recursal/Fanatic-Fandom huggingface dataset:
Ant-killer

The **Ant Killer** is a high-precision Light Barrel that can be combined with any Light Firing Mechanism to assemble a Weapon Module. It is an Energy Barrel and it does not consume ammo.

## TACTICS

Like most precision Barrels, the Ant Killer has a low Rate-Of-Fire, and as such is not well suited for close-range combat.

The Ant Killer is best used in medium-to-long distance, where the lower ROF drawback is compensated by consistently scoring hits, while opponents with less precise weapons spray fire all around you.

Considering its effectiveness over distance, the Ant Killer is well suited for Juggernaut or Balanced builds; however, even with a Skirmisher-type robot you can reliably score a few hits and then retreat before the enemy has a chance to close in on you.

Like all Energy Weapons, you don’t have to worry about ammo for the Ant Killer, but it does expend a lot more Energy and drains your Battery quicker when in battle. You should account for this when selecting your Battery. If you tend to engage in prolonged firefights – a high-Cap, low-Regen battery is advisable, so it can carry you through the duration of the skirmish. If, on the other hand, you prefer hit-and-run tactics over longer distance (well supported by precision weapons such as the Ant Killer), the low-Cap, high-Regen battery types might be better suited to you.

If your preferred tactic is getting close enough for point-blank shooting, you should consider attaching the Ant Killer to a Revolver or Hiccs Firing Mechanism. Although these would reduce your Accuracy, this will hardly matter in close range, while on the other hand your Damage-Per-Second will be increased. Keep in mind, that you still might not be a match for a rapid-fire weapon-wielding foe.

Any 4-Handed robot build would benefit from attaching a precision weapon, to take advantage of the situations where the enemy is far from you but you can’t or won’t close the distance fast enough.

The best tactic with a predominantly precision-based build by far, is aiming for an opponent’s Chassis, to disable him. Once you destroy his movement capability and he’s a sitting duck – just pull back, as far as you can, and dismantle him at your leisure. While you’re sure to take return fire, it will hardly deal significant damage to you (unless, of course, the enemy is equipped with Area of Effect or precision weapons himself!).
Chassis Module

The **Chassis Module** is a module assembled from the Chassis and Engine parts. It’s the Module mainly responsible for your Robot’s Speed and as such, matching the right Chassis to the rest of your build and preferred play-style is paramount.

If your Chassis is destroyed, your robot will immediately be rendered immobile, making you an easy target for any enemy. However, should you survive the immediate encounter, a timer will begin filling at the top of your screen, and upon its completion you will regain minimal mobility. Keep in mind, however, that any subsequent hit to your Chassis will destroy it again. There is no limit to how many times you can regenerate the Chassis – you’re only restricted by your ability to prevail in battle as a sitting duck.

The Chassis is the housing part and it determines the main stats of the module. The Engine is the inset part and it modifies the Chassis stats.
Body Module

The **Body Module** is a module assembled from the Body and Battery parts. It will probably be the most durable Module in your robot, and for a good reason – if your Body’s Durability is ever reduced to 0, your whole robot is immediately destroyed. The good news is that the rest of your parts won’t suffer additional damage even if such an unfortunate event comes to pass.

The housing part of this Module is the Body part: it determines the module’s Durability and, no less important, the number of Weapon Modules you’ll be allowed to attach. Keep in mind that Bodies that allow you to attach more weapons are usually less durable.

The inset part of the Body module is the Battery. It determines the amount of Energy you’ll have at your disposal, as well as your Energy Regeneration Rate.
Radar

The **Radar** is an activated device that serves to briefly reveal the positions of all players on the map.

## Effect

When used, the Radar will reveal a Mini-Map representation of the arena and the location of all players, friend and foe alike, on it. This effect has a short duration and it has a cooldown before you can activate it again, so use it wisely.

Foes are designated in red, friendlies in green, and the casting player – in blue.

On a multi-layered map, a small indicator will also show when a player is on a lower or higher level, relative to the casting player’s position.

## Strategies

Lone Wolf – If you’re using a Skirmisher build, use the Radar to locate enemy stragglers and confront them one-on-one.

Recon – Use the Radar to detect enemy stragglers or the direction the enemy team is heading. Communicate with your teammates through the Team Chat so you can adopt a coordinated strategy.

Regroup – If you’re using a Skirmisher or a Juggernaut build, you’re likely to find yourself separated from your team. Use the Radar to locate your teammates and regroup with them.

## Counter-strategies

There is currently no strategy to counter the use of a Radar. As always, it remains a wise idea for your team to stick together and minimize the risk of Radar-using Skirmishers picking off stragglers one by one.
Pick-ups

All over the maps you can find a variety of **pick-ups** to help you against your opponents. There are 4 different categories of bonuses:

* Energy
* Durability
* Ammo
* Speed

Each appears in several different packages. Note that while the pick-up locations for each map are fixed, the type of bonus that will spawn at each one is randomly determined.
Stingray

The **Stingray** is a projectile Light Barrel that can be combined with any Light Firing Mechanism to assemble a Weapon Module. It fires a physical projectile that has to travel to its target before scoring a hit (or a humiliating miss!).

