For ways for both countering and using each kind of weapon, see 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.



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.

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).

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

As of 1.1.0, 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.