WeaponBash

v1.0.2·Updated 2026-08-23

Ranged units bash enemies that get too close with whatever they're holding. Physical contact required - real swings, real physics, no fake damage auras.

About this mod Author’s original text

Weapon Bash

Ranged units can now defend themselves in melee: when an enemy gets within arm's reach, they bash with whatever they're holding. It only does a small amount of damage and is mostly for knockback.

How it works

  • Every unit holding a ranged weapon gets the bash automatically — no unit creator setup, works with vanilla units, custom units, and units from other mods.
  • When an enemy closes to ~1.75m, the unit slams its weapon at them with a full-body lunge.
  • Damage and knockback only happen on real physical contact. The bash arms the weapon for a short window; if the swing physically connects, the victim takes a small blunt-damage bonus plus whatever the impact physics dish out. A whiffed bash does nothing.
  • Melee units are untouched — their normal attacks already fill this niche, and the forced swing would interfere with their combat rhythm.
  • Bash cooldown is 3 seconds per unit.

Tuning

There's no config file yet — defaults are tuned for a natural, physics-driven feel. If you build from source, everything lives in the WeaponBashConfig class:

| Setting | Default | What it does |

|---|---|---|

| Enabled | true | Master switch |

| RangedOnly | true | Only units holding a ranged weapon bash |

| Radius | 1.75 | Trigger distance (meters) |

| Damage | 5 | Bonus blunt damage on contact |

| Knockback | 0 | Artificial launch (m/s) added on contact; 0 = pure swing physics |

| Cooldown | 3 | Seconds between bashes per unit |

| DebugLogs | false | Log attach/trigger/contact events to the BepInEx log |

Compatibility

  • Applied via a single Harmony patch on unit initialization — no blueprint edits, no unit database changes, safe to add or remove mid-campaign.
  • Plays fine with custom factions and unit mods; anything that spawns through the normal unit pipeline gets the bash.

Source

Built for TABS with BepInEx 5. Source on GitHub:

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.

Install locations vary a lot between mods — the bundled readme is the most reliable guide.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack_TABS

File & checksum

Filename
WeaponBash-1.0.2.zip
File size
20.9 KiB