Weapon database
Weapons are crafted from blueprints, and every blueprint exposes a nine-line stat block. Here is a confirmed one in full, plus what each line actually controls.
Last verified
· Game build 0.184.0.196275
Confirmed weapons
Nebula Assault Rifle E36-V
Ranged Weapon Blueprint — Fully-Auto · Mid-Long Range
| Stat | Value |
|---|---|
| Shooting Damage | 46 |
| Magazine Capacity | 30 |
| Effective Range | 100 |
| Max Range | 150 |
| Shooting Speed | 10 |
| Stability | 75 |
| Crit Rate | 5% |
| Crit Damage | 50% |
| Weakpoint Damage Multiplier | 50% |
| Primary fire | Precise full-auto shooting, able to handle various battlefield situations. |
|---|---|
| Alt fire | Open scope for precise shots at enemies. |
| Crafted at | Weapon Research Center — 3 material types (1 / 6 / 15 per unit at the observed tier) |
| Source | Official screenshot — Crafting screen, Available Blueprints |
What each stat line controls
| Stat | What it means for you |
|---|---|
| Shooting Damage | Damage per shot. On a capture run this is a cost, not a benefit — too much and your prisoner is a corpse. |
| Magazine Capacity | Shots before reloading. Matters more in bullet-hell scenes where standing still to reload is expensive. |
| Effective Range | The distance the weapon performs at without penalty. |
| Max Range | Where projectiles stop entirely. The gap between effective and max is your falloff band. |
| Shooting Speed | Rate of fire. |
| Stability | Recoil control. High stability is what makes full-auto usable at the effective range. |
| Crit Rate | Chance of a critical hit. |
| Crit Damage | Bonus damage when one lands. |
| Weakpoint Damage Multiplier | Bonus damage on enemy weak points — the stat that matters against elites and bosses. |
Weapon classes
| Class | Role |
|---|---|
| Assault rifles | Full-auto mid-long range; alt fire opens a scope. |
| Pistols / sidearms | Backup fire, shown throughout the blueprint list. |
| Shotguns | Close range, present in the blueprint grid. |
| Bows | Silent option; shown in official material and coverage. |
| Knives / melee | Melee blueprints sit alongside ranged ones in Crafting. |
| Grenades & explosives | High damage — and the fastest way to kill a target you wanted alive. |
| Capture ammunition | Special ammunition used to take enemies alive instead of killing them. |
Crafting and materials
Blueprints are crafted at the Weapon Research Center and consume multiple material types with a have/need ratio shown per material. The confirmed blueprint required three material types at a ratio of 1, 6 and 15 units per craft.
The Crafting screen states the scaling advice directly: "Build multiple Weapon Research Center
buildings to craft different items, and combine multiple crafting modes to create an automated production
line." Also visible on the same screen is a Standard Mode toggle and a quantity slider,
implying alternative crafting modes exist.
Frequently asked
Where do you craft weapons in Pax Autocratica?
The Weapon Research Center. The game explicitly suggests building several so you can craft different items in parallel and combine crafting modes into a production line.
What weapons are in Pax Autocratica?
Assault rifles, pistols, shotguns, bows, knives and melee weapons, grenades and explosives, plus special ammunition used to capture enemies alive rather than kill them.
What is Weakpoint Damage Multiplier?
A stat line on the weapon blueprint, shown at 50% on the confirmed Nebula Assault Rifle E36-V. It governs bonus damage on enemy weak points.
Related
- Capture loadouts — Why less damage is sometimes correct
- Core Fragments — What modifies these stats mid-run
- Production chains — Where the materials come from