Rune Star has a great deal of combat mechanics that all impact the flow of combat.  These can be a bit confusing to the casual player, but knowing how every little detail works is not necessary to have an enjoyable experience in Rune Star.  Read on only if you are curious, or if you really want to get the most out of your abilities.  


Infantry:  
Infantry are the backbone of Rune Star combat.  You will fight these units in all Arcade missions and they are the only unit which players
ever get as allies.  They are the most basic of units and fight by attempting to overwhelm with numbers rather than vex with skill.  Get used to them, because they are the fighters that you can always count on being there.  These are collectively known as Soldier-types, to distinguish them from the more powerful humanoid Warrior-types.  

Soldier


Soldiers are the most basic of enemies in Rune Star.  They come as either males or females.  Males have longer reach and more HP, while females can move and attack slightly faster and deal more damage.  Soldiers have only one standard melee attack.  

BREAK condition:  Strike a soldier while it is attacking or has just attacked to knock off its weapon.  They will flinch for a second and then run away in fear.  Soldiers that have escaped still count as KOs in Survival mode.  

Allied Soldier units will also appear occasionally.  These units have better reaction times and more HP than standard enemy soldiers.  

Kill Credit:  100     Break Bonus:  100


Captain


Captains are one step better than the normal soldiers.  They have twice as much HP and higher power and dexterity, as well as a charge attack variation of their normal attack.  

BREAK condition:  Same as normal soldiers, except that rather than running away, they will remain on the battlefield and fight bare-handed, for less reach and damage.  Captains will not BREAK if they are attacked while using their charge attacks.

Kill Credit:  400    Break Bonus:  100


Super Trooper


Super Troopers are the ultimate evolution of the soldier type (not counting Warlords).  They have over 3 times as much HP as a normal soldier, much higher power, dex and res scores, and a special attack with higher stun force and an elemental status change.

BREAK condition:  Same as captains, if attacked while using a normal melee attack, they will lose their weapons and continue fighting with their bare fists.  Super Troopers can use their special attacks as normal even after BREAKing.

Kill Credit:  1000    Break Bonus:  500


Zombie


Zombies are Soldier types that have been infected with the Zombie Parasite.  They have 3 times as much HP as a normal soldier and will not flinch from any attack (they will still take 100% damage from the attack and be knocked back, unlike Resisting).  Like soldiers, they are restricted to only a basic melee attack.  

BREAK condition:  If struck from behind, a zombie will be decapitated and start losing HP over time.  Occasionally, zombies will become incapacitated upon BREAKing, but this is not always the case.  Attacks that reach past a zombie (such as a ranged or long-reach attack) count as attacking from behind.

Kill Credit:  600    Break Bonus:  400


Gunman


Gunmen are basic ranged attack units.  They can either fire in fast bursts, or charge up to launch a more powerful shot that will be directed towards their target.  

BREAK condition:  If attacked while charging up their special attack, the gunmen's power matrix will overload, causing the shot to backfire and damage them, as well as any other enemies who are nearby.  

Kill Credit:  150    Break Bonus:  250


Dwarf


Dwarves are powerful and sturdy warriors.  They have standard melee and charged melee attacks that are similar to the Soldier Types' as well as their own spinning attack, which can trap targets and hit multiple times.  

BREAK condition:  If attacked while using their spinning attack, dwarves will be knocked off balance and spin into other enemies instead, ricocheting off walls if any are nearby and taking damage while this is going on.  Dwarves can be BREAKed multiple times if the oppurtunity arrises.  

Kill Credit:  800    Break Bonus:  300


Elf


Elves are advanced ranged attack units.  They fire psychic arrows which take a long time to charge but will hoam in on their targets.  Elves can be extremely dangerous if left alone.

BREAK condition:  If an elf's psychic shot is attacked, it will change course and fly into the nearest enemy instead.  Elves can fire any number of BREAKable shots, and can thus be BREAKed multiple times.  Any attack, not necessarily a BREAK attack can be used to deflect shots.

Kill Credit:  800    Break Bonus:  200


Bio Weapons:  
Bio Weapons aren't just creatures that are bred for war, even soldier-types can say that much.  Bio Weapons are creatures that are totally designed to destroy, every inch of them, every bone, muscle and membrane is perfectly orchestrated to create an 'ultimate' weapon.  Although not yet as effective as Warrior-types, Bio Weapons are light years ahead of the average Soldier-type.  Bio Weapons tend to be versatile and often remain dangerous even after being BREAKed.  

Dragonoid


Dragonoids are powerful and versatile units.  Their punches have great knock back, and they can trap foes with their breath attack.  Dragoids can cover short distances very quickly by lunging.  They will heal HP over time if left alone.  

BREAK condition:  If attacked precisely in their centers, (the center of the attack hit box is aligned to the center of the dragonoid's hit box), Dragonoids will suffer a greivous wound which will drop their movement speed and attack speed by half, and will disable their HP regeneration.  Dragonoids can only be BREAKed once they have 80% or lower HP.  

Kill Credit:  1100    Break Bonus:  900


Gunworm


Gunworms are expendable biological weapons that explode when exposed to extreme force.  They can attack by ejecting a small amount of explosive chemicals without harming themselves.  

