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{{Header Nav|game=Star Wars: Dark Forces}}
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https://df-21.net/wiki/?title=Weapons_reference
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Kyle Katarn may start with just a pistol and 100 energy units, but more ammunition and weapons can be picked up during missions, with a new weapon auto-mounted by default. {{s|Controls|Weapons}} controls allow you to change this, as well as cycle between your current and last weapon, and all weapons picked up, while specific weapons can be selected when using a keyboard. A weapon can also be holstered so it doesn't obstruct the view when looking around. All weapons have a primary fire mode, but only some have a different secondary fire mode.


==Fist ==
All weapons picked up are shown on the {{s|Gameplay|Personal Data Assistant}}'s Weapons screen:
Primary Fire: close combat punch
{{-}}
Secondary Fire: Same
[[File:SWDF Screenshot Weapons.png|center|frame|The PDA's Weapons screen (DOS)]]
Basic close combat weapon. should only be used if empty on ammo. Secondary fire function is the same as the primary fire.


==Bryar Blaster Pistol==
The bottom left number shows the key pressed to select that specific weapon, while any bottom right text shows the type of ammunition used by that weapon ((EN)ergy Units, (PO)wer Cells, (PL)asma or (MIS)siles). The bottom right number on the {{s|Gameplay|Status Display}} (HUD) shows any ammunition or amount for the mounted weapon.
Acts as a basic pistol. Good for far combat but not good for close combat. Secondary fire function is the same as the primary fire.


==E-11 blaster rifle==
{{col|2|begin}}
Weapon used by Stormtroopers, and can be found regularly on downed Stormtroopers. Secondary fire is rapid fire. Like the Bryar Pistol, it uses Energy Units.
 
{| {{prettytable|style=text-align:center}}
!width=40%| Ammunition
!width=20%| Maximum
!width=40%| Weapon(s)
|-
! Energy Units
| 500
| Modified Bryar {{s|Weapons|Pistol}}<br>Stormtrooper {{s|Weapons|Rifle}}
|-
! Power Cells
| 500
| Imperial {{s|Weapons|Repeater}} Rifle<br>Jeron {{s|Weapons|Fusion Cutter}}<br>Stouker {{s|Weapons|Concussion Rifle}}
|-
! Plasma Cartridges
| 400
| {{s|Weapons|Assault Cannon}}
|}
 
{{col|2}}
 
{| {{prettytable|style=text-align:center}}
!width=40%| Ammunition
!width=20%| Maximum
!width=40%| Weapon(s)
|-
! Thermal Detonator(s)
| 50
| {{s|Weapons|Thermal Detonator}}
|-
! IM Mines
| 30
| I.M. {{s|Weapons|Mine}}
|-
! Mortar Shells
| 50
| Packered {{s|Weapons|Mortar Gun}}
|-
! Missiles
| 20
| Assault Cannon
|}
 
{{col|2|end}}
Ammunition can be found during missions, and it can also be dropped by enemies: for example, {{s|Enemies|Interrogation Droid}}s and {{s|Enemies|Probe Droid}}s always drop 10 Power Cells (even if you don't have a weapon that uses them yet).
 
==Fist==
{| {{prettytable|style=text-align:center}}
!width=5%| Key
!width=10%| Fire
!width=15%| Ammunition
!width=10%| Maximum
!width=10%| Per use
!width=20%| Action
!width=15%| Max damage
!width=15%| Punch rate
|-
! 1 !! Both
| --- || --- || --- || Punch || 15 || 2 per second
|}
 
If you run out of ammunition or get the chance to sneak up on an enemy, then you can resort to hand-to-hand combat. Maximum damage may not be inflicted by a glancing blow, but it's normally better to move back and forth in [[../Controls#Movement|speed mode]] rather than go toe-to-toe.
 
