Difference between revisions of "Breach axe"

From RimWorld Wiki
Jump to navigation Jump to search
m (→‎Analysis: fixing link)
 
(45 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{Stub}}{{infobox main|weapon|
+
{{Infobox main|weapon
 
| name = Breach axe
 
| name = Breach axe
| image = BreachAxe.png|Breach axe
+
| image = BreachAxe.png
 
| type = Equipment
 
| type = Equipment
 
| type2 = Weapons
 
| type2 = Weapons
| description = "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."
+
| description = 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.
 +
| tech level = Neolithic
 
| class = Neolithic
 
| class = Neolithic
 
| mode = Melee
 
| mode = Melee
Line 19: Line 20:
 
| meleeattack3dmg = 7.5
 
| meleeattack3dmg = 7.5
 
| meleeattack3type = demolish
 
| meleeattack3type = demolish
| meleeattack3part = Handle
+
| meleeattack3part = Head
 
| meleeattack3cool = 1.0
 
| meleeattack3cool = 1.0
 
| meleeattack3ap = 11
 
| meleeattack3ap = 11
Line 26: Line 27:
 
| production facility 1 = Fueled smithy
 
| production facility 1 = Fueled smithy
 
| production facility 2 = Electric smithy
 
| production facility 2 = Electric smithy
 +
| research = Smithing
 
| resource 1 = Stuff
 
| resource 1 = Stuff
 
| resource 1 amount = 50
 
| resource 1 amount = 50
 
| stuff tags = Metallic
 
| stuff tags = Metallic
 
| work to make = 5000
 
| work to make = 5000
 +
| work speed stat = General Labor Speed
 
| mass base = 1.1
 
| mass base = 1.1
 
| damage type = Blunt
 
| damage type = Blunt
Line 35: Line 38:
 
| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 3
 
| skill 1 level = 3
 +
| has quality = True
 
| page verified for version = 1.3.3066
 
| page verified for version = 1.3.3066
 
}}
 
}}
 +
'''Breach axes''' are melee [[weapons]] that trade general efficacy for extra damage against buildings, and are commonly carried by [[tribes|tribal]] breach raids.
  
Although relatively weak against pawns, the breach axe utilizes a damage type called "demolish," which is a blunt attack that does 10x damage against buildings. These are carried by breacher pawns in [[tribes|tribal]] breach raids.
+
== Acquisition ==
 +
{{Acquisition}}
  
==Version History==
+
They are also carried by [[Tribes#Breacher|breachers]] during [[Tribal]] breach [[raids]].
* [[Version/1.3.3066|1.3.3066]] - Added
 
  
[[Kind::Weapons| ]]
+
== Summary ==
{{nav|weapon|wide}}
+
While weaker than a [[mace]], the breach axe has a significant damage multiplier against buildings. The head attacks of breach axes deal [[Damage types#Demolish|Demolish damage]] which has a 10x damage multiplier against passable buildings and a 7.5x multiplier against impassable buildings such as [[wall]]s. Thus, for base damage before [[quality]] modifiers, the head attack deals:
[[Category:Weapons]]
+
* Passable buildings: {{#expr: {{P|Attack 3 Damage}}*10}}
[[Category:Equipment]]
+
* Impassable buildings: {{#expr: {{P|Attack 3 Damage}}*7.5}}
 +
* All other targets: {{#expr: {{P|Attack 3 Damage}}}}
 +
 
 +
Note that only the head's attack has the multiplier. As this multiplier is not taken into account when choosing which attack to perform,<!---Tested as of 1.3.3159-->other, much weaker attacks may be used instead.
 +
 
 +
For the purposes of [[Apparel#Protection|armor calculation]], all attacks by the breach axe are considered Blunt damage. However, it is classified as a 'Melee Piercer' weapon for [[Ideoligion]] Weapon Preferences{{IdeologyIcon}}.
 +
 
 +
== Analysis ==
 +
Breach axes are very dangerous against buildings. Generally, this makes them much more effective when used ''against'' the colony than ''by'' the colony, as players will rarely need to break structures quickly.
 +
 