## Tactics

Projectile weapons are probably the most difficult type of weapons to master. As their ammunition needs time to reach its target, you need to learn to lead your shots, that is – to anticipate where the enemy will be by the time the projectile reaches them, and then fire at that direction. Scoring a hit with such a weapon is by far easiest to do in close range, while at long distance it becomes a nigh-impossible feat. Still, for its drawbacks, the projectile weapons offer a decent Rate of Fire, and excellent Damage and Accuracy.

Considering its better performance up close, the Stingray is best suited with a Skirmisher-type robot. Any Light Chassis will be a good match for this weapon, and the faster the robot is – the easier it will be close up with enemy for maximum efficiency.

If your preferred tactic is getting close enough for point-blank shooting, you should consider attaching the Stingray to a Revolver or Hiccs Firing Mechanism. Although these would reduce your Accuracy, this will hardly matter in close range, while on the other hand your Damage-Per-Second will be increased. Keep in mind, that you still might not be a match for a rapid-fire weapon-wielding foe.

Projectile weapons are at their best when complimented by another type of weapon and Devices to compensate for their weaknesses. Keep in mind however, that if you lead your shots for a projectile weapon, any other weapon that requires a direct aim is just a dead weight for you. Try to combine a projectile weapon with other projectile or AOE weapons that will benefit from not aiming directly at a target.

With a Stingray, when you manage to destroy an enemy’s Chassis and he becomes a sitting duck – just pull back, as far as you can, and dismantle him at your leisure. While you’re sure to take return fire, it will hardly deal significant damage to you (unless, of course, the enemy is equipped with Area of Effect or precision weapons himself!).
Armor

During confrontations many enemies can carry firearms, these are often lethal one shot kill.
To avoid being KOed you must wear body armor. In engagements folks with armor will show an armor icon above their HP bar, the icon will also display the plate durability, each time you are shot the durability will be reduced by 1.
The converse is true, raiders can sometimes wear armor and can absorb shots during combat.
Armor will require leather to craft and the heavy armor (workbench level 4) can absorb up to 3 shots (based on armor quality).
Each shot decreases its quality and finally it will be destroyed.
Trasher

The **Trasher** is a Cone-of-Effect (COE) Light Barrel that can be combined with any Light Firing Mechanism to assemble a Weapon Module.

In contrast to all other weapon types, the COE weapons have a limited firing range. They do, however, have a 100% hit rate against ALL enemies within a roughly cone-shaped area of effect, drawn from the barrel’s tip.

Another specific of the COE weapons is that they don’t deal their damage in the conventional way. Instead, their listed damage is divided equally between all comprising modules of any one target. This makes them ill-suited for dismantling a particular enemy part, but the constant damage dealt quickly adds up, and softens your opponents, setting them up either for your teammates to finish off, or for one of your other weapons.

## Tactics

Due to their specifics, all COE weapons are only usable in close-to-medium distance, and are effectively useless in long-range combat. Thus, the Trasher is best suited with a Skirmisher-type robot. Any Light Chassis will be a good match for this weapon, and the faster the robot is – the easier it will be close up with enemy.

For even faster damage output, you should consider attaching the Trasher to a Revolver or Hiccs Firing Mechanism. Keep in mind, any Accuracy penalty to COE weapon is automatically translated into a Miss Chance percentage, calculated per every single enemy module hit!

To maximize your damage-dealing and Credit gain, when faced with multiple opponents, always try to position yourself in such a way, as to get the most enemies caught in your COE weapon’s area of effect.

Due to not requiring a straight aim (and one not being even recommendable when targeting multiple enemies), the Trasher is a perfect combo for another COE or AOE weapon, as these will also be capable of hitting the enemy, through their own area of effect or splash damage.

Like all COE weapons, the Trasher is extremely handy for clearing mines, as its wide area of effect covers more space than you could clear with standard bullets.

The Trasher is particularly good at bringing down Deployable Shields: since it counts as a single, one-module target, all of the Trasher’s damage is applied to it.
Besides the limited range, slow firing speed is one of the disadvantages of COE weapons – it is best to combine a COE weapon with another type of gun, in case you’re assaulted up-close by fast enemy Skirmishers with rapid-fire weapons.

Another drawback to COE weapons is the difficulty of dealing concentrated damage to a single enemy robot part. It is therefore advisable that you rely on another weapon for targeting specific parts, such as the enemy’s Chassis or Body.
Guns and Robots

GUNS and ROBOTS is free - to - play online shooter in which players assemble funny looking, yet deadly robots. The game blends fun, inventive character design and deep customization features. Players are provided with exciting situations during variety of maps. The incredible battle mechanics combined with funny looking robots adds a whole new perspective to the genre.

