Barotrauma

Barotrauma

27 ratings
Stationary Weapons: Full Guide (0.14.6.0)
By Cr1t1cal
Full guide about stationary weapons, their stats, IDs and more.
   
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Foreword & Notable Info


















All information were taken from game code (v0.14.6.0)
I have collected almost all info about stationary weapons and there's gonna be more than Railgun, Coilgun, Pulsegun and Chaingun! Enjoy!

Please don't forget that almost all monsters have resistance against some afflictions.

Handled Weapons Guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=2559365518
Coilgun











Required Operating Skill: Weapons - 50
Light Range - 25m
Reload - 0.25s
Rotation Speed (Unskilled) - 1 | Rotation Speed (Skilled) - 8
Spring Stiffness (Unskilled) - 2 | Spring Stiffness (Skilled) - 50
Spring Damping (Unskilled) - 0.5 | Spring Damping (Skilled) - 10
Power Consumption - 1000kW

Loader








Ammunition

Coilgun Ammunition Box
ID: coilgunammobox







Ammo Capacity - 200 (-0.5% per shot)
Structure Damage - 10
Items Damage - 10
Armor Penetration (Resistance Ignoring) - 25%

Lacerations - 15

Bleeding - 1


Piercing Ammunition box
ID: coilgunammoboxpiercing







Ammo Capacity - 149 (-0.67% per shot)
Structure Damage - 10
Items Damage - 10
Armor Penetration (Resistance Ignoring) - 80%

Lacerations - 8

Bleeding - 1.5


Exploding Ammunition Box
ID: coilgunammoboxexplosive







Ammo Capacity - 75 (-1.33% per shot)
Structure Damage - 10
Items Damage - 10
Armor Penetration (Resistance Ignoring) - 25%
Explosion Radius - 3m
Explosion Structure Damage - 5
Explosion Item Damage - 10

Lacerations - 8

Bleeding - 1


Physicorium Ammunition Box
ID: physicoriumammobox







Ammo Capacity - 200 (-0.5% per shot)
Structure Damage - 10
Items Damage - 10
Armor Penetration (Resistance Ignoring) - 25%

Lacerations - 28

Bleeding - 1

Stun - 2 (Probability - 20%)
Railgun










Required Operating Skill: Weapons - 50
Light Range - 20m~
Reload - 5s
Rotation Speed (Unskilled) - 1 | Rotation Speed (Skilled) - 8
Spring Stiffness (Unskilled) - 2 | Spring Stiffness (Skilled) - 50 (Gun Braking)
Spring Damping (Unskilled) - 0.5 | Spring Damping (Skilled) - 10 (Bounce when aim limit is reached)
Power Consumption - 16000kW

Loader
Shell Capacity - 5









*You can put Grenades, Explosives and 40mm grenades in all shells except canister shell.

Ammunition

Railgun Shell
ID: railgunshell




Structure Damage - 55
Items Damage - 55
Armor Penetration (Resistance Ignoring) - 60%

Lacerations - 250

Bleeding - 50

Stun - 15


Canister Shell
ID: railguncanistershell
*Acts like a shotgun and shoots 11 pellets




*Per pellet
Structure Damage - 15
Items Damage - 15
Armor Penetration (Resistance Ignoring) - 20%

Gunshot Wound - 70

Bleeding - 3

Stun - 2


Nuclear Shell
ID: nuclearshell




*Stats on impact
Structure Damage - 75
Items Damage - 75
Armor Penetration (Resistance Ignoring) - 60%

Lacerations - 250

Bleeding - 50

Stun - 15


*Stats on explosion
Radius - 10m
EMP Radius - 30m
EMP Strength - 2.5
Structure Damage - 1000
Items Damage - 1000
Kinetic Force - 50

Radiation Sickness - 100

Burn - 300

Deep Tissue Injury - 600

Stun - 20


Physicorium Shell
ID: alienshell




Structure Damage - 200
Items Damage - 200
Armor Penetration (Resistance Ignoring) - 60%

Lacerations - 600

Bleeding - 50

Stun - 15
Chaingun










Required Operating Skill: Weapons - 50
Light Range - 25m
Reload - 0.1s
Rotation Speed (Unskilled) - 1 | Rotation Speed (Skilled) - 1
Spring Stiffness (Unskilled) - 2 | Spring Stiffness (Skilled) - 50 (Gun Braking)
Spring Damping (Unskilled) - 0.5 | Spring Damping (Skilled) - 10 (Bounce when aim limit is reached)
Power Consumption - 400kW

Chaingun Loader








Ammunition

Chaingun Ammunition Box
ID: chaingunammobox





Ammo Capacity - 149 shots (-0.67% per shot)
Continuous Firing Time - 20s~
Spread - 11.5
Structure Damage - 12
Items Damage - 12
Armor Penetration (Resistance Ignoring) - 35%

