Difference between revisions of "Weapons"

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{{for|ways for both countering and using each kind of weapon|Weapon Guide}}
  
 
'''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.
 
'''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.
  
If left exposed with no roof, a weapon on the ground will [[Deterioration|deteriorate]] until it disintegrates without a trace. Weapons stored in an [[equipment rack]] will not deteriorate.
+
 
{{Clr}}
+
If left exposed with no roof, a weapon on the ground will [[Deterioration|deteriorate]] until it disintegrates without a trace. Weapons stored in a [[shelf]] will not deteriorate, even if left outside.
 +
 
 +
 
 +
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.
 +
{{clr}}
 +
 
 
==Ranged Weapons==
 
==Ranged Weapons==
  
Range weapons consist mostly of firearms currently, but there are other non-gunpowder ranged weapons like [[Neolithic Weapons|bows and throwing spears]]. Ranged weapons that are damaged and have lost hit points suffer lower accuracy. A ranged weapon's accuracy is also affected by its [[quality]] level.
 
  
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.
+
Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like [[Neolithic Weapons|bows and throwing spears]], and also the advanced [[Advanced Weapons|charge rifle and incendiary launcher]]. A ranged weapon's accuracy and damage are also affected by its [[quality]] level.
 +
 
 +
Stats listed in the table below are for weapons that are of normal quality. The ranges are measured in tiles and correspond to:
 +
*Touch = 3
 +
*Short = 12
 +
*Medium = 25
 +
*Long = 40.  
  
Accuracy stats listed below are for weapons with 100% hit points and of normal quality. The ranges correspond to: Touch = 4, Short = 15, Medium = 30, Long = 50. These numbers are referring to the percent of the weapon's max range at which the range type begins. So for example, long range is between 50-100% of the weapon's max range. Between those ranges, they're interpolated.
+
Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a pump shotgun, with range 15.9 and acc. stats 80-87-77-64, will never fire at medium (25) or long (40) range, yet the medium stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-77-0 instead.
  
 
DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.
 
DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.
  
 +
Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired.
 +
 +
Ranged weapons also can't fire in melee range unless the target is downed or not immediately hostile to the player's faction.
 +
 +
{| {{STDT|sortable c_06 text-center}}
 +
! colspan='2'|Name !! Damage !! Warm-Up<br/>(ticks*) !! Cooldown<br/>(ticks*) !! Range<br/>(tiles) !! Burst Count !! Burst (ticks*) !! Bullet Speed !! Accuracy<br/>(Touch) !! Accuracy<br/>(Short) !! Accuracy<br/>(Medium) !! Accuracy<br/>(Long)  !! Miss Radius !! Blast Radius !! DPS<br/>(Optimal) !! DPS<br/>(Touch) !! DPS<br/>(Short) !! DPS<br/>(Medium) !! DPS<br/>(Long) !! Value {{icon|silver|}}
 +
{{#ask:[[Concept:Ranged Weapons]]
 +
| named args=yes
 +
| ?Name=?Name
 +
| format=template
 +
| template=Weapon/Row/Ranged}}
 +
|}
 +
 +
A weapon stats spreadsheet for B19 with mods https://drive.google.com/open?id=1gdu8YTE9cwj9jcCsT1TrizsbbjkVZwco
 +
 +
&#42; <i>At normal game speed, there are 60 ticks to one real world second.</i> See: [[Time]].
 +
 +
=== Quality Modifiers ===
  
 
{| {{STDT|sortable c_06 text-center}}
 
{| {{STDT|sortable c_06 text-center}}
! Name !! Warm-Up<br/>(ticks*) !! Cooldown<br/>(ticks*) !! Range<br/>(tiles)!! Bullet Speed !! Accuracy<br/>(Touch) !! Accuracy<br/>(Short) !! Accuracy<br/>(Medium) !! Accuracy<br/>(Long) !! Damage !! Burst Count !! Burst (ticks*)!!  Miss Radius !! Blast Radius !! DPS<br/>(Optimal) !! DPS<br/>(Touch) !! DPS<br/>(Short) !! DPS<br/>(Medium) !! DPS<br/>(Long) !! Value {{icon|silver|}}
+
! Quality !! Accuracy Modifier !! Base Damage Modifier
 
|-
 
|-
![[Short Bow]]
+
!Awful
|170 || | 40|| | 31.0 || | 44 || | 89% || | 64% || | 41% || | 22% || | 10 || | 1 || | - || | - || | - || | 2.86 || | 2.55 || | 1.83 || | 1.17 || | .63 || | 60
+
|0.80
 +
|0.90
 