==Pistol==
{| {{prettytable|style=text-align:center}}
!width=5%| Key
!width=10%| Fire
!width=15%| Ammunition
!width=10%| Maximum
!width=10%| Per use
!width=20%| Action
!width=15%| Max damage
!width=15%| Firing rate
|-
! 2 !! Both
| Energy Units || 500 || 1 || Single shot || 10 || 2 per second
|}
 
The Modified Bryar Pistol is yours from the beginning of the very first mission. It inflicts the same damage as a {{s|Weapons|Rifle}} with greater accuracy and economy, but with a much slower firing rate. It's best used against one or two weaker enemies, particularly at medium to long range (although less damage is inflicted), but the rifle is preferred against more enemies at closer range unless you're running low on energy units and need to conserve ammunition.
 
==Rifle==
{| {{prettytable|style=text-align:center}}
!width=5%| Key
!width=10%| Fire
!width=15%| Ammunition
!width=10%| Maximum
!width=10%| Per use
!width=20%| Action
!width=15%| Max damage
!width=15%| Firing rate
|-
! 3 !! Both
| Energy Units || 500 || 2 || Single shot || 10 || 7 per second
|}
 
The Stormtrooper Rifle (always loaded with 15 Energy Units) can be picked up in the very first mission, dropped by any {{s|Enemies|Stormtrooper}} or {{s|Enemies|Commando}} killed. Although it inflicts the same damage as the {{s|Weapons|Pistol}} but for twice as many energy units, it makes up for it with a much higher firing rate ('''3.5''' times faster), making it a better weapon to use against many enemies at closer range. Like the pistol it loses damage over distance, but it's also less accurate, making it less suitable for sniping.


==Thermal Detonator==
==Thermal Detonator==
acts as grenades. Primary fire lobs the grenade which explodes on contact. The secondary fire enables the grenade to explode after a delay.
{| {{prettytable|style=text-align:center}}
!width=5%| Key
!width=10%| Fire
!width=15%| Ammunition
!width=10%| Maximum
!width=10%| Per use
!width=20%| Action
!width=15%| Max damage
!width=15%| Throw rate
|-
!rowspan=2| 4 !! Primary
|rowspan=2| Thermal Detonator(s)
|rowspan=2| 50
|rowspan=2| 1
| Explode on impact
|rowspan=2| 45
|rowspan=2 {{N/a|}}
|-
! Secondary
| Explode after 3 seconds
|}
 
Thermal Detonators are explosive grenades, first picked up individually and in belts of five in [[../Anoat City/]] (Mission III) and used by the {{s|Enemies|Gran}}, who always drop a belt of five. Holding fire for up to two seconds before releasing increases distance thrown: looking up or down has no effect on distance thrown, but may affect targeting. Maximum damage is only inflicted by a direct hit, with less inflicted further from impact.
 
Primary fire explodes on impact, damaging everything in its blast radius, including the user.
 
Secondary fire explodes after a three second delay, allowing more time to get out of its blast radius. The detonator can also bounce around, traveling further and allowing it to be thrown around a corner by bouncing it off a wall.
 
==Repeater==
{| {{prettytable|style=text-align:center}}
!width=5%| Key
!width=10%| Fire
!width=15%| Ammunition
!width=10%| Maximum
!width=10%| Per use
!width=20%| Action
!width=15%| Max damage
!width=15%| Firing rate
|-
!rowspan=2| 5 !! Primary
|rowspan=2| Power Cells
|rowspan=2| 500
| 1 || Single shot || 10 || 5 per second
|-
! Secondary
| 3 || Triple shot || 10 * 3 || 4 per second
|}
 
The Imperial Repeater Rifle is first picked up (always loaded with 30 Power Cells) in the Imperial Weapons [[../Research Facility/]] on the planet Fest (Mission IV). Primary fire combines the economy, accuracy and damage of the {{s|Weapons|Pistol}}, but it's '''2.5''' times faster: once you have it, the only reason to use the pistol is if you're running low on power cells. Although the Stormtrooper {{s|Weapons|Rifle}} is less economical and accurate, it's still 40% faster than the repeater, so the rifle remains a better weapon against many enemies at closer range.
 
