Difference between revisions of "Weapons"

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'''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. They also tend to have negative Beauty effects. Weapons stored in a [[shelf]] will not deteriorate or cause negative beauty, 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.
+
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.
  
==Ranged weapons==
 
  
Ranged weapons consist mostly of firearms currently, but there are other non-gunpowder ranged weapons like [[Neolithic Weapons|bows and throwing spears]], and also the advanced [[Advanced Weapons|charge rifle and incendiary launcher]].
+
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.
 +
{{clr}}
  
A very important stat of any ranged weapon is its accuracy on various ranges. The values given in the table are the base values. Those are modified by the [[quality]] level and hitpoints remaining. However one of the bigger factors is shooting accuracy of the pawn wielding it.
+
==Ranged Weapons==
  
The ranges are measured in tiles and correspond to:
 
* Touch = 4
 
* Short = 15
 
* Medium = 30
 
* Long = 50
 
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 shotgun, with range 16 and acc. stats 96/87/76/64, will never fire at medium (30) or long (50) range. You can think of its acc. stats as 96/87/-/- instead.
 
  
Many longer range weapons have a noticeable weakness in touch range accuracy and those weapons also tend have especially high melee bulk. They are also prone to hit allies with missed shots, unless said ally is directly adjacent to them (see below).
+
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.  
  
Higher damage weapons are more likely to outright destroy or permanently injure the target, making them more useful to dispatch enemies quickly, but also less suitable to (re)capture an enemy. The damage type is usually sharp damage from bullets, but may also be explosive blunt damage (grenades) or heat damage (incendiaries).
+
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.  
  
A number of Industrial era and higher weapons have burst fire, meaning they will fire multiple shoots per use. Each shot has their own accuracy roll and cooldown starts after the burst is completed.
+
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.
  
All ranged weapons can be used as melee weapons. They are usually inferior to proper melee weapons, but their use against melee enemies should not be underestimated, especially against already injured enemies. Melee weapon bulk tends to vary considerably (50%-200%) between cases, with larger range weapons generally having much higher bulk but often doing more damage if they connect.
+
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}}
 
{| {{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|}}
 
! 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]]
 
{{#ask:[[Concept:Ranged Weapons]]
| ?# = Name|| named args = yes|| format     = template|| template = Weapon/Row/Ranged}}
+
| 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]].
 
&#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}}
 +
! 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==
 
==Melee Weapons==
  
These weapons can only be used against adjacent enemies. However they do prevent the enemy from using any ranged weaponry and tend to slow it down if it tries to leave. All [Animals] are counted as having melee weapons by default and any ranged weapon can be used as a makeshift melee weapon.
+
These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons.
  
Only two values are relevant to evaluate a weapons performance: Melee bulk and Damage (wich should include the type)
+
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 Weapon bulk defines how quickly the weapon can be used to attack. This is relevant for skilling the Melee Skill and often a tradeoff for low damage. This stat is only affect by very few materials and often a tradeoff for the damage value.
+
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.
  
The average DPS is often misleading. Specific attacks of a melee weapon varry widly from barely the base damage of a ranged weapon used in melee (jabbig or smashing with the handle) to 3 (sword tip piercing) or 4 (sword edge cutting) times that. The material, quality and even relative hitpoints of a Melee Weapon affect the damage output for each specific attack, with material usually in different ways per attack
+
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.  
 
 
Note that melee accuracy is determined by a [[Colonist|colonist's]] [[Skills#Melee|melee skill]] and further modified by health stats of consciousness and sight
 
  
 
===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 wich has no modifiers on Bulk, Blunt or Sharp Damage).
+
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}}
Line 68: Line 102:
 
|-
 
|-
 
! colspan='2'|Fist *
 
! colspan='2'|Fist *
| {{Ticks|96}} || | 7 || | 4.38 || | || | Blunt || -
+
| {{Ticks|120}} || | 8.2 || | 4.10 || | || | Blunt || -
 
|-
 
|-
{{List| Main  | item = Weapon/Row/Melee| query = [[Concept:Melee Weapons]] }}|}
+
{{#ask:[[Concept:Melee Weapons]]
 +
| named args=yes
 +
| ?Name=?Name
 +
| format=template
 +
| template=Weapon/Row/Melee}}
 +
|}
  
  
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|-
 
|-
 
![[Sandstone Blocks|Sandstone]]
 
![[Sandstone Blocks|Sandstone]]
|1.35|| | 1.00 || 0.60 || | 0.50 || 0.37 || 1.4
+
|1.30|| | 1.00 || 0.77 || | 0.50 || 0.38 || 1.4
 
|-
 
|-
 
![[Granite Blocks|Granite]]
 
