R.E.P.O.R.E.P.O.wiki
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Weapons and ammunition · R.E.P.O. v0.4.0 · read from a local copy

Stopping a monster without killing it

The game ships a baton built to stun.

R.E.P.O. gives you ways to stop a monster rather than destroy it: the game ships a stun baton, stun grenades and stun mines, and a monster that has been stunned runs on its own recovery timer.

What the game establishes

In play

Not every tool is meant to kill. The game ships weapons built to stun, so a crew can buy itself time without having to win the fight that time is meant to avoid.

There is more than one way to deliver it. A baton is held, a grenade is thrown and a mine is left behind, so the same idea reaches a monster by three quite different routes.

Being stunned is a state of its own. A stunned monster runs on a timer with a defined start and end, which is why a stun is a window you have to use rather than a permanent answer.

Mines are not all the same object. The game sorts them into kinds covering explosive, shockwave and stun, so what you set down is a deliberate choice rather than one generic trap.

A mine also has to be armed. A placed mine arms and then triggers, and it can be told whether enemies, players, thrown objects or plain forces set it off, which is why a badly placed mine becomes your own problem.

Explosives are a separate family again. Grenades tick before they go off and some of them are specialised, so the line between stopping a monster and destroying the loot you came for is one you choose.

What this entry does not tell you: how long a stun lasts, what any of it costs, or how much damage a blast does. We have not verified those numbers, so we do not print them.

Related

Version and sources

A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.