Wasteland 3 weapons

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This page covers Wasteland 3 weapons. There are many weapons in the game, tied to overhauled skills and their damage will generally scale with skill level. Damage is also affected by weapon mods.

Note the armor and penetration mechanics. The game uses a simple method to determine armor effectiveness: Armor - Penetration. The results are:

  • Penetration > Armor = 100% Damage
  • Penetration < Armor = Damage proportional to the penetration (eg. Penetration 5 vs. Armor 10 = 50% damage) and cannot exceed 80% base damage.

List[edit | edit source]

All the weapons are grouped by skill, however, even within the skill there are subtypes.

Melee Combat
  • Bladed: Your best friend in the wastes is a finely honed blade. Blades and are perfect for fighters who like to get up close and personal. They strike often, and deal high damage to enemies with light armor.
  • Blunt: It doesn’t get more basic than hitting people with a stick - or more satisfying! Blunt weapons deal high damage to enemies in heavy armor, and with a little training, you can stun with them too.
Brawling
  • Sometimes you just wanna haul off and sock somebody. Brawlers start out weak but have huge potential at higher levels. They also gain critical hit bonuses for each consecutive strike, so make with the jabby-jabby.
Automatic
  • Assault rifles are the wasteland all-rounders. Mobile, quick to fire, with decent range, and decent damage. They also penetrate all but the heaviest of armor. Get one for everyone on your Christmas list.
  • SMG: If you’ve got a clear shot (like you’re shooting some punk in the back) an SMG is devastating. They’re not so great against enemies in cover or heavy armor, so you’ve gotta be mobile and pick your targets. But when you do - damn!
Small arms
  • Pistols are accurate and quick, and deal solid damage to unarmored enemies, but have a hard time penetrating armor. On the plus side, if you want to quickly build your Strike Meter, they're a terrific choice!
  • Shotguns: You won’t do a lot of damage to single enemies with a shotty, but if you wanna hurt two or three at once, they’re the way to go. Everyone in front of you will catch some lead. They’re also great for blowing away enemy cover.
Sniper rifles
  • Sniper rifles are too slow and too heavy to fire on the move, but they have fantastic range, high armor penetration, and do a ton of damage. So find a nice, quiet spot, sit yourself down, and get to sniping.
Big guns
  • Heavy machine guns deal tons of damage and punch through armor with ease. Shooting them while moving, however, is almost impossible. They’re far too heavy and inaccurate. But with training they’re great for laying down covering fire.
  • Flamethrowers: Is there anything more badass than a flamethrower? No. There isn’t. One shot from a flamethrower can literally set a whole squad of bad-guys on fire. Of course it’s heavy and awkward to operate, but who cares? It’s a fucking flamethrower!


Damage types

  • Physical damage - low to medium penetration, equally effective against any targets.
  • Energy damage - scales with Weird Science, maximum penetration, effective against non-organic targets (+30% damage), ineffective against organic targets (-30% damage), often has a chance to apply Shocked (-10% CON per turn, -2 AP and -2 Max AP).
  • Cold damage - scales with Weird Science, maximum penetration, effective against organic targets (+30% damage), ineffective against non-organic targets (-30% damage), often has a chance to apply Frozen (-4 AP and -4 Max AP).
  • Fire damage - scales with Weird Science, maximum penetration, effective against organic targets (+30% damage), ineffective against non-organic targets (-30% damage), often has a chance to apply Burning (-15% CON per turn).
  • Explosive damage - scales with Explosives, maximum penetration, equally effective against any targets.

Automatic Weapons[edit | edit source]

Submachine guns and assault rifles. Recommended Attributes: Coordination, Awareness, Speed