 +
Therefore, the main use is against [[mech cluster]]s{{RoyaltyIcon}}, where the ability to access them in the early game and high building damage can aid in rapidly destroying turrets however this is risky as the turret can still explode but this risk is lessened by a [[Genes#strong_melee damage|Strong Melee Damage]] gene{{BiotechIcon}} as the turret can usually be destroyed even during its fuse timer otherwise [[Frag grenades]] are much safer. At high qualities and with the right material, it can destroy large turrets in a single strike.
 +
 
 +
For [[Quests#Ancient_Complex|Ancient Complexes]] breach axes can serve a small niche of destroying doors or walls, if claiming or deconstructing is unavailable due to [[Mechanoids]] or [[Insectoids]] being on the map. Walls can be destroyed to deal with fire from [[Ancient unstable fuel node|activated fuel nodes]] and since doors are made from stone and can't be left open unless claimed, any backtracking is incredibly slow so they can be destroyed as well.
 +
 
 +
Against other targets, the [[mace]] deals more damage, with the same cost and research requirement. While breach axes seem to have a similar (but lower) {{DPS}} to the mace, the mace has a significantly higher {{AP}}. And because the mace has a stronger, but slower attack, it is more likely to destroy body parts. While blunt armor is typically low, the {{AP}} of even a [[Quality|Legendary]] Uranium Breach Axe is insufficient to invalidate the blunt armor of some common enemies.
 +
 
 +
As all attacks performed by the breach axe do blunt damage, [[uranium]] is the ideal material.
 +
 
 +
{{Weapon Stats Table}}
 +
 
 +
== Version history ==
 +
* [[Version/1.3.3066|1.3.3066]] - Added.
 +
* [[Version/1.3.3200|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).
 +
 
 +
{{Nav|weapon|wide}}
 +
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]
 +
[[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Axes]]

Latest revision as of 16:40, 26 October 2024

Breach axe

Breach axe

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.

Base Stats

Type
EquipmentWeapons
Tech Level
Neolithic
Weapon Class
Neolithic
Mass
1.1 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Handle
9 dmg (Poke)
13% AP
2.0 seconds cooldown
Melee Attack 2 
Handle
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 3 
Head
7.5 dmg (Demolish)
11% AP
1.0 seconds cooldown

Creation

Crafted At
Fueled smithy / Electric smithy
Required Research
Smithing
Skill Required
Crafting 3
Work To Make
5,000 ticks (1.39 mins)
Work Speed Stat
General Labor Speed
Stuff Tags
Metallic
Resources to make
Stuff 50
Technical
Has Quality
True
weaponTags
NeolithicMeleeDestructive


Breach axes are melee weapons that trade general efficacy for extra damage against buildings, and are commonly carried by tribal breach raids.

Acquisition[edit]

Breach axes can be crafted at a fueled smithy or electric smithy once the smithing research project has been completed. Each requires Stuff 50 Stuff (Metallic, 500 for SMVs), 5,000 ticks (1.39 mins) of work modified by the general labor speed of the crafter and the work to make factor of the material, and a crafting skill of 3.

They are also carried by breachers during Tribal breach raids.

Summary[edit]

While weaker than a mace, the breach axe has a significant damage multiplier against buildings. 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, much weaker attacks may be used instead.

For the purposes of armor calculation, all attacks by the breach axe are considered Blunt damage. However, it is classified as a 'Melee Piercer' weapon for Ideoligion Weapon PreferencesContent added by the Ideology DLC.

Analysis[edit]

Breach axes are very dangerous against buildings. Generally, this makes them much more effective when used against the colony than by the colony, as players will rarely need to break structures quickly.

Therefore, the main use is against mech clustersContent added by the Royalty DLC, where the ability to access them in the early game and high building damage can aid in rapidly destroying turrets however this is risky as the turret can still explode but this risk is lessened by a Strong Melee Damage geneContent added by the Biotech DLC as the turret can usually be destroyed even during its fuse timer otherwise Frag grenades are much safer. At high qualities and with the right material, it can destroy large turrets in a single strike.

For Ancient Complexes breach axes can serve a small niche of destroying doors or walls, if claiming or deconstructing is unavailable due to Mechanoids or Insectoids being on the map. Walls can be destroyed to deal with fire from activated fuel nodes and since doors are made from stone and can't be left open unless claimed, any backtracking is incredibly slow so they can be destroyed as well.

