Breach axe

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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


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 SVMs), 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.png
QualityRitual Quality Check Off.png
  • Breach axe Breach axe HP Value
    Quality
    Material DPS[1] AP[1]
    Normal Bioferrite Bioferrite Content added by the Anomaly DLC 5.68 10.39% 200 83 Silver
    Normal Gold Gold 6.22 11.38% 60 5015 Silver
    Normal Plasteel Plasteel 6.76 10.39% 280 490 Silver
    Normal Silver Silver 6.22 11.38% 70 520 Silver
    Normal Steel Steel 6.22 11.38% 100 113 Silver
    Normal Uranium Uranium 8.26 16.31% 250 335 Silver

    For the full effects of qualities, see Quality.

    1. Jump up to: 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).