|-
 
|-
![[Great Bow]]
+
!Poor
|200 || | 40 || | 34.0 || | 49 || | 93% || | 77% || | 59% || | 42% || | 15 || | 1 || | - || | - || | - || | 3.46 || | 3.22 || | 2.66 || | 2.04 || | 1.45 || | 180
+
|0.90
 +
|1.00
 
|-
 
|-
![[Pila]]
+
!Normal
|260 || | 270 || | 20.0 || | 26 || | 91% || | 71% || | 50% || | 32% || | 30 || | 1 || | - || | - || | - || | 3.40 || | 3.09 || | 2.41 || | 1.70 || | 1.09 || | 90
+
|1.00
 +
|1.00
 
|-
 
|-
![[Pistol]]
+
!Good
|68 || | 40 || | 24.0 || | 55 || | 91% || | 71% || | 50% || | 32% || | 10 || | 1 || | - || | - || | - || | 5.56 || | 5.06 || | 3.95 || | 2.78 || | 1.78 || | 60
+
|1.10
 +
|1.00
 
|-
 
|-
![[Pump Shotgun]]
+
!Excellent
|108 || | 40 || | 16.0 || | 55 || | 96% || | 87% || | 77% || | 64% || | 20 || | 1 || | - || | - || | - || | 8.11 || | 7.79 || | 7.06 || | 6.24 || | 5.19 || | 175
+
|1.20
 +
|1.00
 
|-
 
|-
![[PDW]]
+
!Masterwork
|108 || | 40 || | 24.0 || | 55 || | 89% || | 64% || | 41% || | 22% || | 5 || | 4 || | 7 || | - || | - || | 7.10 || | 6.32 || | 4.54 || | 2.91 || | 1.56 || | 200
+
|1.35
 +
|1.25
 
|-
 
|-
![[Survival Rifle]]
+
!Legendary
|182 || | 40 || | 37.0 || | 70 || | 75% || | 96% || | 92% || | 88% || | 18 || | 1 || | - || | - || | - || | 4.86 || | 4.67 || | 4.67 || | 4.47 || | 4.28 || | 190
+
|1.50
|-
+
|1.50
![[Assault Rifle]]
 
|108 || | 40 || | 32.0 || | 70 || | 96% || | 87% || | 77% || | 64% || | 7 || | 3 || | 7 || | - || | - || | 7.78 || | 7.47 || | 6.77 || | 5.99 || | 4.98 || | 325
 
|-
 
![[Sniper Rifle]]
 
|260 || | 135 || | 45.0 || | 100 || | 50% || | 86% || | 86% || | 88% || | 40 || | 1 || | - || | - || | - || | 6.08 || | 3.04 || | 5.23 || | 5.23 || | 5.35 || | 370
 
|-
 
![[LMG]]
 
|120 || | 84 || | 25.9 || | 40 || | 50% || | 64% || | 41% || | 22% || | 8 || | 6 || | 7 || | - || | - || | 12.06 || | 6.03 || | 7.72 || | 4.94 || | 2.65 || | 800
 
|-
 
![[Frag Grenades]]
 
|108 || | 160 || | 12.0 || | 12 || | - || | - || | - || | - || | 40 || | 1 || | - || | 1.0 || | 1.9 || | 8.96 || | - || | - || | - || | - || | 200
 
|-
 
![[Molotov Cocktails]]
 
|108 || | 160 || | 12.9 || | 12 || | - || | - || | - || | - || | 10 || | 1 || | - || | 2.9 || | 1.1 || | 2.24 || | - || | - || | - || | - || | 100
 
|-
 
![[EMP Grenade]]
 
|108 || | 160 || | 12.9 || | 12 || | - || | - || | - || | - || | 80 || | 1 || | - || | 1.0 || | 3.5 || | 8.96 || | - || | - || | - || | - || | 400
 
|-
 
![[Minigun]]
 
|240 || | 40 || | 32.0 || | 70 || | 50% || | 42% || | 18% || | 6% || | 8 || | 30 || | 4 || | 2.4 || | - || | 35.47 || | 28.02 || | 14.90 || | 6.38 || | 2.13 || | 2200
 
|-
 
![[T-9 Incendiary Launcher]]
 
|182 || | 40 || | 24.0 || | 40 || | 79% || | 42% || | 18% || | 6% || | 4 || | 1 || | - || | - || | - || | 1.08 || | .85 || | .45 || | .19 || | .06 || | 370
 
|-
 
![[R4 Charge Rifle]]
 
|90 || | 40 || | 24.0 || | 70 || | 80% || | 83% || | 68% || | 53% || | 13 || | 3 || | 12 || | - || | - || | 15.23 || | 12.19 || | 12.64 || | 10.36 || | 8.07 || | 1500
 
