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*The [[Genes#Ability|animal warcall]] [[gene]]{{BiotechIcon}} turns a specific animal hostile against your opponents.
 
*The [[Genes#Ability|animal warcall]] [[gene]]{{BiotechIcon}} turns a specific animal hostile against your opponents.
  
For the psychic animal pusler, you should wall in [[door]]s (to prevent exit via [[mental break]]), and watch the carnage. Stronger animals like [[megasloth]]s or a herd of [[elephant]]s can easily end smaller raids, or at least force [[siege]]s to attack. These are heavily dependent on your map's current fauna. Also note that using wild animals like this becomes progressively weaker as raids become stronger. An [[elephant]] can't handle 30 gun-wielding raiders, for instance.
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For the former two strategies, you should wall in [[door]]s (to prevent exit via [[mental break]]), and watch the carnage. Stronger animals like [[megasloth]]s or a herd of [[elephant]]s can easily end smaller raids, or at least force [[siege]]s to attack. These are heaily dependent on your map's current fauna. Also note that using wild animals like this becomes progressively weaker as raids become stronger. An [[elephant]] can't handle 30 gun-wielding raiders, for instance.
  
===Melee mechanoid===
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===Mechanoid===
 
{{Biotech|section=1}}
 
{{Biotech|section=1}}
 
*[[Scyther]]s are the most effective at melee combat.
 
*[[Scyther]]s are the most effective at melee combat.
  
[[Mechanoid]]s have all the advantages of being an animal, but then some, including the ability to be [[draft]]ed like a colonist. Mechs can be repaired of all damage for just the cost of power and can be resurrected for a couple of [[steel]]. This negates all the long-term problems that lategame melee faces (though mechs are, of course, not invincible).
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Mechanoids have all the advantages of being an animal, but then some, including the ability to be [[draft]]ed like a colonist. Mechs can be repaired of all damage for just the cost of power and can be resurrected for a couple of [[steel]]. This negates all the long-term problems that lategame melee faces (though mechs are, of course, not invincible).
  
 
Mechs have their unique costs. They require their [[mechanitor]] nearby to actually control. They cost [[bandwidth]], which could have been used for any amount of ranged mechs. And they create [[toxic wastepack]]s, which will eventuallyy [[pollution|pollute]] your landscape. As combat mechs can be turned off, the actual costs of power and pollution are rather limited.
 
Mechs have their unique costs. They require their [[mechanitor]] nearby to actually control. They cost [[bandwidth]], which could have been used for any amount of ranged mechs. And they create [[toxic wastepack]]s, which will eventuallyy [[pollution|pollute]] your landscape. As combat mechs can be turned off, the actual costs of power and pollution are rather limited.
  
 
:'''Comparisons'''<br>
 
:'''Comparisons'''<br>
Scythers (2 bandwidth) are the strongest and most effective at melee, and move slightly faster than a baseline human. [[Tunneler]]s (3 bandwidth) have twice the armor of a scyther ''and'' a natural 250 HP [[shield belt]], but are much slower and don't do as much damage (though it is blunt damage). Tunnelers can also mine. [[Centipede]]s (4) and [[diabolus|mechanoid]] [[war queen|commander]]s (5) have similar armor to the tunneler, and have ''much'' higher actual health, though are mainly used for ranged combat.
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Scythers (2 bandwidth) are the strongest and most effective at melee, and move slightly faster than a baseline human. [[Tunneler]]s (3 bandwidth) have twice the armor of a scyther ''and'' a natural 250 HP [[shield belt]], but are much slower and don't do as much damage. Tunnelers can also mine. [[Centipede]]s (4) and [[diabolus|mechanoid]] [[war queen|commander]]s (5) have similar armor to the tunneler, and have ''much'' higher actual health, though are mainly used for ranged combat.
 
 
Ranged mechanoids are not covered in this guide, due to a larger number of factors that come with using them. See each mechanoid's page for more specific analysis.
 