Type Name Skill req. Tier Damage (A1) Hit chance Range Capacity Pen. Crit. mult. AP cost Special
Assault rifles Winter Warrior 1 Preorder
The Convincer* 2 Companion 8-10 x3 75% 15 15 (7.62) 6 x1.5 4 Center Mass
Rust Bucket 1 1 5-6 x3 75% 15 15 (7.62) 2 x1.5 4
Army Rifle 2 1 7-8 x3 75% 15 15 (7.62) 4 x1.5 4
Hoons' Prized Rifle* 2 1 7-9 x3 75% 15 20 (7.62) 5 x1.55 4 Unload
Gutter Snake 2 2 8-10 x3 75% 15 15 (7.62) 6 x1.5 4 Center Mass
Battle Rifle 3 2 10-12 x3 75% 15 15 (5.56) 8 x1.5 4 Single Shot
Pulse Gun 3 2 12-15 x 3 75% 15 15 (EC) 99 x1.3 4 25% to apply Blinded; anti-mechanic
Waste Rifle 4 3 13-15 x3 75% 15 20 (Spikes) 10 x1.5 4 Risky Shot
SWAT Rifle 5 3 15-19 x3 75% 15 20 (5.56) 12 x1.5 4 Center Mass
Crossboom 5 3 21-25 85% 15 1 (Bolts) 15 x1.5 2 100% to apply Explosive Bolt
M1989A1 5 4 19-23 x3 75% 15 25 (5.56) 14 x1.5 4 Single Shot
Pulse Rifle 6 4 19-23 x3 75% 15 25 (EC) 99 x1.3 4 anti-mechanic
Meat Maker* 6 4 90-112 75% 15 1 (Bolts) 19 x1.5 4
Kalash 97 6 5 27-33 x3 75% 15 25 (7.62) 18 x1.5 4 Unload
Plasma Bolter 5 5 27-33 x3 75% 15 25 (EC) 99 x1.3 4 10% to apply Shocked; anti-mechanic
Polar Vortex* 7 5 37-44 x3 75% 15 18 (EC) 99 x1.3 4 10% to apply Frozen; anti-organic
SOCOM Assault Rifle 7 6 41-49 x3 75% 15 30 (5.56) 22 x1.5 4 Center Mass
Atom Smasher* 8 6 40-49 x5 75% 15 20 (EC) 99 x1.3 4 anti-mechanic
Daisy's Rifle* 9 6 44-53 x5 75% 15 25 (5.56) 99 x1.3 4 10% to apply Burning; anti-organic;

Single Shot

Lancer* 10 6 32-40 x3 75% 15 25 (5.56) 99 x1.3 4 10% to apply Bleeding; Risky Shot
SMGs Hailstorm 1 Preorder
Atomizer 6 (WS 4) Companion 13-17 x6 65% 12 24 (EC) 99 x1.2 4 anti-mechanic
Nailer 1 1 4-6 x6 65% 12 24 (9MM) 0 x1.6 4
Greaser 2 1
Skorpion 3 2 6-7 x6 65% 12 24 (9MM) 3 x1.6 4 Center Mass
Tommy Gun 4 2 10-13 x5 65% 12 25 (.45) 4 x1.6 4 Unload
Black* 4 2 14-19 x6 65% 12 30 (.45) 7 x1.6 4
Jack* 4 2 9-12 x6 65% 12 30 (EC) 99 x1.35 4 anti-mechanic
Uzi 4 3 9-11 x6 65% 12 24 (9MM) 6 x1.6 4 Unload
Lead Sprayer 5 3 16-21 x5 65% 12 25 (.45) 7 x1.6 4 Risky Shot
Photon Churner 5 3 9-11 x8 65% 12 24 (EC) 99 x1.35 4 10% to apply Shocked; anti-mechanic
MAC 17 5 4 11-15 x8 65% 12 40 (9MM) 9 x1.6 4 Risky Shot
Enforcer 6 4 25-35 x4 65% 12 24 (.45) 10 x1.6 4 Single Shot
Ion Beamer 6 4
Satyr Compact 6 5 23-31 x5 65% 12 25 (9MM) 11 x1.6 5 Center Mass
Laser Sprayer 7 5 28-38 x4 65% 12 28 (EC) 99 x1.35 4 anti-mechanic
Ripper 7 6 28-38 x10 65% 12 30 (.45) 14 x1.6 4 Unload
PDW-01* 8 6 39-52 x6 65% 12 48 (.45) 99 x1.35 4 10% to apply Damage Armor

Big Guns[edit | edit source]

Heavy machine guns, flamethrowers, and other oversized weapons. Recommended Attributes: Awareness, Coordination, Strength

