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Italic = Members-Only

ScorpionChassis

Chassis[]

These statistics are for a chassis without any components, weapons or modules. If a weapon slot appears, that means it is part of the chassis and not from a component.

Note: every sentinel has a default of 16 GJ/s energy generation and 2 TJ energy storage.
Name Tech Value Health Jump Thrust Modules Weapons Slots Firing Arcs
Golem S500tech
500
300 50% 40% 3
  • SSentinels Large Rockets and Missiles/SSentinels Nuke x1
SSWeaponAngle16Golem
Slave S750tech
750
400 150% None 1
  • Light/Rocket x3
SSWeaponAngle17Slave
Aquila C400tech
400
250 90% 135% 2 None N/A
Turtle S750tech
750
600 40% None 4
  • Light/Rocket x1
SSWeaponAngle2
  • Rocket/Large Rocket x2
SSWeaponAngle2
  • Heavy/Ordnance x1
SSWeaponAngle18TurtleScorpion
Commando S750tech
750
400 70% 85% 2 None N/A
Hurricane C1000tech
1000
300 30% 75% 3 None N/A
Scorpion C1000tech
1000
300 None 70% 5
  • Heavy x1
SSWeaponAngle18TurtleScorpion
  • Ordnance x1
SSWeaponAngle6
  • Light/Rocket x1
SSWeaponAngle3
Crusher C2000tech
2000
500 30% None 5
  • Ordnance x1
SSWeaponAngle19Crusher
Bertha C2000tech
2000
800 None None 3
  • Ordnance x1
SSWeaponAngle6
Orbital C2000tech
2000
300 None 70% 4
  • Heavy x1
SSWeaponAngle3
  • Rocket x3
SSWeaponAngle2
  • Light x1
SSWeaponAngle20Orbital
Valhalla S3000tech
3000
700 100% None 4 None N/A
Babel W600+tech
5000
1800 90% None 5
  • Rocket x7
SSWeaponAngle2
  • Ordnance x1
SSWeaponAngle21Babel

Components[]

Note: Jump/thrust bonuses/penalties may change depending on the selected chassis. Firing arcs are also different for all components on an Orbital, and for heads on a Babel.

Heads[]

Image Name Tech Value Health Extra Module Slots Weapons Slots Firing Arcs Firing Arcs on Orbital or Babel Jump Thrust Notes
SSentinels Visor Head Visor Head C200tech 200 100 1
  • Light x1
SSWeaponAngle3 SSWeaponAngle4 -20% -20%
  • Default for the Golem-class sentinel.
SSentinels Shield Head Shield Head C300tech 300 250 0
  • Light/Rocket/Large Rocket x1
SSWeaponAngle3 SSWeaponAngle16 -40% -40%
  • Default for the Slave-class sentinel.
SSentinels Scout Head Scout Head C400tech 400 50 2 None N/A N/A -20% +5%
  • Default for the Aquila-class sentinel.
SSentinels Tactical Maw Tactical Maw C200tech 200 150 1
  • Light x1
SSWeaponAngle2 SSWeaponAngle3 -30% -25%
  • Default for the Turtle-class sentinel.
SSentinels Oracle Head Oracle Head C500tech 500 50 3 None N/A N/A -20% -10%
  • Default for the Commando-class sentinel.
SSentinels Reticulan Head Reticulan Head C500tech 500 50 2
  • Light x1
SSWeaponAngle7 SSWeaponAngle17 -20% -10%
  • Default for the Hurricane-class sentinel.
SSentinels Croc Head Croc Head C500tech 500 150 2 None N/A N/A -30% -25%
  • Default for the Scorpion-class sentinel.
SSentinels Minotaur Head Minotaur Head C500tech 500 400 0
  • Light/Rocket x1
SSWeaponAngle2 SSWeaponAngle3 -60% -50%
  • Default for the Crusher-class sentinel.
SSentinels Samurai Head Samurai Head C600tech 600 300 1 None N/A N/A -250% -110%
  • Default for the Bertha-class sentinel.
  • In only a few unadvised cases will jump not be rendered to 0%.
SSentinels sinistar head Sinistar Head C1000tech 1000 150 3 None N/A N/A -30% -25%
  • Default for the Orbital-class sentinel.
SSentinels Predator head Predator Head C800tech 800 250 2 None N/A N/A -40% -40%
  • Default for the Valhalla-class sentinel.
SSentinels doom's visage Doom's Visage C1000tech 1000 500 1 None N/A N/A -60% -30%
  • Default for the Babel-class sentinel.

