Terminator: Resistance Guide

Weapon and Enemy Stats for Terminator: Resistance

Weapon and Enemy Stats

Overview

Stats of the game’s weapons and enemies. Weapons and enemies from Infiltrator Mode added.

Guide Overview

Stats for the game’s weapons and enemies. Stats are transcribed from the inventory page, enemy stats were obtained by me through extensive playtesting.

Enemy stats are based on normal difficulty. Enemy weapon damage represents the percentage of the player’s health bar one hit takes away.

M1911 Pistol

A standard issue Resistance handgun.
Ammunition: Small Caliber Ammo

Damage: 30
Fire Rate: 400
Clip Size: 9
Stability: 95

Notes:
– Starting weapon.
– Only takes up 1 inventory slot.

Uzi SMG

Fully automatic. Close to mid-range weapon.
Ammunition: Small Caliber Ammo

Damage: 33
Fire rate: 700
Clip Size: 30
Stability: 75

Notes:
– Only takes up 1 inventory slot.
– A free one can be given to you by Ryan in Chapter 1 if you accept the “More Survivors” sidequest.

M16 Rifle

Fully automatic rifle. Medium to long range weapon.
Ammunition: Medium Caliber Ammo

Damage: 40
Fire Rate: 600
Clip Size: 30
Stability: 75

Notes:
– Found in the stockpile in Chapter 2 behind the lockpick door.

Remington Shotgun

Pump-action shotgun with a wide spread.
Ammunition: Shotgun Shells

Damage: 90 x 10
Fire Rate: 80
Clip Size: 7
Stability: 1

Notes:
– Can knock down Terminators for several seconds, but this seems to stop working in the later levels after you get access to plasma weapons.

Plasma Rifle TC2000-R

first-generation Phased Plasma Rifle.
Ammunition: Red Plasma Cells

Damage: 65
Fire Rate: 410
Clip Size: 24
Stability: 75

Notes:
– Given to the player at the beginning of Chapter 08: Metro Station.
– Can often be found carried by dead Resistance members.
– Can be purchased from the Resistance Quartermaster from Chapter 13 onwards.

Plasma Rifle TC2100-R Scoped

first-generation Phased Plasma Rifle equipped with a scope.
Ammunition: Red Plasma Cells

Damage: 65
Fire Rate: 425
Clip Size: 24
Stability: 88

Notes:
– TC2100-R variant equipped with infrared sniper scope.
– Can be purchased from the Resistance Quartermaster from Chapter 13 onwards.
– A free one can be found about a chapter or two after you first obtain plasma weapons.

Skynet Plasma R95

Westinghouse first-generation Plasma Rifle. Unlimited clip size, however continuous fire will temporarily overheat the weapon.
Skynet technology: ‘Weapons 3’ skill required
Ammunition: Red Plasma Cells

Damage: 75
Fire Rate: 475
Shots to Overheat: 15
Stability: 98

Notes:
– Randomly dropped by T-800s and T-825s.
– Slightly better damage-per-second than the Resistance TC2000-R, but requires the level 3 Weapons skill.
– Requires chip upgrades and headshots to kill a Terminator before overheating.

Plasma TC16-R

Classic weapon integrated with first-generation Plasma technology.
Ammunition: Red Plasma Cells

Damage: 110
Fire Rate: 125
Clip Size: 24
Stability: 75

Notes:
– Uses 2 ammo per shot.
– Can be purchased from the Resistance Quartermaster from Chapter 15 onwards.
– A free one can be obtained relatively late in the game in Chapter 22: Downtown at the end of the Lady Vengeance sidequest.
– Good accuracy and decent damage-per-shot, but relatively poor damage-per-second compared to all other first-gen plasma weapons. The second-gen version (TC30-V) does not have this problem relative to second-gen plasma weapons.

Rail Plasma RG01

Sniper Rifle charged with first-generation Plasma Pulse rounds.
Ammunition: Red Plasma Cells

Damage: 550
Fire Rate: 27
Clip Size: 25
Stability: 25

Notes:
– Uses 5 ammo per shot.
– Can be purchased from the Resistance Quartermaster from Chapter 13 onwards.
– A free one can be found near the beginning of Chapter 11: Pasadena. It’s behind an Easy locked door on the top floor of Golden Tobacco, the isolated building on the West edge of the map, to your right from the start of the level.
– After being upgraded with chips, can often kill Terminators with 2 headshots. Killing Terminators with 1 headshot requires both chip upgrades and weapon skill upgrades.

