Terminator: Resistance

Terminator: Resistance

87 ratings
Weapon and Enemy Stats
By Mostly Harmless
Stats of the game's weapons and enemies. Weapons and enemies from Infiltrator Mode added. Enemies from Annihilation Line added. Stat changes from March 2020 balance patch added (they were very easy to miss).
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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

Price: 150

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

Price: 300

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

Price: 600

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

Price: 450

Notes:
- Can knock down Terminators for several seconds. Requires 2 point-blank blasts or several blasts past 10-15 feet.
- Several can be found laying around the game's levels.
Plasma Rifle TC2000-R







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

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

Price: 1000

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

Price: 1400

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 in Chapter 11: Pasadena, in a building across the street from Jennifer's house.
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

Price: 1200

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: 140
Fire Rate: 125
Clip Size: 22
Stability: 75

Price: 3000

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.
- Balance patch changed damage from 110 to 140 and clip size from 24 to 22. Before the balance patch the TC16-R's damage-per-second was below average compared to other red 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

Price: 4000

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

Price: 4500

Notes:
- Can be purchased from the Resistance Quartermaster from Chapter 21 onwards.
- A free one can be obtained in Chapter 19: Hollywood Hills, in a store near the beginning of the level, accessible through a Medium locked door.
Plasma Rifle V-25A







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

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

Price: 2250

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

Price: 2700

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

Price: 1800

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.
- Is the only second-gen plasma weapon available in the Annihilation Line DLC.
Plasma TC30-V







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

Damage: 275
Fire Rate: 125
Clip Size: 22
Stability: 75

Price: 4000

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.
- Balance patch changed damage from 200 to 275 and clip size from 24 to 22.
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

Price: 5200

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

Price: 6000

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

Price: N/A (Not available until trade system is disabled)

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

Price: 3000

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

Price: 3000

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.
- Laser-guided rockets can be looted from downed HK Aerials.
AMT Hardballer







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

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

Price: 300 (Only applicable if you sell it and want to buy it back before the next level).

Notes:
- Only found in Infiltrator Mode
- Only takes up 1 inventory slot
- Found in the Scavenger Weapons Cache
- Instead of using the ironsights, aim-down-sights will zoom in and cause a crosshair to appear
- 47 would be proud
- Available in Annihilation Line, found in Chapter 5: Bakersfield, at the end of the Survivors sidequest in the southwest corner of the map
- Not available in the trade locker
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

Price: N/A (Cannot be carried by Rivers)

Notes:
- Only found in Infiltrator Mode
- Obtained by detaching from Resistance minigun turrets
- Slight spin-up time for barrels before firing begins
- Too heavy for humans to use
M79 Grenade Launcher







Single shot grenade launcher.
Ammunition: Grenade Launcher Ammo

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

Price: 2500

Notes:
- Only found in Infiltrator Mode
- Found in the Resistance Weapons Cache
- Available in Annihilation Line, found in Chapter 5: Bakersfield, in the subway station on the northeastern center side of the map (just west of the cemetary)
- Becomes available in the trade locker towards the end of Annihilation Line
- Damage stat is not accurate. It actually deals 2600 damage against normal targets, and about 50% extra damage against vehicles and large robots (can bring down an HK Aerial in about 5 shots).
Spider Scout
















Health: 360
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).
- Health was previously 230 before balance patch.
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: 550
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).
- Health was previously 350 before balance patch.
Armored Drone (Minigun)



















Health: 730
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.
- Health was previously 500 before balance patch.
Armored Drone (Red Plasma)


























Health: 920
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.
- Health was previously 1000 before balance patch.
Armored Spider (unarmored)



























Health: 2000
Weapon: Minigun (7.5% damage)
Weapon: Flame Wave (15.7% 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)
Weapon: Flame Wave (15.7% 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: 3000
Weapon: Red Plasma (16.7% damage)

Notes:
- No apparent critical hit location.
- Can be hacked.
- Does not react to sound.
- Health of turrets in the Medical District was previously 1000 before balance patch.
Plasma Turret (Large)















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

Notes:
- No apparent critical hit location.
- Can be hacked.
- Does not react to sound.
- 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. Only takes about 55% damage from explosives when not knocked down.
- T-800s in the Medical District deal double damage and can be knocked down with a close-range shotgun blast. The shotgun can do this to Terminators in later levels but will require more hits to do so.
- Has reduced health in the large set piece war levels (i.e. health is about 1000 on Metro Station and about 1500 elsewhere).
T-808











































Health: 2000
Health (Annihilation Line DLC): 1800
Weapon: Flamethrower (16.7% damage)

Notes:
- Shares most attributes of the T-800.
- Fuel tank backpack can be shot and detonated for heavy damage.
- Has reduced health in the large set piece war levels.
T-825










































Health: 3000
Health (Annihilation Line DLC): 2500
Weapon: Skynet Plasma R95 (dual wielding) (23% damage)