|-
 
![[Charge Lance]]
 
|120 || | 168 || | 37.0 || | 120 || | 60% || | 80% || | 92% || | 88% || | 27 || | 1 || | - || | - || | - || | 5.59 || | 5.20 || | 4.30 || | 3.30 || | 2.35 || | 2000
 
|-
 
![[Inferno Cannon]]
 
|100 || | 480 || | 27.0 || | 45 || | 79% || | 42% || | 18% || | 6% || | 13 || | 1 || | - || | 3.5 || | 2.4 || | 2.11 || | 1.67 || | .89 || | .38 || | .13 || | 2400
 
|-
 
![[Heavy Charge Blaster]]
 
|100 || | 420 || | 27.0 || | 90 || | 60% || | 77% || | 59% || | 42% || | 15 || | 24 || | 5 || | 2.9 || | - || | 39.82 || | 37.03 || | 30.66 || | 23.49 || | 16.72 || | 2400
 
|-
 
![[Improvised Turret Gun]]
 
|108 || | 40 || | 25.9 || | 70 || | 89% || | 64% || | 41% || | 22% || | 7 || | 4 || | 8 || | - || | - || | 9.77 || | 8.70 || | 6.25 || | 4.01 || | 2.15 || | -
 
 
|-
 
|-
 
|}
 
|}
&#42; <i>At normal game speed, there are 60 ticks to one real world second.</i> See: [[Time]].
 
  
 
==Melee Weapons==
 
==Melee Weapons==
  
These are touch-range weapons.
+
These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons.
  
The exact damage of a melee weapon is based on its [[quality]] level, with a low quality weapon dealing less damage and a high quality weapon dealing more. Melee weapons that are damaged and have lost hit points suffer a reduced damage amount.
+
The exact damage of a melee weapon is based on its [[quality]] level, with a low quality weapon dealing less damage and a high quality weapon dealing more.
  
Note that melee accuracy is determined by a [[Colonist|colonist's]] [[Skills#Melee|melee skill]].
+
Note that melee accuracy is determined by a [[colonist]]'s [[Skills#Melee|melee skill]] and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance.
  
 
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.  
 
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.  
 
In terms of economy, Maces are the most efficient weapons to sell, as they have the best material cost:value ratio (75 and 210, respectively), and they bring in lump sums of cash. Technically, small weapons such as the knife and shiv have better ratios, but the amount of work required to make them and the amount of items a player would need to bring in a decent sum of silver make them impractical to mass-produce.
 
  
 
===Base Melee Stats===
 
===Base Melee Stats===
The following stats are for weapons with 100% hit points, of normal quality, and made of steel (the baseline material).
+
The following stats are for weapons that are of normal quality and made out of [[steel]] (the baseline material).
  
 
{| {{STDT|sortable c_06 text-center}}
 
{| {{STDT|sortable c_06 text-center}}
! Name !! Warm-Up !! Melee cooldown<br/>(seconds) !! Damage !! DPS !! Damage Type !! data-sort-type="number"| Value {{icon|silver|}}
+
! colspan='2'|Name !! Melee cooldown !! Damage !! colspan='2'| DPS !! Damage Type !! data-sort-type="number"| Value {{icon|silver|}}
|-
 
!Fist *
 
|0 || | 1.83 || | 6 || | 3.28 || | Blunt || | -
 
|-
 
![[Beer]] *
 
|0 || | 1.8 || | 7 || | 3.89 || | Blunt || | 9
 
|-
 
![[Wood|Wood log]] *
 
|0 || | 2.2 || | 8 || | 3.64 || | Blunt || | 1.4
 
|-
 
!Elephant Tusk*
 
|0 || | 2.5 || | 16 || | 6.4 || | Blunt || | 450
 
|-
 
![[Shiv]]
 
|0 || | 1.55 || | 7 || | 4.52 || | Sharp || | 21.2
 
|-
 
![[Bionic Arm]] *
 
|0 || | 1.67 || | 9 || | 5.40 || | Blunt || | 1500
 
|-
 
![[Knife]]
 
|0 || | 1.66 || | 8 || | 4.82 || | Sharp || | 104
 
|-
 
![[Thrumbo Horn]]*
 
|0 || | 1.75 || | 15 || | 8.57 || | Sharp || | 3000
 
|-
 
![[Club]]
 
|0 || | 2.4 || | 11 || | 4.58 || | Blunt || | 82
 
|-
 
![[Spear]]
 
|0 || | 2.3 || | 15 || | 6.52 || | Sharp || |  280
 
|-
 
![[Gladius]]
 