Plasma Minigun RSB-80

Heavy Plasma weapon capable of high cyclic firing rate.
Ammunition: Red Plasma Cells

Damage: 60
Fire Rate: 500
Clip Size: 75
Stability: 73

Notes:
– Can be purchased from the Resistance Quartermaster from Chapter 21 onwards.
– A free one can be obtained in Chapter 19: Hollywood Hills.

Plasma Rifle V-25A

Second-generation Phased Plasma Rifle.
Ammunition: Violet Plasma Cells

Damage: 125
Fire Rate: 425
Clip Size: 28
Stability: 88

Notes:
– Given to the player in Chapter 23: Mack’s Laboratory.
– Can be purchased during your final visit to the Resistance Quartermaster in Chapter 24.

Plasma Rifle V-25B Scoped

Second-generation Phased Plasma Rifle equipped with a scope.
Ammunition: Violet Plasma Cells

Damage: 125
FIre Rate: 440
Clip Size: 28
Stability: 75

Notes:
– V-25A variant equipped with an infrared scope.
– Can be purchased during your final visit to the Resistance Quartermaster in Chapter 24.

Skynet Plasma V96

Westinghouse second-generation Plasma Rifle. Unlimited clip size, however continuous fire will temporarily overheat the weapon.
Skynet technology: ‘Weapons 5’ skill required
Ammunition: Violet Plasma Cells

Damage: 120
Fire Rate: 350
Shots to Overheat: 15
Stability: 98

Notes:
– Randomly dropped by T-820s and T-825Vs.
– Is inferior in every way to the V-25A, except that it can be obtained slightly earlier in the game (about 4 chapters earlier) but requires the level 5 Weapons skill to use.

Plasma TC30-V

A classic weapon integrated with second-generation Plasma technology.
Ammunition: Violet Plasma Cells

Damage: 200
Fire Rate: 125
Clip Size: 24
Stability: 75

Notes:
– Uses 2 ammo per shot.
– Can be purchased during your final visit to the Resistance Quartermaster in Chapter 24.
– Can be obtained for free from the Resistance stockpile at the beginning of the final level.

Rail Plasma VG01

Sniper Rifle charged with second-generation Plasma Pulse rounds.
Ammunition: Violet Plasma Cells

Damage: 800
Fire Rate: 27
Clip Size: 25
Stability: 25

Notes:
– Uses 5 ammo per shot.
– Can be purchased during your final visit to the Resistance Quartermaster in Chapter 24.
– Can be obtained for free from the Resistance stockpile at the beginning of the final level.

Plasma Minigun VSB-90

Improved Heavy Plasma weapon capable of high cyclic firing rate.
Ammunition: Violet Plasma Cells

Damage: 100
Fire Rate: 500
Clip Size: 80
Stability: 73

Notes:
– Can be purchased during your final visit to the Resistance Quartermaster in Chapter 24.
– A free one can be found in a storage alcove during Chapter 26: Resistance Shelter.
– Can be obtained for free from the Resistance stockpile at the beginning of the final level.

Skynet Minigun VSB-95

Improved Plasma Skynet minigun. Unlimited clip size, however continuous fire will temporarily overheat the weapon.
Skynet technology: ‘Weapon 5’ skill required
Ammunition: Violet Plasma Cells

Damage: 125
Fire Rate: 500
Shots to Overheat: 25
Stability: 75

Notes:
– Randomly dropped by T-850s (other than the first boss version, which cannot be looted).
– Deals 25% more damage than the VSB-90, but requires level 5 Weapons skill and overheats with continuous fire.

Heat-Seeking RL-92

Single-shot Rocket Launcher capable of firing Heat-Seeking Missiles.
Ammunition: Heat-Seeking Missile

Damage: 3550
Fire Rate: 120
Clip Size: 1
Stability: 25

Notes:
– Fire rate is meaningless as weapon needs to be reloaded after each shot.
– Can be purchased from the Resistance Quartermaster from Chapter 18 onwards.
– A free one can be found in Chapter 16: Warehouse District, along with 5 rockets.
– Ammo cannot be found in levels and must be purchased from the Resistance Quartermaster.

Laser-Guided RL-43

Single-shot Rocket Launcher with a laser sight.
Ammunition: Laser-Guided Missiles

Damage: 3550
Fire Rate: 120
Clip Size: 1
Stability: 25

Notes:
– Fire rate is meaningless as weapon needs to be reloaded after each shot.
– Can be purchased from the Resistance Quartermaster from Chapter 15 onwards.
– A free one can be obtained during the boss fight against the HK Tank in Chapter 22: Downtown, along with over 20 rockets. A second RL-43 can be found in Chapter 25: Observatory, during the HK Aerial battle.

AMT Hardballer

A standard handgun with laser sight.
Ammunition: Small Caliber Ammo

Damage: 135
Fire Rate: 400
Clip Size: 20
Stability: 95

Notes:
– Only found in Infiltrator Mode
– Only takes up 1 inventory slot
– Found in the Scavenger Weapons Cache
– No crosshair when aiming from the hip
– Instead of using the ironsights, aim-down-sights will zoom in and cause a crosshair to appear
– 47 would be proud

M134 Minigun

High rate of fire six-barrel rotary machine gun.
Ammunition: Minigun Ammo

Damage: 100
Fire Rate: 1,000
Clip Size: 300
Stability: 1

Notes:
– Only found in Infiltrator Mode
– Obtained by detaching from Resistance minigun turrets

M79 Grenade Launcher

Single shot grenade launcher.
Ammunition: Grenade Launcher Ammo

Damage: 500
Fire Rate: 80
Clip Size: 1
Stability: 1

Notes:
– Only found in Infiltrator Mode
– Found in the Resistance Weapons Cache

Spider Scout

Health: 230
Weapon: Shock Attack (8.3% damage)

Notes:
– Shots to the red eye do about 2x damage.
– Short range shock attack (range of about 20 feet).

Silverfish

Health: 40
Weapon: Explosion (~60% damage)

Notes:
– Explosive kamikaze attack.
– Can be lured out of hiding with gunfire from long range (which is much cheaper than using sound decoys).

Scout Drone

Health: 350
Weapon: Shock Attack (12.5% damage)

Notes:
– Shots to the red eye do about 2x damage.
– Short range shock attack (range of about 20 feet).

Armored Drone (Minigun)

Health: 500
Weapon: Minigun (5% damage)

Notes:
– Shots to the red eye do about 2x damage.
– Front armor plates provide heavy damage resistance against both bullets and plasma.
– Front armor plates will periodically close to protect the drone’s body and weak spot.

Armored Drone (Red Plasma)

Health: 1000
Weapon: Red Plasma (12.5% damage)

Notes:
– Shots to the red eye do about 2x damage.
– Front armor plates provide heavy damage resistance against both bullets and plasma.
– Front armor plates will periodically close to protect the drone’s body and weak spot.
– Drone can still attack while armored plates are closed.

Armored Spider (unarmored)

Health: 2000
Weapon: Minigun (7.5% damage)

Notes:
– Shots to the red eye only do about 1.67x damage (67% more damage than a normal shot).
– Shots to the rear battery do heavy damage (about 3x normal damage).
– Weaker version of the Armored Spider that lacks the armored plating, typically encountered in the first couple of levels and during large battles.

Armored Spider

Health: 5500
Weapon: Minigun (7.5% damage)
Weapon: Red Plasma (16.7% damage)

Notes:
– Shares most attributes with the unarmored version.
– Armor plating shell on body provides heavy damage resistance against both bullets and plasma.
– Armor plating shell will periodically move to shield the weak spots (red eye and rear battery).
– If weak spots cannot be targeted, exposed areas (i.e. the arms) can be shot for normal damage.

Plasma Turret (Small)

Health: 1000 (Medical District)
Health: 3000 (Default)
Weapon: Red Plasma (16.7% damage)

Notes:
– No apparent critical hit location.
– Can be hacked.

Plasma Turret (Large)

Health: 5000
Weapon: Violet Plasma (25% damage)

Notes:
– No apparent critical hit location.
– Can be hacked.
– Can kill a T-800 in 14 shots.

T-800

Health: 2500
Weapon: Skynet Plasma R95 (23% damage)

Notes:
– Headshots do roughly 2.1x damage.
– Immune to bullets.
– Moderately resistant to explosives unless knocked down.
– T-800s in the Medical District deal double damage and can be knocked down with a close-range shotgun blast. The shotgun does not appear to be effective against T-800s later in the game.

T-808

Health: 2000
Weapon: Flamethrower (16.7% damage)

Notes:
– Shares most attributes of the T-800.
– Fuel tank backpack can be shot and detonated for heavy damage.

T-825

Health: 3000
Weapon: Skynet Plasma R95 (dual wielding) (23% damage)

Notes:
– Shares most attributes of the T-800.

T-820

Health: 4000
Weapon: Skynet Plasma V96 (34% damage)

Notes:
– Shares most attributes of the T-800.