## Key Features

* **Customizable features**– In *Guns and Robots*, the robots come in three module classes based on players' assembly and unlimited options for character customization.
* **Pinpoint enemies with multiple weapons simultaneously** – Wide variety of potential combinations per weapon allow players to fine—tune their arsenal according to their game play preferences.
* **Enjoyable and extremely funny online arenas** where players literally blast their way through.
* **Adrenaline-pumping game play** – Different maps add fine mixture of thrill, speed and action to the game play.
* **Dynamic combat experience** – Players can choose to line up for high-level real-time combat.
* **Player Guilds**
* **Achievements** – Variety of achievements for the players with exceptional performance.

## Available game modes

* Capture the Batteries (Capture the Flag)
* Team Deathmatch
* Bomb Squad (Destroy the Enemy Base)

## Available Maps

* Siege
* Abordage
* Suburbia
* High Noon

## Upcoming Features in the First Season of Guns and Robots

* PVE –PVE and PVE Arenas are planned to give players option to level up fast and go on single player adventures.
* Game Events–Players will heat up their engines for new exciting events. During the First season there will be several specials for players to enter and play on weekends. Events will be scheduled and all players will be invited to participate.
* Territory Conquest– One of the major additions in Guns and Robots will be this new play mode that will allow players to conquer territories in ranked guild death- matches, where players will fight in open world arenas to dominate one territory.
* Item Upgrades – Players will be able to upgrade parts and weapons with numerous possible modifiers
Blaster

The **Blaster** is a high-precision Medium Barrel that can be combined with any Medium Firing Mechanism to assemble a Weapon Module. It is an Energy Barrel and it does not consume ammo.

## Tactics

Like most precision Barrels, the Blaster has a low Rate-Of-Fire, and as such is not well suited for close-range combat.
The Blaster is best used in medium-to-long distance, where the lower ROF drawback is compensated by consistently scoring hits, while opponents with less precise weapons spray fire all around you.

Considering its effectiveness over distance, the Blaster is well suited for Juggernaut or Balanced builds; however, even with a Skirmisher-type robot you can reliably score a few hits and then retreat before the enemy has a chance to close in on you.

Like all Energy Weapons, you don’t have to worry about ammo for the Blaster, but it does expend a lot more Energy and drains your Battery quicker when in battle. You should account for this when selecting your Battery. If you tend to engage in prolonged firefights – a high-Cap, low-Regen battery is advisable, so it can carry you through the duration of the skirmish. If, on the other hand, you prefer hit-and-run tactics over longer distance (well supported by precision weapons such as the Blaster), the low-Cap, high-Regen battery types might be better suited to you.

If your preferred tactic is getting close enough for point-blank shooting, you should consider attaching the Blaster to a Staccato Firing Mechanism. Although this would reduce your Accuracy, it will hardly matter in close range, while on the other hand your Damage-Per-Second will be increased. Keep in mind, that you still might not be a match for a rapid-fire weapon-wielding foe.

Any 4-Handed robot build would benefit from attaching a precision weapon, to take advantage of the situations where the enemy is far from you but you can’t or won’t close the distance fast enough.

The best tactic with a predominantly precision-based build by far, is aiming for an opponent’s Chassis, to disable him. Once you destroy his movement capability and he’s a sitting duck – just pull back, as far as you can, and dismantle him at your leisure. While you’re sure to take return fire, it will hardly deal significant damage to you (unless, of course, the enemy is equipped with Area of Effect or precision weapons himself!).
Engine

The **Engine** is the inset part of the composite Module. It must be selected and then attached to a Chassis part that is already placed on the Workbench screen.
Each chassis needs an engine to put it in motion. Some of the Engines provide specific bonuses to suit your preferred type of play.

The Engine modifies your Chassis’ Speed and Weight Threshold – usually, by increasing the one and reducing the other.

## Stats

* ***Speed Modifier***: By how much your Speed is increased or decreased.
* ***Weight Threshold Modifier***: By how much your Weight Threshold is increased or decreased.

## Strategies

* If your robot’s Weight falls exactly within its Threshold – you’re better off selecting a plain Engine that doesn’t apply modifiers
* If your robot’s Weight is significantly lower than its Threshold – you’re better off taking an Engine that will lower the Threshold and will boost your Speed in exchange
* If your robot’s Weight exceeds the Threshold limit – you should consider the Engines that boost your Threshold but reduce the Speed. The Speed penalty from these Engines should be lower than the penalty you would incur for exceeding the Threshold.
Masthead Studios

**Masthead Studios** is an independent game development studio focusing on innovative and quality games bringing to its fans enjoyable entertainment experience. The company was founded in 2005 with focus on the MMORPG genre. The primary goal of the studio has grown into making high quality, original and fun games for various platforms. The team consists of highly experienced and dedicated talents with fresh ideas. The headquarters of Masthead Studios are in the emerging technology hub of Sofia, Bulgaria.
Machine-gun

The **Machine Gun** is a rapid-fire Medium Barrel that can be combined with any Medium Firing Mechanism to assemble a Weapon Module.

## Tactics

Like most rapid-fire Barrels, the Machine Gun has a low Accuracy, and as such is not well suited for long-range combat.