|0 || | 1.95 || | 12 || | 6.15 || | Sharp || | 180
 
|-
 
![[Mace]]
 
|0 || | 2.1 || | 11 || | 5.24 || | Blunt || | 210
 
|-
 
![[Long Sword]]
 
|0 || | 2.5 || | 17 || | 6.8 || | Sharp || | 400
 
 
|-
 
|-
![[Scyther Blade]] *
+
! colspan='2'|Fist *
|0 || | 1.0 || | 20 || | 20.00 || | Sharp || | 2000
+
| {{Ticks|120}} || | 8.2 || | 4.10 || | || | Blunt || -
|-
 
![[Power Claw]] *
 
|0 || | 1.17 || | 15 || | 12.85 || | Sharp || | 1500
 
 
|-
 
|-
 +
{{#ask:[[Concept:Melee Weapons]]
 +
| named args=yes
 +
| ?Name=?Name
 +
| format=template
 +
| template=Weapon/Row/Melee}}
 
|}
 
|}
 +
  
 
&#42; <i>Material cannot be changed for these. They also do not come in varying quality levels. The Base Melee Stats table has their correct stats and no formulas are needed for them.</i><br>
 
&#42; <i>Material cannot be changed for these. They also do not come in varying quality levels. The Base Melee Stats table has their correct stats and no formulas are needed for them.</i><br>
  
 
=== Material / Quality Modifiers ===
 
=== Material / Quality Modifiers ===
 +
  
 
{| {{STDT|sortable c_06 text-center}}
 
{| {{STDT|sortable c_06 text-center}}
! Material !! Cooldown speed factor !! Damage factor (Blunt) !! DPS factor (Blunt) !! Damage factor (Sharp) !! DPS factor (Sharp)
+
! Material !! Cooldown speed factor !! Damage factor (Blunt) !! DPS factor (Blunt) !! Damage factor (Sharp) !! DPS factor (Sharp) !! Max HP factor
 
|-
 
|-
!Sandstone
+
![[Sandstone Blocks|Sandstone]]
|1.35|| | 1.00 || 0.60 || | 0.50 || 0.30
+
|1.30|| | 1.00 || 0.77 || | 0.50 || 0.38 || 1.4
 
|-
 
|-
!Granite
+
![[Granite Blocks|Granite]]
|1.35|| | 1.00 || 0.60 || | 0.65 || 0.39
+
|1.30|| | 1.00 || 0.77 || | 0.65 || 0.50 || 1.7
 
|-
 
|-
!Limestone
+
![[Limestone Blocks|Limestone]]
|1.35|| | 1.00 || 0.60 || | 0.50 || 0.30
+
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.55
 
|-
 
|-
!Slate
+
![[Slate Blocks|Slate]]
|1.35|| | 1.00 || 0.60 || | 0.50 || 0.30
+
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.3
 
|-
 
|-
!Marble
+
![[Marble Blocks|Marble]]
|1.35|| | 1.00 || 0.60 || | 0.50 || 0.30
+
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.2
 
|-
 
|-
!Silver
+
![[Silver]]
|1.00 || | 1.10 || 1.10 || | 0.50 || 0.50
+
|1.00 || | 1.00 || 1.00 || | 0.85 || 0.85 || 0.7
 
|-
 
|-
!Gold
+
![[Gold]]
|1.10|| | 1.15 || 1.04 || | 0.30 || 0.27
+
|1.00|| | 1.00 || 1.00 || | 0.75 || 0.75 || 0.6
 
|-
 
|-
!Steel
+
![[Steel]]
|1.00 || | 1.00 || 1.00 || | 1.00 || 1.00
+
|1.00 || | 1.00 || 1.00 || | 1.00 || 1.00 || 1.0
 
|-
 
|-
!Plasteel
+
![[Plasteel]]
|0.8|| | 1.00 || 1.25 || | 1.20 || 1.50
+
|0.80|| | 0.90 || 1.13 || | 1.10 || 1.38 || 2.8
 
|-
 
|-
!Wood
+
![[Wood]]
|0.90|| | 0.80 || 0.92 || | 0.30 || 0.35
+
|1.00|| | 0.90 || 0.90 || | 0.45 || 0.45 || 0.65
 
|-
 
|-
!Uranium
+
![[Uranium]]
|1.35|| | 1.40 || 0.84 || | 1.10 || 0.66
+
|1.10|| | 1.50 || 1.36 || | 1.10 || 1.00 || 2.5
 
