Difference between revisions of "Charge rifle"

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(Re-structured: performance, obtaining, conclusion & comparison. Enjoyed writing this one.)
 
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<onlyinclude>
+
{{Infobox main|weapon
{{infobox main|weapon|
+
| name = Charge rifle
|name = Charge Rifle
+
| image = R4ChargeRifle.png
|image = R4ChargeRifle.png|Charge Rifle
+
| description = A charged-shot assault rifle. Pulse-charge technology charges each shot with unstable energy as it leaves the barrel. Released on impact, the charged energy greatly increases the damage done.
|description = "Phase-charging energy projectile rifle."
+
| type = Equipment
|type = Equipment{{!}}Equipment
+
| type2 = Weapons
|type2 = Weapons{{!}}Weapons
+
| tech level = Spacer
|class = Advanced
+
| class = Spacer
|damage = 12
+
| damage = 15
|range = 23
+
| damage type = Bullet
|accuracyTouch = 80
+
| armorPenetration = 35
|accuracyShort = 83
+
| range = 25.9
|accuracyMedium = 68
+
| accuracyTouch = 55
|accuracyLong = 53
+
| accuracyShort = 64
|mode = Burst
+
| accuracyMedium = 55
|burst = 3
+
| accuracyLong = 45
|burstTicks = 12
+
| mode = Burst
|warmup = 60
+
| burst = 3
|cooldown = 68.4
+
| burstTicks = 12
|velocity = 70
+
| warmup = 60
|DPS = DPS
+
| cooldown = 120
|buy = {{icon|steel|20}} + {{icon|plasteel|40}} + {{icon|component|7}}
+
| velocity = 70
|sell = {{icon|silver|945}}
+
| DPS = DPS
|mass base = 4.6
+
| production facility 1 = Fabrication bench
 +
| research = Pulse charged munitions
 +
| resource 1 = Plasteel
 +
| resource 1 amount = 50
 +
| resource 2 = Advanced component
 +
| resource 2 amount = 2
 +
| marketvalue = 1010
 +
| mass base = 4.6
 +
| stoppingPower = 0.5
 +
| work to make = 45000
 +
| work speed stat = General Labor Speed
 +
| meleeattack1dmg = 9
 +
| meleeattack1type = blunt
 +
| meleeattack1part = Stock
 +
| meleeattack1cool = 2.0
 +
| meleeattack1ap = 13
 +
| meleeattack2dmg = 9
 +
| meleeattack2type = blunt
 +
| meleeattack2part = Barrel
 +
| meleeattack2cool = 2.0
 +
| meleeattack2ap = 13
 +
| meleeattack3dmg = 9
 +
| meleeattack3type = Poke
 +
| meleeattack3part = Barrel
 +
| meleeattack3cool = 2.0
 +
| meleeattack3ap = 13
 +
| page verified for version =
 +
| skill 1 = Crafting
 +
| skill 1 level = 7
 +
| has quality = True
 +
| weaponTags = Gun, SpacerGun
 +
| thingSetMakerTags = RewardStandardLowFreq, RewardStandardQualitySuper
 +
| tradeTags = WeaponRanged
 
}}
 
}}
</onlyinclude>
+
{{Info|The '''charge rifle''' is a spacer-tech [[weapon]] that fires 3-round bursts. It has good armor penetration, moderate range, and slightly lower accuracy}}
  
The charge rifle is a somewhat heavy, fully automatic futuristic pulse rifle in RimWorld which deals considerable damage, has a rather short time between shots, short range, and high accuracy. Considering all of the stats, the charge rifle is one of the best weapons in the game and by far the best in its class (with the exception of the [[LMG]] that can sometimes trade blows); excellent damage output owing to its high fire rate and stopping power, combined with superior accuracy in its class, the only 'weakness' that the charge rifle has is its short range. The charge rifle is arguably the best weapon for individual opponents, but there are better weapons out there when it comes to tearing apart large crowds.
+
== Acquisition ==
 +
{{Acquisition}}
  
The charge rifle's main strength (as already mentioned) is its superior damage output combined with the best accuracy in its class.
+
Charge rifles can also be found in [[ancient shrine]]s, or [[Trade|purchased]] from [[outlander]] and orbital combat suppliers, or outlander [[faction base]]s. The [[Scenario_system#The Rich Explorer|Rich Explorer]] starting scenario begins with a single charge rifle.
  
===Obtaining===
+
[[raider#Humanlike|Human raiders]] never use charge rifles in RimWorld Core {{RimworldIcon}}, however if the [[Royalty DLC]] is active, they may be obtained from the following [[Empire]] {{RoyaltyIcon}} pawn kinds:
Charge rifles can be purchased from outlander and orbital weapon traders for a hefty price, or obtained from pirate raiders in the mid-late game onwards. Charge Rifles can also be crafted at a [[machining table]] once the [[research#machining|machining]] and [[research#chargedshot|charged shot]] researched have been completed; from 20 [[steel]], 40 [[plasteel]], 7 [[component]]s, and {{ticks|50000}} of work.
 