Arms[]

Type Image Name Tech Value Health Weapons Slots Firing Arcs Firing Arcs on OrbitalChassis Jump Thrust Notes
Arm SSentinels Articulated Arm Articulated Arm C400tech 400 50
  • Heavy/Large Rocket x1
SSWeaponAngle10 SSWeaponAngle4 -20% -10%
  • Default for the Golem-class sentinel.
  • Heavy/Large Rocket x1
SSWeaponAngle3 SSWeaponAngle18
SSentinels Armoured Arm Armoured Arm C400tech 400 250
  • Heavy/Large Rocket x2
SSWeaponAngle2 SSWeaponAngle3 -40% -40%
  • Default for the Slave-class sentinel.
SSentinels Razor Arm Razor Arm C250tech 250 50
  • Light x1
  • Rocket x2
SSWeaponAngle11 SSWeaponAngle19 -20% +5%
  • Default for the Aquila-class sentinel.
  • Thrust Boost
  • Light x1
  • Rocket x2
SSWeaponAngle15 SSWeaponAngle20
SSentinels Thunder-Blade Arm Thunder-Blade Arm C500tech 500 100
  • Heavy x1
SSWeaponAngle4 SSWeaponAngle5 -20% -20%
  • Default for the Commando-class sentinel.
  • EMP Laceration deals 100 kPm damage and uses 1 TJ of energy. This attack also removes 200 kpm from your opponent's shield. The EMP-effect removes 10 TJ of energy, and prevents energy regeneration for 10 seconds on any sentinel without EMP hardening. The attack also has powerful knockback.
  • Light x2
SSWeaponAngle5 SSWeaponAngle21
  • Melee: EMP Laceration
N/A N/A
SSentinels Multipack Arm Multipack Arm C500tech 500 50
  • Light/Rocket x1
  • Rocket x3
SSWeaponAngle12 SSWeaponAngle5 -20% -10%
  • Default for the Hurricane-class sentinel.
  • Light/Rocket x1
  • Rocket x3
SSWeaponAngle4 SSWeaponAngle22
SSentinels Stormhammer Arm Stormhammer Arm C600tech 600 200
  • Heavy x2
SSWeaponAngle2 SSWeaponAngle3 -60% -35%
  • Default for the Crusher-class sentinel.
  • Hammer Strike deals 400 kPm damage and uses 2 TJ of energy. It has knockback twice as strong as the knockback of EMP laceration, and sends the target directly away from the attacker.
  • Melee: Hammer Strike
N/A N/A
SSentinels Orion arm Orion Arm C800tech 800 150
  • Heavy x1
SSWeaponAngle3 SSWeaponAngle16 -50% -25%
  • Default for the Orbital-class sentinel.
  • Ordnance x1
SSWeaponAngle9 SSWeaponAngle12
Big Arm SSentinels titantic rocket pod Titanic Rocket Pod C800tech 800 300
  • Rocket x7
SSWeaponAngle2 N/A -30% -25%
  • Can only be fitted on a Slave, Crusher, Bertha, Valhalla, or Babel chassis.
  • Default for the Bertha-class sentinel.
  • Heavy x1
SSWeaponAngle3 N/A
  • Large Rocket x1
SSWeaponAngle6 N/A
SSentinels fusion blade arm Fusion Blade Arm C1000tech 1000 300
  • Rocket x3
SSWeaponAngle14 N/A -20% -25%
  • Can only be fitted on a Slave, Crusher, Bertha, Valhalla, or Babel chassis.
  • Default for the Valhalla-class sentinel.
  • Fusion Reaver is a strong melee attack, which requires at least 10 TJ to use. This attack uses ALL stored energy, and damage goes up with more energy : it deals 125 kPm for every TJ used.
  • Jump power is also a factor, at 200% the melee attack is performed entirely in the air; at 0% it is directed forwards without the sentinel leaving the ground.
  • Melee fusion reaver
  • Large Rocket x2
SSWeaponAngle6 N/A
  • Heavy x1
SSWeaponAngle3 N/A
  • Ordnance x1
SSWeaponAngle9
N/A N/A
SSentinels arm of gilgamesh Arm of Gilgamesh C2000tech 2000 700
  • Large Rocket x3
SSWeaponAngle13 N/A -40% -50%
  • Can only be fitted on a Slave, Crusher, Bertha, Valhalla, or Babel chassis.
  • Default for the Babel-class sentinel.
  • Ordnance x1
SSWeaponAngle3 N/A