T-825V

Health: 3500
Weapon: Skynet Plasma V96 (dual wielding) (34% damage)

Notes:
– Shares most attributes of the T-800.
– Has a small chance of dropping a purple chip.

T-850 “Infiltrator”

Health: 30,000 (Boss Fight)
Health: 15,000 (Second Encounter)
Health: 10,000 (Third Encounter)
Health: 4000 (Final Level)
Weapon: Skynet Minigun VSB-95 (14.4% damage)

Notes:
– Shares most basic attributes of the T-800.
– Headshots do roughly 3x damage.
– Can throw pipe bombs.
– Pipe bombs are lethal even with fully upgraded damage resistance.
– Immune to knockdown.
– Only 6 encountered throughout the entire game; 1 “Boss” encounter, 2 “Mini-boss” encounters, and 3 weaker versions encountered during the final level.
– All T-850s except the Boss version will guaranteed drop a purple chip.
– The Boss version can use cover, is extremely resistant to explosives, and only takes about 1.1x damage (10% more damage) from headshots. It will retreat to the next area after taking a set amount of damage in each area.
– The scanner lists its weapon as the Plasma Minigun VSB-90, even though it drops the Skynet Minigun VSB-95 when killed.

T-47

Health: 30,000
Weapon: Minigun (25% damage)
Weapon: Missiles (over 150% damage)

Notes:
– Approximately 20 feet (6 meters) tall.
– Immune to bullets.
– Head is armored and must be shot several times before it becomes a critical hit location.
– Headshot critical hits do about 1.67x damage (67% more damage than normal).
– Has two glowing red orbs on the shoulders which can be shot for heavy damage (approximate 4x normal damage). Orbs can typically only be targeted from above or when the T-47 is stunned from taking significant damage. Armor plating partially covers orbs and shooting it off will make hitting them much easier.
– Can leap horizontally several dozen feet to cover large distances quickly.
– Will begin launching missile volleys after losing a portion of its health. Missile volleys increase in frequency as it takes more damage.
– Missile direct hits are lethal unless damage resistance has been nearly fully upgraded. Multiple missile hits are lethal even with full damage resistance.

T-47 Plasma

Health: 50,000
Weapon: Red Plasma (40% damage)
Weapon: Missiles (over 150% damage)

Notes:
– Shares most attributes of the T-47.

HK Aerial

Health: ~25,000
Weapon: Violet Plasma (16.7% damage)
Weapon: Missiles (over 150% damage)

Notes:
– Immune to bullets and red plasma weapons.
– Appears to take somewhat more damage when shot in the turbines/engines, even though they are not marked as critical hits.
– In early levels they can be destroyed with hacked plasma turrets or rocket launchers. In the last few levels they can be destroyed with violet plasma weapons.
– Missile direct hits are lethal unless damage resistance has been nearly fully upgraded. Multiple missile hits are lethal even with full damage resistance.

HK Tank

Health: ~425,000
Weapon: Violet Plasma (8.3% damage)

Notes:
– Immune to bullets and red plasma weapons.
– Boss version can be destroyed with 6 rockets to the vulnerable rear port, or about 26 rockets to the head.
– Boss version doesn’t take headshot damage when already stunned.
– Final battle version does not need to be destroyed; the friendly HK Tank will destroy it with a missile after all other enemies are eliminated.

Scavenger

Health: 150
Weapon: M16 (~1.33% damage)

Notes:
– Headshots do 3x damage
– Only found in Infiltrator Mode

Resistance Soldier

Health: 225
Weapon: Plasma Rifle TC2000-R (~3% damage)

Notes:
– Headshots do 3x damage
– Only found in Infiltrator Mode

Tech-Com Soldier

Health: 300
Weapon: Plasma Rifle V-25A (~6% damage)

Notes:
– Headshots do 3x damage
– Has roughly similar durability as the player character from the main game
– Only found in Infiltrator Mode

Resistance Sniper

Health: 225
Weapon: Rail Plasma RG01 (25% damage)

Notes:
– Headshots do 3x damage
– Only found in Infiltrator Mode

Resistance Minigun Operator

Health: 540
Weapon: M134 Minigun (~2% damage)

Notes:
– Headshots do 2x damage
– Only found in Infiltrator Mode

Tech-Com Commander

Health: 300
Weapon: Plasma Rifle V-25A (~6% damage)

Notes:
– Headshots do 3x damage
– Has roughly similar durability as the player character from the main game
– Only found in Infiltrator Mode

SteamSolo.com