|-
 
|-
!Jade
+
![[Jade]]
|1.10|| | 1.50 || 1.35 || | 0.80 || 0.72
+
|1.30|| | 1.50 || 1.15 || | 1.00 || 0.77 || 0.5
 
|-
 
|-
 
|}
 
|}
 +
  
 
{| {{STDT|sortable c_06 text-center}}
 
{| {{STDT|sortable c_06 text-center}}
Line 206: Line 163:
 
|-
 
|-
 
!Awful
 
!Awful
|0.40
+
|0.80
|-
 
!Shoddy
 
|0.70
 
 
|-
 
|-
 
!Poor
 
!Poor
|0.85
+
|0.90
 
|-
 
|-
 
!Normal
 
!Normal
Line 220: Line 174:
 
|1.10
 
|1.10
 
|-
 
|-
!Superior
+
!Excellent
 
|1.20
 
|1.20
|-
 
!Excellent
 
|1.35
 
 
|-
 
|-
 
!Masterwork
 
!Masterwork
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|-
 
|-
 
!Legendary
 
!Legendary
|1.55
+
|1.65
 
|-
 
|-
 
|}
 
|}
 +
 +
Do note that stone blocks can only be used with clubs.
  
 
=== Melee Formulas ===
 
=== Melee Formulas ===
  
 
<b>Damage</b> for any melee weapon is <b>Base Damage x Material Modifier x Quality Modifier</b>
 
<b>Damage</b> for any melee weapon is <b>Base Damage x Material Modifier x Quality Modifier</b>
 
For example, a Masterwork Granite Gladius.  A Gladius deals Sharp damage, so the Sharp damage material modifier is used.
 
 
Damage = 13, Material Modifier = 0.65, Quality = 1.45
 
 
Therefore, a Masterwork Granite Gladius deals (13 x 0.65 x 1.45) = 12.2525 damage.
 
 
Don't forget that Blunt damage will affect bones as well as flesh, and can potentially do more damage / incapacitate easier.
 
 
  
 
<b>Cooldown</b> is calculated as <b>Weapon melee cooldown / Material melee cooldown</b>
 
<b>Cooldown</b> is calculated as <b>Weapon melee cooldown / Material melee cooldown</b>
 
  
 
<b>DPS</b> (damage per second) is calculated as <b>Damage / Cooldown</b>. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.
 
<b>DPS</b> (damage per second) is calculated as <b>Damage / Cooldown</b>. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.
 
The Masterwork Granite Gladius has Damage 14.365 and Cooldown 3.22 seconds.
 
 
DPS = Damage / Cooldown = 14.365 / 3.22 = 4.46 (rounded).
 
  
 
{{nav|weapon|wide}}
 
{{nav|weapon|wide}}
 
[[Category:Weapons]]
 
[[Category:Weapons]]
 
[[Category:Equipment]]
 
[[Category:Equipment]]

Revision as of 18:03, 15 October 2018

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Template:Tocright

Weapons are used by colonists and raiders alike to fight each other (and sometimes to put down enraged animals). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.


If left exposed with no roof, a weapon on the ground will deteriorate until it disintegrates without a trace. Weapons stored in a shelf will not deteriorate, even if left outside.


Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. Template:Clr

Ranged Weapons

Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like bows and throwing spears, and also the advanced charge rifle and incendiary launcher. A ranged weapon's accuracy and damage are also affected by its quality level.

Stats listed in the table below are for weapons that are of normal quality. The ranges are measured in tiles and correspond to:

  • Touch = 3
  • Short = 12
  • Medium = 25
  • Long = 40.

Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a pump shotgun, with range 15.9 and acc. stats 80-87-77-64, will never fire at medium (25) or long (40) range, yet the medium stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-77-0 instead.

DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.

Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired.

Ranged weapons also can't fire in melee range unless the target is downed or not immediately hostile to the player's faction.

Name Damage Warm-Up
(ticks*)
Cooldown
(ticks*)
Range
(tiles)
Burst Count Burst (ticks*) Bullet Speed Accuracy
(Touch)
Accuracy
(Short)
Accuracy
(Medium)
Accuracy
(Long)
Miss Radius Blast Radius DPS
(Optimal)
DPS
(Touch)
DPS
(Short)
DPS
(Medium)
DPS
(Long)
Value Silver


Assault rifle Assault rifle 11 16 0.5 60 102 30.9 3 10 70 60% 70% 65% 55% - - 10.88 6.528 7.616 7.072

5.984

480
Autocannon Autocannon 27 40 0.5 0 210 32.9 3 17 88 28% 72% 66% 50% - - 19.92 5.5776 14.3424 13.1472

9.96

?
Autopistol Autopistol 10 15 0.5 18 60 25.9 1 - 55 80% 70% 40% 30% - - 7.69 6.152 5.383 3.076

2.307

139
Beam graser Beam graser Content added by the Biotech DLC 10 50 - ? - 24.9 5 22 - 60% 70% 65% 55% - - Expression error: Missing operand for *. Expression error: Missing operand for *.