Wings[]

Image Name Tech Value Health Weapons Slots Firing Arcs Firing Arcs on Orbital Jump Thrust Notes
SSentinels Shoulder Pack Shoulder Pack C300tech 300 50
  • Rocket x3
SSWeaponAngle7 SSWeaponAngle17 -20% -10%
  • Default for the Golem- and Turtle-class sentinels.
SSentinels Heavy Mounting Heavy Mounting C400tech 400 100
  • Heavy/Large Rocket x1
SSWeaponAngle2 SSWeaponAngle16 -20% -20%
  • Default for the Slave-class sentinel.
SSentinels Gravity Nullifier Gravity Nullifier C200tech 200 50 None N/A N/A +70% +20%
  • Default for the Aquila-class sentinel.
  • Jump & Thrust Boost
SSentinels Light Shoulder Pack Light Shoulder Pack C400tech 400 50
  • Light/Rocket x2
SSWeaponAngle8 SSWeaponAngle23 -20% -10%
  • Default for the Commando-class sentinel.
SSentinels Turret Mounting Turret Mounting C500tech 500 50
  • Heavy/Large Rocket x1
SSWeaponAngle7 SSWeaponAngle24 -20% -10%
  • Default for the Hurricane-class sentinel.
SSentinels Expanded Pack Expanded Pack C600tech 600 100
  • Rocket x6
SSWeaponAngle1 SSWeaponAngle3 -20% -10%
  • Default for the Scorpion-class sentinel.
SSentinels Jump Jet Jump Jet C600tech 600 100
  • Light/Rocket x1
SSWeaponAngle1 SSWeaponAngle3 +30% +90%
  • Default for the Crusher-class sentinel.
  • Jump & Thrust Boost
SSentinels Heavy Shoulder Pack Heavy Shoulder Pack C800tech 800 200
  • Large Rocket x3
SSWeaponAngle3 SSWeaponAngle4 -20% -35%
  • Default for the Bertha-class sentinel.
SSentinels atmospheric wing Atmospheric Wing C800tech 800 50 None N/A N/A -20% +140%
  • Default for the Orbital-class sentinel.
  • Thrust Boost
SSentinels ordinance mounting Ordnance Mounting C1000tech 1000 200
  • Ordnance x1
SSWeaponAngle2 SSWeaponAngle3 -40% -35%
  • Default for the Valhalla-class sentinel.

Weapons[]

Any notes on a weapon will be in brackets, and any weapons in italics are members only.