  
 
==Ranged - Neolithic==
 
==Ranged - Neolithic==
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* {{Icon small|Charge rifle|24}} [[Charge rifle]]s are high-tech versions of assault rifles. Stronger, and with high {{AP}}, but with shorter range and less accuracy. Charge rifles are the strongest weapon in a [[killbox]] that can remain flexible outside of one.
 
* {{Icon small|Charge rifle|24}} [[Charge rifle]]s are high-tech versions of assault rifles. Stronger, and with high {{AP}}, but with shorter range and less accuracy. Charge rifles are the strongest weapon in a [[killbox]] that can remain flexible outside of one.
  
In general, these weapons are great for base defense, whenever in static setups or when dealing with [[breacher]]s and [[sapper]]s. They are also the best options for attacks outside of your base. Assault rifles are overall best outside of a [[killbox]], charge rifles deal the most damage, and SMGs are best at lower skill.
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In general, these weapons are great for base defense, whenever in static setups or when dealing with [[breacher]]s and [[sapper]]s. They are also the best options for attacks outside of your base. Assault rifles are the most flexible, charge rifles deal the most overall damage, and SMGs are best at low skill. At ''any'' skill, heavy SMGs can outdamage even the charge rifle at shotgun range (10-tiles). Though weaker than a proper shotgun, SMGs do not share the same weaknesses.
  
 
===LMG & Minigun===
 
===LMG & Minigun===
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===Sniper & Lance===
 
===Sniper & Lance===
 
Longer range, single-shot, specialist weapons.
 
Longer range, single-shot, specialist weapons.
* {{Icon small|Sniper rifle|24}} [[Sniper rifle]]s have the highest range in the game, but low firerate. Overall DPS is weaker than a [[bolt-action rifle]], but snipers are clearly not a damage weapon. Useful for picking off [[siege]]s, lone [[centipede]]s, etc. Very reliant on Shooting skill.
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* {{Icon small|Sniper rifle|24}} [[Sniper rifle]]s have the highest range in the game, but low firerate. Overall DPS is weaker than a [[bolt-action rifle]], but snipers are clearly not a damage weapon. Useful for picking off [[siege]]s, lone [[centipede]]s, etc. Very reliant on shooting skill.
 
* {{Icon small|Charge lance|24}} [[Charge lance]]s have a large per-shot damage and high {{AP}}. However, its range is equal to an [[assault rifle]], leading to a profile much similar to rifles rather than a sniper. Actual DPS is weaker than the assault rifle, and the armor penetration isn't actually that big. This gives it a weak niche, despite its cost and tech level.
 
* {{Icon small|Charge lance|24}} [[Charge lance]]s have a large per-shot damage and high {{AP}}. However, its range is equal to an [[assault rifle]], leading to a profile much similar to rifles rather than a sniper. Actual DPS is weaker than the assault rifle, and the armor penetration isn't actually that big. This gives it a weak niche, despite its cost and tech level.
  
Sniper rifles (not charge lances) are great weapons for kiting stationary enemies and the best weapon for hunting. Fire a shot, and as enemies approach you, back off until they reset to their original position. They are also great at luring [[siege]]s to assault your colony, assuming the siege doesn't have snipers of their own. Charge lances are closer to assault rifles than snipers for their overall weapon profile, and may have use in dealing with heavily armored enemies.
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Sniper rifles (not charge lances) are great weapons for kiting stationary enemies and the best weapon for hunting. Fire a shot, and as enemies approach you, back off until they reset to their original position. They are great at luring [[siege]]s to assault your colony, assuming the siege doesn't have snipers of their own. Charge lances are closer to assault rifles than snipers for their overall weapon profile, and may have use in dealing with heavily armored enemies.
  
 
===Chain Shotgun===
 
===Chain Shotgun===
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===Grenades===
 
===Grenades===
 
Grenades have the shortest range of any colonist weapon in the game, only thrown up to 12 tiles. All grenades have a forced miss radius.
 