Type Name Skill req. Tier Damage (A1) Hit chance Range Capacity Pen. Crit. mult. AP cost Special
Flamers Roasty Toasty 1 Preorder
Flamesprayer 1 1
Flammenwerfer 3 2 15-21 (cone) 95% 10,5 2 (FlFu) 99 x1.5 4 75% to apply Burning; anti-organic
Army Flamethrower 4 3 17-25 (cone) 95% 10,5 2 (FlFu) 99 x1.5 4 75% to apply Burning; anti-organic
Spitfire* 5 3 9-12 x4 75% 12 12 (FlFu) 99 x1.5 4 25% to apply Burning; anti-organic
Scourer 5 4 25-38 (cone) 95% 10,5 2 (FlFu) 99 x1.5 4 75% to apply Burning; anti-organic
Nitro Thrower* 6 4 30-45 (cone) 95% 10,5 2 (EC) 99 x1.5 4 75% to apply Frozen; anti-organic
Purifier 6 5 44-64 (cone) 95% 10,5 2 (FlFu) 99 x1.5 5 75% to apply Burning; anti-organic
Incinerator 7 6 53-78 (cone) 95% 10,5 2 (FlFu) 99 x1.5 5 75% to apply Burning; anti-organic
Tesla Arc Projector* 8 6 69-101 (1 target) 95% 16 16 (EC) 99 x1.5 5 75% to apply Shocked; anti-mechanic
HMG War Pig 1 Preorder
Bunker Buster 1 1 7-10 x 9 50% 15 36 (7.62) 6 x1.3 6
The Coming Storm* 2 1 11-15 x9 50% 20 54 (7.62) 14 x1.3 6 +5% crit. chance; 15% to apply Bleeding
Bren 3 2 10-14 x 9 50% 15 45 (7.62) 12 x1.3 6 Center Mass
Army MG 4 3 22-30 x5 50% 15 30 (.50) 18 x1.3 6 Risky Shot
Argon Lance 5 3 13-18 x 9 50% 15 36 (EC) 99 x1.1 7 anti-mechanic
Light Squad Weapon 5 4 19-26 x9 50% 16,5 45 (7.62) 26 x1.3 7 Center Mass
Death Sifter 6 5 40-55 x5 50% 15 30 (.50) 29 x1.3 7 Unload
Nidhogg* 7 5 41-57 x5 50% 15 30 (.50) 99 x1.1 7 10% to apply Damage Armor
Lightning Staff 7 5
Minigun 7 6 17-24 x18 60% 15 72 (7.62) 36 x1.3 7 Unload
Graviton Shredder* 8 6 30-42 x9

(narrow cone)

50% 15 36 (EC) 99 x1.1 5 10% to apply Shocked; anti-mechanic
Flamesaw Cannon* 9 6 282-391 90% 15 4 (Sawbl.) 99 x1.1 7 50% to apply Burning; anti-organic

Brawling[edit | edit source]

Fist-based weapons. Brawlers start out weak but have great potential at high levels. Recommended Attributes: Coordination, Intelligence, Charisma

Name Skill req. Tier Damage (S1) Hit chance Pen. Crit. mult. AP cost Special
The Grizzly 1 Preorder
Brass Knuckles 1 1 6-9 90% 1 x1.2 2
Glass Knucks* 2 1 7-10 90% 1 x1.2 2 Combat Speed +0.5; 25% to apply Diseased
Rebar Knuckles 2 2 9-13 90% 3 x1.2 2 Sucker Punch
Jawbreakers 3 2
Nailbox 4 3 14-20 90% 5 x1.2 2 Heavy Attack
Sawblade Cestus 5 4 30-45 90% 7 x1.2 3 25% to apply Bleeding; Sucker Punch
Clawed Gauntlet 6 5 29-44 90% 10 x1.2 2 20% to apply Damage Armor; Heavy Attack
Thundercracker 7 5
Power Gauntlet 7 6 43-63 90% 12 x1.2 2 Heavy Attack
Plasma Fist* 8 6 33-49 90% 99 x1.15 2 10% to apply Shocked; anti-mechanic

Melee Combat[edit | edit source]