Secondary fire is a slower three-bolt triangular cluster which spreads out over distance, so it can be used like a shotgun at close range and in confined spaces.
 
==Fusion Cutter==
{| {{prettytable|style=text-align:center}}
!width=5%| Key
!width=10%| Fire
!width=15%| Ammunition
!width=10%| Maximum
!width=10%| Per use
!width=20%| Action
!width=15%| Max damage
!width=15%| Firing rate
|-
!rowspan=2| 6 !! Primary
|rowspan=2| Power Cells ||rowspan=2| 500
| 1 || Single barrels || 15 || 4 per second
|-
! Secondary
| 8 || Four barrels || 15 * 4 || 2 per second
|}
 
The Jeron Fusion Cutter is a four-barreled tool which can be first picked up (always loaded with 50 Power Cells) in the [[../Gromas Mines/]] (Mission V) and used as a weapon.
 
Primary fire shoots each barrel in turn. Each bolt inflicts up to 50% more damage than the {{s|Weapons|Repeater}} at 80% of its firing rate for the same cost, so on paper it seems like a straight upgrade: however, it's less accurate and its bolts travel much slower, lessening its damage potential at longer range, particularly against moving targets.
 
Secondary fire shoots all four barrels at once in a horizontal line, at half primary fire rate (albeit 8  (4 * 2) per second is twice as much as 4 (1 * 4) per second) and double its cost per bolt. This is worse against single smaller targets, but it can be devastating when used against large targets at close range, or crowds.
 
==Mine==
{| {{prettytable|style=text-align:center}}
!width=5%| Key
!width=10%| Fire
!width=15%| Ammunition
!width=10%| Maximum
!width=10%| Per use
!width=20%| Action
!width=15%| Max damage
!width=15%| Set rate
|-
!rowspan=2| 7 !! Primary
|rowspan=2| IM Mines ||rowspan=2| 30 ||rowspan=2| 1
| Explode after 3 seconds ||rowspan=2| 90 ||rowspan=2| 2 per second
|-
! Secondary
| Explode on proximity
|}
 
IM Mines are first picked up individually or in packs of five in the Imperial [[../Detention Center/]] on Orinackra (Mission VI). Maximum damage is only inflicted by a direct hit, with less inflicted further from impact. Mines can inflict up to twice the damage of {{s|Weapons|Thermal Detonator}}s within a larger blast radius, but this can be overkill against lesser enemies.
 
Primary fire explodes after a three second delay, giving you (but also enemies) more time to get out of its blast radius.
 
Secondary fire explodes on proximity, activated one second after placement. Mines placed by you or enemies (often booby-trapping doors and items) will beep when their motion sensors are triggered, but you can get out of the blast radius by running in [[../Controls#Movement|speed mode]]. Mines can also be triggered by other explosives or a {{s|Weapons|Concussion Rifle}}'s shock wave.
 
==Mortar Gun==
{| {{prettytable|style=text-align:center}}
!width=5%| Key
!width=10%| Fire
!width=15%| Ammunition
!width=10%| Maximum
!width=10%| Per use
!width=20%| Action
!width=15%| Max damage
!width=15%| Firing rate
|-
! 8 !! Both
| Mortar Shells || 50  || 1 || Single shell || 45 || 1.5 per second
|}
 
The Packered Mortar Gun can be first picked up (always loaded with 3 Mortar Shells) in the Imperial [[../Detention Center/]] on Orinackra (Mission VI). It's effectively a grenade launcher, lobbing shells that explode on impact, inflicting the same damage as a {{s|Weapons|Thermal Detonator}} but at a faster rate than its primary fire. Maximum damage is only inflicted by a direct hit, with less inflicted further from impact. Looking up (or down) increases (or decreases) the range of its shells... although this also obstructs more of the view, and increases the chance of hitting a ceiling.
 
