Difference between revisions of "Weapons"

From RimWorld Wiki
Jump to navigation Jump to search
(Trying to get the weapon table to display something else than Heavy SMG)
(→‎Base Melee Stats: Added average AP for Thrumbo Horn, as shown in-game)
(40 intermediate revisions by 16 users not shown)
Line 3: Line 3:
 
| {{Gear_Nav}}
 
| {{Gear_Nav}}
 
|}
 
|}
<hr>
+
----
 
<!-- End of Nav -->
 
<!-- End of Nav -->
{{Tocright}}
+
{{TOCright}}
  
 
{{for|ways for both countering and using each kind of weapon|Weapon Guide}}
 
{{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 a [[shelf]] will not deteriorate, even if left outside.
 
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.
 
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, as well as other non-gunpowder weapons like [[Neolithic Weapons|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.
  
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]]. 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.
+
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.
 
 
Accuracy stats listed below are for weapons with 100% hit points and of normal quality. 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.
 
  
 
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.
Line 34: Line 30:
 
Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired.
 
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 can fire point-blank, but colonists automatically switch to melee attacks when confronted at melee ranges.
+
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]]|format=template|template=Weapon/Row/Ranged|named args=yes|?=?weaponName}}
+
{{#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
 
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; ''At normal game speed, there are 60 ticks to one real world second.'' See: [[Time]].
 +
 
 +
=== Quality Modifiers ===
 +
 
 +
{| {{STDT|sortable c_06 text-center}}
 +
! Quality !! Accuracy Modifier !! Base Damage Modifier !! Armor Penetration Modifier
 +
|-
 +
!Awful
 +
|0.80
 +
|0.90
 +
|0.90
 +
|-
 +
!Poor
 +
|0.90
 +
|1.00
 +
|1.00
 +
|-
 +
!Normal
 +
|1.00
 +
|1.00
 +
|1.00
 +
|-
 +
!Good
 +
|1.10
 +
|1.00
 +
|1.00
 +
|-
 +
!Excellent
 +
|1.20
 +
|1.00
 +
|1.00
 +
|-
 +
!Masterwork
 +
|1.35
 +
|1.25
 +
|1.25
 +
|-
 +
!Legendary
 +
|1.50
 +
|1.50
 +
|1.50
 +
|-
 +
|}
  
 
==Melee Weapons==
 
==Melee Weapons==
Line 49: Line 91:
 
These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift 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. 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]]'s [[Skills#Melee|melee skill]] and further modified by health stats of consciousness and sight.
+
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.  
  
 
===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}}
! colspan='2'|Name !!  Melee cooldown !! Damage !! colspan='2'| DPS !! Damage Type !! data-sort-type="number"| Value {{icon|silver|}}
+
! colspan='2'|Name !!  Average cooldown !! Weakest attack damage !! Strongest attack damage !! Average DPS !! Damage type {{ref label|Blunt|A|A}} !! Average AP !! data-sort-type="number"| Value {{icon|silver|}}
 +
|-
 +
! style='text-align: left !important;'|
 +
! style='text-align: left !important;'| Unarmed human
 +
| 2 s || 5 || 8.2 || 2.29 || Blunt || - || -
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Axe|}}
 +
! style='text-align: left !important;'| [[Axe]] {{ref label|Royalty|E|E}}
 +
| 2 s || 9 || 15 || 6.71 || ? || 20% || 120
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Beer|}}
 +
! style='text-align: left !important;'| [[Beer]] {{ref label|Material|B|B}}
 +
| 2 s || 9 || 9 || 4.50 || Blunt || 13% || 12
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Bionic arm|}}
 +
! style='text-align: left !important;'| [[Bionic arm]] {{ref label|Material|B|B}}
 +
| 2 s || 12 || 12 || 6.00 || Blunt || 18% || 1 500
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|club|}}
 +
! style='text-align: left !important;'| [[Club]]
 +
| 2 s || 9 || 14 || 6.27 || Blunt || 19% || 80
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Elephant tusk|}}
 +
! style='text-align: left !important;'| [[Elephant tusk]] {{ref label|Material|B|B}}
 +
| 2.48 s || 9 || 18.2 || 6.89 || Sharp || 27% || 80
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Gladius|}}
 +
! style='text-align: left !important;'| [[Gladius]]
 +
| 2 s || 9 || 15 || 7.52 || Sharp || 23% || 124
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Ikwa|}}
 +
! style='text-align: left !important;'| [[Ikwa]]
 +
| 1.91 s || 9 || 15 || 6.71 || | Sharp || 20% || 113
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Jade knife|}}
 +
! style='text-align: left !important;'| [[Jade knife]] {{ref label|Jade|C|C}}
 +
| 2.76 s || 12 || 13.5 || 5.35 || Sharp || ? || 159
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Knife|}}
 +
! style='text-align: left !important;'| [[Knife]]
 +
| 1.82 s || 9 || 13 || 6.50 || Sharp || 18% || 63
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Longsword|}}
 +
! style='text-align: left !important;'| [[Longsword]]
 +
| 2.5 s || 9 || 23 || 8.60 || Sharp || 33% || 255
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Mace|}}
 +
! style='text-align: left !important;'| [[Mace]]
 +
| 2 s || 9 || 15.7 || 7.02 || Blunt || 21% || 117
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Monosword|}}
 +
! style='text-align: left !important;'| [[Monosword]]{{ref label|Material|D|D}}  {{ref label|Royalty|E|E}}
 +
| 2 s || 12 || 28 || 13.33 || Sharp || 84% || 2000
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Monosword|}}
 +
! style='text-align: left !important;'| Link [[Monosword]] {{ref label|Material|D|D}}  {{ref label|Royalty|E|E}}
 +
| 1 s || 12 || 32 || 30.69 || Sharp ||  85% || ?
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Plasmasword|}}
 +
! style='text-align: left !important;'| [[Plasmasword]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}}
 +
| 2.6 s || 12 || 26 || 7.49 || Sharp || 28% || 2000
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Plasmasword|}}
 +
! style='text-align: left !important;'| Link [[Plasmasword]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}}
 +
| 1.3 s || 12 || 31.875 || ? || Sharp || ?% || ?
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Eltex staff|}}
 +
! style='text-align: left !important;'| [[Eltex staff]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}
 +
| 2.6 s || 12 || 12 || 4.62 || Blunt || ?% || 1000
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Spear|}}
 +
! style='text-align: left !important;'| [[Spear]]
 +
| 2.5 s || 13 || 23 || 7.35 || Sharp || 38% || 186
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Thrumbo horn|}}
 +
! style='text-align: left !important;'| [[Thrumbo horn]] {{ref label|Material|B|B}}
 +
| 1.85 s || 15 || 15 || 8.11 || Sharp || 41% || 800
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Warhammer|}}
 +
! style='text-align: left !important;'| [[Warhammer]] {{ref label|Royalty|E|E}}
 +
| 2.6 s || 11 || 20|| 6.89 || Blunt || 27% || ?
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Zeushammer|}}
 +
! style='text-align: left !important;'| [[Zeushammer]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}
 +
| ? || 15 || 31 + 9 EMP Damage|| 9.95 || Blunt + EMP || 42%  || 2000
 