Against other targets, the mace deals more damage, with the same cost and research requirement. While breach axes seem to have a similar (but lower) DPS to the mace, the mace has a significantly higher AP. And because the mace has a stronger, but slower attack, it is more likely to destroy body parts. While blunt armor is typically low, the AP of even a Legendary Uranium Breach Axe is insufficient to invalidate the blunt armor of some common enemies.

As all attacks performed by the breach axe do blunt damage, uranium is the ideal material.

Attack table

Feature Toggle
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
QualityRitual Quality Check Off.pngRitual Quality Check On.png
  • Breach axe Breach axe Handle (Poke) Handle (Blunt) Head (Demolish) Human: Left & right fist (Blunt) HP Value
    Quality
    Material DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful Bioferrite Bioferrite Content added by the Anomaly DLC 4.71 8.61% 6.48 2s 9.36% 3.24 6.25% 6.48 2s 9.36% 3.24 6.25% 5.4 1s 7.92% 5.4 75% 8.2 2s 12% 4.1 6.25% 200 41 Silver
    Awful Gold Gold 5.14 9.4% 7.2 2s 10.4% 3.6 6.25% 7.2 2s 10.4% 3.6 6.25% 6 1s 8.8% 6 75% 8.2 2s 12% 4.1 6.25% 60 2510 Silver
    Awful Plasteel Plasteel 5.6 8.61% 6.48 1.6s 9.36% 4.05 6.25% 6.48 1.6s 9.36% 4.05 6.25% 5.4 0.8s 7.92% 6.75 75% 8.2 2s 12% 4.1 6.25% 280 245 Silver
    Awful Silver Silver 5.14 9.4% 7.2 2s 10.4% 3.6 6.25% 7.2 2s 10.4% 3.6 6.25% 6 1s 8.8% 6 75% 8.2 2s 12% 4.1 6.25% 70 260 Silver
    Awful Steel Steel 5.14 9.4% 7.2 2s 10.4% 3.6 6.25% 7.2 2s 10.4% 3.6 6.25% 6 1s 8.8% 6 75% 8.2 2s 12% 4.1 6.25% 100 57 Silver
    Awful Uranium Uranium 6.76 13.35% 10.8 2.2s 15.6% 4.91 6.25% 10.8 2.2s 15.6% 4.91 6.25% 9 1.1s 13.2% 8.18 75% 8.2 2s 12% 4.1 6.25% 250 167 Silver
    Poor Bioferrite Bioferrite Content added by the Anomaly DLC 5.19 9.5% 7.29 2s 10.53% 3.65 6.25% 7.29 2s 10.53% 3.65 6.25% 6.08 1s 8.91% 6.08 75% 8.2 2s 12% 4.1 6.25% 200 62 Silver
    Poor Gold Gold 5.68 10.39% 8.1 2s 11.7% 4.05 6.25% 8.1 2s 11.7% 4.05 6.25% 6.75 1s 9.9% 6.75 75% 8.2 2s 12% 4.1 6.25% 60 3760 Silver
    Poor Plasteel Plasteel 6.18 9.5% 7.29 1.6s 10.53% 4.56 6.25% 7.29 1.6s 10.53% 4.56 6.25% 6.08 0.8s 8.91% 7.59 75% 8.2 2s 12% 4.1 6.25% 280 365 Silver
    Poor Silver Silver 5.68 10.39% 8.1 2s 11.7% 4.05 6.25% 8.1 2s 11.7% 4.05 6.25% 6.75 1s 9.9% 6.75 75% 8.2 2s 12% 4.1 6.25% 70 390 Silver
    Poor Steel Steel 5.68 10.39% 8.1 2s 11.7% 4.05 6.25% 8.1 2s 11.7% 4.05 6.25% 6.75 1s 9.9% 6.75 75% 8.2 2s 12% 4.1 6.25% 100 85 Silver
