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The Weapon DLC was released on October 5, 2021. The DLC allows players to use weapons such as cannons, autocannons, bombs, missiles, and torpedoes. It also allows players to make worlds where enemy vehicles spawn and capture islands and locations. Click here to be redirected to the steam store for the DLC.

Note: For ballistic calculations, as of V1.3.6 gravity for projectiles is 30 m/s2. This was intended to improve the ability to use artillery and indirect fire on Stormworks map/battle scales. [In contrast, vehicle gravity is exactly 10 m/s2.]

This page was last updated for Stormworks V1.4.14 (29 Mar 2022).

Machine guns[]

Machine gun.png

Machine guns are fed by hand-loaded belts of 50 rounds each. They produce little damage, but are lightweight and inexpensive.

  • Cost: $50 (machine gun), $20 (ammo box), $1/round (kinetic), $2/round (AP or incendiary)
  • Mass: 10 units (100 kg) [machine gun], 5 units (50 kg) [ammo box]
  • Burst fire rate: 900 rounds per minute (4 ticks per round)
  • Maximum burst fire duration: 3.33 seconds (manual reload required after this)
  • Muzzle velocity: 800 m/s
  • Projectile lifetime (ticks): 120
  • Maximum range: Approx. 500 m

Ammo effects:

  • Kinetic: Only damages the block it hits directly (very low power compared to kinetic rounds from every other vehicle weapon).
  • Armor piercing: Can pierce through one (airgapped) wall and hit whatever is behind it. A wall with even two layers can greatly reduce the damage dealt to anything beyond it. Otherwise only damages the block it hits directly.
  • Incendiary: ~5% chance per shot per shot of starting a fire at the impact point. No penetration.

Autocannons[]

Autocannons are fast-firing weapon systems with higher damage than machine guns, though they can overheat and shut down until they have cooled off. They can be automatically reloaded by connectors, junctions, and feeders, making it possible to design a single autocannon which draws from a massive ammo stockpile within a vehicle. Vehicles can similarly be reloaded automatically from other vehicles via connectors. Manual reloading is still possible, like with machine guns, though not required.

Autocannons come in three varieties which will be described below. In order of decreasing ammo capacity (larger rounds) and increasing damage they are: light, rotary, and heavy.

Autocannons can fire five types of rounds: kinetic, high explosive, fragmentation, armor piercing and incendiary. The effects of these ammo types are described in each of the autocannon sections, since the effectiveness of the ammo increases with the more powerful autocannon variants (though at the cost of reduced ammo capacity).

All rounds damage a larger radius as the size goes up (detailed for each weapon), probability of incendiary rounds starting a fire goes up with the larger rounds,

The same small, medium, and large ammo boxes are used for all three autocannons:

  • Autocannon ammo drum (small): Mass: 10 units (100 kg). Cost: $100 each.
  • Autocannon ammo drum (medium): Mass: 20 units (200 kg). Cost: $100 each (same as small).
  • Autocannon ammo drum (large): Mass: 40 units (400 kg). Cost: $100 each (same as small).

Light autocannons[]

Light autocannons are single-barrel weapons with a relatively low fire rate and damage.

Light autocannon.png
  • Cost: $100 (light autocannon), $1/round (kinetic), $2/round (HE, frag, AP, and incendiary)
  • Mass: 25 units (250 kg)
  • Burst fire rate: 450 rounds/minute (8 ticks per round)
  • Maximum burst fire duration: 14.6 seconds
  • Cooldown time: 6.266 seconds
  • Maximum sustained fire rate: 319 rounds/minute
  • Ammo drum capacity: 500 rounds (large), 200 rounds (medium), 100 rounds (small)
  • Muzzle velocity: 1,000 m/s
  • Projectile lifetime (ticks): 150
  • Maximum range: Approx. 750 m

Ammo effects:

  • Kinetic: Damages blocks up to half a meter (2 block lengths) away from the impact point. No penetration.
  • High explosive: Damages blocks up to half a meter (2 block lengths) away from the impact point. No penetration.
  • Fragmentation: Spews shrapnel from the point of impact in all directions. Can penetrate an airgapped wall to spew shrapnel on the other side. Otherwise, only damages the block it hits directly.
  • Armor piercing: Can pierce through two (airgapped) walls regardless of thickness to hit a third. Damages up to 1/4 meter (1 block length) away from the impact point on the first wall, but only damages the directly impacted point on subsequent walls.
  • Incendiary: ~10% chance per shot of starting a fire at the impact point. No penetration.