Grenades have the shortest range of any colonist weapon in the game, only thrown up to 12 tiles. All grenades have a forced miss radius.
*{{Icon small|Frag grenades|24}} [[Frag grenades]] are standard explosives. While powerful, they are virtually unable to hit a moving target. Can be thrown straight for a few tiles in a hallway, lending some use behind melee blockers. Grenades are also ''very'' effective against structures and walls. While breaking a wall fast is rarely helpful, this property is great for taking out [[mech cluster]]s{{RoyaltyIcon}}.
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*{{Icon small|Frag grenades|24}} [[Frag grenades]] are standard explosives. While powerful, they are virtually unable to hit a moving target. Can be thrown straight for a few tiles in a hallway. Grenades are ''very'' effective against structures and walls. While breaking a wall fast is rarely helpful, grenades are great for taking out [[mech cluster]]s{{RoyaltyIcon}}.
 
*{{Icon small|Molotov cocktail|24}} [[Molotov cocktail]]s create [[fire]]. Unwieldy, and with a small blast, molotovs aren't very effective to throw on top of raiders. Instead, fire can quickly heat up any place considered ''indoors'', burning [[raider]]s and [[insect]]s alive via [[temperature]] mechanics. Mechs are immune to fire and heat.
 
*{{Icon small|Molotov cocktail|24}} [[Molotov cocktail]]s create [[fire]]. Unwieldy, and with a small blast, molotovs aren't very effective to throw on top of raiders. Instead, fire can quickly heat up any place considered ''indoors'', burning [[raider]]s and [[insect]]s alive via [[temperature]] mechanics. Mechs are immune to fire and heat.
*{{Icon small|EMP grenades|24}} [[EMP grenades]] stun [[mechanoid]]s and [[turret]]s for a massive duration and break both [[shield belt]]s and [[low-shield pack]]s{{RoyaltyIcon}}, but are harmless against organic targets. Invaluable for mech raids. Its blast radius is ''much'' bigger than the other grenades. As the blast is bigger than the forced miss radius, these are fairly reliable.
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*{{Icon small|EMP grenades|24}} [[EMP grenades]] stun [[mechanoid]]s and [[turret]]s for a massive duration, and break [[shield belt]]s and [[low-shield pack]]s{{RoyaltyIcon}}, but are harmless against organic targets. Invaluable for mech raids. Its blast radius is ''much'' bigger than the other grenades - as it's bigger than the forced miss radius, they can reliable stun targets.
 
*{{Icon small|Tox grenades|24}} [[Tox grenades]]{{BiotechIcon}} create [[tox gas]]. This affects colonists and raiders alike, though you can outfit colonists with [[toxic resistance|toxic]] [[Toxic Environment Resistance|protection]]. Tox grenades are best for attacking enemies who are passing through long, winding, and tight corridors, which have no recourse against the poison. [[Vent]]s allow tox gas to transfer between rooms.
 
*{{Icon small|Tox grenades|24}} [[Tox grenades]]{{BiotechIcon}} create [[tox gas]]. This affects colonists and raiders alike, though you can outfit colonists with [[toxic resistance|toxic]] [[Toxic Environment Resistance|protection]]. Tox grenades are best for attacking enemies who are passing through long, winding, and tight corridors, which have no recourse against the poison. [[Vent]]s allow tox gas to transfer between rooms.
  
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===Consumables===
 
===Consumables===
 
Weapons of mass destruction. Rocker launchers have a large warm-up and cooldown for the user. Targeters can be deployed quickly, but also takes some time to actually start firing. None of these can be crafted by a colony.
 