Notes:
- Shares most attributes of the T-800.
- Has reduced health in the large set piece war levels (about 1500 health).
T-820














































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

Notes:
- Shares most attributes of the T-800.
- Has reduced health in the large set piece war levels (about 3000 health).
T-825V













































Health: 4000
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.
- Health was increased from 3500 to 4000 in balance patch.
- Has reduced health in the large set piece war levels (about 2500 health).
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 have a high chance of dropping a purple chip (purple chip drop seems to have been guaranteed before the balance patch).
- 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
Health (Annihilation Line DLC): 20,000
Weapon: Minigun (25% damage)
Weapon: Missiles (over 150% damage)
Weapon: Stomp Attack (40% damage)

Notes:
- Approximately 25 feet (7.62 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
Health (Annihilation Line DLC): 60,000
Weapon: Red Plasma (40% damage)
Weapon: Missiles (over 150% damage)
Weapon: Stomp Attack (40% damage)

Notes:
- Shares most attributes of the T-47.
HK Aerial









Health: ~25,000
Health (Annihilation Line DLC): ~15,000
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)
Weapon: Rockets (extreme 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
T-600

































Health: 2500
Weapon: Minigun (8.33% damage)

Notes:
- Shares most attributes of the T-800.
- Headshots do 3x damage.
- Not resistant to explosives.
- Has reduced health in the large set piece war levels (about 1200 health).
T-650



































Health: 3000
Weapon: Minigun (16.67% damage)

Notes:
- Shares most attributes of the T-800.
- Headshots do 3x damage.
- Not resistant to explosives.
- Resistant to knockdowns.
Infiltrator (Model T-102)
































Health: ~35,000
Weapon: Punch (instant kill)

Notes:
- Dies automatically in scripted sequence.
- Resistant to explosives.
- Headshots do 3x damage.
Centurion









Health: ~130,000
Weapon: Minigun (10.5% damage)
Weapon: Violet Plasma (10.5% damage)
Weapon: Missiles (over 150% damage)

Notes:
- Appears to be roughly 50 to 60 feet tall.
- Immune to bullets.
- Weak points are the "eyes" and the power core on the back.
- Approximately twice as much health as a T-47 Plasma (requires 15-16 grenade launcher shots with Explosives level 3 to kill).
- Missile direct hits are lethal unless damage resistance has been nearly fully upgraded. Multiple missile hits are lethal even with full damage resistance.
11 Comments
ori 29 Feb @ 10:34pm 
Interesting fact about each of the enemies seen in infiltrator mode if you actually grab one of them in face towards them they actually won't shoot you I found this out on a whim
BerzerkWrath 8 Nov, 2023 @ 2:24pm 
@RangerXT yes, the newest game and he took that shot. nostalgia everywhere in and around this game.
Rindaman 5 Nov, 2023 @ 1:55pm 
Came here to check stats and comments, and some of u just spoiling characters dying in the final mission, what a ducheback.
kavon52398 4 May, 2022 @ 2:43am 
I just played the Infiltrator mode and discovered a variant of the Resistance Minigun Operator that is a helmeted Tech-Com Soldier that wields a VSB-90 Phased Plasma Cannon and pulls out a V25A Phased Plasma Rifle after leaving the Tripod mount. Caught me off guard as I thought I knew every variable in the game lol. Wish I had a screenshot of it. Apparently it's quite rare as I've only seen it in one out of maybe 20 playthroughs as the assets and base locations fluctuate each time.
SledGod84 1 Jan, 2022 @ 3:04am 
Cannot wait to see how the 600- series looks stated out in this guide.
SMEGHEAD 16 May, 2021 @ 2:07pm 
whitch key is for knife stabing
魔水晶キノコ 7 Jan, 2021 @ 3:35am 
Maybe also mention the Minigun found in infiltrator mode requires a moment to "spin-up" before it can be fired? The delay is noticeable especially during the slow motion after you beaching doors.

The hardballer is quite broken, it use the same ammo as the SMG but has higher DPS than a VSB-90, it's very accurate as well ( being able to land precise head-shots at long range when sighted ).

By the way am I the only one feel that quartermaster in the main game looked like an aged agent 47?

Shame he died in the final mission.
魔水晶キノコ 7 Jan, 2021 @ 2:54am 
Those Scoped Plasma Assault Rifles are quite unbalanced, they have no recoil compare to their Reflex Sighted counterparts. This combined the fact that they are scoped allows the player to use them as a sniping weapon as well.

With full damage/fire rate chip set and maxed weapon skills, the scoped violet plasma assault rifle can drop the T-850 in Skynet Central before it can leave the gate/door.

For close quarters and medium range encounters these two weapons are very good as well due to their accuracy when not using the scope is good enough for those situations.
Orcinus24x5 11 Nov, 2020 @ 1:20pm 
Slight error with the data on the minigun. It can also be found in one of the resistance weapon caches.
RangerXT 21 Apr, 2020 @ 11:19pm 
lol that future shock screenshot