==Concussion Rifle==
{| {{prettytable|style=text-align:center}}
!width=5%| Key
!width=10%| Fire
!width=15%| Ammunition
!width=10%| Maximum
!width=10%| Per use
!width=20%| Action
!width=15%| Max damage
!width=15%| Firing rate
|-
! 9 !! Both
| Power Cells || 500 || 4 || Single shot || 30 || 1.25 per second
|}


==Imperial Repeater Gun ==
The Stouker Concussion Rifle is first picked up in [[../Nar Shaddaa/]] (Mission IX), dropped by any {{s|Enemies|Trandoshan}} killed (always loaded with '''100''' Power Cells). It fires compressed bullets of ionized air that explode in shock waves: unlike explosives, damage inflicted doesn't decrease as distance from impact increases. It fires even slower than a {{s|Weapons|Pistol}} but inflicts three times the damage within its blast radius, so as long as it's properly aimed its lack of speed isn't normally an issue: slow, but sure.
A weapon that uses Power Cells, its primary fire has a very rapid rate of fire. The secondary fire shoots a cluster of three, but is slower.  


==Jeron Fusion Cutter ==
The other main downside is that, unlike Trandoshans, you aren't immune to its shock waves so it's a bad idea to use it at close range or in confined spaces: however, at longer range it's likely to become the weapon of choice once you have it.
Originally used as a tool, but can be used as a weapon. Makes use of Power Cells for ammunition. Its primary fire shoots one barrel at a time in a straight bursts, while its secondary fire fires all of its barrels at once. uses Power Cells for ammo.


==I.M. Mine ==
==Assault Cannon==
A weapon that functions like a mine. Primary fire deploys which explodes within a three-second delay. The secondary fire makes the mine explode upon proximity.
{| {{prettytable|style=text-align:center}}
!width=5%| Key
!width=10%| Fire
!width=15%| Ammunition
!width=10%| Maximum
!width=10%| Per use
!width=20%| Action
!width=15%| Max damage
!width=15%| Firing rate
|-
!rowspan=2| 0 !! Primary
| Plasma Cartridges || 400 || 1 || Single shot || 30 || 4 per second
|-
! Secondary
| Missiles || 20 || 1 || Single missile || 60 || 1 per second
|}


==Packered Mortar Gun==
The Assault Cannon is first picked up (always loaded with 30 Plasma Cartridges) in the [[../Imperial City/]], Coruscant (Mission XI). {{s|Enemies|Phase Two}} {{s|Enemies|Dark Trooper}}s use it but don't drop it, only 20 Plasma Cartridges and 5 Missiles. Scarcity of ammunition means that despite its strength, it's best saved for the toughest enemies.
Lobs shells that explode on impact. uses Shells for ammo.