The Machine Gun is best used in close-to-medium distance, where the law accuracy drawback diminishes in importance and you can make a full use of its rapid firing rate.
Considering its effectiveness up close, the Machine Gun is best suited with a Skirmisher-type robot, but only if you can compensate for its Weight; otherwise, a Balanced-type build is your best bet. Any Medium Chassis will be a good match for this weapon, and the faster the robot is – the easier it will be close up with enemy for maximum efficiency.

If your build allows you to often get close enough for point-blank shooting, you should consider attaching the Machine Gun to a Staccato Firing Mechanism. Although it would reduce your Accuracy, it will also enhance your Damage-Per-Second for a truly devastating damage output.

If you have a Juggernaut-type build, and you find it difficult to close in, the Machine Gun can still be a good complimentary weapon. Fast enemies may prefer to approach and circle you, in which case your Rocket and Blaster just might not fire quick enough to save you. With a slow build, you may want to consider using a 4-Handed Body, and then attaching one or two rapid-fire Weapon Modules to it.
Anleitung:Maske des Jägers

**Attention!** All information in this article is subject to change! **This article and it's subsequent articles refer to the game that is currently in BETA.**
When the game is released, and after checking this page for accuracy,
**please** remove the `{{Beta}}` tag at the top of the article!
You can also see Category:Beta articles for a list of more articles in need of attention!

Dieser Gegenstand wird vom Ausstatter Rezepte Händler in den folgenden Orten für 2  [Ausstatter-Gedenktafel]  verkauft

* Mongal Ultan at The Manufactory in Meridian.
* Gentri in der Bahralt-Straße in Sanctum.
Railgun

The **Railgun** is a rapid-fire Medium Barrel that can be combined with any Medium Firing Mechanism to assemble a Weapon Module. It can fire through walls.

## Tactics

Like most rapid-fire Barrels, the Railgun has a low Accuracy, and as such is not well suited for long-range combat.

The Railgun is best used in close-to-medium distance, where the law accuracy drawback diminishes in importance and you can make a full use of its rapid firing rate.
One effect particular to the Railgun is its ability to fire through walls. Use that to your advantage when you’ve seen an enemy disappear around a corner, or when approaching a suspected camping site.

An especially devious tactic for the Railgun involves disabling an enemy, and then getting to cover behind a wall. Knowing the location of your immobile foe will allow you to safely finish him off through the wall, without exposing yourself to return fire!

Considering its effectiveness up close, the Railgun is best suited with a Skirmisher-type robot, but only if you can compensate for its Weight; otherwise, a Balanced-type build is your best bet. Any Medium Chassis will be a good match for this weapon, and the faster the robot is – the easier it will be close up with enemy for maximum efficiency.

If your build allows you to often get close enough for point-blank shooting, you should consider attaching the Railgun to a Staccato Firing Mechanism. Although it would reduce your Accuracy, it will also enhance your Damage-Per-Second for a truly devastating damage output.

If you have a Juggernaut-type build, and you find it difficult to close in, the Railgun can still be a good complimentary weapon. Fast enemies may prefer to approach and circle you, in which case your Rocket and Blaster just might not fire quick enough to save you. With a slow build, you may want to consider using a 4-Handed Body, and then attaching one or two rapid-fire Weapon Modules to it.
Robot Assembly

Once you've assembled your Modules, you should head back to the Garage to build your robot out of them; you can do that via the "robot head" button on the top of your screen.

In the Garage, select an empty assembly platform from one of the buttons of on the bottom of your screen. (If you have already built robot on all available platforms, you should either purchase new Garage slots, or destroy one of your existing robots to free up space) You should start by placing a Chassis module on the platform. Next, drag a Body on top of the chassis. Finally, you can attach your Weapon modules to the Body. (You will be allowed to enter battle without any Weapon modules attached – do so at your own peril, however!)

In the Garage, your inventory has two additional filters that are unavailable within the Workbench – Heads and Accessories.

## Heads

Heads are a mandatory prerequisite for a robot, so you should select one of those available to you and attach it to the Body module. If your Head ever gets destroyed, your robot controls will be scrambled and this could make winning a battle a lot more difficult.

## Accessories

Accessories may range from funny looking hats to goofy glasses, and more – they can all be found in the Inventory. They have no direct impact on gameplay.
Firing Mechanism

The **Mechanism** is the housing part of the composite Barrel for a Weapon Module to be assembled.

In contrast to the Modules, the housing Mechanism doesn’t provide the main stats for the Weapon Module, but instead modifies the stats provided by the Barrel part.

The Mechanisms are divided into the Light, Medium and Heavy categories (indicated by the number of yellow dots on the Mechanism icon). A Mechanism can only accept a Barrel that shares the same category.

## Stats

* ***Durability***: This is added to the attached Barrel’s Durability to give the sum total Durability of the Weapon Module.
* ***Weight***: How much the Mechanism will add to your total Robot Weight.
* ***RoF Modifier***: A percentage by which the Rate of Fire of the attached Barrel is modified. An increase in the RoF usually sacrifices Accuracy.
* ***Accuracy Modifier***: A percentage by which the Barrel’s Accuracy is modified. This is usually a negative modifier that compensates for increased Damage or Rate of Fire.
* ***Damage Modifier***: A percentage by which the Barrel’s Damage is modified. An increase in Damage usually sacrifices Accuracy and/or Rate of Fire.
* ***Consumption***: Indicates how much more Energy a Weapon will expend per shot, in addition to the Barrel’s default Consumption.

