01 Gear
Any crew can wear any item made for a slot it has. A slot lists every such item in the game,
341 in all, not only the ones you own, and the numbers in the list are the ones the game shows.
Helmets, armor, pants and 3 weapons (Christmas Fork, Laser Rifle and Plasma Rifle) add points to a stat. The table counts
them in the same points as the Training Planner and the crew card, so HP tops out at 10 and DMG at 12.
Some stats also have a floor the game never goes under: an ACC below 2.5 reads as 2.5.
02 Weapons
Every damage channel of a weapon (physical, fire, freeze, bio and EMP) runs on the same DMG stat: the same
points, the same training, the same cap of 12. The weapon multiplies DMG together with the gear, and each channel
is capped on its own, so a hybrid can reach the cap on one channel and not on the other. 26 of the
82 weapons deal no physical damage at all, and some hit weaker than no weapon. Without a weapon a crew
hits for plain physical damage. Physical damage lands on the target once per hit.
Fire, freeze, bio and EMP land without a dodge roll: a target that dodges the hit still gets the effect. Fire
sets the target room alight, bio infects every enemy crew in that room, freeze and EMP work on the target alone.
How long an effect lasts and how much it hurts per second is set by the battle and cut by the target's
resistances, so this page shows only its strength. Weapon reload and volley do not change the pace: every crew
attacks once every 3 seconds.
03 Training
Training is counted to its maximum over what the game lets a crew train today, the same way as on the crew card. The TRAINING column shares it out
between the stats of its side: 100% on one stat of a crew without gear gives the same TRAINING the card shows,
a split gives each stat its share. Training counts from the NOW stats of its side, with the gear worn
on top. NOW takes all fourteen stats: a crew gains points as it levels up, also in stats that training
does not raise, so set them as your crew has them. With every share at zero there is no training. SAME gives
crew B the shares of crew A, to see which of the two gets further with the same split.
04 How the look is drawn
The crew is put together from the same body parts the game uses, and a worn item takes its place on the body
as it does in the game. Hair and face of the common crew are random in the game; the page draws one of them.
A drone or a pet sits in its slot and is not drawn on the body, the same as in the game.
05 Compare
With two crew every stat gets two bars growing from the middle. The grey part is what both have; the blue
part is how far one crew is ahead of the other. A full bar is the cap of that stat. The table keeps all fourteen
stats, zeros too, and ONLY DIFFERENCES leaves just the stats where the two differ. There is no overall score:
which stat matters is yours to decide.