==Stouker Concussion Rifle==
==Summary==
This weapon acts as a long-range rifle.
{| {{prettytable|style=text-align:center}}
!width=5%| Key
!width=15%| Weapon
!width=10%| Fire
!width=15%| Ammunition
!width=7.5%| Max
!width=7.5%| / Use
!width=20%| Action
!width=10%| Max Dmg
!width=10%| Rate
|-
! 1 !! {{s|Weapons|Fist}} !! Both
| --- || --- || --- || Punch || 15 || 2 / s
|-
! 2 !! {{s|Weapons|Pistol}} !! Both
| Energy Units || 500 || 1 || Single shot || 10 || 2 / s
|-
! 3 !! {{s|Weapons|Rifle}} !! Both
| Energy Units || 500 || 2 || Single shot || 10 || 7 / s
|-
!rowspan=2| 4 !!rowspan=2| {{s|Weapons|Thermal Detonator}} !! Primary
|rowspan=2| Thermal Detonator(s) ||rowspan=2| 50 ||rowspan=2| 1 || Explode on impact ||rowspan=2| 45 ||rowspan=2 {{N/a|}}
|-
! Secondary
| Explode after 3 seconds
|-
!rowspan=2| 5 !!rowspan=2| {{s|Weapons|Repeater}} !! Primary
|rowspan=2| Power Cells ||rowspan=2| 500 || 1 || Single shot || 10 || 5 / s
|-
! Secondary
| 3 || Triple shot || 10 * 3 || 4 / s
|-
!rowspan=2| 6 !!rowspan=2| {{s|Weapons|Fusion Cutter}} !! Primary
|rowspan=2| Power Cells ||rowspan=2| 500 || 1 || Single barrels || 15 || 4 / s
|-
! Secondary
| 8 || Four barrels || 15 * 4 || 2 / s
|-
!rowspan=2| 7 !!rowspan=2| {{s|Weapons|Mine}} !! Primary
|rowspan=2| IM Mines ||rowspan=2| 30 ||rowspan=2| 1 || Explode after 3 seconds ||rowspan=2| 90 ||rowspan=2| 2 / s
|-
! Secondary
| Explode on proximity
|-
! 8 !! {{s|Weapons|Mortar Gun}} !! Both
| Mortar Shells || 50 ||  1 || Single shell || 45 || 1.5 / s
|-
! 9 !! {{s|Weapons|Concussion Rifle}} !! Both
| Power Cells || 500 || 4 || Single shot || 30 || 1.25 / s
|-
!rowspan=2| 0 !!rowspan=2| {{s|Weapons|Assault Cannon}} !! Primary
| Plasma Cartridges || 400 || 1 || Single shot || 30 || 4 / s
|-
! Secondary
| Missiles || 20 || 1 || Single missile || 60 || 1 / s
|}


Maximum damage is only inflicted by blaster bolts on a direct hit at close range, and by explosives at trigger point.


== Assault Cannon==
Rates are approximate, for ease of comparison rather than accuracy.
This weapon fires plasma bolts as its primary mode of fire, but fires rockets in secondary mode.


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Latest revision as of 23:06, 9 May 2024

Kyle Katarn may start with just a pistol and 100 energy units, but more ammunition and weapons can be picked up during missions, with a new weapon auto-mounted by default. Weapons controls allow you to change this, as well as cycle between your current and last weapon, and all weapons picked up, while specific weapons can be selected when using a keyboard. A weapon can also be holstered so it doesn't obstruct the view when looking around. All weapons have a primary fire mode, but only some have a different secondary fire mode.

All weapons picked up are shown on the Personal Data Assistant's Weapons screen:

The PDA's Weapons screen (DOS)

The bottom left number shows the key pressed to select that specific weapon, while any bottom right text shows the type of ammunition used by that weapon ((EN)ergy Units, (PO)wer Cells, (PL)asma or (MIS)siles). The bottom right number on the Status Display (HUD) shows any ammunition or amount for the mounted weapon.

Ammunition Maximum Weapon(s)
Energy Units 500 Modified Bryar Pistol
Stormtrooper Rifle
Power Cells 500 Imperial Repeater Rifle
Jeron Fusion Cutter
Stouker Concussion Rifle
Plasma Cartridges 400 Assault Cannon
Ammunition Maximum Weapon(s)
Thermal Detonator(s) 50 Thermal Detonator
IM Mines 30 I.M. Mine
Mortar Shells 50 Packered Mortar Gun
Missiles 20 Assault Cannon

Ammunition can be found during missions, and it can also be dropped by enemies: for example, Interrogation Droids and Probe Droids always drop 10 Power Cells (even if you don't have a weapon that uses them yet).

Fist[edit]

Key Fire Ammunition Maximum Per use Action Max damage Punch rate
1 Both --- --- --- Punch 15 2 per second

If you run out of ammunition or get the chance to sneak up on an enemy, then you can resort to hand-to-hand combat. Maximum damage may not be inflicted by a glancing blow, but it's normally better to move back and forth in speed mode rather than go toe-to-toe.