## Strategies

* If you’re fairly confident in your combat skills, don’t hesitate to take a Mechanism which offers bonuses at the expense of Accuracy
* If you’re playing a fast build, specialized in close encounters – go for a Mechanism that offers a boost to your Rate of Fire; at close distance, the accuracy penalty shouldn’t matter that much
* If your robot build is slow – don’t take Mechanisms that will impair your Accuracy. Most of the time, the enemy will be able to keep their distance from you and you will be heavily reliant on weapons capable of hitting over long distance
* If you’re using an AoE weapon – consider equipping it to a Mechanism that enhances its Splash Damage: depending on your ability to hit multiple enemies at once, your damage output may increase exponentially
* RoF-boosting Mechanisms usually come with additional Consumption penalty per shot: unless you’re a hit-and-run Skirmisher, consider taking high-capacity Batteries so as not to find yourself low on Energy in mid-combat
Flintlock

The **Flintlock** is a rapid-fire Light Barrel that can be combined with any Light Firing Mechanism to assemble a Weapon Module.

## Tactics

Like most rapid-fire Barrels, the Flintlock has a low Accuracy, and as such is not well suited for long-range combat. The Flintlock is best used in close-to-medium distance, where the law accuracy drawback diminishes in importance and you can make a full use of its rapid firing rate. Considering its effectiveness up close, the Flintlock is best suited with a Skirmisher-type robot.

Any Light Chassis will be a good match for this weapon, and the faster the robot is – the easier it will be close up with enemy for maximum efficiency. If your build allows you to often get close enough for point-blank shooting, you should consider attaching the Flintlock to a Revolver or Hiccs Firing Mechanism. Although these would reduce your Accuracy, they will enhance your Damage-Per-Second for a truly devastating damage output.

If you have a Juggernaut-type build, and you find it difficult to close in, the Flintlock can still be a good complimentary weapon. Fast enemies may prefer to approach and circle you, in which case your Rocket and Blaster just might not fire quick enough to save you. With a slow build, you may want to consider using a 4-Handed Body, and then attaching one or two rapid-fire Weapon Modules to it.
Barrel

The **Barrel** is the inset part of the composite Mechanism part that is already placed on the Workbench screen.

In contrast to the Chassis and Body Modules, the inset Barrel part provides the main stats for the Weapon Module, while the housing Mechanism modifies them.

The Barrels are divided into the Light, Medium and Heavy categories (indicated by the number of yellow dots on the Barrel icon). A Barrel can only be attached to a Mechanism that shares the same category.

## Stats

* ***Durability***: This is added to the housing Mechanism’s Durability to give the sum total Durability of the Weapon Module.

* ***Weight***: How much the Barrel will add to your total Robot Weight.

* ***Rate of Fire***: A percentage by which the Rate of Fire of the attached Barrel is modified. An increase in the RoF usually sacrifices Accuracy.

* ***Accuracy***: An approximate expression of your Barrel’s accuracy. Naturally, your Accuracy will be higher when firing point-blank, and much lower when firing over distance. It can be also affected by your choice of Firing Mechanism.

* ***Damage***: This value is directly subtracted from your enemy’s Durability on successful hit

* ***Consumption***: Indicates how much Energy a Weapon will expend per shot. Energy Weapons (that is, weapons that don’t need ammo) are naturally more Energy-intensive for a given amount of damage output when compared to their more traditional counterparts.

* ***Max Ammo***: The maximum amount of ammo for this Weapon with which you can enter battle; once a round has begun, the only way to replenish your ammo is to find an appropriate Pick Up.

* ***Range***: Most of the weapons

* ***Splash Damage***:

* ***Splash Range***:
Rocket Turret

The **Rocket Turret** is a deployable Device. It can be placed on the battlefield and there is a delay of several seconds before it starts functioning. If it’s not destroyed before its Spawn Duration expires, the Turret will de-spawn automatically after a set amount of time. The Rocket Turret has a long detection range, and, once fired, its missiles will fly until they connect with an object.

## Effect

The Rocket Turret fires a single rocket at a single enemy when that enemy enters its detection range. It deals both direct hit and splash area damage.

A Turret’s detection range is 360 degrees around it – it doesn’t matter in which direction the Turret is currently pointing!

## Strategies

Ambush – If you set up the Rocket Turret behind a corner, you can assure that enemies will be flat-footed and are likely to soak up the first missile hit. Furthermore, nearby walls and surfaces can guarantee that the enemy suffers some of the splash damage, even if he manages to dodge the missile. Perfect for when the enemy team is moving in a tight formation.

Corridor Cover – Placed in the end of narrow hallway, the Rocket Turret will be unavoidable – its missiles will either connect directly with the enemy, or they’ll explode in the walls and deal splash damage.

