- <dd>reduction applies to initial damage, before size penalties <small>(so a plasma hit of 12 to 4 armor large deals 2 damage, not ½)</small>
-<dt>ground/air
- <dd>damage done per single attack against ground/air units
- <dd>2nd column indicates relative amount of damage done in
- 1 second of fastest game time
- <dd>splash damage hits all objects nearby <span class="unit-splash">+</span>
- or in a straight line <span class="unit-splash">×</span>.
- <dd><span class="hurt unit-l">explosive</span> damage does only
- 50% damage to small units, 75% to medium, 100% to large
- <dd><span class="hurt unit-s">concussive/plasma</span> damage does
- 25% to large, 50% medium, 100% to small units
+ <dd>reduction applies to initial damage, before size penalties
+ <small>(so a plasma hit of 12 to 4 armor large deals 2 damage, not ½)</small>
+<dt>attack
+ <dd>damage per single hit
+ <dd>some weapons fire multiple × times, multiplying armor penalties
+ <dd>splash damage hits all objects nearby <span class="unit-splash">⁜</span>
+ or in a straight line <span class="unit-splash">+</span>.
+ <dd><:
+if ($scver{major} > 1) {
+ :>does not include <span>≥</span>bonus damage
+ dealt to susceptible unit types
+ <dd><span class="unit-pdd">•</span>projectile shots are negated by
+ Point Defense Drones<:
+} else {
+ :><span class="unit-l">*</span>explosive damage does only
+ 50% damage to <span class="unit unit-s">S</span>mall units,
+ 75% to <span class="unit unit-m">M</span>edium,
+ 100% to <span class="unit unit-l">L</span>arge
+ <dd><span class="unit-s">~</span>concussive/plasma damage does
+ 25% to <span class="unit unit-l">L</span>arge,
+ 50% <span class="unit unit-m">M</span>edium,
+ 100% to <span class="unit unit-s">S</span>mall units<:
+} :>
+ <dd><span class="hurtrel">dps</span> indicates relative total amount of damage
+ done in 1 second of <:= $scver{major} > 1 ? '<em>Normal</em> in-game time' :
+ 'time on <em>Fast</em> game speed' :>
+ <dd>targets <span class="hurt-g">▽</span> ground
+ and/or <span class="hurt-a">△</span> air
+<dt>range
+ <dd>maximum hex distance a weapon can fire (note Sieged Tank also has a minimum)