Machine Guns Special Weapons which do not fall into the above categories, or are specially designed. Flamethrowers, Knuckles, Claws For any weapon, regardless of its type, you are given 12 rating points to distribute among the stats DP (Damage Points), ACC (Accuracy), and WP (Weight Points).
The rating of any given stat must be in the range of 1 to 9. Sometimes tables have different scales or have fewer rating options. Pay attention to the chart you are on.
Use the weapon type decided upon in the first step to find the right row in each table, then use the rating points to find the correct value for the stat.
3) Now that you have decided upon the stats for your weapon, work out the price using the table below and the weapon's type (dependent on research level).4) Begin production.The cost of the weapon must be paid before the production of the weapon begins.
Weapon Type Cost Blunt (M) $10 Blade (M) $30 Handgun (D) $30 Rifle (D) $50 Sniper (D) $70 Heavy (D) $70 Automatic (D) $50 All weapons take 1 hour to produce.
Once the weapon has been paid for, production can begin immediately. Make an entry in the Weapons Production table on the Astro Factory page, and when the Production time is completed, the weapon can be moved to the armory.
You are allowed to increase the quantity of weapons produced in a single row. However, if you change the quantity, you must also change the cost (multiply individual cost by quantity) and the production time (multiply production time by quantity).
5) Special weapons require a bit more work, but can be well worth the effort if they are designed well.There are no charts for special weapons; their stats are chosen by the designer. However, the weapon must have all three required stats: DPM, PER, and WP. Additional, relevant stats may be added.
Before the weapon can be produced, it must be submitted to the game moderator for an assessment. The moderator will make sure the weapon is not unfair or too unrealistic, and will make changes to the designs if necessary, or simply reject the weapon if need be. The moderator may also limit the number of weapons that can can be made.
If the weapon is cleared and the stat values finalized, it will be valued. You should expect a significant markup for special weapons; they may cost as much as 10x the normal amount. The price can be haggled to some degree, but the moderator gets the final say.
Once all of this has been taken care of, the weapon can be produced in the usual way.