Pistol[edit]

Key Fire Ammunition Maximum Per use Action Max damage Firing rate
2 Both Energy Units 500 1 Single shot 10 2 per second

The Modified Bryar Pistol is yours from the beginning of the very first mission. It inflicts the same damage as a Rifle with greater accuracy and economy, but with a much slower firing rate. It's best used against one or two weaker enemies, particularly at medium to long range (although less damage is inflicted), but the rifle is preferred against more enemies at closer range unless you're running low on energy units and need to conserve ammunition.

Rifle[edit]

Key Fire Ammunition Maximum Per use Action Max damage Firing rate
3 Both Energy Units 500 2 Single shot 10 7 per second

The Stormtrooper Rifle (always loaded with 15 Energy Units) can be picked up in the very first mission, dropped by any Stormtrooper or Commando killed. Although it inflicts the same damage as the Pistol but for twice as many energy units, it makes up for it with a much higher firing rate (3.5 times faster), making it a better weapon to use against many enemies at closer range. Like the pistol it loses damage over distance, but it's also less accurate, making it less suitable for sniping.

Thermal Detonator[edit]

Key Fire Ammunition Maximum Per use Action Max damage Throw rate
4 Primary Thermal Detonator(s) 50 1 Explode on impact 45
Secondary Explode after 3 seconds

Thermal Detonators are explosive grenades, first picked up individually and in belts of five in Anoat City (Mission III) and used by the Gran, who always drop a belt of five. Holding fire for up to two seconds before releasing increases distance thrown: looking up or down has no effect on distance thrown, but may affect targeting. Maximum damage is only inflicted by a direct hit, with less inflicted further from impact.

Primary fire explodes on impact, damaging everything in its blast radius, including the user.

Secondary fire explodes after a three second delay, allowing more time to get out of its blast radius. The detonator can also bounce around, traveling further and allowing it to be thrown around a corner by bouncing it off a wall.

Repeater[edit]

Key Fire Ammunition Maximum Per use Action Max damage Firing rate
5 Primary Power Cells 500 1 Single shot 10 5 per second
Secondary 3 Triple shot 10 * 3 4 per second

The Imperial Repeater Rifle is first picked up (always loaded with 30 Power Cells) in the Imperial Weapons Research Facility on the planet Fest (Mission IV). Primary fire combines the economy, accuracy and damage of the Pistol, but it's 2.5 times faster: once you have it, the only reason to use the pistol is if you're running low on power cells. Although the Stormtrooper Rifle is less economical and accurate, it's still 40% faster than the repeater, so the rifle remains a better weapon against many enemies at closer range.

Secondary fire is a slower three-bolt triangular cluster which spreads out over distance, so it can be used like a shotgun at close range and in confined spaces.

Fusion Cutter[edit]

Key Fire Ammunition Maximum Per use Action Max damage Firing rate
6 Primary Power Cells 500 1 Single barrels 15 4 per second
Secondary 8 Four barrels 15 * 4 2 per second

The Jeron Fusion Cutter is a four-barreled tool which can be first picked up (always loaded with 50 Power Cells) in the Gromas Mines (Mission V) and used as a weapon.

Primary fire shoots each barrel in turn. Each bolt inflicts up to 50% more damage than the Repeater at 80% of its firing rate for the same cost, so on paper it seems like a straight upgrade: however, it's less accurate and its bolts travel much slower, lessening its damage potential at longer range, particularly against moving targets.

Secondary fire shoots all four barrels at once in a horizontal line, at half primary fire rate (albeit 8 (4 * 2) per second is twice as much as 4 (1 * 4) per second) and double its cost per bolt. This is worse against single smaller targets, but it can be devastating when used against large targets at close range, or crowds.

Mine[edit]

Key Fire Ammunition Maximum Per use Action Max damage Set rate
7 Primary IM Mines 30 1 Explode after 3 seconds 90 2 per second
Secondary Explode on proximity

IM Mines are first picked up individually or in packs of five in the Imperial Detention Center on Orinackra (Mission VI). Maximum damage is only inflicted by a direct hit, with less inflicted further from impact. Mines can inflict up to twice the damage of Thermal Detonators within a larger blast radius, but this can be overkill against lesser enemies.