Gunshot Wound - 16

Bleeding - 4


Physicorium Chaingun Ammunition Box
ID: chaingunammoboxphysicorium





Ammo Capacity - 149 shots
Continuous Firing Time - 20s~
Spread - 11.5
Structure Damage - 18
Items Damage - 18
Armor Penetration (Resistance Ignoring) - 35%

Gunshot Wound - 24

Bleeding - 4

Stun - 2 (Probability - 10%)
Pulse Laser








Required Operating Skill: Weapons - 50
Light Range - 25m
Reload - 0.25s
Rotation Speed (Unskilled) - 1 | Rotation Speed (Skilled) - 8
Spring Stiffness (Unskilled) - 2 | Spring Stiffness (Skilled) - 50 (Gun Braking)
Spring Damping (Unskilled) - 0.5 | Spring Damping (Skilled) - 10 (Bounce when aim limit is reached)
Power Consumption - 1000kW

Pulse Laser Loader






Ammunition

Pulse Laser Fuel Box
ID: pulselaserammobox





Ammo Capacity - 44 shots
Continuous Firing Time - 1m~
Structure Damage - 25
Items Damage - 25
Armor Penetration (Resistance Ignoring) - 100%

*On Impact

Structure Damage - 25
Items Damage - 25

Burn - 40

Stun - 0.4


*From Explosion

Range - 1.5m
Structure Damage - 25
Items Damage - 25

Deep Tissue Injury - 30

Burn - 30


Pulse Tri-Laser Fuel Box
ID: pulselaserammoboxtrilaser





Ammo Capacity - 28 shots (84 If Counting Triple Shot)
Continuous Firing Time - 36s~
Structure Damage - 15
Items Damage - 15
Armor Penetration (Resistance Ignoring) - 100%

*On Impact

Structure Damage - 15
Items Damage - 15

Burn - 33

Stun - 0.2


*From Explosion

Range - 1.5m
Structure Damage - 15
Items Damage - 15

Deep Tissue Injury - 25

Burn - 25
Depth Charges
Depth Charge Loader
Capacity - 1 Charge






Depth Charge Tube




Ammunition

*Depth Charges can detonate on impact from Seafloor, Monster or a Submarine.

*All Depth Charge Shells can be loaded with explosives, grenades and 40mm grenades.

Depth Charge Shell
ID: depthchargeshell



Structure Damage - 1

Blunt Force Trauma - 10


Nuclear Depth Charge Shell
ID: nucleardepthcharge



*On Impact

Structure Damage - 1

Blunt Force Trauma - 10


*From Explosion

Range - 10m
Structure Damage - 1000

Burn - 300

Radiation Sickness - 100

Deep Tissue Injury - 400

Stun - 20


Depth Decoy Shell
ID: depthdecoyshell


Distraction Range - 150m
Distraction Duration - 30s
Structure Damage - 1

Blunt Force Trauma - 10


Nuclear Depth Decoy Shell
ID: nucleardepthdecoy



Distraction Range - 150m
Distraction Duration - 20s

*On Impact

Structure Damage - 1

Blunt Force Trauma - 10


*From Explosion

Range - 10m
Structure Damage - 1000

Burn - 300

Radiation Sickness - 100

Deep Tissue Injury - 400

Stun - 20
Electrical Discharge Coil



Duration - 0.25s
Power Consumption - 10000kW

Stun - 8

Burn - 10
Alien Discharge Coil








*Spawns in Alien Ruins

Range - 5m
Range multiplier in walls - 5x

Burn - 10

Stun - 1
Alien Turret








*Spawns in Alien Ruins

Description: N/A



Ammunition

Alien Projectile
ID: alienturretammo





Structure Damage - N/A
Items Damage - N/A

*On Impact

Psychosis - 5


*From Explosion

Range - 3m

Deep Tissue Injury - 10
6 Comments
Cr1t1cal  [author] Feb 13, 2022 @ 11:21pm 
Perhaps but i need to find time to add this. I don't think my guide paid off well
Emperor Feb 13, 2022 @ 11:19pm 
Can we get a rundown on the niche of each turret? For example:
Coilguns are a good early weapon for all-round engagements, ammo costs are low.
Railguns are high-damage weapons that are useful for taking out leviathans.
Chainguns are generally good for clearing out swarms or focus-firing a leviathan.
Pulse Lasers have the potential to deal high damage for someone with the skill to aim it.

(The latter two of which I have no idea since I haven't used them much.)
Cr1t1cal  [author] Sep 14, 2021 @ 5:49am 
No, it only moves vertically. Torpedos are still possible by making micro submarines
DarkStar Sep 13, 2021 @ 9:44pm 
Can the Depth charge be used like a Torpedo tube if turned????
Wrill Aug 15, 2021 @ 2:41pm 
Not so much a guide as a bunch of weapon statistics.
big chungus Aug 6, 2021 @ 5:24pm 
cha