Type Image Name Tech Value Damage Energy Consumption Class Descripion Notes
SSentinels Light Weapons Light Weapons SSentinels Flak Repeater Flak Repeater W25tech 25 5 kPm per second, per flak shot None Flak Cannons Anti-Rocket Weapon. Works with AMARDS. Creates a small flak cloud that destroys missiles and firebombs and inflicts damage to any sentinel within it.
SSentinels Minigun Minigun W25tech 25 25 kPm* None Close Assault Guns Can be targeted. Works with AMARDS. See below for note on Close Assault Gun damage.
SSentinels Fire Bomb Launcher Fire Bomb Launcher W75tech 75 250 kPm None Bombs Projectile splits into 10 submunitions that each inflict 25kPm. If the main projectile hits an object it will NOT split and will cause 25 kpm of damage. The primary (pre-split) shot can be intercepted with AMARDS, and the submunitions can be intercepted by flak. See below for note on explosive weapons.
SSentinels Gauss Gun Gauss Gun W75tech 75 50 kPm 0.2 TJ Energised Kinetic Weapons
SSentinels Pulse Laser Pulse Laser W75tech 75 50 kPm 0.25 TJ Laser Weapons Can be targeted. Works with AMARDS. See below for note on laser 'sunspots'.
SSentinels Plasma Spray Plasma Spray W100tech 100 100 kPm 0.5 TJ Plasma Weapons
SSentinels Electron Cannon Electron Cannon W75tech 75 5 kPm 0.1 TJ EMP Weapons See below for note on laser 'sunspots'.
SSentinels Heavy Weapons Heavy Weapons SSentinels Dual Mounting Dual Mounting W600+tech 600 N/A * N/A Component* See below for notes on damage and components.
  • 2 Light/Rocket
SSentinels Flak Cannon Flak Cannon W75tech 75 160 kPm None Flak Cannons Anti-Rocket weapon. Works with AMARDS. Creates a lasting cloud that destroys missiles and firebombs and inflicts damage to any sentinel in it. Larger and longer lasting than a flak repeater.
SSentinels Heavy Gun Heavy Gun W100tech 100 50 kPm* None Close Assault Guns Can be targeted. Works with AMARDS. See below for note on Close Assault Gun damage.
SSentinels Heavy Cannon Heavy Cannon W100tech 100 50 kPm None Explosive Cannons See below for note on explosive weapons.
SSentinels Mortar Mortar W150tech 150 100 kPm None Artillery It can be fired fron the air. See below for note on explosive weapons.
SSentinels Rifled Sniper Cannon Rifled Sniper Cannon W100tech 100 75 kPm None Rifled Cannons This weapon will deal more damage if the target is a longer range from the shooter. Damage increases with distance.
SSentinels Rail Repeater Rail Repeater W200tech 200 120 kPm 0.5 TJ Energised Kinetic Weapons
SSentinels Laser Beam Laser Beam W200tech 200 100 kPm 0.5 TJ Laser Weapons Can be targeted. Works with AMARDS. See below for note on laser 'sunspots'.
SSentinels lightning cannon Lightning Cannon W200tech 200 10 kPm 0.3 TJ EMP Weapons See below for note on laser 'sunspots'.
SSentinels Ordnance Weapons Ordnance Weapons SSentinels Ultra Gun Ultra Gun W500tech 500 130 kPm* None Close Assault Guns Can be targeted. Works with AMARDS. Cannot normally be fired from the air. See below for note on Close Assault Gun damage.
SSentinels Howitzer Howitzer W600+tech 750 200 kPm None Artillery See below for note on explosive weapons.
SSentinels doomsday cannon Doomsday Cannon W600+tech 750 180 kPm None Explosive Cannons Cannot normally be fired from the air. See below for note on explosive weapons.
SSentinels solaris laser Solaris Laser W600+tech 750 400 kPm 2 TJ Super Laser Weapons Can be targeted. Cannot normally be fired from the air. See below for note on laser 'sunspots'.
SSentinels rail cannon Rail Cannon W600+tech 750 250 kPm 1 TJ Energised Kinetic Weapons Cannot normally be fired from the air.
SSentinels fusion cannon Fusion Cannon W600+tech 1000 500 kPm 2 TJ Plasma Weapons Cannot normally be fired from the air.
SSentinels emp cannon EMP Cannon W600+tech 1337 300 kPm 2 TJ Super Laser Weapons Can be targeted. Cannot normally be fired from the air. See below for note on laser 'sunspots'.
SSentinels Small Rockets and Missiles Small Rockets and Missiles SSentinels Rapier Missile Rapier Missile W25tech 25 100 kPm None Rapier Missiles Recommended for use with targeter. Can be used with a targeter. See below for note on explosive weapons.
SSentinels Piercer Rocket Piercer Rocket W25tech 25 100 kPm None Piercer Rockets See below for note on explosive weapons.
SSentinels EMP Rocket EMP Rocket W25tech 25 25 kPm None EMP Rockets Deals damage against shields, removes 5 TJ of energy and inflicts 5 seconds of EMP.
SSentinels Airburst Rocket Airburst Rocket W25tech 25 ? None Airburst Rockets Anti-rocket Weapon. Creates a flak cloud on detonation that lasts a long time, destroying rockets and damaging sentinels.
SSentinels Large Rockets and Missiles Large Rockets and Missiles SSentinels Multirocket Multirocket W200tech 200 700 kPm None Multirockets Splits into 7 smaller rockets in the air which deal 100kPm of damage each. See below for note on explosive weapons.
SSentinels Heavy Rocket Heavy Rocket W100tech 100 300 kPm None Heavy Rockets See below for note on explosive weapons.
SSentinels air death missle Air Death Missile W200tech 200 300 kPm None Air Death Missiles Recommended for use with targeter. Can be targeted. See below for note on explosive weapons.
SSentinels destructor rocket Destructor Rocket W600+tech 1000 500 kPm None Destructor Rockets See below for note on explosive weapons.
SSentinels Nuke Nuke - (Golem Chassis Only) SSentinels DEATH Nuke DEATH Nuke W600+tech 1000 2000 kPm None Atomics Can only be fitted on the Golem chassis. Creates a massive nuclear explosion on impact, but reloads extremely slowly. Fireball lasts exactly 10 seconds, dealing damage to anyone who is nearby. The initial explosion is a massive standard fragmentation detonation, followed by an EMP explosion, followed by a smaller plasma explosion.

