Equipment & Loadouts
Gear is the layer you control most directly in a fight. Dwarves carry weapons and armour on expeditions and in colony defense; buildings carry turrets and plating against raids. Everything is crafted at the Armory from materials and specialist crafting components. For how these stats feed combat, see /combat/overview.
Loadout Slots
Each dwarf has three equipment slots:
| Slot | Accepts | Notes |
|---|---|---|
weapon |
Any melee, ranged or energy weapon | Primary damage source; one per dwarf |
armour |
Any armour suit | Mitigation + bonus HP; one per dwarf |
utility |
A utility-eligible sidearm | Optional secondary item |
Rules:
- A dwarf may leave any slot empty (valid, but suboptimal — unarmed dwarves punch for 5 damage).
- Equipment is durable — never consumed by use. (Ranged and energy weapons do draw on ammunition / power-cell components per fight; see below.)
- Gear is not levelled; you upgrade by crafting and equipping a higher tier.
- Equip dwarves before an expedition departs or before a raid begins — a dwarf cannot be re-equipped while on an expedition.
- Some armour is class-locked (the Pilot Exosuit needs a Pilot; the Engineer Combat Rig needs an Engineer).
Crafting Components
Beyond raw materials, equipment needs specialist components produced in the crafting chain (see /economy/production-chain):
| Component | Used in |
|---|---|
| Gun Barrel | Ranged weapons, turrets |
| Ammunition | Ranged weapons (consumed per round), some turrets |
| Power Cell | Energy weapons, turrets, shields (consumed per fight/wave) |
| Energy Capacitor | Energy weapons, turrets, shields |
| Targeting Optic | Ranged/energy weapons, turrets |
| Iron Casting | Melee weapons, armour, plating |
| Rune Shard | Tier 2–4 melee, heavy armour, runic turrets/shields |
| Void Crystal Shard | Tier 3–4 energy weapons, void armour/plating |
| Exotic Ingot | Tier 4 weapons, Void Cannon, Void Shield |
| Pressure Seal | All armour, the Garrison building |
Installing a turret or plating spends its full build cost from the host asteroid’s inventory; credits are drawn from your empire-wide pool.
Weapons
Three weapon families trade off differently. Damage is base per hit; accuracy and initiative are modifiers; values are from the authoritative combat data.
Melee — high damage, high initiative, low accuracy
| Weapon | Tier | Dmg | Acc | Init | Special | Build cost | Unlock |
|---|---|---|---|---|---|---|---|
| Mining Pickaxe | 1 | 12 | +0 | +2 | On kill: +5 Supplies recovered | 50 Iron, 20 Cr | Starting item |
| Stonefist Gauntlets | 1 | 10 | +0 | +3 | Raises Downed threshold by 5 (tanks more) | 80 Iron, 1 Iron Casting, 150 Cr | Armory Lv1 |
| Runic Blade | 2 | 20 | +5 | +2 | On crit: stuns target 1 round | 200 Iron, 100 Steel, 1 Iron Casting, 1 Rune Shard, 500 Cr | Armory Lv2 + Deep Delving T1 |
| Void Axe | 3 | 32 | +3 | +4 | +8 damage vs armoured (ignores 8 mitigation) | 300 Steel, 100 Alloys, 2 Rune Shard, 1 Void Crystal Shard, 2,000 Cr | Armory Lv3 + Ancestor Lore T2 |