Expression error: Missing operand for *.

- 144
Bolt-action rifle Bolt-action rifle 18 27 1.5 102 90 36.9 1 - 70 65% 80% 90% 80% - - 5.63 3.6595 4.504 5.067

4.504

255
Chain shotgun Chain shotgun 18 14 3 72 81 12.9 3 10 55 57% 64% 55% 45% - - 18.73 10.6761 11.9872

10.3015

- 405
Charge blaster turret Charge blaster turret Content added by the Biotech DLC 15 22.5 0.5 0 150 44.9 1 - 90 60% 80% 90% 85% - - 6 3.6 4.8 5.4 5.1 0
Charge lance Charge lance 30 45 1.5 102 162 29.9 1 - 120 65% 85% 85% 75% - - 6.82 4.433 5.797 5.797

5.115

1,355
Charge rifle Charge rifle 15 35 0.5 60 120 25.9 3 12 70 55% 64% 55% 45% - - 13.24 7.282 8.4736 7.282

5.958

1,010
Doomsday rocket launcher Doomsday rocket launcher 50 10 0.5 270 270 36 1 - 50 -% -% -% -% 1.9 7.8 5.56 - - - - 1,000
EMP grenades EMP grenades 50 - - 90 160 12.9 1 - 12 -% -% -% -% 1.9 3.5 12 - - - - 315
EMP launcher EMP launcher 50 0 - 210 210 23.9 1 - 40 -% -% -% -% 1.9 1.1 7.14 - - - - 505
Flamebow Flamebow Content added by the Biotech DLC 6 9 0.5 81 99 22.9 1 - 44 75% 65% 45% 25% - - 2 1.5 1.3

0.9

- 45
Frag grenades Frag grenades 50 10 0.5 90 160 12.9 1 - 12 -% -% -% -% 1.9 1.9 12 - - - - 265
Greatbow Greatbow 17 15 1.5 120 90 29.9 1 - 49 65% 85% 75% 50% - - 4.86 3.159 4.131 3.645

2.43

104
Grenadier armor Grenadier armor Content added by the Royalty DLC 50 10 0.5 90 60 12.9 1 - 16 -% -% -% -% 1.9 1.9 20 - - - - 2,305
Heavy SMG Heavy SMG 12 18 0.5 54 99 22.9 3 11 48 85% 65% 35% 20% - - 12.34 10.489 8.021

4.319

- 355
Heavy charge blaster Heavy charge blaster 15 22 0.5 75 444 27 24 5 90 18% 26% 26% 18% - - 34.07 6.1326 8.8582 8.8582

6.1326

1,400
Hellsphere cannon Hellsphere cannon Content added by the Biotech DLC 800 100 1.5 ? - 18.9 1 - 75 100% 100% 100% 100% - 4.9 59.26 59.26 59.26

59.26

- 1,400
Incendiary launcher Incendiary launcher 10 0 - 210 210 23.9 1 - 40 -% -% -% -% 1.9 1.1 1.43 - - - - 340
Inferno cannon Inferno cannon 10 0 - 75 504 27 1 - 45 -% -% -% -% 3.5 2.4 1.04 - - - - 1,400
Inferno cannon (Turret) Inferno cannon (Turret) 10 - - 75 1,020 45.9 1 - 45 -% -% -% -% 4.6 2.4 0.55 - - - - ?
LMG LMG 11 16 1 108 108 25.9 6 7 46 40% 48% 35% 26% - - 15.78 6.312 7.5744 5.523

4.1028

425
Light charge blaster Light charge blaster 15 22 0.5 75 444 45.9 9 7 90 18% 26% 26% 8% - - 14.09 2.5362 3.6634 3.6634 1.1272 ?
Machine pistol Machine pistol 6 9 0.5 30 54 19.9 3 7 55 90% 65% 35% 15% - - 11.02 9.918 7.163

3.857

- 220
Mini-flameblaster Mini-flameblaster Content added by the Biotech DLC ? - - ? - 4.9 10 4 - 40% 48% 35% 26% - - Expression error: Missing operand for *.

Expression error: Missing operand for *.