|-
 
|-
! colspan='2'|Fist *
+
! style='text-align: left !important;'| {{Icon Small|Zeushammer|}}
| {{Ticks|96}} || | 7 || | 4.38 || | || | Blunt || -
+
! style='text-align: left !important;'| Link [[Zeushammer]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}
 +
| ? || 16 || 36 + 12 EMP Damage|| 23.07 || Blunt + EMP || 49% || ?
 
|-
 
|-
{{List| Main  | item = Weapon/Row/Melee| query = [[Concept:Melee Weapons]] }}|}
+
|}
 
 
  
&#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>
+
:{{note label|Blunt|A|A}} All sharp melee weapons come also with (weak) blunt attacks.
 +
:{{note label|Material|B|B}} Material cannot be changed for these. They also do not come in varying quality levels. The average DPS is always the final value and no formulas are needed for them.
 +
:{{note label|Jade|C|C}} Jade knifes can only be obtained via the Lost tribe scenario; they cannot be crafted nor purchased.
 +
:{{note label|Monoswords|D|D}} These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. Both of these are also able to come in 'linked' variants so make sure you choose a good and unlikely to die pawn to use them.
 +
:{{note label|Royalty|E|E}} These weapons were added by [[Royalty (DLC)]]
 +
:{{note label|Plasma|F|F}} These weapons also have a 75% chance to set a pawn on fire. This damage is included in the DPS.
  
 
=== Material / Quality Modifiers ===
 
=== Material / Quality Modifiers ===
Line 77: Line 207:
 
|-
 
|-
 
![[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 101: Line 231:
 
|-
 
|-
 
![[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
 
|-
 
|-
 
|}
 
|}
Line 119: Line 249:
 
|-
 
|-
 
!Awful
 
!Awful
|0.40
+
|0.80
|-
 
!Shoddy
 
|0.70
 
 
|-
 
|-
 
!Poor
 
!Poor
|0.85
+
|0.90
 
|-
 
|-
 
!Normal
 
!Normal
Line 133: Line 260:
 
|1.10
 
|1.10
 
|-
 
|-
!Superior
+
!Excellent
 
|1.20
 
|1.20
|-
 
!Excellent
 
|1.35
 
 
|-
 
|-
 
!Masterwork
 
!Masterwork
Line 143: Line 267:
 
|-
 
|-
 
!Legendary
 
!Legendary
|1.55
+
|1.65
 
|-
 
|-
 
|}
 
|}
Stone blocks can only be used with clubs or shivs.
+
 
 +
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>
+
'''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.
  