Rotary autocannons[]

Rotary autocannons have a spinning barrel made up of 6 smaller barrels around a central point.

Rotary autocannon.png
  • Cost: $100 (rotary autocannon), $1/round (kinetic), $2/round (HE, frag, AP, and incendiary)
  • Mass: 400 units (4,000 kg)
  • Burst fire rate: 1,800 rounds/minute (2 ticks per round)
  • Maximum burst fire duration: 5.56 seconds
  • Cooldown time: 6.733 seconds
  • Maximum sustained fire rate: 814 rounds/minute
  • Ammo drum capacity: 250 rounds (large), 100 rounds (medium), 50 rounds (small) [halved compared to light autocannon]
  • Muzzle velocity: 1,000 m/s
  • Projectile lifetime (ticks): 300
  • Maximum range: Approx. 1.5 km

Ammo effects:

  • Kinetic: Damages blocks up to 0.75 meters (3 block lengths) away from the impact point. No penetration.
  • High explosive: Damages blocks up to 0.75 meters (3 block lengths) away from the impact point. No penetration.
  • Fragmentation: Spews shrapnel from the point of impact in all directions. Can penetrate an airgapped wall to spew shrapnel on the other side. Will also damage blocks within 1/4 meter (1 block length) from the point of impact.
  • Armor piercing: Can pierce through three (airgapped) walls to hit a fourth. Wall thickness and composition does not appear to matter. The first two walls also suffer damage to blocks within half a meter (2 block lengths) from the impact point, while the last two suffer damage out to 1/4 of a meter (1 block length) from the impact point.
  • Incendiary: ~10% chance per shot of starting a fire at the impact point. No penetration.

Note: rotary autocannons require approximately 0.5 seconds to spin up before they will start firing. They spin up and spin down at the same rate and fire once they have spun up, so they can be 'primed' for more responsive firing by spinning up for just under 0.5 seconds and then alternately spinning up then down every other tick. This creates an audible clicking sound.

Heavy autocannons[]

Heavy autocannon.png

Heavy autocannons are single-barreled and offer high damage with a low fire rate, reduced ammo capacity, and high recoil.

  • Cost: $100 (heavy autocannon), $1/round (kinetic), $2/round (HE, frag, AP, and incendiary)
  • Mass: 50 units (500 kg)
  • Burst fire rate: 120 rounds/minute (30 ticks per round)
  • Maximum burst fire duration: 30 seconds
  • Cooldown time: 6.266 seconds
  • Maximum sustained fire rate: 99 rounds/minute
  • Ammo drum capacity: 100 rounds (large), 40 rounds (medium), 20 rounds (small) [1/5 the ammo capacity of drums storing light autocannon ammo]
  • Muzzle velocity: 900 m/s
  • Projectile lifetime (ticks): 600
  • Maximum range: Approx. 2.5 km

Ammo effects:

  • Kinetic: Damages blocks up to 1.25 meters (5 block lengths) from the impact point. No penetration.
  • High explosive: Damages blocks up to 1.5 meters (6 block lengths) from the impact point. No penetration.
  • Fragmentation: Spews shrapnel from the point of impact in all directions. Can penetrate an airgapped wall to spew shrapnel on the other side. Will also damage blocks within 1/2 meter (2 block lengths) from the point of impact.
  • Armor piercing: Can pierce through three (airgapped) walls to hit a fourth. Wall thickness and composition does not appear to matter. The first wall also suffers damage to blocks within a meter (4 block lengths) from the impact point, the second wall suffers damage out to 1/2 a meter (2 block lengths) from the impact point, and the last two walls suffer damage out to 1/4 meter (1 block length) from the impact point.
  • Incendiary: ~25% chance per shot of starting a fire at the impact point. No penetration. Damages blocks within 0.75 m (3 blocks) of the impact point.

Heavy cannons[]

Heavy cannons have a slower fire rate and cause heavy recoil. The lighter variants can be hand-loaded, and all heavy cannons can be automatically loaded with a loading system which automatically opens the breach, feeds in a shell, and then closes the breach in preparation to fire (though this does require player design to construct the feed mechanism).