- - 1,000
Mini-shotgun Mini-shotgun Content added by the Biotech DLC 10 18 2.5 ? - 12.9 1 - 55 80% 87% 70% 55% - - 3.45 2.76 3.0015

2.415

- 1,000
Mini-slugger Mini-slugger Content added by the Royalty DLC 12 18 0.5 0 306 45.9 1 - 70 80% 55% 35% 10% - - 2.35 1.88 1.2925 0.8225 0.235 ?
Mini-turret gun Mini-turret gun 12 18 0.5 0 288 28.9 2 8 70 77% 70% 45% 24% - - 4.86 3.7422 3.402 2.187

1.1664

?
Minigun Minigun 10 15 0.5 150 138 30.9 25 5 70 15% 25% 25% 18% - - 36.76 5.514 9.19 9.19

6.6168

1,160
Molotov cocktails Molotov cocktails 10 - - 90 160 12.9 1 - 12 -% -% -% -% 1.9 1.1 2.4 - - - - 245
Needle gun Needle gun 15 35 1.5 150 126 44.9 1 - 120 60% 80% 90% 85% - - 3.26 1.956 2.608 2.934 2.771 1,400
Needle launcher Needle launcher Content added by the Biotech DLC 15 35 1.5 150 126 24.9 1 - 120 60% 80% 90% 85% - - 3.26 1.956 2.608

2.934

- 1,400
Nerve spiker Nerve spiker Content added by the Anomaly DLC 11 16 0.5 87 99 29.9 1 - 44 70% 78% 65% 35% - - 3.55 2.485 2.769 2.3075

1.2425

62
Phoenix armor Phoenix armor Content added by the Royalty DLC 10 0 - 90 60 14.9 1 - 18 -% -% -% -% 1.9 2.9 4 - - - - 3,480
Pila Pila 25 10 2.5 240 240 18.9 1 - 26 50% 71% 50% 32% - - 3.13 1.565 2.2223

1.565

- 109
Pump shotgun Pump shotgun 18 14 3 54 75 15.9 1 - 55 80% 87% 77% 64% - - 8.37 6.696 7.2819

6.4449

- 255
Recurve bow Recurve bow 14 21 1 87 99 25.9 1 - 56 70% 78% 65% 35% - - 4.52 3.164 3.5256 2.938

1.582

66
Revolver Revolver 12 18 1 18 96 25.9 1 - 55 80% 75% 45% 35% - - 6.32 5.056 4.74 2.844

2.212

135
Short bow Short bow 11 16 0.5 81 99 22.9 1 - 44 75% 65% 45% 25% - - 3.67 2.7525 2.3855

1.6515

- 45
Slugthrower Slugthrower Content added by the Biotech DLC 12 18 - 18 240 19.9 1 - 70 20% 30% 40% 95% - - 2.79 0.558 0.837

1.116

- 1,000
Smoke launcher Smoke launcher 0 - - 210 210 23.9 1 - 40 -% -% -% -% 1.9 2.4 - - - - 380
Sniper rifle Sniper rifle 25 38 1.5 210 138 44.9 1 - 100 50% 70% 86% 88% - - 4.31 2.155 3.017 3.7066 3.7928 530
Spiner Spiner Content added by the Biotech DLC 12 18 - 18 108 6.9 1 8 70 20% 30% 40% 95% - - 5.71 1.142

1.713

- - 500
Tactical turret gun Tactical turret gun Content added by the Anomaly DLC 12 18 0.5 0 288 19.9 2 8 70 77% 70% 45% 24% - - 4.86 3.7422 3.402

2.187

- ?
Thump cannon Thump cannon 9 13 3 60 240 24.9 1 - 50 80% 87% 77% 64% 1.9 1.1 1.8 1.44 1.566

1.386

- 1,400
Tox grenades Tox grenades Content added by the Biotech DLC ? - - 90 160 12.9 1 - - -% -% -% -% 1.9 - - - - - 315
Toxbomb launcher Toxbomb launcher Content added by the Biotech DLC 0 0 - 210 270 23.9 1 - 40 -% -% -% -% 1.9 1.9 0 - - - - 380
Toxic needle gun Toxic needle gun Content added by the Biotech DLC 25 35 1.5 141 126 44.9 1 - 90 60% 80% 90% 85% - - 5.62 3.372 4.496 5.058 4.777 1,400
Triple rocket launcher Triple rocket launcher 50 10 0.5 270 270 36 3 20 50 -% -% -% -% 2.9 3.9 15.52 - - - - 1,000... further results

A weapon stats spreadsheet for B19 with mods https://drive.google.com/open?id=1gdu8YTE9cwj9jcCsT1TrizsbbjkVZwco

* At normal game speed, there are 60 ticks to one real world second. See: Time.