    Poor Uranium Uranium 7.51 14.83% 12.15 2.2s 17.55% 5.52 6.25% 12.15 2.2s 17.55% 5.52 6.25% 10.13 1.1s 14.85% 9.2 75% 8.2 2s 12% 4.1 6.25% 250 250 Silver
    Normal Bioferrite Bioferrite Content added by the Anomaly DLC 5.68 10.39% 8.1 2s 11.7% 4.05 6.25% 8.1 2s 11.7% 4.05 6.25% 6.75 1s 9.9% 6.75 75% 8.2 2s 12% 4.1 6.25% 200 83 Silver
    Normal Gold Gold 6.22 11.38% 9 2s 13% 4.5 6.25% 9 2s 13% 4.5 6.25% 7.5 1s 11% 7.5 75% 8.2 2s 12% 4.1 6.25% 60 5015 Silver
    Normal Plasteel Plasteel 6.76 10.39% 8.1 1.6s 11.7% 5.06 6.25% 8.1 1.6s 11.7% 5.06 6.25% 6.75 0.8s 9.9% 8.44 75% 8.2 2s 12% 4.1 6.25% 280 490 Silver
    Normal Silver Silver 6.22 11.38% 9 2s 13% 4.5 6.25% 9 2s 13% 4.5 6.25% 7.5 1s 11% 7.5 75% 8.2 2s 12% 4.1 6.25% 70 520 Silver
    Normal Steel Steel 6.22 11.38% 9 2s 13% 4.5 6.25% 9 2s 13% 4.5 6.25% 7.5 1s 11% 7.5 75% 8.2 2s 12% 4.1 6.25% 100 113 Silver
    Normal Uranium Uranium 8.26 16.31% 13.5 2.2s 19.5% 6.14 6.25% 13.5 2.2s 19.5% 6.14 6.25% 11.25 1.1s 16.5% 10.23 75% 8.2 2s 12% 4.1 6.25% 250 335 Silver
    Good Bioferrite Bioferrite Content added by the Anomaly DLC 6.17 11.28% 8.91 2s 12.87% 4.46 6.25% 8.91 2s 12.87% 4.46 6.25% 7.43 1s 10.89% 7.43 75% 8.2 2s 12% 4.1 6.25% 200 103 Silver
    Good Gold Gold 6.76 12.36% 9.9 2s 14.3% 4.95 6.25% 9.9 2s 14.3% 4.95 6.25% 8.25 1s 12.1% 8.25 75% 8.2 2s 12% 4.1 6.25% 60 5515 Silver
    Good Plasteel Plasteel 7.34 11.28% 8.91 1.6s 12.87% 5.57 6.25% 8.91 1.6s 12.87% 5.57 6.25% 7.43 0.8s 10.89% 9.28 75% 8.2 2s 12% 4.1 6.25% 280 610 Silver
    Good Silver Silver 6.76 12.36% 9.9 2s 14.3% 4.95 6.25% 9.9 2s 14.3% 4.95 6.25% 8.25 1s 12.1% 8.25 75% 8.2 2s 12% 4.1 6.25% 70 645 Silver
    Good Steel Steel 6.76 12.36% 9.9 2s 14.3% 4.95 6.25% 9.9 2s 14.3% 4.95 6.25% 8.25 1s 12.1% 8.25 75% 8.2 2s 12% 4.1 6.25% 100 141 Silver
    Good Uranium Uranium 9.01 17.79% 14.85 2.2s 21.45% 6.75 6.25% 14.85 2.2s 21.45% 6.75 6.25% 12.38 1.1s 18.15% 11.25 75% 8.2 2s 12% 4.1 6.25% 250 420 Silver
    Excellent Bioferrite Bioferrite Content added by the Anomaly DLC 6.65 12.17% 9.72 2s 14.04% 4.86 6.25% 9.72 2s 14.04% 4.86 6.25% 8.1 1s 11.88% 8.1 75% 8.2 2s 12% 4.1 6.25% 200 124 Silver
    Excellent Gold Gold 7.3 13.35% 10.8 2s 15.6% 5.4 6.25% 10.8 2s 15.6% 5.4 6.25% 9 1s 13.2% 9 75% 8.2 2s 12% 4.1 6.25% 60 6015 Silver
    Excellent Plasteel Plasteel 7.92 12.17% 9.72 1.6s 14.04% 6.08 6.25% 9.72 1.6s 14.04% 6.08 6.25% 8.1 0.8s 11.88% 10.13 75% 8.2 2s 12% 4.1 6.25% 280 735 Silver
    Excellent Silver Silver 7.3 13.35% 10.8 2s 15.6% 5.4 6.25% 10.8 2s 15.6% 5.4 6.25% 9 1s 13.2% 9 75% 8.2 2s 12% 4.1 6.25% 70 775 Silver
