Sentry Gun

Class

Points (upgrade)

Points (cumulative)

Health/

Firing Arc*

Detection Speed

Weapons

Primary

D

75

75

100

90°

1.5 sec

Chaingun

 

C

100

175

150

90°

1.25 sec

Modified Chaingun

 

B

150

325

175

90°

1 sec

Modified Chaingun,

Turret Rockets

 

A

175

500

250

90°

0.75 sec

Modified Chaingun x2,

Turret Rockets

Biangular

D

85

85

90

180°

1.6 sec

Chaingun

 

C

110

195

140

180°

1.3 sec

Modified Chaingun

 

B

165

360

160

180°

1.1 sec

Modified Chaingun,

Turret Rockets

 

A

180

540

225

180°

0.8 sec

Modified Chaingun x2,

Turret Rockets

Non-angular

D

100

100

100

360°

1.4 sec

Chaingun

 

C

125

225

150

360°

1.1 sec

Modified Chaingun

 

B

175

400

175

360°

0.8 sec

Modified Chaingun,

Turret Rockets

 

A

200

600

250

360°

0.5 sec

Modified Chaingun x2,

Turret Rockets

Guardian

D

100

100

200

90°

1.5 sec

Chaingun

 

C

150

250

350

90°

1.25 sec

Modified Chaingun

 

B

150

400

500

90°

1 sec

Chaingun x2

 

A

200

600

800

90°

0.75 sec

Chaingun x2,

Turret Rockets

Assassin

D

100

100

60

90°

1 sec

Chaingun x2

 

C

125

225

100

90°

0.75 sec

Modified Chaingun x2

 

B

175

400

130

90°

0.5 sec

Chaingun x3,

Turret Rockets

 

A

200

600

170

90°

0.25 sec

Modified Chaingun x4

Turret Rockets

DNA**

D

110

110

100

90°

2 sec

Chaingun

 

C

175

285

150

90°

1.75 sec

Modified Chaingun

 

B

215

500

175

90°

1.5 sec

Modified Chaingun,

Turret Rockets

 

A

250

750

250

90°

1.25 sec

Modified Chaingun x2,

Turret Rockets

*All turrets will rotate to face their attacker if they take damage. **DNA sentry will fire at spies.

Field Gun

Class

Points (upgrade)

Points (cumulative)

Health/

Firing Arc*

Firing Rate**

Damage***

Support

C

200

200

250

3°

2

10

 

B

200

400

450

5°

3

15

 

A

200

600

650

7°

5

20

Light

C

250

250

400

5°

3

15

 

B

250

500

700

7°

5

20

 

A

300

800

900

10°

7

25

Standard

C

300

300

600

8°

4

20

 

B

300

600

800

10°

8

25

 

A

350

950

1000

12°

10

25

Heavy

C

400

400

700

10°

6

20

 

B

400

800

1000

12°

9

25

 

A

400

1200

1350

15°

12

30

*Scatters fire randomly within a x° cone. **Firing rate is in shots per second. ***Per shot.

Mortar Class

Points (upgrade)

Points (cumulative)

Health

Range

D

25

25

100

300

C

50

75

125

600

B

75

150

150

1000

A

100

250

200

2500

 

Field****

Class***

Points** (upgrade)

Points** (cumulative)

Health/

Range*

Effect*****

Damage

Barrier

D

50

50

50

150

Damage, Repelled

5

 

C

50

100

100

250

Damage, Repelled

10

 

B

50

150

150

350

Damage, Repelled

20

 

A

50

200

200

450

Damage, Repelled

25

Shock

D

75

75

75

200

Damage, Suction

25/sec

 

C

75

150

150

300

Damage, Suction

50/sec

 

B

75

225

225

400

Damage, Suction

75/sec

 

A

75

300

300

500

Damage, Suction

100/sec

Stun

D

100

100

50

50

Held

 
 

C

100

200

100

100

Held

 
 

B

100

300

150

150

Held

 
 

A

100

400

200

200

Damage, Held

5/sec

Alarm

D

25

25

50

150

Sounds Alarm

 
 

C

25

50

100

250

Sounds Alarm

 
 

B

25

75

150

350

Sounds Alarm

 
 

A

25

100

200

450

Sounds Alarm

 

DNA

D

150

150

50

100

25% Chance of Removes Disguise

 
 

C

150

300

100

150

50% Chance of Removes Disguise

 
 

B

150

450

150

200

75% Chance of Removes Disguise

 
 

A

150

600

200

300

Removes Disguise

 

*If two are of different class, lower range is used. Range increased by 50% in water. **Each.

***If two are of different class, the field generated will have the properties from the lower class.

****Two FieldGens of same type required for field. *****Deactivates for friendlies.

Dispenser Type*

Points

Health

25

Armor

35

Ammunition

50

Weapons

75

All

100

*Only one class of dispenser.

Class*

Points (upgrade)

Points (cumulative)

Health

Effect**

D

100

100

100

Creates wind toward itself at (500 / distance)

C

125

225

150

Creates wind toward itself at (700 / distance)

B

150

375

200

Creates wind toward itself at (1000 / distance)

A

175

550

300

Creates wind toward itself at (1500 / distance)

*This table for the VORTEX POLE.

**Deactivates for 5 sec when touched by teammate. Wind blocked by walls.

Building

Points

Health

Effect

Sandbag Barrier

15

50

Blocks LOS/Movement/Fire until destroyed.