Primary fire explodes after a three second delay, giving you (but also enemies) more time to get out of its blast radius.

Secondary fire explodes on proximity, activated one second after placement. Mines placed by you or enemies (often booby-trapping doors and items) will beep when their motion sensors are triggered, but you can get out of the blast radius by running in speed mode. Mines can also be triggered by other explosives or a Concussion Rifle's shock wave.

Mortar Gun[edit]

Key Fire Ammunition Maximum Per use Action Max damage Firing rate
8 Both Mortar Shells 50 1 Single shell 45 1.5 per second

The Packered Mortar Gun can be first picked up (always loaded with 3 Mortar Shells) in the Imperial Detention Center on Orinackra (Mission VI). It's effectively a grenade launcher, lobbing shells that explode on impact, inflicting the same damage as a Thermal Detonator but at a faster rate than its primary fire. Maximum damage is only inflicted by a direct hit, with less inflicted further from impact. Looking up (or down) increases (or decreases) the range of its shells... although this also obstructs more of the view, and increases the chance of hitting a ceiling.

Concussion Rifle[edit]

Key Fire Ammunition Maximum Per use Action Max damage Firing rate
9 Both Power Cells 500 4 Single shot 30 1.25 per second

The Stouker Concussion Rifle is first picked up in Nar Shaddaa (Mission IX), dropped by any Trandoshan killed (always loaded with 100 Power Cells). It fires compressed bullets of ionized air that explode in shock waves: unlike explosives, damage inflicted doesn't decrease as distance from impact increases. It fires even slower than a Pistol but inflicts three times the damage within its blast radius, so as long as it's properly aimed its lack of speed isn't normally an issue: slow, but sure.

The other main downside is that, unlike Trandoshans, you aren't immune to its shock waves so it's a bad idea to use it at close range or in confined spaces: however, at longer range it's likely to become the weapon of choice once you have it.

Assault Cannon[edit]

Key Fire Ammunition Maximum Per use Action Max damage Firing rate
0 Primary Plasma Cartridges 400 1 Single shot 30 4 per second
Secondary Missiles 20 1 Single missile 60 1 per second

The Assault Cannon is first picked up (always loaded with 30 Plasma Cartridges) in the Imperial City, Coruscant (Mission XI). Phase Two Dark Troopers use it but don't drop it, only 20 Plasma Cartridges and 5 Missiles. Scarcity of ammunition means that despite its strength, it's best saved for the toughest enemies.

Summary[edit]

Key Weapon Fire Ammunition Max / Use Action Max Dmg Rate
1 Fist Both --- --- --- Punch 15 2 / s
2 Pistol Both Energy Units 500 1 Single shot 10 2 / s
3 Rifle Both Energy Units 500 2 Single shot 10 7 / s
4 Thermal Detonator Primary Thermal Detonator(s) 50 1 Explode on impact 45
Secondary Explode after 3 seconds
5 Repeater Primary Power Cells 500 1 Single shot 10 5 / s
Secondary 3 Triple shot 10 * 3 4 / s
6 Fusion Cutter Primary Power Cells 500 1 Single barrels 15 4 / s
Secondary 8 Four barrels 15 * 4 2 / s
7 Mine Primary IM Mines 30 1 Explode after 3 seconds 90 2 / s
Secondary Explode on proximity
8 Mortar Gun Both Mortar Shells 50 1 Single shell 45 1.5 / s
9 Concussion Rifle Both Power Cells 500 4 Single shot 30 1.25 / s
0 Assault Cannon Primary Plasma Cartridges 400 1 Single shot 30 4 / s
Secondary Missiles 20 1 Single missile 60 1 / s

Maximum damage is only inflicted by blaster bolts on a direct hit at close range, and by explosives at trigger point.

Rates are approximate, for ease of comparison rather than accuracy.