The exact reload time of the nuke is 6 minutes, or 3 minutes with the speed loader.

The nuclear fireball (Like all explosions) has a range of maximum/minimum damage it can do. The center of the explosion does up to 3000 kpm damage. See below for note on explosive weapons.

*The damage calculated from the machine-guns is per "burst." You get a burst by just clicking the fire button once, and holding it down obviously stacks bursts one after another. An estimated 15 bursts can be fired every 10 seconds by holding the fire button down, and obviously the damage from multiple guns stacks, so the damage can become much higher than the initial damage values in the table. An easy way to at least estimate damage is to take each of your guns and add the kPm together, then multiply by 1.5. That is the rough amount of damage you'll deal per second, assuming all the rounds meet their target.

*Gives your sentinel 2 extra light/rocket slots. Doesn't deal damage.

Lasers have a "sunspot" that appears as one or several circles immediately next to the sentinel that is firing it. Any sentinel in this "sunspot" will be dealt about 4 times the damage they would be dealt outside of it. An image of the sunspots can be found here.

*Any "direct hit" with an explosive weapon completely bypasses a sentinel's shielding, dealing damage directly to the hull.

Modules[]

Type Image Name Tech Value Effect
Power Generation SSentinels Light Reactor Light Reactor M100tech 100 Increases energy generation by 16 GJ/s.
SSentinels Core Reactor Core Reactor M200tech 200 Increases energy generation by 33 GJ/s.
SSentinels Dual Reactor Dual Reactor M350tech 350 Increases energy generation by 50 GJ/s.
SSentinels Heavy Reactor Heavy Reactor M600tech 600 Increases energy generation by 66 GJ/s.
Fusion reactor Fusion Reactor M1000tech 1000 Increases energy generation by 83 GJ/s.
Experimental reactor Experimental Reactor M2000tech 2000 Increases energy generation by 167 GJ/s. When a sentinel using this is killed, the Experimental Reactor will explode, creating a massive nuclear explosion, similar to a nuke, that severely damages or destroys nearby sentinels. Once this happens, the reactor will not generate energy or explode for the remainder of the game. If multiple reactors are equipped, one will explode each time the sentinel is destroyed until you run out.
Energy Storage SSentinels Light Capacitor Light Capacitor M100tech 100 Increases energy storage by 1 TJ.
SSentinels Base Capacitor Base Capacitor M200tech 200 Increases energy storage by 2 TJ.
SSentinels Heavy Capacitor Heavy Capacitor M350tech 350 Increases energy storage by 3 TJ.
SSentinels Ring Capacitor Ring Capacitor M600tech 600 Increases energy storage by 4 TJ.
Magnon capacitor Magnon Capacitor M1000tech 1000 Increases energy storage by 5 TJ.
Energy Shielding SSentinels Haze Energy Shield Haze Energy Shield M50tech 50 Provides a 100 GJ shield that absorbs energy attacks and explosions.
SSentinels Electron Energy Shield Electron Energy Shield M100tech 100 Provides a 200 GJ shield that absorbs energy attacks and explosions.
SSentinels Plasma Energy Shield Plasma Energy Shield M250tech 250 Provides a 500 GJ shield that absorbs energy attacks and explosions.
Dragon energy shield Dragon Energy Shield M400tech 400 Provides a 1000 GJ shield that absorbs energy attacks and explosions.
Solar energy shield Solar Energy Shield M750tech 750 Provides a 2000 GJ shield that absorbs energy attacks and explosions.
Armour SSentinels Energised Armour Energised Armour M100tech 100 Recharges your energy shield when your sentinel takes damage to health, not shields. Has no effect if your sentinel doesn't have any energy shields equipped. Recharges your shield by the same amount of damage you take (i.e. 100GJ for every 100kPm).
SSentinels EMP Hardening EMP Hardening M100tech 100 Removes the energy-sapping effects of EMP attacks.
SSentinels Reinforced Armour Reinforced Armour M500tech 500 Reduces kinetic damage taken by half (i.e. railguns, gauss guns, close-range assault guns and flak).
SSentinels Reactive Armour Reactive Armour M500tech 500 Reduces explosive damage taken by half (i.e. cannons, artillery, rockets, missiles and firebombs).
Targeting SSentinels Targeter Targeter M250tech 250 Gain a target lock on any sentinel, using 1 TJ of energy. Locking on directs all missile, gun, and laser fire onto the target for 20 seconds. This can easily be frustrated if the opponent has the Missile Scrambler module, which reduces the targeted time to 5 seconds.
SSentinels AMARDS AMARDS M250tech 250 Automatically targets incoming missiles and rockets with any light weapons capable of shooting them down.