| Deepcore Hammer | 4 | 45 | −5 | +1 | AoE: hits 2 enemies at 50% splash; bonus loot roll on Downed | 500 Alloys, 200 Titanium Ingot, 3 Rune Shard, 2 Exotic Ingot, 8,000 Cr | Armory Lv4 + Deep Delving T3 |
Ranged — high accuracy, neutral/low initiative (needs Ammunition)
| Weapon | Tier | Dmg | Acc | Init | Special | Build cost | Unlock | Utility? |
|---|---|---|---|---|---|---|---|---|
| Bolter Pistol | 1 | 8 | +10 | 0 | Sidearm; 1 ammo/round | 60 Iron, 30 Copper, 1 Gun Barrel, 200 Cr | Armory Lv1 | Yes |
| Slug Rifle | 2 | 18 | +15 | −1 | Ignores light-class armour; 1 ammo/round | 150 Steel, 80 Copper, 1 Gun Barrel, 1 Targeting Optic, 800 Cr | Armory Lv2 | No |
| Scatter Cannon | 2 | 14 | +5 | −2 | Hits whole front rank; 2 ammo/round | 200 Steel, 100 Alloys, 2 Gun Barrel, 1 Targeting Optic, 1,500 Cr | Armory Lv2 + Void Nav T2 | No |
| Gauss Carbine | 3 | 22 | +18 | +1 | On hit: suppresses target (−10 acc next attack); 1 ammo/round | 250 Alloys, 150 Titanium Ingot, 1 Gun Barrel, 1 Targeting Optic, 3,000 Cr | Armory Lv3 | Yes |
| Deep Sniper Mk.II | 3 | 30 | +25 | −3 | First shot each combat auto-hits; 1 ammo/round | 300 Alloys, 100 Titanium Ingot, 2 Gun Barrel, 2 Targeting Optic, 4,000 Cr | Armory Lv3 | No |
| Siege Launcher | 4 | 40 | +10 | −4 | AoE +20 to nearby; suppresses whole group; 3 ammo/round | 600 Alloys, 300 Titanium Ingot, 3 Gun Barrel, 2 Targeting Optic, 10,000 Cr | Armory Lv4 + Guild Admin T3 | No |
Energy — sustained damage, unique effects (needs Power Cell + Capacitor)
| Weapon | Tier | Dmg | Acc | Init | Special | Build cost | Unlock | Utility? |
|---|---|---|---|---|---|---|---|---|
| Plasma Torch | 1 | 10 | +5 | +1 | Melee range; applies burning (3 dmg/round ×2); 1 charge/combat | 80 Iron, 50 Copper, 1 Power Cell, 1 Energy Capacitor, 300 Cr | Armory Lv1 | Yes |
| Arc Pistol | 2 | 15 | +12 | +2 | 30% chance to chain 8 dmg to adjacent; 1 charge/combat | 180 Steel, 80 Copper, 1 Power Cell, 1 Energy Capacitor, 1,000 Cr | Armory Lv2 | Yes |
| Stasis Emitter | 3 | 5 | +20 | +3 | Applies stasis (target skips turn, +20 acc against it); 1 charge/combat | 200 Steel, 100 Alloys, 2 Power Cell, 1 Energy Capacitor, 1 Targeting Optic, 3,500 Cr | Armory Lv3 + Void Nav T2 | Yes |
| Void Lance | 3 | 28 | +8 | 0 | Penetrates front rank into back rank at 50%; 1 charge/combat | 300 Steel, 150 Alloys, 2 Power Cell, 2 Energy Capacitor, 1 Void Crystal Shard, 5,000 Cr | Armory Lv3 + Ancestor Lore T1 | No |
| Runic Cannon | 4 | 42 | +15 | −1 | Charged shot: ×2 damage and ignores all mitigation; 2 charges/combat | 400 Alloys, 200 Titanium Ingot, 1 Exotic Ingot, 3 Power Cell, 2 Energy Capacitor, 1 Void Crystal Shard, 12,000 Cr | Armory Lv4 + Runic Eng T3 | No |
Armour
Armour adds flat mitigation (subtracted from each incoming hit) and a bonus HP pool in combat. Heavier suits penalise initiative. Class-restricted suits work only for their class.