    Excellent Steel Steel 7.3 13.35% 10.8 2s 15.6% 5.4 6.25% 10.8 2s 15.6% 5.4 6.25% 9 1s 13.2% 9 75% 8.2 2s 12% 4.1 6.25% 100 170 Silver
    Excellent Uranium Uranium 9.76 19.28% 16.2 2.2s 23.4% 7.36 6.25% 16.2 2.2s 23.4% 7.36 6.25% 13.5 1.1s 19.8% 12.27 75% 8.2 2s 12% 4.1 6.25% 250 500 Silver
    Masterwork Bioferrite Bioferrite Content added by the Anomaly DLC 7.87 14.39% 11.75 2s 16.97% 5.87 6.25% 11.75 2s 16.97% 5.87 6.25% 9.79 1s 14.36% 9.79 75% 8.2 2s 12% 4.1 6.25% 200 205 Silver
    Masterwork Gold Gold 8.65 15.82% 13.05 2s 18.85% 6.53 6.25% 13.05 2s 18.85% 6.53 6.25% 10.88 1s 15.95% 10.88 75% 8.2 2s 12% 4.1 6.25% 60 7015 Silver
    Masterwork Plasteel Plasteel 9.37 14.39% 11.75 1.6s 16.97% 7.34 6.25% 11.75 1.6s 16.97% 7.34 6.25% 9.79 0.8s 14.36% 12.23 75% 8.2 2s 12% 4.1 6.25% 280 1225 Silver
    Masterwork Silver Silver 8.65 15.82% 13.05 2s 18.85% 6.53 6.25% 13.05 2s 18.85% 6.53 6.25% 10.88 1s 15.95% 10.88 75% 8.2 2s 12% 4.1 6.25% 70 1295 Silver
    Masterwork Steel Steel 8.65 15.82% 13.05 2s 18.85% 6.53 6.25% 13.05 2s 18.85% 6.53 6.25% 10.88 1s 15.95% 10.88 75% 8.2 2s 12% 4.1 6.25% 100 280 Silver
    Masterwork Uranium Uranium 11.63 22.98% 19.58 2.2s 28.28% 8.9 6.25% 19.58 2.2s 28.28% 8.9 6.25% 16.31 1.1s 23.93% 14.83 75% 8.2 2s 12% 4.1 6.25% 250 835 Silver
    Legendary Bioferrite Bioferrite Content added by the Anomaly DLC 8.84 16.16% 13.37 2s 19.31% 6.68 6.25% 13.37 2s 19.31% 6.68 6.25% 11.14 1s 16.34% 11.14 75% 8.2 2s 12% 4.1 6.25% 200 410 Silver
    Legendary Gold Gold 9.73 17.79% 14.85 2s 21.45% 7.43 6.25% 14.85 2s 21.45% 7.43 6.25% 12.38 1s 18.15% 12.38 75% 8.2 2s 12% 4.1 6.25% 60 8015 Silver
    Legendary Plasteel Plasteel 10.52 16.16% 13.37 1.6s 19.31% 8.35 6.25% 13.37 1.6s 19.31% 8.35 6.25% 11.14 0.8s 16.34% 13.92 75% 8.2 2s 12% 4.1 6.25% 280 2450 Silver
    Legendary Silver Silver 9.73 17.79% 14.85 2s 21.45% 7.43 6.25% 14.85 2s 21.45% 7.43 6.25% 12.38 1s 18.15% 12.38 75% 8.2 2s 12% 4.1 6.25% 70 2590 Silver
    Legendary Steel Steel 9.73 17.79% 14.85 2s 21.45% 7.43 6.25% 14.85 2s 21.45% 7.43 6.25% 12.38 1s 18.15% 12.38 75% 8.2 2s 12% 4.1 6.25% 100 565 Silver
    Legendary Uranium Uranium 14.18 28.46% 22.28 2.2s 32.18% 10.13 12.5% 22.28 2.2s 32.18% 10.13 12.5% 18.56 1.1s 27.23% 16.88 75% 8.2 2s 12% 4.1 0% 250 1670 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 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 if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Version history[edit]

    • 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).