Bladed and blunt weapons. Recommended Attributes: Strength, Coordination, Speed

Type Name Skill req. Tier Damage (S1) Hit chance Pen. Crit. mult. AP cost Special
Bladed Blade of Winter 1 Preorder
Last Stop 5 Companion
Hunting Knife 1 1 12-17 85% 2 x2.1 3
Dorsey Gut-Ripper 2 1 15-20 85% 4 x2.1 3 25% to apply Bleeding
Billy's Bleat 2 1
Ice Axe 2 2 18-25 85% 6 x2.1 3 Sucker Punch
Fireman 3 2 22-30 85% 8 x2.1 3 25% to apply Burning
Road Sign Cleaver 3 3 27-38 85% 10 x2.1 3 Heavy Attack
Ion Blade 2 3 25-35 85% 99 x1.66 3 15% to apply Shocked; anti-mechanic
Dental Pick* 4 3 43-59 85% 15 x2.1 3 15% to apply Poisoned
Jacknife 5 3
Sickle 5 4 40-54 85% 14 x2.1 3 Reckless Attack
Flayer 6 4 48-65 85% 16 x2.1 3 15% to apply Bleeding
Dorsey Family Sword* 6 4 62-86 85% 19 x2.1 3 25% to apply Damage Armor
Sawsword 6 5 57-78 85% 18 x2.1 3 15% to apply Bleeding; Heavy Attack
Cryo Cutter 7 5 52-73 85% 99 x1.66 3 15% to apply Frozen; anti-organic
Proton Axe 7 6 62-86 85% 99 x1.66 3 15% to apply Shocked; anti-mechanic; Heavy Attack
Chainsaw Sword 8 6 97-133 85% 24 x2.1 3 100% to apply Bleeding; Reckless Attack
Blunt Kneecapper 1 Preorder
Monkey Wrench 1 1 17-20 80% 4 x2.5 4
Nightstick 2 1
Torch 2 1
Road Warrior 2 2 23-28 80% 8 x2.5 4 15% to apply Stunned; Sucker Punch
Bone Crusher 3 2 27-33 80% 11 x2.5 4 Reckless Attack
Ace's Wrench 3 2
Rib Cracker 4 3 30-38 80% 12 x2.5 4 15% to apply Damage Armor; Heavy Attack
Clown Hammer 5 3 37-45 80% 15 x2.5 4 15% to apply Stunned
Mining Mallet 5 4 45-54 80% 17 x2.5 4 15% to apply Crippled
Shock Mace 6 4 49-59 80% 99 x2 4 15% to apply Shocked; anti-mechanic
Patriarch's Prototype Hammer* 7 4 88-108 80% 24 x2.5 4 20% to apply Stunned; Reckless Attack
Makeshift Mace 6 5 64-78 80% 23 x2.5 4 Reckless Attack
Engine Block Sledge 7 5 77-94 80% 25 x2.5 4 20% to apply Burning
The Real Bloodstaff* 7 84-103 70% 27 x2.5 4 100% to apply Bleeding
Plasma Hammer 8 6 83-101 80% 99 x2 4 15% to apply Shocked; anti-mechanic; Heavy Attack
Hydraulic Hammer 9 6 109-133 80% 30 x2.5 4 Reckless Attack
Hand of the Patriarch 10 6

Small Arms[edit | edit source]

Handguns and shotguns. Recommended Attributes: Coordination, Luck, Awareness

Type Name Skill req. Tier Damage (A1) Hit chance Range Capacity Pen. Crit. mult. AP cost Special
Handguns Old Man Winter 1 Preorder
Lucia's Revolver* 2 Companion 30-38 90% 10,5 6 (.38) 3 x1.2 3 Snap Shot
Vic's Piece* 6 58-71 95% 10,5 10 (9MM) 10 x1.2 3 Snap Shot
VP91Z 1 1 15-18 85% 10,5 8 (9MM) 0 x1.4 3
Rotator 2 1
Laser Pistol 2 1 24-29 80% 10,5 6 (EC) 99 x1.3 3 +15% crit. chance; anti-mechanic
M1911 3 2 22-27 85% 10,5 8 (9MM) 3 x1.4 3 Risky Shot
Rattler 4 2 4-5 x10 70% 10,5 20 (Spikes) 4 x1.4 4 Unload
Army Revolver 4 3 45-54 75% 10,5 8 (.38) 6 x1.6 3 Risky Shot
Last Resort* 5 3 45-54 75% 10,5 6 (.38) 6 x1.6 3 Snap Shot
Phase Blaster 5 3 39-48 65% 10,5 8 (EC) 99 x1.3 3 anti-mechanic
Frostbite* 5 3 51-62 70% 10,5 6 (EC) 99 x1.3 3 10% to apply Frozen; anti-organic
Click 19 5 4 48-58 85% 10,5 12 (9MM) 9 x1.4 3 Snap Shot
Autovolver 6 4 77-94 75% 10,5 8 (.38) 10 x1.6 3 10% to apply Damage Armor;