Avoiding Pursuit – Set the Rocket Turret behind you in a narrow corridor (ex: the mines in the High Noon map); this will force any enemies pursuing you at moderate distance to cut off their chase or otherwise suffer a substantial amount of damage.

Combat Assistance – When engaged in a firefight, deploy the Rocket Turret for additional firepower support. This may also force the opponents to disperse (to minimize splash area effect) and to concentrate their attack on the Turret instead of you.

## Counter-strategies

Avoidance – If the Turrets is inadequately placed, you can just avoid it by using the environment for cover, or alternatively – you can take another route through the map, and wait out the Turret’s expiration.

Long-Distance Strafe-Dance – If you have plenty of open space between you and the turret, you may try and safely strafe its rockets, as it will never fire at your feet. Just make sure there’s no object behind you that the missile can connect with – or you risk getting caught in the blast radius!

Bait – A single high-speed robot my try and draw fire from the Rocket Turrets while the slower robots on his teams sneak by or attack the turret from behind.

Peek-a-Boom – If the Rocket Turret is placed at the end of a narrow corridor, try to bait its first rocket, duck into cover and then safely shoot at the turret while it reloads. Don’t mess up the timing!

Destroy – The turret doesn’t have nearly as much Durability as a healthy Robot. In a one-on-one battle with a durable robot, you may want to concentrate fire on the turret first, so you minimize the amount of damage you suffer from it.

Destroy Parent – If the robot that spawned the Turret is low on Durability, your best bet is to concentrate fire on it. If you manage to destroy the ‘parent’ robot, the Turret will deactivate as well.
Shop

The **Shop** (represented by the little shopping cart button on the top of your screen) is where you can spend your hard-earned Credits and acquire new parts for your robots.

When you open the Shop screen, on your right-hand side you can see all of the available parts in the Store Inventory. You can use the same filters present in your Inventory to sort through the different types of parts.

When you want to purchase a new part - click on the part to select it, then click the Buy button and confirm your decision in the pop-up window. In the left-hand Shop screen, you can sell some of your old parts when you find them no longer necessary.
Guns and Robots Wiki

Welcome to the *Guns and Robots* Wiki
the *Guns and Robots* compendium by the players, for the players.
We are currently maintaining 437 pages (58 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

Creating your deadly machine

* Inventory
* Garage
* Workbench
* Assembling Modules
* Chassis
* Engines
* Body
* Batteries
* Weapons
* Robot Assembly

Getting ready for battle

* Repair
* Resupply
* Test
* Shop
* Pick-ups
* Earning Credits
* Combat Basics

Basics

* How to play
* Game support

Wiki

* Community portal
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* Gamepedia Help Wiki
* Create an account
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Participate
Have a page you'd like to add to the Guns and Robots Wiki? Get started by giving your article a name and hitting "Create Page." Edits and improvements to existing pages are also appreciated.

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About
*Guns and Robots* is a free-to-play cartoon-style online shooter from Masthead Studios where players assemble funny looking, yet deadly robots. The game blends fun, inventive character design and deep customization features. Players are provided with exciting situations in multiple maps and a robust variety of weapons and weapon enchantments.**Developer:** Masthead Studios**Publisher:** Masthead Studios**Engine:** Unity**Genre:** MMO Shooter**Mode:** Multiplayer**Media:** DigitalPlatforms and Release dates
August 4, 2014

News
Latest micro-patch information - - 2017/05/25 12:48
New feature in GAR - RESPAWN! - - 2017/05/18 14:35
Guns and Robots on Indiegogo - - 2016/04/13 09:18
Game Update Notes 30 April 2015 - - 2015/04/30 15:35
Special Easter Offer - - 2015/03/31 12:55
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Gravity Mine

The Grav Mine is a deployable Device. It can be placed on the battlefield where it will bury itself into the ground, before activating. The activated mine is completely invisible to the enemy, but it still can be destroyed if fired upon. The Mine will stay active until the end of the round.

## Effect

When an enemy enters the Mine’s detection radius, it will detonate and affect all enemies within the area of effect.

The Grav Mine reduces the movement speed of enemies within the blast area.

The Mine can’t be triggered by the robot who placed it or by his allies.

## Strategies

Anti-Skirmish – If you’re robot is being frequently out-maneuvered by Skirmisher-type build, try luring them into a Grav Mine trap; then, you can engage them on a more equal footing, and chances are your robot will have more Durability than your opponent’s.

Ambush – Place the Mine in narrow passageway or in front of Pick Up spawn points, then hide nearby. When an enemy springs the Grav Mine, use their slowed condition to your advantage.

Turret Setup – When your opponent is slowed, run by and deploy a Turret near him to secure maximum damage delivery.

Avoiding Pursuit – Drop the Mine in a narrow passage while being pursued by an enemy some distance behind you. Your opponent will have to stop and spend some time trying to destroy the invisible mine, hopefully buying you enough time to escape.

Up Close and Personal – Deploy the Mine in close quarters combat or near a Juggernaut-type robot. Even if your enemies see it coming, they might not have enough time or space to evade the explosion.