![[Granite Blocks|Granite]]
|1.35|| | 1.00 || 0.60 || | 0.65 || 0.48 || 1.7
+
|1.30|| | 1.00 || 0.77 || | 0.65 || 0.50 || 1.7
 
|-
 
|-
 
![[Limestone Blocks|Limestone]]
 
![[Limestone Blocks|Limestone]]
|1.35|| | 1.00 || 0.60 || | 0.60 || 0.44 || 1.55
+
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.55
 
|-
 
|-
 
![[Slate Blocks|Slate]]
 
![[Slate Blocks|Slate]]
|1.35|| | 1.00 || 0.60 || | 0.60 || 0.44 || 1.3
+
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.3
 
|-
 
|-
 
![[Marble Blocks|Marble]]
 
![[Marble Blocks|Marble]]
|1.35|| | 1.00 || 0.60 || | 0.60 || 0.44 || 1.2
+
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.2
 
|-
 
|-
 
![[Silver]]
 
![[Silver]]
|1.00 || | 1.10 || 1.10 || | 0.50 || 0.50 || 0.7
+
|1.00 || | 1.00 || 1.00 || | 0.85 || 0.85 || 0.7
 
|-
 
|-
 
![[Gold]]
 
![[Gold]]
|1.10|| | 1.15 || 1.04 || | 0.30 || 0.27 || 0.6
+
|1.00|| | 1.00 || 1.00 || | 0.75 || 0.75 || 0.6
 
|-
 
|-
 
![[Steel]]
 
![[Steel]]
Line 106: Line 145:
 
|-
 
|-
 
![[Plasteel]]
 
![[Plasteel]]
|0.80|| | 1.00 || 1.25 || | 1.20 || 1.50 || 2.8
+
|0.80|| | 0.90 || 1.13 || | 1.10 || 1.38 || 2.8
 
|-
 
|-
 
![[Wood]]
 
![[Wood]]
|0.90|| | 0.80 || 0.92 || | 0.30 || 0.35 || 0.4
+
|1.00|| | 0.90 || 0.90 || | 0.45 || 0.45 || 0.65
 
|-
 
|-
 
![[Uranium]]
 
![[Uranium]]
|1.35|| | 1.40 || 0.84 || | 1.10 || 0.66 || 2.5
+
|1.10|| | 1.50 || 1.36 || | 1.10 || 1.00 || 2.5
 
|-
 
|-
 
![[Jade]]
 
![[Jade]]
|1.10|| | 1.50 || 1.35 || | 0.80 || 0.72 || 0.5
+
|1.30|| | 1.50 || 1.15 || | 1.00 || 0.77 || 0.5
 
|-
 
|-
 
|}
 
|}
  
'''Wood''' is often the only starter material. It offers a slightly reduced melee weapon bulk, but at a reduction of every other stat. The only sharp weapon able to use it is the longsword (presumably for practice swords). But many piercing weapons use it as part of the weapons main bulk.
 
 
'''Steel''' is the base material for combat gear. It offers no modifiers of any kind.
 
 
'''Plasteel''' has a slightly reduced melee bulk and increased Sharp damage.
 
 
'''Uranium''' having a notable hardness. Drastically worsens bulk, but at a noticeable increase to Blunt (and plasteel level to Sharp) Damage.
 
 
'''Stone Blocks''' can be used only for select blunt weapons.  Steel is still preferrable for combat use, as it offers no bonus as drastic Bulk increase.
 
 
'''Low Volume Materials''' are terrible for sharp weapon, but may be worth it for blunt. They offer increased blunt damage at minimal increase to Weapon Bulk, but at a high tradeoff in hitpoints and sharp damage. Their high material cost usually makes them not worth the cost.
 
  
 
{| {{STDT|sortable c_06 text-center}}
 
{| {{STDT|sortable c_06 text-center}}
Line 135: Line 163:
 
|-
 
|-
 
!Awful
 
!Awful
|0.40
+
|0.80
|-
 
!Shoddy
 
|0.70
 
 
|-
 
|-
 
!Poor
 
!Poor
|0.85
+
|0.90
 
|-
 
|-
 
!Normal
 
!Normal
Line 149: Line 174:
 
|1.10
 
|1.10
 
|-
 
|-
!Superior
+
!Excellent
 
|1.20
 
|1.20
|-
 
!Excellent
 
|1.35
 
 
|-
 
|-
 
!Masterwork
 
!Masterwork
Line 159: Line 181:
 
|-
 
|-
 
!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.