Unload

Marshals' Law* 6 4
Wasteland Hawk 6 5 70-85 85% 10,5 8 (9MM) 11 x1.4 3 Risky Shot
Widow Maker 7 5 109-133 75% 10,5 6 (.38) 13 x1.6 3 15% to apply Damage Armor
K-Cannon 7 5 103-126 75% 10,5 4 (EC) 99 x1.6 3 20% to apply Burning; anti-organic
Guardian 7 6 98-112 85% 10,5 8 (.45) 14 x1.4 3 Risky Shot
Man Cannon 8 6 156-190 75% 10,5 6 (Spikes) 16 x1.6 3 Unload
The Retirer* 9 6 123-151 75% 10,5 8 (EC) 99 x1.6 3 25% to apply Shocked;

anti-mechanic;

Nerve Driver 10 6
Shotguns Whiteout 1 Preorder
Shotgun Gauntlet 5 Companion
Hobo Shotgun* 5
Junk Pumper 1 1 11-15 (cone) 95% 10,5 2 (Spikes) 0 x1.7 3
Skeet Hunter 2 1 13-19 (cone) 95% 10,5 2 (ShSh) 2 x1.7 3
Coach Gun 2 2 16-23 (cone) 95% 10,5 4 (ShSh) 3 x1.7 3 Double Barrel
Lever Action Repeater 3 2 19-28 (cone) 95% 10,5 2 (ShSh) 4 x1.7 3 Point Blank
Laser Shotgun 3 2
The Emancipator* 4 2 25-38 (cone) 95% 12 6 (ShSh) 7 x1.7 3 25% to apply Slowed
Last Call* 4 2 25-38 (cone) 95% 10,5 4 (ShSh) 7 x1.75 3 20% to apply Hungover; Single Shot
Punk Buster 4 3 23-33 (cone) 95% 10,5 6 (ShSh) 6 x1.7 3 Point Blank
Striker 5 3 17-24 x3 (cone) 70% 10,5 6 (ShSh) 7 x1.7 4 Single Shot
Long Barrel Pump 5 4 33-49 (cone) 95% 10,5 4 (ShSh) 9 x1.7 3 Double Barrel
SPAZ-12 6 4 41-59 (cone) 95% 10,5 8 (ShSh) 10 x1.7 3 Point Blank
Cold Comfort* 6 4 39-56 (cone) 95% 10,5 4 (EC) 99 x1.4 3 25% to apply Frozen; anti-organic
Street Cleaner 6 5 49-72 (cone) 95% 10,5 12 (ShSh) 11 x1.7 3 Double Barrel
Assault Shotgun 7 5 58-86 x3 (cone) 70% 10,5 9 (ShSh) 13 x1.7 5 Single Shot
Pulsar 7 5 42-61 x2 (cone) 80% 10,5 10 (EC) 99 x1.4 3 15% to apply Shocked;

anti-mechanic;

Tactical Shotgun 7 6 71-103 (cone) 95% 10,5 8 (ShSh) 14 x1.7 3 Point Blank
Jackhammer 8 6 83-122 x3 (cone) 70% 10,5 9 (ShSh) 16 x1.7 3 Single Shot
Neutralizer* 10 6 64-95 (cone) 95% 10,5 8 (ShSh) 99 x1.4 3

Sniper Rifles[edit | edit source]

Sniper rifles. Recommended Attributes: Intelligence, Awareness, Luck

Name Skill req. Tier Damage (A1) Hit chance Range Capacity Pen. Crit. mult. AP cost Special
Cold Death 1 Preoder
Ol' Rusty* 2 Companion 39-53 75% 24 3 (.30-06) 9 x2 6 Strike Rate +20%; Center Mass
Slag Sniper 1 1 31-44 75% 24 5 (.30-06) 6 x2 6 Strike Rate +10%
Hog Hunter 2 1 39-53 75% 24 4 (.30-06) 9 x2 6 Strike Rate +10%
Marksman Rifle 3 2 46-63 75% 24 5 (.30-06) 12 x2 6 Strike Rate +15%; Center Mass
Scout Rifle 4 2 55-77 75% 24 4 (.30-06) 16 x2 6 Strike Rate +15%; Risky Shot
Negotiator* 4 2 55-77 75% 24 4 (EC) 99 x1.6 6 Strike Rate +15%;