Weapons of mass destruction. Rocker launchers have a large warm-up and cooldown for the user. Targeters can be deployed quickly, but also takes some time to actually start firing. None of these can be crafted by a colony.
*{{Icon small|Doomsday rocket launcher|24}}[[Doomsday rocket launcher]]s fire 1 large explosion, followed by smaller flame explosions. Extremely effective against humanoid raiders and lighter mechnoids, as a single launch can cause an entire raid to retreat. Available from [[trade]] or quests.
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*{{Icon small|Doomsday rocket launcher|24}}[[Doomsday rocket launcher]]s fire 1 large explosion, followed by smaller flame explosions. Extremely effective against humanoid raiders and lighter mechnoids, a single launch can cause an entire raid to retreat. Available from [[trade]] or quests.
*{{Icon small|Triple rocket launcher|24}} [[Triple rocket launcher]]s fire 3 explosions. Each of the three rockets deals the ''same damage'' as the doomsday's main explosion, though with a much smaller radius. Effective against mechanoids and structures in particular, and can still damage a raid quite heavily. Available from [[trade]] or quests.
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*{{Icon small|Triple rocket launcher|24}} [[Triple rocket launcher]]s fire 3 explosions. Each explosion is smaller than a doomsday, but deals the same damage ''per explosion''. Effective against mechanoids and structures in particular, and can still damage a raid quite heavily. Available from [[trade]] or quests.
 
*{{Icon small|Orbital power beam targeter|24}} [[Orbital power beam targeter]]s create a massive, fire-based beam centered on a target in [[line of sight]]. Incredibly powerful against humans, but useless against mechanoids. Can attack through overhead mountain. [[Quest]] only, so limited in practice.
 
*{{Icon small|Orbital power beam targeter|24}} [[Orbital power beam targeter]]s create a massive, fire-based beam centered on a target in [[line of sight]]. Incredibly powerful against humans, but useless against mechanoids. Can attack through overhead mountain. [[Quest]] only, so limited in practice.
 
*{{Icon small|Orbital bombardment targeter|24}} [[Orbital bombardment targeter]]s fire a total of 30 explosions over a large, 20-tile radius. Stronger than a doomsday against large groups, this item is also [[quest]] only.
 
*{{Icon small|Orbital bombardment targeter|24}} [[Orbital bombardment targeter]]s fire a total of 30 explosions over a large, 20-tile radius. Stronger than a doomsday against large groups, this item is also [[quest]] only.
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Each mortar shell has its own purpose:
 
Each mortar shell has its own purpose:
 
*{{Icon small|High-explosive shell|24}} [[High-explosive shell]]: General purpose shell, good against any target.
 
*{{Icon small|High-explosive shell|24}} [[High-explosive shell]]: General purpose shell, good against any target.
*{{Icon small|Incendiary shell|24}} [[Incendiary shell]]: Great for igniting a [[siege]]'s own mortars/mortar shells on fire, potentially causing a chain reaction. But as the game will start [[rain]] if a fire spreads too far, these shells aren't very useful otherwise.
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*{{Icon small|Incendiary shell|24}} [[Incendiary shell]]: Great for igniting a [[siege]]'s own mortars/mortar shells on fire, causing an explosion. But as the game will start [[rain]] if a fire spreads too far, these shells aren't very useful otherwise.
 
*{{Icon small|EMP shell|24}} [[EMP shell]]: Stuns mechanoids. Massive explosion radius makes this ''somewhat'' accurate. Can also disable [[mech high-shield]]s{{RoyaltyIcon}}, so that other mortars can fire.
 
*{{Icon small|EMP shell|24}} [[EMP shell]]: Stuns mechanoids. Massive explosion radius makes this ''somewhat'' accurate. Can also disable [[mech high-shield]]s{{RoyaltyIcon}}, so that other mortars can fire.
 
*{{Icon small|Firefoam shell|24}} [[Firefoam shell]]: Creates [[firefoam]], extinguishing fires. The introduction of [[firefoam pop pack]]s and [[foam turret]]s have mostly left the shell obsolete.
 
*{{Icon small|Firefoam shell|24}} [[Firefoam shell]]: Creates [[firefoam]], extinguishing fires. The introduction of [[firefoam pop pack]]s and [[foam turret]]s have mostly left the shell obsolete.

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