Combo Mines – Place both an EMP and a Grav Mine on the same spot to assure that any enemy who springs the trap will be left completely vulnerable. Alternatively, if an enemy springs up a Grav Mine, take advantage of his reduced maneuverability, run up to him and release an Anti-Robot Mine in his feet.

## Counter-strategies

Avoidance – Due to their nature, Grav Mines are not dangerous if there’re no opponents around to take advantage of their effect. Therefore, if you’re sure that you’re far from any enemies, you can walk around without worry of triggering such mine. Keep in mind that if you do trigger one, however, this might leave you exposed to enemy Skirmishers and will give the enemy advantage in collecting the Pick Ups on the map.

Mine-Sweep – While it’s nearly impossible to clear mines with most weapon, the Trasher and the Sprayshot, with their 100% hit rate within a cone of effect, are perfect “minesweepers”. Just aim for a spot where you suspect a mine might be placed, such as a door threshold or a Pick Up spawn point, and fire away. These two weapons make sure to destroy any buried explosives, guaranteed. Also, all weapons that deliver area-of-effect damage (such as Missiles) are a viable, albeit more expensive alternative.

Destroy Parent – Destroying an enemy Mine-user will immediately deactivate all the Mines he has planted. If your team is being harassed by running into a lot of Mine trap, you should prioritize the enemy Mine-users in combat.
Chassis

The **Chassis** is the housing part of the composite Engine for a Chassis Module to be assembled.

The Chassis are divided into Light, Medium and Heavy categories, and also into the Wheeler, Walker, Thread and Hover type.

Generally speaking, the heavier a Chassis’ category is - the more Durability it has, but it will also be slower than its lighter counterparts. For an absolute Speed value, however, the Chassis Type should also be considered.

The Wheeler-type Chassis are the fastest in any given category. They always have the lowest Passability, however.

The Hover Chassis are the slowest in any given category. Then never suffer movement penalties, however.

The Threaded Chassis have the Highest Durability in a given Category, while the Walker Chassis have the highest Weight Threshold.

## Stats

* ***Durability***: How much Damage the Chassis can withstand before being destroyed. Generally, heavier Chassis are more durable than their lighter counterparts, and the Threaded Chassis offer the most Durability compared to other types in the same category.
* ***Speed***: The maximum Speed of which your Chassis is capable. It may be dramatically affected by your robot’s Weight, however.
* ***Passability***: The amount by which the Terrain Penalty will be reduced when you cross water, mud or a rough surface.
* ***Weight***: How much the Chassis will add to your total Robot Weight.
* ***Weight Threshold***: Depending on your build, this stat is as important to your mobility as is the Speed itself. While any Weight that falls within the limit of your Threshold is completely ignored, any unit of Weight above the Threshold reduces your Speed.

## Strategies

There are two important Chassis stats that run contrary to each other – Speed and Durability. Depending on your play-style, you may choose to excel in the one at the expense of the other, or to make a balanced build with both Speed and Durability in the medium ranges.

* If you’re going for a Skirmisher build, Speed is your greatest asset – a Light Wheeler Chassis is the best way to go, but you may also consider the Light Walker and Threaded types, for added survivability and the capacity to carry more firepower
* If you’re making a Juggernaut build, your priority is dishing out damage and not being overly concerned with avoiding return fire. A Heavy Chassis will increase your staying power in battle; the Threaded type will give you more Durability, while the Walker type will allow you to load up even more hardware, without your already modest Speed taking a further dive
Sprayshot

The **Sprayshot** is a Cone-of-Effect (COE) Light Barrel that can be combined with any Light Firing Mechanism to assemble a Weapon Module.

In contrast to all other weapon types, the COE weapons have a limited firing range. They do, however, have a 100% hit rate against ALL enemies within a roughly cone-shaped area of effect, drawn from the barrel’s tip.

Another specific of the COE weapons is that they don’t deal their damage in the conventional way. Instead, their listed damage is divided equally between all comprising modules of any one target. This makes them ill-suited for dismantling a particular enemy part, but the constant damage dealt quickly adds up, and softens your opponents, setting them up either for your teammates to finish off, or for one of your other weapons.

## Tactics

Due to their specifics, all COE weapons are only usable in close-to-medium distance, and are effectively useless in long-range combat. Thus, the Sprayshot is best suited with a Skirmisher-type robot. Any Light Chassis will be a good match for this weapon, and the faster the robot is – the easier it will be close up with enemy.

For even faster damage output, you should consider attaching the Sprayshot to a Revolver or Hiccs Firing Mechanism. Keep in mind, any Accuracy penalty to COE weapon is automatically translated into a Miss Chance percentage, calculated per every single enemy module hit!

To maximize your damage-dealing and Credit gain, when faced with multiple opponents, always try to position yourself in such a way, as to get the most enemies caught in your COE weapon’s area of effect.

Due to not requiring a straight aim (and one not being even recommendable when targeting multiple enemies), the Sprayshot is a perfect combo for another COE or AOE weapon, as these will also be capable of hitting the enemy, through their own area of effect or splash damage.