| Armour | Tier | Class | Mit | HP | Init | Special | Build cost | Unlock |
|---|---|---|---|---|---|---|---|---|
| Mining Vest | 1 | light | 2 | 10 | 0 | Base protection | 60 Iron, 100 Cr | Armory Lv1 |
| Scout Leathers | 2 | light | 3 | 15 | +1 | Acts earlier; +10% accuracy with ranged/energy | 150 Steel, 80 Copper, 1 Pressure Seal, 400 Cr | Armory Lv2 |
| Hardened Work Suit | 2 | medium | 5 | 20 | −1 | −15% fatigue gain from combat | 200 Steel, 1 Iron Casting, 1 Pressure Seal, 600 Cr | Armory Lv2 |
| Pilot Exosuit | 3 | medium | 7 | 25 | −1 | Pilot only; +20% Pilot class-fit, +5 accuracy | 300 Alloys, 100 Titanium Ingot, 1 Pressure Seal, 1 Targeting Optic, 2,000 Cr | Armory Lv3 + Pilot Barracks Lv4 |
| Engineer Combat Rig | 3 | medium | 6 | 28 | −2 | Engineer only; repairs 10 structure HP at combat start | 300 Alloys, 100 Steel, 2 Iron Casting, 1 Pressure Seal, 2,500 Cr | Armory Lv3 |
| Runic Plate Armour | 3 | heavy | 10 | 35 | −3 | 25% chance to block a Downing hit; heals 5 HP/round | 400 Steel, 200 Alloys, 2 Iron Casting, 1 Rune Shard, 1 Pressure Seal, 3,000 Cr | Armory Lv3 + Runic Eng T2 |
| Void Carapace | 4 | heavy | 15 | 50 | −4 | Immune to burning & stasis; reduces injury severity one tier | 600 Alloys, 300 Titanium Ingot, 3 Iron Casting, 2 Rune Shard, 1 Void Crystal Shard, 10,000 Cr | Armory Lv4 + Ancestor Lore T3 |
Structure Defenses — Turrets
Turrets mount on Turret Platforms and fire automatically during raids, with their own initiative and attack rate (attacks per combat round; 0.5 = every other round). They take no dwarf to operate, though Garrison occupants boost their damage.
| Turret | Tier | Dmg | Rate | Range | Special | Build cost | Unlock |
|---|---|---|---|---|---|---|---|
| Basic Autocannon | 1 | 10 | 1.0 | medium | Reliable baseline | 150 Iron, 80 Steel, 1 Gun Barrel, 500 Cr | Armory Lv1 / Turret Platform Lv1 |
| Scatter Turret | 2 | 8 | 1.5 | short | Hits the whole short-range group; anti-swarm | 300 Steel, 100 Alloys, 2 Gun Barrel, 1 Ammunition, 1,500 Cr | Armory Lv2 |
| Arc Emitter | 2 | 12 | 1.0 | medium | 40% chain for 6 dmg; 1 power cell/wave | 250 Steel, 120 Alloys, 1 Gun Barrel, 1 Power Cell, 1 Energy Capacitor, 2,000 Cr | Armory Lv2 + Runic Eng T1 |
| Stasis Projector | 3 | 5 | 1.0 | medium | Stasises target (deals 0 dmg while held); 1 power cell/wave | 400 Alloys, 150 Titanium Ingot, 1 Power Cell, 2 Energy Capacitor, 1 Targeting Optic, 5,000 Cr | Armory Lv3 |
| Missile Battery | 3 | 25 | 0.5 | long | Hits back rank; 12 splash to group; 2 ammo/wave | 500 Alloys, 200 Titanium Ingot, 3 Gun Barrel, 2 Targeting Optic, 6,000 Cr | Armory Lv3 + Void Nav T2 |
| Void Cannon | 4 | 40 | 0.5 | long | Charged shot every 2 rounds ignores all mitigation; 2 power cells/wave | 800 Alloys, 400 Titanium Ingot, 1 Exotic Ingot, 3 Power Cell, 2 Energy Capacitor, 15,000 Cr | Armory Lv4 + Runic Eng T3 |
Structure Defenses — Plating & Shields
Passive installations that protect buildings from raid damage. Plating adds flat mitigation and HP to the building. Shield generators absorb a pool of damage per wave before the building is touched, and recharge between waves.