BREAK condition:  If gunworms are attacked with any attack (not necessarily a BREAK attack) that deals more than a set amount of damage, they will explode and damage all nearby units, ally and enemy.  This will set off any other nearby Gunworms in a chain reaction that can kill off unwary players very quickly, but it can also be used to expertly damage enemies and to increase the kill combo in Survival mode.

Kill Credit:  120    Break Bonus:  30


Slime


Slimes are large enemies that attack by stealth.  They can use their large eyes and psychic abilities to map out the surrounding environment and change the pigments in their amourphous bodies to match it exactly, becoming effectively invisible.  If their concentration is broken, such as while they are attacking or being attacked, they will become visible.

BREAK condition:  If attacked from the front while completely visible, slimes' eyes will become damaged and they will be unable to go invisible.  Slimes can still detect their targets through uncoventional means and will continue attacking normally.  Slimes can only be BREAKed once they have 60% or less of their max HP.

Kill Credit:  1600    Break Bonus:  400

Roper


Ropers are quasi-ranged attack bio weapons.  They can extend their mouth-arms to attack at medium distances, but unlike elves and gunmen, they can also attack short range with their venomous tail-barbs.  

BREAK condition:  If a roper's arms are attacked while extended, they will be snapped and detatch from the roper itself.  The mouth-arms have rudimentary neural centers and will begin flailing and biting once detatched.  The roper will be unable to use its arm attack, but still able to use its tail-barb.

Kill Credit:  1200    Break Bonus:  200    ............ (Roper Arms have Kill Credit: 150)


Robots:  
Battle Robots are a dying breed left over from an age when Soldier-types were too expensive and Warrior-types were not as strong as they are now.  In the modern age, it is much easier to 'grow' new soldiers than it is to construct robots, and living weapons are also easier to repair by augmenting their natural healing abilities.  Although Batttle Robots are slowly being phased out, there are several types that still prove to be extremely useful on the battlefield.  These models are difficult to deal with, and fight very differently from soldier-types and bio weapons.  

Harpy


Harpies are light and fast enemies and are the only remaining robots that function as light infantry.  They generally work as expendable units and only distract enemies while more effective units move in for the kill.  Harpies attack by charging and strafing with their energy lances.  They will swoop in quickly when far away or fire while flying backwards if close by.  These attacks tend to be inaccurate, so it's often better to leave Harpies alone and take care of the bigger threats.

BREAK condition:  If a Harpy is attacked while it is attacking, (while it is glowing green), it will explode, destroying it completely.  No other units will be harmed by the explosion.

Kill Credit:  400    Break Bonus:  500


Cyclops


Although Cyclopses are relatively ineffective at dealing damage, they are incredibly difficult to destroy.  Most of their size is taken up by a powerful energy shield that will deflect any attack made from the front.  Even with the Cyclops' huge size, it is not enough to mount a barrier system that could protect it indefinitely.  Cyclopses can attack with either their medium range laser or by creating a destructive energy field around themselves.  

BREAK condition:  Attacking a Cyclops' shield repeatedly will cause it to overload and BREAK.  The shield will absorb any amount of damage, but requires a set amount of energy to activate so it is better to attempt this with less damaging, faster attacks.  The shield will regenerate while not under attack.  If it is not allowed to regenerate, the shield will dissipate after 12 hits and will not regenerate after being BREAKed.  Any attack, not necessarilly a BREAK attack, will deplete the shields.  

Kill Credit:  3000    Break Bonus:  2000


Titan


Titans are powerful enemies that are difficult to approach because of their wide range and high Resistance.  Titans usually attack with their swords, but they can unleash a heavily destructive ranged attack if their opponents do not close in.  These attacks are slow, but they can still be hard to dodge because of their large effect radius.  

BREAK condition:  At certain times, Titans will have to stop and cool their external power unit.  If attacked from the front during this time, the unit will be dislodged and the Titan will lose all functionality and its resistance will be halved.  After a set amount of time, self repair functions will restore the unit and the Titan will return to normality, though it retains the lost of resistance.  

Kill Credit:  2000    Break Bonus:  1000


Cyvern


Considered to be the 'ultimate' in modern robotics, Cyverns are deadly adversaries that can easily surpass any Soldier-type or Bio Weapon in combat.  The Cyverns' primary advantage is their ability to teleport medium distances at will, they will use this to appear immediately behind any enemies once they get within range and then attack instantly.  Cyverns can attack with their 'backflip' melee attack to put distance between themselves and any opponents that are too close, or with their powerful energy weapon to damage an extremely wide area.  

BREAK condition:  If a Cyvern is attacked just after teleporting, it will badly damage its warp engine, disabling it and creating a wide energy burst which will damage nearby enemies.  This is easiest to accomplish by attacking the Cyvern as it teleports behind another allied unit.  

Kill Credit:  1600    Break Bonus:  2400


Sub Warrior:  
In addition to full-fledged Warrior types, there are also 'sub' Warrior-types, which will have the appearance and stats of a Warrior-type, but only their most basic attack patterns.  For example a Sub-Valkyrion does not have access to the Sword Summoning abilites of a full Valkyrion.  Like Warrior-types, sub-Warriors cannot be BREAKed.  The helper unit available from the Character Select screen is also a sub-Warrior.  


Kill Credit:  2200  (same for all sub-Warriors)