<b>Cooldown</b> is calculated as <b>Weapon melee cooldown / Material melee cooldown</b>
+
== Biocoding ==
 +
Weapons can be biocoded. These weapons are found on raiders, guests and other pawns and are only usable by the specific pawn that the weapon is biocoded to. They can be [[Electric smelter|smelted]] and have a specific option in the bill menu to allow their sorting.
  
<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.
+
== Version History ==
 +
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill.
 +
* [[Version/0.0.250|0.0.250]] - Melee attacks incap more than guns and explosives. '''N.b. That this change may or may not be represented in the current version. It was only added in this previous version.'''
 +
* [[Version/0.8.657|0.8.657]] - Melee weapons have a [[quality]]. Can now craft any kind of melee weapon from appropriate materials.
 +
* [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.
 +
* [[Version/1.1.0|1.1.0]] - Biocoding added
  
 
{{nav|weapon|wide}}
 
{{nav|weapon|wide}}
[[Category:Weapons]]
+
[[Category:Weapons| ]]
 
[[Category:Equipment]]
 
[[Category:Equipment]]

Revision as of 14:20, 13 February 2021

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gear Menu Weapons Apparel Clothing Armor Utility

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.

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
Hellcat Rifle (Error: Page does not exist) Hellcat Rifle ? - - ? - ? 1 - - -% -% -% -% - - - - - - ?
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... 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 Armor Penetration Modifier
Awful 0.80 0.90 0.90
Poor 0.90 1.00 1.00
Normal 1.00 1.00 1.00
Good 1.10 1.00 1.00
Excellent 1.20 1.00 1.00
Masterwork 1.35 1.25 1.25
Legendary 1.50 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 Average cooldown Weakest attack damage Strongest attack damage Average DPS Damage type [A] Average AP Value Silver
Unarmed human 2 s 5 8.2 2.29 Blunt - -
Axe Axe [E] 2 s 9 15 6.71 ? 20% 120
Beer Beer [B] 2 s 9 9 4.50 Blunt 13% 12
Bionic arm Bionic arm [B] 2 s 12 12 6.00 Blunt 18% 1 500
Club Club 2 s 9 14 6.27 Blunt 19% 80
Elephant tusk Elephant tusk [B] 2.48 s 9 18.2 6.89 Sharp 27% 80
Gladius Gladius 2 s 9 15 7.52 Sharp 23% 124
Ikwa Ikwa 1.91 s 9 15 6.71 Sharp 20% 113
Jade knife Jade knife [C] 2.76 s 12 13.5 5.35 Sharp ? 159
Knife Knife 1.82 s 9 13 6.50 Sharp 18% 63
Longsword Longsword 2.5 s 9 23 8.60 Sharp 33% 255
Mace Mace 2 s 9 15.7 7.02 Blunt 21% 117
Monosword Monosword[D] [E] 2 s 12 28 13.33 Sharp 84% 2000
Monosword Link Monosword [D] [E] 1 s 12 32 30.69 Sharp 85% ?
Plasmasword Plasmasword[D][E][F] 2.6 s 12 26 7.49 Sharp 28% 2000
Plasmasword Link Plasmasword [D][E][F] 1.3 s 12 31.875 ? Sharp ?% ?
Eltex staff Eltex staff [D][E] 2.6 s 12 12 4.62 Blunt ?% 1000
Spear Spear 2.5 s 13 23 7.35 Sharp 38% 186
Thrumbo horn Thrumbo horn [B] 1.85 s 15 15 8.11 Sharp 41% 800
Warhammer Warhammer [E] 2.6 s 11 20 6.89 Blunt 27% ?
Zeushammer Zeushammer [D][E] ? 15 31 + 9 EMP Damage 9.95 Blunt + EMP 42% 2000
Zeushammer Link Zeushammer[D][E] ? 16 36 + 12 EMP Damage 23.07 Blunt + EMP 49% ?
A All sharp melee weapons come also with (weak) blunt attacks.
B Material cannot be changed for these. They also do not come in varying quality levels. The average DPS is always the final value and no formulas are needed for them.
C Jade knifes can only be obtained via the Lost tribe scenario; they cannot be crafted nor purchased.
D These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. Both of these are also able to come in 'linked' variants so make sure you choose a good and unlikely to die pawn to use them.
E These weapons were added by Royalty (DLC)
F These weapons also have a 75% chance to set a pawn on fire. This damage is included in the DPS.

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.

Biocoding

Weapons can be biocoded. These weapons are found on raiders, guests and other pawns and are only usable by the specific pawn that the weapon is biocoded to. They can be smelted and have a specific option in the bill menu to allow their sorting.

Version History

  • 0.0.245 - Shooting accuracy split into into misses due to equipment and misses due to skill.
  • 0.0.250 - Melee attacks incap more than guns and explosives. N.b. That this change may or may not be represented in the current version. It was only added in this previous version.
  • 0.8.657 - Melee weapons have a quality. Can now craft any kind of melee weapon from appropriate materials.
  • 0.9.722 - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.
  • 1.1.0 - Biocoding added