STAR WARS™: Dark Forces Remaster

STAR WARS™: Dark Forces Remaster

29 ratings
Weapon and Enemy Stats
By Mostly Harmless
Stats for the game's weapons and enemies. Obtained through in-game testing and examining the game files for the old DarkXL source port (as they were unencrypted).

Stats are not perfect as damage calculation for certain enemies (specifically bosses like Boba Fett and Dark Troopers) is done in a strange manner so the number of shots it takes to kill them isn't perfectly consistent with the weapon damage values.
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Notes
- Projectile damage drops steadily past close range except for the autogun/imperial repeater.
Fists
Damage: ~10-15
Rate of Fire: 112 rpm

Notes:
- Damage is either random or based off something weird like momentum or distance.
Bryar Pistol (Modified Bryar Pistol)
Damage: 10
Rate of Fire: 120 rpm
Ammo Type: Energy Units
Max Ammo: 500
Blaster Rifle (Stormtrooper Rifle)
Damage: 10
Rate of Fire: 420 rpm
Ammo Type: Energy Units
Ammo Used: 2
Max Ammo: 500

Notes:
- Inaccurate past auto-aim range
Thermal Detonators
Damage: ~22.5
Damage vs Enemies: ~35-40
Rate of Fire: 65 rpm
Max Ammo: 50

Notes:
- Primary fire throws an impact grenade which explodes on impact
- Secondary fire throws a timed grenade which explodes after a few seconds and can be bounced around corners
- Hold down the fire button to charge a longer throw
- Does increased damage against Interrogator and Probe Droids
Auto Gun (Imperial Repeater Rifle)
Damage: 10
Rate of Fire: 290 rpm
Ammo Type: Power Cells
Max Ammo: 500

Notes:
- Secondary Fire shoots a triangular spread of 3 shots
- Much more accurate than the Blaster Rifle
- No damage fall-off at long range
Fusion Cutter (Jeron Fusion Cutter)
Damage: 15
Rate of Fire: 250 rpm
Ammo Type: Power Cells
Max Ammo: 500

Notes:
- Secondary fire shoots a spread of 4 shots which costs 8 units of ammo
- Slightly greater damage fall-off at range compared to blasters
IM Mines (I.M. Mines)
Damage: ~90
Rate of Fire: 120 rpm
Max Ammo: 30




Notes:
- Primary fire drops a timed mine which detonates after a few seconds if not triggered
- Secondary fire drops a permanent mine which will only detonate if triggered
- You can trigger your own mines, so be careful
Mortar Launcher (Packered Mortar Launcher)
Damage: ~42
Rate of Fire: 90 rpm
Max Ammo: 50

Notes:
- Useful for targeting enemies on different height levels as it isn't reliant on auto-aim to do so
Concussion Rifle (Stouker Concussion Rifle)
Damage: 30
Rate of Fire: 75 rpm
Ammo Type: Power Cells
Ammo Used: 4
Max Ammo: 500

Notes:
- Fires an invisible projectile that explodes on impact with a wall or enemy
- Jumping before firing is useful if you're trying to hit an enemy on a higher ledge
Assault Cannon
Damage: 30
Rate of Fire: 250 rpm
Ammo Type: Plasma Cartridges
Max Ammo: 400

Damage: 59
Rate of Fire: 50 rpm
Ammo Type: Missiles
Max Ammo: 20
Imperial Officer
Health: 10
Weapon: Blaster Pistol
Damage: 10
Imperial Stormtrooper
Health: 20
Weapon: Blaster Rifle
Damage: 10
Imperial Commando
Health: 30
Weapon: Blaster Rifle
Damage: 10
Interrogator Droid
Health: 50
Weapon: Energy Blast
Damage: 8
Weapon: Needle
Damage: 5

Notes:
- EXTREMELY bad aim (makes Stormtroopers look like 501st)
- Needle has an extended melee range of several feet
Probe Droid
Health: 50
Weapon: Blaster
Damage: 10
Remote
Health: 10? (shown as 20 in code)
Weapon: Training Blaster
Damage: 1
Sewer Monster (Dianoga)
Health: 40? (shown as 30 in code)
Weapon: Bite
Damage: 20
Ree Yees (Gran)
Health: 40? (shown as 30 in code)
Weapon: Thermal Detonator
Damage: ~22.5
Weapon: Fists
Damage: 15
Gamorrean Guard
Health: 90
Weapon: Axe
Damage: 40
Bossk (Trandoshan)
Health: 50
Weapon: Concussion Rifle
Damage: 30
Turret
Health: 60? (shown as 70 in code)
Weapon: Blaster
Damage: 16
Kell Dragon
Health: 180
Weapon: Bite
Damage: 20
Boba Fett
Health: 360? (shown as 180 in code)
Weapon: Missiles
Damage: 17

Notes:
- Partially vulnerable to (or has reduced resistance against) the Fusion Cutter
- Takes double damage from (or lacks 50% damage resistance against) Thermal Detonators, the Concussion Rifle, and the Assault Cannon
Dark Trooper Phase I
Health: 180
Weapon: Arm Blade
Damage: 20

Notes:
- Shield can deflect projectiles
- Seems to also be resistant to projectile weapons
- Best killed with explosives (thermal detonator, IM mines, mortar launcher, concussion rifle, or missiles)
- Only takes base (22.5) damage from thermal detonators, but it's still better than non-explosives
Dark Trooper Phase II
Health: 360? (shown as 180 in code)
Weapon: Assault Cannon
Damage (Plasma): 30
Damage (Missiles): 59

Notes:
- Seems to take increased damage from Thermal Detonators
- Seems to take reduced damage from Mortars
Dark Trooper Phase III
Health: ~720? (shown as 180 in code)
Weapon: Assault Cannon
Damage: 30
Weapon: Seeker Missile Swarm
Damage:57

Notes:
- Behavior of seeker missiles is tied to refresh rate. At modern refresh rates (60hz or higher) they just kind of hang stationary in the air and explode. Only at 30hz do they actually chase you like they're supposed to. This is true of the original game run in DOSBox too.
Dark Trooper size comparison
4 Comments
agent_blablabla 25 Dec, 2024 @ 1:01pm 
Forgot the giant robot stinger arms on the Arc Hammer
norway5279 21 Aug, 2024 @ 6:41am 
Really helpful.Thank you very much.May be force be with you!:steamthumbsup:
spears1445 1 May, 2024 @ 9:08pm 
this is actually really cool info
Mindo1004 8 Apr, 2024 @ 8:45pm 
This is a really cool and informative post. Good work :GDNormal: