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Stormworks: Build and Rescue Wiki
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Weapon DLC
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== 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. [[File:Light_autocannon.png|right|200px]] * 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. Can not pierce through any walls made of armor (weight blocks) and deals reduced damage to first wall. * Incendiary: ~10% chance <noinclude></noinclude> 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. [[File:Rotary_autocannon.png|right|200px]] * 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 does not appear to matter. The first wall also suffers damage to blocks within half a meter (2 block lengths) from the impact point, the second wall suffers damage out to 1/4 meter (1 block length), while the last two suffer damage only to the directly impacted point. Deals no damage to walls made of armor (weight blocks). * Incendiary: ~10% chance <noinclude></noinclude> 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 === [[File:Heavy_autocannon.png|right|200px]] 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: 112.5 rounds/minute (32 ticks per round if infinite ammo is on, 38 ticks if it is off due to the 6 tick reloading time) * 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 does not appear to matter. The first and second wall also suffers damage to blocks within a meter (4 block lengths) from the impact point, the third wall suffers damage out to 1/2 a meter (2 block lengths) from the impact point, and the last wall suffers damage only to the directly impacted point. Can only pierce through one (airgapped) wall made of armor (weight blocks) to hit a second. The first and second wall both suffer damage to blocks within 1/2 meter (2 block lengths) from the impact point. * Incendiary: ~25% chance <noinclude></noinclude> per shot of starting a fire at the impact point. No penetration. Damages blocks within 0.75 m (3 blocks) of the impact point.
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