Volatile Compound N

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Data is up-to-date
Last updated for version 1.8.8.1
Last mentioned in changelog 0.9.10.0
The current game version is 1.9.7.0
 
Volatile Compound N

An unstable explosive compound.
Statistics
Afflictions
Explosion (5m):
 Burn (20)* (20% chance)
 Bleeding (50)* (5% chance)
 Stun (8)*
Quality Bonuses +10% Explosion Radius
+10% Explosion Damage
Triggers Detonators
Railgun Shells
Depth Charges
Fire: -50 condition/s
Time: -0.04 condition/s
Impact: -20 condition (over 2m/s).
Triggered by explosions
Can be thrown? Yes
Explosion Radius 5 m
Armor penetration 50%
Severance chance 50%
Structure damage 150
Ballast Flora Damage
100 (Explosion)
Item Damage 500
Impact Tolerance 2
Maximum stack 32
Crafting
Medical Fabricator
Requirements
Skill: Medical: 40
Deconstructible? No
Store
Base Price 250 mk
Outposts
OutpostOutpost Sell
Habitation OutpostHabitation 105 mk
ColonyColony 93 mk
Research OutpostResearch 93 mk
Military OutpostMilitary 67 mk
Mining OutpostMining 75 mk
Medical MerchantMedical Merchant 75 mk
Engineer MerchantEngineer Merchant 75 mk
Armory MerchantArmory Merchant 75 mk
Children of The HonkmotherClown Merchant 75 mk
The Church of HuskHusk Merchant 75 mk
Technical
Identifier volatilecompoundn
Categories WeaponMaterial
Tags smallitem, explosive, demolitionsexpert

Volatile Compound N is an Explosive in Barotrauma.

Functions & Usage

Volatile Compound N is capable of causing significant damage to both Creatures and structures in an area. It is slightly more powerful than Compound N, but has a limited lifetime. Unlike most explosives, it is made in the Medical Fabricator.

Volatile Compound N can be loaded inside Railgun shells ( Railgun Shell, Physicorium Shell, Nuclear Shell) and Depth Charge shells ( Depth Charge Shell, Depth Decoy Shell, Nuclear Depth Charge, Nuclear Depth Decoy) to explode on impact and deal additional damage. It can also be placed and then remotely detonated using a Detonator.

It is not safe to handle. It deteriorates passively at a rate of 0.04% condition per second and explodes when its condition reaches 0% (41m 40s by default). Additionally, it loses 20% condition on impact and, like the regular Compound N, may explode if it comes into contact with fire (-50% condition per second), and is susceptible to explosions. Storing in a Toolbelt or a Storage Container will protect from fire and prevent chain reactions, but will not stop deterioration.

Notes

  • The base damage of the explosive is distributed between all limbs in the radius of the explosion. For each affected limb, there is a 5% chance of 50 additional Bleeding and a 20% chance of 20 additional Burn.

Related Talents

Talent Tree Description

Extra Powder
ID: extrapowder
Security Officer
Gunner
Spec. 3
Explosions have 20% larger radius and deal 10% more damage. Explosives you fabricate are of 1 higher quality.

Trivia

  • The name "Compound N" is a reference to "Substance N" the code name for the experimental explosive Chlorine Trifluoride.

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