| Item | Tier | Type | Struct. Mit | Struct. HP | Absorb/wave | Regen/round | Special | Build cost | Unlock |
|---|---|---|---|---|---|---|---|---|---|
| Reinforced Hull Plating | 1 | plating | 5 | 50 | — | — | — | 200 Iron, 100 Steel, 1 Iron Casting, 400 Cr | Armory Lv1 |
| Personal Field Projector | 1 | shield | 0 | 0 | 30 | 0 | Recharges between waves | 250 Steel, 1 Power Cell, 1 Energy Capacitor, 800 Cr | Armory Lv1 |
| Titanium Hull Plating | 2 | plating | 12 | 120 | — | — | Immune to burning | 400 Steel, 200 Titanium Ingot, 2 Iron Casting, 2,500 Cr | Armory Lv2 |
| Runic Barrier Generator | 2 | shield | 3 | 0 | 80 | 15 | 1 power cell/wave | 400 Alloys, 100 Steel, 2 Power Cell, 2 Energy Capacitor, 1 Rune Shard, 3,000 Cr | Armory Lv2 + Runic Eng T2 |
| Void-Forged Hull | 3 | plating | 20 | 250 | — | — | Reflects 5 dmg to attacker per hit | 600 Alloys, 300 Titanium Ingot, 3 Iron Casting, 1 Void Crystal Shard, 8,000 Cr | Armory Lv3 + Ancestor Lore T2 |
| Void Shield Matrix | 3 | shield | 8 | 0 | 200 | 30 | On break: 20 dmg shockwave to all in range; 2 power cells/wave | 600 Alloys, 300 Titanium Ingot, 1 Exotic Ingot, 3 Power Cell, 2 Energy Capacitor, 10,000 Cr | Armory Lv4 + Runic Eng T3 |
Defense Buildings
The five defense-category buildings that host gear and crew. Build the Armory
first — it gates everything else.
Armory
Crafts every weapon, armour, turret and plating, and charges energy weapons.
| Level | Build cost | Craft queue slots | Craft time |
|---|---|---|---|
| 1 | 1,000 Iron, 500 Steel, 300 Copper, 2,000 Cr | 1 | ×1.0 |
| 2 | 3,000 Iron, 1,500 Steel, 200 Alloys, 6,000 Cr | 2 | ×0.85 |
| 3 | 8,000 Iron, 4,000 Steel, 800 Alloys, 18,000 Cr | 3 | ×0.70 |
| 4 | 22,000 Iron, 12,000 Steel, 3,000 Alloys, 50,000 Cr | 4 | ×0.55 |
Unlock: Refinery Lv2 + Mine Shaft Lv3.
Turret Platform
Mounts turrets without taking a production slot.
| Level | Iron | Steel | Credits | Turret slots | Structure HP |
|---|---|---|---|---|---|
| 1 | 500 | 200 | 1,500 | 2 | 200 |
| 2 | 1,200 | 500 | 4,000 | 3 | 300 |
| 3 | 3,000 | 1,200 | 10,000 | 4 | 450 |
| 4 | 7,000 | 3,000 | 25,000 | 5 | 650 |
| 5 | 16,000 | 7,000 | 60,000 | 6 | 900 |
Unlock: Mine Shaft Lv3 + Armory Lv1. Has 1 plating/shield slot.
Garrison / Bunker
Houses defense dwarves who fight in raids and amplify turret damage. Trains the
defense combat stat.
| Level | Iron | Steel | Credits | Capacity | Turret dmg / occupant |
|---|---|---|---|---|---|
| 1 | 600 | 300 | 2,000 | 3 | +10% |
| 2 | 1,500 | 700 | 5,000 | 4 | +12% |
| 3 | 4,000 | 2,000 | 12,000 | 5 | +15% |
| 4 | 10,000 | 5,000 | 30,000 | 6 | +18% |
| 5 | 25,000 | 12,000 | 75,000 | 8 | +22% |
Unlock: Habitat Lv3 + Armory Lv1. Has 1 plating/shield slot.
