Submarine Weapons
From Official Barotrauma Wiki
Data is potentially outdated | |
Last updated for version 1.2.6.0 Last mentioned in changelog 1.5.7.0 The current game version is 1.5.9.2 |
This article is about submarine weapons. For handheld weapons, see Handheld Weapons. |
Submarine Weapons are offensive Installations.
Turrets
Turrets are ranged submarine weapons that fire ammunition. These are typically controlled with a periscope.
Weapon | Loader | Firerate | Ammunition | Magazine Size | Afflictions | Penetration | Severance Chance |
Structure Damage | Notes |
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Pulse Laser |
Pulse Laser Loader |
0.67 | Pulse Laser Fuel Box |
45 | 50% | 100% | Impact: 5 Explosion (1.5m): 10
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Pulse Tri-Laser Fuel Box |
29 | 40% | 100% | Impact: 15 (3 projectiles x 5) Explosion (1m): 15 (3 projectiles x 5)
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Fires 3 lasers in a fixed spread.
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Coilgun |
Coilgun Loader |
3.5 | Coilgun Ammunition Box |
200 | 10% | 25% | Impact: 20
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Coilgun Ammunition Box (Blanks) |
200 | None |
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Depleted Fuel Coilgun Ammunition Box |
200 | 40% | 25% | Impact: 20
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Exploding Ammunition Box |
100 | 10% | 25% | Impact: 10 Explosion (3m): 5
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Physicorium Ammunition Box |
200 | 20% | 50% | Impact: 30
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Piercing Ammunition Box |
150 | 50% | 10% | Impact: 35
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Bolts can pierce through a limb and hit a second limb or a second target, effectively doing double damage.
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Chaingun |
Chaingun Loader |
7.5 | Chaingun Ammunition Box |
500 | 10% | 10% | Impact: 8
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Physicorium Chaingun Ammunition Box |
500 | 20% | 20% | Impact: 20
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Shredder Chaingun Ammunition Box |
400 | 40% | 30% | Impact: 25
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Turret Hardpoint |
Loader Base
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Can be replaced by other turrets
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Weapon | Loader | Firerate | Ammunition | Magazine Size | Afflictions | Penetration | Severance Chance |
Structure Damage | Notes |
---|---|---|---|---|---|---|---|---|---|
Flak Cannon |
Flak Cannon Loader |
0.5 | Explosive Flak Shells Box |
40 | Bolt Shrapnel Deep Tissue Injury (24)* Bleeding (16)* Stun (6)* Explosion (0.3m): Deep Tissue Injury (240)* Bleeding (240)* Bleeding (120)* (10% chance) |
50% | Impact: 20 Explosion (0.3m): 25
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Fires 1 bolt which explodes into 8 shrapnels in a 270° cone.
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Focused Flak Shells Box |
40 | Bolt Shrapnel
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10% | 100% | Impact: 30 Explosion (0.3m): 20
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Fires 1 bolt which explodes into 5 shrapnels in a 50° cone.
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Physicorium Flak Shells Box |
40 | Bolt Shrapnel
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50% | Impact: 30 Explosion (0.3m): 20
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Fires 1 bolt which explodes into 12 shrapnels in a 120° cone.
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Spreader Flak Shells Box |
40 | Bolt Shrapnel
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40% | Impact: 30 Explosion (0.3m): 20
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Fires 1 bolt which explodes into 22 shrapnels in a 240° cone.
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Railgun |
Railgun Loader |
0.2 | Canister Shell |
30% | 300% | Impact: 110 (11 projectiles x 10)
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Can be reloaded at a Fabricator.
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Nuclear Shell |
Deep Tissue Injury (250)* Bleeding (50)* Stun (15)* Explosion (15m): Deep Tissue Injury (1000)* Burn (1000)* Radiation Sickness (100)* Bleeding (40)* (5% chance) Stun (30)* Explosion (15m): EMP (50)* |
60% | 500% | Impact: 100 Explosion (15m): 600
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Can contain 1 small item that is used upon impact.
Explosion emits a 20m EMP wave & causes sonar interference. | ||||
Physicorium Shell |
Deep Tissue Injury (500)* Bleeding (100)* Stun (15)* Explosion (3.5m): Deep Tissue Injury (250)* Stun (7)* |
80% | 500% | Impact: 200 Explosion (3.5m): 50
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Can contain 1 small item that is used upon impact.
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Railgun Shell |
Deep Tissue Injury (250)* Bleeding (50)* Stun (15)* Explosion (2.5m): Deep Tissue Injury (250)* Stun (7)* |
60% | 500% | Impact: 100 Explosion (2.5m): 50
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Can contain 1 small item that is used upon impact.
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Double Coilgun |
Coilgun Loader |
5 | Coilgun Ammunition Box |
200 | 10% | 25% | Impact: 20
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Coilgun Ammunition Box (Blanks) |
200 | None |
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Depleted Fuel Coilgun Ammunition Box |
200 | 40% | 25% | Impact: 20
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Exploding Ammunition Box |
100 | 10% | 25% | Impact: 10 Explosion (3m): 5
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Physicorium Ammunition Box |
200 | 20% | 50% | Impact: 30
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Piercing Ammunition Box |
150 | 50% | 10% | Impact: 35
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Bolts can pierce through a limb and hit a second limb or a second target, effectively doing double damage.
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Large Turret Hardpoint |
Loader Base
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Can be replaced by other turrets
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Power Consumption
Since turrets only use power for a single tick per shot and their consumption value is in kWm, the actual supercapacitor charge used (also in kWm) can be calculated as such: Consumption/60/60
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Other Weapons
Weapon | Loader | Firerate | Ammunition | Magazine Size | Afflictions | Penetration | Severance Chance |
Structure Damage | Notes |
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Depth Charge Tube |
Depth Charge Loader |
Depth Charge Shell |
50% | 50% | Explosion (7m): 175
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Can contain 1 small item that is used upon impact
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Depth Decoy Shell |
Can contain 1 small item that is used upon impact
Attracts creatures | ||||||||
Nuclear Depth Charge |
Explosion (15m): Deep Tissue Injury (1000)* Burn (1000)* Radiation Sickness (100)* Bleeding (500)* (5% chance) Stun (30)* Explosion (15m): EMP (50)* |
50% | 200% | Explosion (15m): 600
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Can contain 1 small item that is used upon impact.
Explosion emits a 20m EMP wave & causes sonar interference. | ||||
Nuclear Depth Decoy |
Explosion (15m): Deep Tissue Injury (1000)* Burn (1000)* Radiation Sickness (100)* Bleeding (500)* (5% chance) Stun (30)* Explosion (15m): EMP (50)* |
50% | 200% | Explosion (15m): 600
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Can contain 1 small item that is used upon impact.
Explosion emits a 20m EMP wave & causes sonar interference. Attracts creatures. | ||||
Electrical Discharge Coil |
Some Creatures are imune to stun, rendering this weapon ineffective against them.
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