Heavy cannons can store a single round of ammo in each belt component.

Warning: When a vehicle is despawned, any heavy cannon ammo on it will be removed but not refunded. This problem does not apply to machine gun or autocannon ammo or to leftover rockets in rocket launchers.

Battle cannons[]

Battle cannons can fire five types of rounds: kinetic, high explosive, fragmentation, armor piercing and incendiary. They are light enough to be hand-loaded.

Battle cannon.png
  • Cost: $100 (battle cannon), $100 (battle cannon belt components), $50/shell (kinetic), $100/shell (HE, frag, AP, and incendiary)
  • Mass: 100 units (1,000 kg), 1 unit (battle cannon belt components)
  • Breach opening time (ticks): 79
  • Shell feeding time (ticks): 26
  • Breach closing time (ticks): 79
  • Maximum rate of fire: 19.6 shells/minute
  • Muzzle velocity: 800 m/s
  • Projectile lifetime (ticks): 1500
  • Maximum range: Approx. 4.5 km

Ammo effects:

  • Kinetic (black tip): Damages blocks up to 1.75 meters (7 block lengths) from the impact point. No penetration.
  • High explosive (yellow tip): Damages blocks up to 2.5 meters (10 block lengths) from the impact point. No penetration.
  • Fragmentation (orange tip): Damages blocks up 1 meter (4 block lengths) from the impact point and spews shrapnel from the point of impact in all directions. Can penetrate an airgapped wall to spew shrapnel on the other side.
  • Armor piercing (blue tip): Can pierce through five (airgapped) walls to hit a sixth. Wall thickness and composition does not appear to matter. The first wall also suffers damage to blocks within 1.25 meters (5 block lengths) from the impact point, the second wall suffers damage out to 0.75 meters (3 block lengths) from the impact point, the third wall suffers damage out to 0.5 meters (2 block lengths) from the impact point, and the remaining walls are damaged only at the impact point.
  • Incendiary (red tip): Damages blocks out to 1.25 meters (5 blocks) from the impact point. ~50% chance per shot of starting a fire at the impact point. No penetration.

Artillery cannons[]

Artillery cannons can fire three types of rounds: high explosive, fragmentation, and armor piercing. They are light enough to be hand-loaded as well.

Artillery cannon.png
  • Cost: $100 (artillery cannon), $100 (artillery cannon belt components), $200/shell
  • Mass: 200 units (2,000 kg), 1 unit (artillery cannon belt components)
  • Breach opening time (ticks): 130
  • Shell feeding time (ticks): 60
  • Breach closing time (ticks): 280
  • Maximum rate of fire: 7.7 shells/minute
  • Muzzle velocity: 700 m/s
  • Projectile lifetime (ticks): 2400
  • Maximum range: Approx. 6.5 km

Ammo effects:

  • High explosive (yellow tip): Damages blocks up to 4 meters (16 block lengths) from the impact point. No penetration.
  • Fragmentation (orange tip): Damages blocks up 2 meters (8 block lengths) from the impact point and spews shrapnel from the point of impact in all directions. Can penetrate an airgapped wall to spew shrapnel on the other side.
  • Armor piercing (blue tip): Can pierce through five (airgapped) walls to hit a sixth. Wall thickness and composition does not appear to matter. The first wall also suffers damage to blocks within 2.5 meters (10 block lengths) from the impact point, the second wall suffers damage out to 1.5 meters (6 block lengths) from the impact point, the third wall suffers damage out to 1 meter (4 block lengths) from the impact point, the fourth and fifth wall suffers damage out to 0.25 meters (1 block length) from the impact point and the last wall is damaged only at the impact point.

Bertha cannons[]

Bertha cannons are massive cannons which can fire only two types of rounds: high explosive or fragmentation. Unlike artillery and battle cannons, Bertha cannons can only be fed with a machine-loading system. The rounds are too big to pick up or move by hand.