15% to apply Shocked; anti-mechanic

Perkele Model 85 4 3 61-84 75% 24 5 (.30-06) 18 x2 6 Strike Rate +15%; Center Mass
Mega Scope* 5 3 46-62

(narrow cone)

100% 23 4 (EC) 99 x1.6 4 Strike Rate +20%; Crit. chance +10%;

anti-mechanic

Tundra Rifle 5 4 88-121 75% 24 5 (.50) 23 x2 6 Strike Rate +20%; Center Mass
Red Dragon 6 4 104-143 75% 24 4 (.30-06) 26 x2 6 Strike Rate +20%; Risky Shot
Red Ryder Range Model Air Rifle* 5 4 26-36 75% 24 1 (BB ammo) 2 x2 6 Strike Rate +20%;

100% to apply Blinded

Death Lance 6 5 125-172 75% 24 5 (.50) 29 x2 6 Strike Rate +20%; Center Mass
Black Star 7 5 150-206 75% 24 3 (.50) 33 x2 6 Strike Rate +20%; Risky Shot
Neutron Projector 7 5 159-219 75% 24 4 (EC) 99 x1.6 6 Strike Rate +20%;

15% to apply Shocked; anti-mechanic

SR2000-Argent 7 6 162-223 75% 24 5 (.30-06) 36 x2 6 Strike Rate +25%; Center Mass
Eliminator 9 6 212-292 75% 24 3 (.50) 40 x1.6 6 Strike Rate +25%;

20% to apply Damage Armor

Ray Tracer* 10 6 190-261

(narrow cone)

90% 30 1 (EC) 99 x1.6 7 Strike Rate +25%;

25% to apply Shocked; anti-mechanic

Explosives[edit | edit source]

Exactly what it says on the tin.

Name Skill req. Tier Damage (A1) Hit chance Range Capacity Pen. Crit. mult. AP cost Special
Polar Express 1 Preorder
Mangler 1 1 27-41 100% 21 1 (Rocket) 99 x2 6 Combat Speed -0.5
RPG-7 3 2 38-56 100% 21 1 (Rocket) 99 x2 6 Combat Speed -0.5
LAW 4 3 48-73 100% 21 1 (Rocket) 99 x2 6 Combat Speed -0.5
Sabot Rocket 5 4 61-92 100% 21 1 (Rocket) 99 x2 6 Combat Speed -0.2
Nox Rocket 7 4
Stinger 6 5 85-127 100% 21 1 (Rocket) 99 x2 6 Combat Speed -0.5
Javelin 7 6 117-176 100% 21 1 (Rocket) 99 x2 6 Combat Speed -0.5
Nooka Zuka 10 375-564 85% 21 1 (Tact. Nuke) 99 x2 4

Weird Science[edit | edit source]

Unconventional types of weapons.

Name Skill req. Base damage Hit chance Range Capacity Pen. Crit. mult. AP cost Special
Brain wave destabilizer* 4 5-6 (cone) 80% 9 10 (EC) 99 x1.5 5
Shrink Ray* 1 5-6 (1 target) 85% 12 4 (EC) 99 x1.5 3 100% to apply Shrunk
Nox Rocket 7
Frozen Ferret Launcher* 1 38-56 (1 target) 99% 18 1 (Frozen Ferrets) 99 x2 6 Combat Speed -0.5; anti-organic
Reagan's Gaze* 3 32-48 (area) 90% 18 2 (EC) 99 x2 3 anti-mechanic
Meson Cannon 5 37-54 (1 target) 85% 18 6 (EC) 99 x2 4 25% to apply Shocked; anti-mechanic
Photon Cannon 6 100-150 (1 target) 85% 18 3 (Rocket) 99 x2 6 anti-mechanic
Fusion Launcher* 8 138-206 (area) 100% 18 1 (Rocket) 99 x2 6 anti-mechanic
Fuser* 4 (Mechanics) 9-11 (1 target) 85% 12 3 (EC) 99 x1.5 3 300% dmg to repair a mechanical target