(Contrary to popular belief, AMARDS will work if you are moving or jumping, as long as you are facing the direction of the missile/rocket) It should also be noted that AMARDS will only work in the direction you're facing if you walked/jumped/thrusted in that direction. If you moved in the opposite direction and then fired behind yourself to turn around, AMARDS will only lock on to things coming from the way you were originally facing.

SSentinels Missile Scrambler Missile Scrambler M250tech 250 Scrambles target locks on your sentinel (Reduces the target lock time from 20 seconds to 5 seconds).
SSentinels Scanner Scanner M100tech 100 Shows more information on opponents, such as their installed systems and target lock status. Also extends the range of firing arc projections.
SSentinels Walton Mirage Device Walton Mirage Device M1000tech 1000 Provides a cloaking system on your sentinel. The cloak will deactivate when taking damage or firing (Small, barely visible off-white circles may be seen where your sentinel lies. Also, even if you are able to attempt a target lock on a sentinel whose exact position is known, unless they are visible on the mini-map you will be unable to target them. However, if a miraged sentinel is energised, has the MGFN, or is in the lunar energy shield, they will become targetable, and the double rings around them will be visible.). In addition to that, when you jump, thrust and land, you will be able to see dust, smoke and thrusting flame. Note: The Walton Mirage Device blends in perfectly in a dark background.
Weapon Enhancement SSentinels Speed Loader Speed Loader M500tech 500 Reduces the reload time of rockets, missiles, and the DEATH nuke by half.
SSentinels High-Energy Amplifier High-Energy Amplifier M500tech 500 Doubles the damage of laser and super laser weapons, but also doubles their energy use.
SSentinels Siege Stabilisation System Siege Stabilisation System M1000tech 1000 Allows any weapon to be used while in the air.
SSentinels coolant array Coolant Array M1000tech 1000 Halves the energy requirement of plasma weapons.
Transportation SSentinels Gravity Pods Gravity Pods M200tech 200 Increases jumping ability and reduces skidding.
SSentinels Aeruak Stabilisers Aeruak Stabilisers M400tech 400 Increases thrusting efficiency, and allows you to continue thrusting after being hit in the air.
SSentinels emergency displacement deployment Emergency Displacement Deployment M1000tech 1000 Allows you to teleport across the map to a safe location. Requires at least 5 TJ of energy, and uses up your energy when activated.
Other SSentinels Repair System Repair System M1000tech 1000 Repairs your sentinel slowly over time, as long as it is not taking damage (inhibits your reactor's ability to gain energy).
SSentinels emp bomb EMP Bomb M500tech 500 Using all your stored energy, detonates a massive EMP explosion that will drain the energy of any sentinel in the vicinity, the more energy you have, the bigger the blast.
  • It is possible to stack the bonuses of some modules even after the bottom detail bars are filled (e.g. shields, energy storage and generators). However, jump cannot exceed 200%.
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