Bertha cannon.png
  • Cost: $100 (bertha cannon), $100 (bertha cannon belt components), $1,000/shell
  • Mass: 500 units (5,000 kg), 1 unit (bertha cannon belt components)
  • Breach opening time (ticks): 305
  • Shell feeding time (ticks): 240
  • Breach closing time (ticks): 600
  • Maximum rate of fire: 3.1 shells/minute
  • Muzzle velocity: 600 m/s
  • Projectile lifetime (ticks): 2400
  • Maximum range: Approx. 7.5 km

Ammo effects:

  • High explosive (yellow tip): Damages blocks up to 3.75 meters (15 block lengths) from the impact point. No penetration.
  • Fragmentation (orange tip): Damages blocks up 3.75 meters (15 block lengths) from the impact point and spews shrapnel from the point of impact in all directions. Can penetrate an airgapped wall to spew copious amounts of shrapnel on the other side. The shrapnel itself damages up to about 0.75 m (3 block lengths) from each impact point.

Warheads[]

With the exception of EMP warheads, all warheads are high explosive. They come in small, medium, and large sizes, and can be activated by receiving damage, by impact (if armed and an impact threshold set), or detonated by logic (when armed and no impact threshold set). Warheads are used to make missiles, bombs, heavy rockets, sea mines, depth charges, torpedoes, and self-destruct devices. Vehicles which are overwhelmingly damaged by an explosion get removed without a trace.

Note that blast damage and range is not increased by underwater detonation.

Small warheads[]

Warhead small.png

These damage everything within 2.5 meters (10 blocks) of the warhead's position when it detonates, a slightly greater damage radius than rockets. Well-suited for use as small missile warheads or cluster munitions.

  • Cost: $25
  • Mass: 15 (150 kg)

Medium warheads[]

Warhead medium.png

These damage everything within 3.5 meters (14 blocks) of the warhead's position when it detonates. Their damage radius and size makes them a good choice for torpedoes and long-range guided missiles with advanced guidance systems.

  • Cost: $50
  • Mass: 80 (800 kg)

Large warheads[]

Warhead large.png

These damage everything within 3.25 meters (13 blocks) of the warhead's position when it detonates, though there is also shrapnel which damages other nearby structures. Note that these can be dangerous to carry if not well-protected, as they are large targets and even as little as six shots directly from a rifle (or potentially fewer shots from a autocannon with piercing ammo) can set them off.

  • Cost: $100
  • Mass: 400 (4,000 kg)

EMP Warheads[]

EMP warhead.png

A nearby EMP warhead being set off will cause vehicles to lose power. EMP range is approximately 500 meters. The brief, faint blue flash and "phwew!" sound can be difficult to notice at the limits of its range, but the effect is unmistakable. Engines will be shut down, even if they are already running, and even if their throttle is a constant value which doesn't depend on power. Circuit breakers will be tripped, and resetting them will not fix the issue. All electronic actuators and control surfaces will stop working, while all gauges and displays will go blank as if they were unconnected. Power will start coming back on after 55 seconds and ramps back up to full power over five seconds.

Note that unlike the other warheads, EMP warheads are failsafe: damaging them will not cause them to go off.

Given the radius of the effect on EMP warheads, it is advisable to use a microcontroller to serve as a complex warhead trigger. Data from radar, an impact sensor, and friendly vehicle positions transmitted via radio can be combined to ensure it only detonates when it is within range of the target and not within range of friendlies.

  • Cost: $200
  • Mass: 500 (5,000 kg)

Rocket launchers[]

Rocket launcher.png

Rocket launchers are highly damaging vehicle-mounted weapons suitable for large and/or stationary targets, like large slow-moving ships. Their damage is very slightly lower yet comparable to a small warhead or an HE shell fired from a battle cannon.

  • Cost: $100 (rocket launcher), $50/rocket
  • Mass: 50 (500 kg)
  • Maximum range: Approx. 2.5 km
  • Maximum fire rate: 1 rocket per second (per launcher)

Rocket launchers damage everything within 2.25 meters (9 blocks) of the impact point. For reference, this is a 50% larger damage radius than with heavy autocannons firing HE rounds, and a 3.375x greater volume of damage. They also cause zero recoil and don't require any added loaders/ammo reserves making them a decent choice for minimalist and lightweight vehicles.

Note that the cost of the rockets is not included in the apparent $100 cost of the rocket launcher, but $200 will be charged upon spawning the rocket launcher to cover the cost of the four rockets it contains. Unused rockets on a vehicle are refunded when the vehicle is despawned.

Also note that rocket launchers can not be reloaded.

References[]

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