Quality Modifiers

Quality Accuracy Modifier Base Damage Modifier
Awful 0.80 0.90
Poor 0.90 1.00
Normal 1.00 1.00
Good 1.10 1.00
Excellent 1.20 1.00
Masterwork 1.35 1.25
Legendary 1.50 1.50

Melee Weapons

These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons.

The exact damage of a melee weapon is based on its quality level, with a low quality weapon dealing less damage and a high quality weapon dealing more.

Note that melee accuracy is determined by a colonist's melee skill and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance.

Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.

Base Melee Stats

The following stats are for weapons that are of normal quality and made out of steel (the baseline material).

Name Melee cooldown Damage DPS Damage Type Value Silver
Fist * 120 ticks (2 secs) 8.2 4.10 Blunt -
Archotech arm Archotech arm Expression error: Unexpected < operator. 2,800
Axe Axe Expression error: Unexpected < operator.
Beer Beer Expression error: Unexpected < operator. 12
Bionic arm Bionic arm Expression error: Unexpected < operator. 1,030
Breach axe Breach axe Expression error: Unexpected < operator.
Club Club Expression error: Unexpected < operator.
Drill arm Drill arm Expression error: Unexpected < operator. 425
Elbow blade Elbow blade Expression error: Unexpected < operator. 355
Elephant tusk Elephant tusk Expression error: Unexpected < operator. 80
Eltex staff Eltex staff Expression error: Unexpected < operator. 2,000
Field hand Field hand Expression error: Unexpected < operator. 425
Gladius Gladius Expression error: Unexpected < operator.
Hand talon Hand talon Expression error: Unexpected < operator. 355
Ikwa Ikwa Expression error: Unexpected < operator.
Jade knife Jade knife Expression error: Unexpected < operator. 159
Knee spike Knee spike Expression error: Unexpected < operator. 355
Knife Knife Expression error: Unexpected < operator.
Longsword Longsword Expression error: Unexpected < operator.
Mace Mace Expression error: Unexpected < operator.
Monosword Monosword Expression error: Unexpected < operator. 2,000
Persona monosword Persona monosword Expression error: Unexpected < operator. 3,000
Persona plasmasword Persona plasmasword Expression error: Unexpected < operator. 3,000
Persona zeushammer Persona zeushammer Expression error: Unexpected < operator. 3,000
Plasmasword Plasmasword Expression error: Unexpected < operator. 2,000
Power claw Power claw Expression error: Unexpected < operator. 385
Prosthetic arm Prosthetic arm Expression error: Unexpected < operator. 260
Spear Spear Expression error: Unexpected < operator.
Thrumbo horn Thrumbo horn Expression error: Unexpected < operator. 800
Venom fangs Venom fangs Expression error: Unexpected < operator. 355
Venom talon Venom talon Expression error: Unexpected < operator. 355
Warhammer Warhammer Expression error: Unexpected < operator.
Wood Wood Expression error: Unexpected < operator. 1.2
Zeushammer Zeushammer Expression error: Unexpected < operator. 2,000


* Material cannot be changed for these. They also do not come in varying quality levels. The Base Melee Stats table has their correct stats and no formulas are needed for them.

Material / Quality Modifiers

Material Cooldown speed factor Damage factor (Blunt) DPS factor (Blunt) Damage factor (Sharp) DPS factor (Sharp) Max HP factor
Sandstone 1.30 1.00 0.77 0.50 0.38 1.4
Granite 1.30 1.00 0.77 0.65 0.50 1.7
Limestone 1.30 1.00 0.77 0.60 0.46 1.55
Slate 1.30 1.00 0.77 0.60 0.46 1.3
Marble 1.30 1.00 0.77 0.60 0.46 1.2
Silver 1.00 1.00 1.00 0.85 0.85 0.7
Gold 1.00 1.00 1.00 0.75 0.75 0.6
Steel 1.00 1.00 1.00 1.00 1.00 1.0
Plasteel 0.80 0.90 1.13 1.10 1.38 2.8
Wood 1.00 0.90 0.90 0.45 0.45 0.65
Uranium 1.10 1.50 1.36 1.10 1.00 2.5
Jade 1.30 1.50 1.15 1.00 0.77 0.5


Quality Base Damage Modifier
Awful 0.80
Poor 0.90
Normal 1.00
Good 1.10
Excellent 1.20
Masterwork 1.45
Legendary 1.65

Do note that stone blocks can only be used with clubs.

Melee Formulas

Damage for any melee weapon is Base Damage x Material Modifier x Quality Modifier

Cooldown is calculated as Weapon melee cooldown / Material melee cooldown

DPS (damage per second) is calculated as Damage / Cooldown. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.