Shield Generator Station
Projects an asteroid-wide field reducing raid damage to all buildings.
| Level | Steel | Alloys | Credits | Asteroid-wide shield HP/wave | Regen/round |
|---|---|---|---|---|---|
| 1 | 800 | 300 | 5,000 | +20 | 5 |
| 2 | 2,500 | 800 | 15,000 | +50 | 12 |
| 3 | 7,000 | 2,500 | 40,000 | +100 | 22 |
| 4 | 20,000 | 7,000 | 100,000 | +200 | 40 |
Unlock: Runic Engineering T1 + Armory Lv2. Uses 1 Power Cell per wave; has 2 plating slots.
Sensor Array
Early warning radar — turns ambush raids into scheduled, telegraphed ones. Also grants an extra combat option at expedition encounter stages at Lv3.
| Level | Iron | Steel | Electronics | Credits | Raid warning | Composition preview |
|---|---|---|---|---|---|---|
| 1 | 800 | 400 | 200 | 3,000 | ~3 min | No |
| 2 | 3,000 | 1,500 | 600 | 10,000 | ~6 min | No |
| 3 | 9,000 | 5,000 | 2,000 | 30,000 | ~10 min | Yes |
Unlock: Cargo Shuttle Dock Lv1 + Void Navigation T1.
Gear on Expeditions
The same weapons and armour you craft for defense come with the squad on expeditions, where they decide exploration encounters (combat branches at expedition stages — see /world/expeditions). Key points:
- Weapon damage, accuracy and initiative, plus armour mitigation and bonus HP, raise each dwarf’s effective combat power in encounters.
- The bonus HP from armour is a real survival buffer: a dwarf with Void Carapace enters a fight with +50 effective HP and downgrades any resulting injury by a tier.
- Class-restricted suits reward focused squads: a Pilot in a Pilot Exosuit is a far better fighter than an unequipped one.
- Encounters draw from the broader enemy roster, including exploration-only threats that drop expedition loot when defeated.
Exploration-only enemies
These appear in expedition encounters rather than raids, and drop loot on defeat:
| Enemy | Faction | Type | Tier | HP | Dmg | Mit | Acc | Init | Notable loot |
|---|---|---|---|---|---|---|---|---|---|
| Tunnel Crawler | Void Swarm | scout | 1 | 18 | 5 | 0 | 50% | 9 | Iron (always acts first round 1) |
| Void Predator | Void Predator | soldier | 2 | 60 | 16 | 3 | 70% | 7 | Crystal (+20% dmg vs hurt dwarves) |
| Crystal Swarm Cluster | Crystalite | soldier | 2 | 35×3 | 8×3 | 2 | 55% | 5 | Crystal, Gold (3 segments) |
| Ruin Guardian | Ancient Automaton | heavy | 3 | 100 | 20 | 10 | 60% | 3 | +1 Artifact, Rare Relics |
| Void Alpha ★ | Void Predator | boss | 4 | 200 | 25 | 6 | 72% | 6 | Artifacts, Exotic Materials (Stage 4–5) |
| Precursor Warden ★ | Precursor Guardian | boss | 5 | 350 | 32 | 16 | 68% | 4 | Rare Relics, Exotic Materials (Excavate Ruins boss) |
Encounter rewards scale with the threat — early ambushes drop a little iron and credits, while deep Gamma boss fights drop multiple artifacts, exotic materials and hundreds of credits. See /treasures/artifacts-reliquaries for what artifacts do.
Implementation Status
Equipping dwarves, installing/removing turrets and plating, garrison assignment,
and the full crafting cost flow are implemented in 0.10.0
(client/js/systems/combat.js). Every stat in the tables above comes from the
authoritative combat data files (data/combat/*). All values are flagged
first-pass / balance TBD in the source. The combat resolver implements the
core special effects (armour-piercing, burning, stasis, suppression, blocking,
mitigation-ignoring, severity reduction) first; some exotic per-weapon effects are
defined in data ahead of full resolver support, so treat the rarer specials as
design-intended rather than finally tuned.
See Also
- /combat/overview — how these stats resolve in a fight
- /combat/raids — defending the colony with turrets and garrison
- /economy/production-chain — crafting the components
- /world/expeditions — encounters where gear earns its keep
- /treasures/artifacts-reliquaries — encounter artifact rewards