A combined blade and tool-head attached to a sturdy haft. While slightly less effective than other weapons against human enemies, it excels at tearing down walls, doors, and other structures thanks to its integrated tool-head.
- Melee Attack 1
9 dmg (Poke)
2.0 seconds cooldown
13% armor penetration
- Melee Attack 2
9 dmg (Blunt)
2.0 seconds cooldown
13% armor penetration
- Melee Attack 3
7.5 dmg (Demolish)
1.0 seconds cooldown
11% armor penetration
- Required Research
- Skill Required
- Crafting 3
- Work To Make
- 5,000 ticks (1.39 mins)
Note: Although classified by the Ideoligion Weapon Preferences as a 'Melee Piercer' weapon along with weapons that predominately deal sharp damage, it only has attacks that deal blunt damage. It is unknown if this categorization is a bug or intended behavior.
Breach axes can be crafted at either a fueled or electric smithy once the Smithing research project has been completed. They require 50 Stuff (Metallic), 5,000 ticks (1.39 mins) of work, and a Crafting skill of 3.
Like its mechanoid equivalent, the thump cannon, the breach axe does significantly more damage to buildings than to pawns on average. The head attacks of breach axes deal Demolish damage which has a 10x damage multiplier against passable buildings and a 7.5x multiplier against impassable buildings such as walls. Thus, for base damage before quality modifiers, the head attack deals:
- Passable buildings: 75
- Impassable buildings: 56.25
- All other targets: 7.5
Note that only the head's attack has the multiplier. As this multiplier is not taken into account when choosing which attack to perform,other attacks without the multiplier can still be chosen when attacking buildings and the resulting DPS versus buildings is not simply 7.5x or 10x that when used against pawns.
For the purposes of armor calculation, all attacks by the breach axe are considered Blunt damage.
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Although relatively weak against pawns, it is dangerous against buildings. Generally this specialization makes it more effective when used against the colony than by the colony. Typically colonists do not need to destroy buildings rapidly and raids of tribal breachers, while not as dangerous as their counterparts from other factions, will still use the axe to level buildings and poke holes in defenses fairly rapidly.
A niche use for players may be against mech clusters, where the ability to access them in the early game and high building damage can aid in rapidly destroying turrets in a few strikes. At high qualities and with the right material, this can even kill the large turrets in a single strike.
Another potential use is for ideoligion with the Melee Piercers set as Noble weapons, providing a blunt weapon option that grants mood buffs instead of penalties.
As all attacks performed by the breach axe do blunt damage, uranium is the ideal material.
Its performance outside of these niches is lackluster however, being outperformed by the mace which has a similar cost and research requirement. At first glance, the DPS of the breach axe is relatively close, if still inferior, to that of the mace, however as this near-parity is achieved by attacking faster but for lower damage, the breach axe both has a significantly lower AP and is less likely to successfully destroy body parts. While blunt armor is typically low, the AP of even a Legendary Uranium Breach Axe is insufficent to invalidate the blunt armor of some commonly encounted enemies. As such, the mace or better weapons should be used when the destroying buildings is not required.
|Material||DPS||AP||Handle (Poke)||Handle (Blunt)
|Golden Breach axe||7.25||13.23%||10.35||2s||14.95%||5.18||12.5%||10.35||2s||14.95%||5.18||12.5%
|Plasteel Breach axe||7.09||10.35%||8.1||1.6s||11.7%||5.06||12.5%||8.1||1.6s||11.7%||5.06||12.5%
|Silver Breach axe||6.93||12.65%||9.9||2s||14.3%||4.95||12.5%||9.9||2s||14.3%||4.95||12.5%
|Steel Breach axe||6.3||11.5%||9||2s||13%||4.5||12.5%||9||2s||13%||4.5||12.5%
|Uranium Breach axe||8.59||17.25%||13.5||2.2s||19.5%||6.14||12.5%||13.5||2.2s||19.5%||6.14||12.5%
Assuming Normal quality, for the effect of other qualities, see Quality.
- Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox. It may also change depending on the stats and the melee verbs available to the wielder
- Chance for attack to be selected, assuming only the weapon's attack verbs are considered. It may change depending on the melee verbs available to the wielder
- 1.3.3066 - Added.
- 1.3.3200 - Changed breaching axe's damage multiplier versus walls from 1 to 0.75 (so their damage versus walls drops from 75 to ~56).