Like all COE weapons, the Sprayshot is extremely handy for clearing mines, as its wide area of effect covers more space than you could clear with standard bullets.

The Sprayshot is particularly good at bringing down Deployable Shields: since it counts as a single, one-module target, all of the Sprayshot’s damage is applied to it.

Besides the limited range, slow firing speed is one of the disadvantages of COE weapons – it is best to combine a COE weapon with another type of gun, in case you’re assaulted up-close by fast enemy Skirmishers with rapid-fire weapons.

Another drawback to COE weapons is the difficulty of dealing concentrated damage to a single enemy robot part. It is therefore advisable that you rely on another weapon for targeting specific parts, such as the enemy’s Chassis or Body.
Humiliator

The **Humiliator** is an Area of Effect (AOE) Light Barrel that can be combined with any Light Firing Mechanism to assemble a Weapon Module. It fires a physical projectile that has to travel to its target before scoring a hit (or a humiliating miss!).

## Tactics

Like most AOE Barrels, the Humiliator has a low Rate-Of-Fire; its Splash Damage capability, however, keeps it efficient at both close and long range.

The Humiliator is a versatile weapon, and its comparatively small weight makes it suitable for any robot build.

Over long distance, it’s hard to score a direct hit with The Humiliator, due to its projectile travel time. Unless you’re firing at an immobile enemy, try to anticipate his movement and aim at a hard surface on his path, so you can catch him within the blast radius. Otherwise, if you fire directly at the foe and you miss, your projectile will continue on its trajectory and you will score no damage at all!

If your preferred tactic is getting close enough for point-blank shooting, you should consider attaching the Humiliator to a Revolver or Hiccs Firing Mechanism. Although these would reduce your Accuracy, this will hardly matter in close range, while on the other hand your Damage-Per-Second will be increased. Additionally, the Splash Damage capability means you should be able to consistently deal damage even to enemies of superior speed.

To maximize your damage-dealing and Credit gain, when faced with multiple opponents, always try to position yourself in such a way, as to get the most enemies caught in your AOE weapon’s Splash Area. Keep in mind, that this tactic is not efficient for killing a particular enemy, and should generally be applied only if you have your teammates backing you up.
If you find yourself aiming more often at the ground near an enemy, rather than aiming for a direct hit, makes sure to ONLY use AOE weapons in your build. Otherwise, any other weapon that requires a direct aim is just a dead weight for you.

Like all AOE weapons, the Humiliator is extremely handy for clearing mines, as its wide splash area covers more space than you could clear with standard bullets. However, it’s not very good at bringing down Deployable Shields – if you hit a shield with your projectile, only the Direct Hit Damage will be applied; combined with the slower rate of fire of the weapon this make other tactics more preferable.

Slow firing speed is the main disadvantage to AOE weapons – it is best to combine an AOE weapon with another type of gun, in case you’re assaulted up-close by fast enemy Skirmishers with rapid-fire weapons.

Another drawback to AOE weapons is the difficulty of dealing concentrated damage to a single enemy robot part, mostly due to the projectile travel time. It is therefore advisable that you rely on another weapon for targeting specific parts, such as the enemy’s Chassis or Body.
MG Turret

The **Machine Gun Turret** is a deployable Device. It can be placed on the battlefield and there’s a several seconds delay before it starts functioning. If it’s not destroyed before its Spawn Duration expires, the Turret will de-spawn automatically after a set amount of time. The MG has the longest detection range of all turrets and its projectiles can hit targets even beyond the detection range.

## Effect

The MG Turret fires a continuous stream of bullets at the closest enemy within its detection range. It has no ammo limit and bullets that miss the original target may hit another target behind it.

A Turret’s detection range is 360 degrees around it – it doesn’t matter in which direction the Turret is currently pointing!

## Strategies

Ambush – If you set up the MG Turret behind a corner, you can assure that the first enemy to come in sight will soak up some surprise hits.

Area Cover – Placed out in the open, the MG Turret will force enemies to either avoid the area, or to take the turret down – most likely, at the expense of their own Durability.

Avoiding Pursuit – Set the MG Turret behind you in a narrow corridor (ex: the mines in the High Noon map); this will force any enemies pursuing you at moderate distance to cut off their chase or otherwise suffer a substantial amount of damage.

Combat Assistance – When engaged in a firefight, deploy the MG Turret for additional firepower support. This may also force the opponent to concentrate their attack on the Turret instead of you.

## Counter-strategies

Avoidance – if the Turrets is inadequately placed, you can just avoid it by using the environment for cover, or alternatively – you can take another route through the map, and wait out the Turret’s expiration.

Destroy – The turret doesn’t have nearly as much Durability as a healthy Robot. In a one-on-one battle with a durable robot, you may want to concentrate fire on the turret first, so you minimize the amount of damage you suffer from it.

Destroy Parent – If the robot that spawned the Turret is low on Durability, your best bet is to concentrate fire on it. If you manage to destroy the ‘parent’ robot, the Turret will deactivate as well.