  
You will also start with a charge rifle in the [[scenario system#richexplorer|rich explorer]] scenario.
+
{| class="wikitable sortable"
 +
! Raider Kind !! Chance !! Average Quality !! Health
 +
|-
 +
| [[Empire#Janissary|Janissary]] {{RoyaltyIcon}}  || ? || ? || 70-230%
 +
|-
 +
| [[Empire#Cataphract|Cataphract]] {{RoyaltyIcon}} || ? || ? || 70-230%
 +
|-
 +
| [[Empire#Stellic defender|Stellic defender]] {{RoyaltyIcon}} || ? || ? || 100%
 +
|}
  
===Conclusion & Comparison===
+
== Analysis ==
As previously mentioned: the charge rifle shadows most other weapons in its class with the exception of the LMG which comes close to it. The [[heavy SMG]] may offer slightly better stopping power, but the charge rifle demolishes it in terms of accuracy and has quicker time between shots, and the [[pump shotgun]] offers notably better stopping power, but the charge rifle again has superior fire rate, and also range. The LMG cuts it a lot closer though: the charge rifle will generally come out on top in common combat scenarios (unmodified shooters against humans), but the LMG has a chance of pulling ahead in the hands of a fully augmented trigger-happy shooter (bionics and luciferium) - especially against larger enemies and also small groups of enemies, as LMGs can cause minor collateral damage.
+
Charge rifles are endgame tier weapons. In terms of DPS, the charge rifle is only beaten by the [[chain shotgun]] and [[minigun]], after considering accuracy. The former has a rather short range, and the latter carries a massive cooldown cycle. The charge rifle has none of their downsides; its moderate range, higher {{AP}}, and powerful, three shot burst make it a flexible weapon. A minor downside is that it can't stagger humans.
  
On the subject of collateral damage, a [[minigun]] is arguably just as effective as a small firing squad of charge rifle gunners against crowds of enemies: while the minigun is terrible against individual targets owing to its forced miss radius, it'll happily tear several new holes into anybody that stands in the way of this target, or around the target for that matter.
+
The main issue with using charge rifles is cost. They require [[advanced component]]s - difficult to amass  before [[Research#Advanced Fabrication|Advanced Fabrication]] is available. Raiders outside of the [[Empire]]{{RoyaltyIcon}} won't ever carry the charge rifle and their appearance in [[trade]] inventories is rare, expensive, and limited in quality compared to crafting. For most of the game, you'll have to rely on cheaper weapons. Quality has a major impact - you could get a normal quality charge rifle by trading, but it could be matched or outperformed by an excellent [[heavy SMG]] or [[assault rifle]].
  
An ideal firing squad (in non-killbox situations) would be a combination of charge rifles to dispose of close-range enemies, and then perhaps [[assault rifle]]s to gun enemies down at mid-range, and then [[survival rifle|survival]] and/or [[sniper rifle|sniper]] rifles to pick off enemies at medium-long or long range. Perhaps mix a few trigger-happy minigunners in to rip grouped enemies apart - although you'll want to be careful with miniguns as they can just as easily dispatch of your own pawns.
+
The disparity in cost becomes even more relevant when mass producing weapons, in hopes of rolling higher qualities. For example: before {{AP}}, a masterwork [[assault rifle]] outperforms all charge rifles of a lower quality, and has a superior range. You can often create double the amount of assault rifles for the same investment. This makes mass producing high quality, lower tech weapons a viable alternative when resources and crafting expertise are limited.  
  
The charge rifle remains a useful weapon throughout all stages of the game.
+
=== Stats ===
 +
Against an unarmored human, a charge rifle can kill with 3 hits to the torso, 2-3 hits to the head, 2 hits to the neck, or 1 hit to the brain; cripple limbs in 2 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 5 hits (~8.2 seconds average) to incapacitate that human from pain shock.
  
==Trivia==
+
Overall, the charge rifle is best paired with a careful shooter up to level 16, and with a trigger-happy shooter beyond that point.
Charged-shot weapons are also referred to as [https://en.wikipedia.org/wiki/Tokamak Tokamak] weapons in the [https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub fiction primer]. They fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion. These require high amounts of power to fire and are powered by hex-cells at small scales (like Charge Rifles), or fusion reactors in the case of large cannons.
 
  
 +
== Comparisons ==
 +
===Comparison to assault rifles===
 +
Charge rifles, as general purpose 3-burst firearms, are very similar to [[assault rifle]]s. The latter is noticeably cheaper, but the charge rifle comes with a few advantages.
  
[[Kind::Weapons| ]]
+
For the same [[quality]], a charge rifle has roughly +20% more pre-accuracy {{DPS}} and +20% [[Apparel#Protection|armor penetration]]. For post-accuracy DPS, the charge rifle is superior to the AR for all ranges it can reach - ''even against unarmored targets''. The exact effect of the charge rifle's {{AP}} depends on target armor and weapon quality.{{ref label|Armor|1}}
{{nav|weapon|wide}}
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[[Category:Weapons]]
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In contrast, the assault rifle has a clear focus towards long-range combat. With 5 tiles more range, the AR outranges [[lancer]]s, [[centipede blaster]]s, and [[centipede burner]]s. It more ''comfortably'' outranges [[tribal]]s, [[termite]]s, and other enemies. For [[kiting]], when both range and DPS are highly important, the AR comes out on top - even when cost and quality are ignored. An assault rifle of higher quality will also come out ahead in many other scenarios.
[[Category:Equipment]]
+
 
 +
In general, an assault rifle ~1 quality level above is ''roughly'' equal to a charge rifle. A good charge rifle is superior to an excellent assault rifle at touch and short ranges. The assault rifle would be better at medium and long ranges, though this is before considering AP. The higher quality assault rifle is much cheaper, so if given the choice, buy that. Because of the significant impact of quality at masterwork and legendary, a masterwork AR is better at any range than an excellent charge rifle, even after AP.
 +
 
 +
'''Notes:'''
 +
:{{note label|Armor|1}} For every 1% of armor below (100% + AP%), damage is reduced by an average of 0.75% (See [[Apparel#Protection]] for detail). Every 1% of AP subtracts 1% of armor. So against [[scyther]]s and [[lancer]]s, a normal quality charge rifle would have {{Good|x{{%| (13.24)/(10.88) * (.9625/0.82) round 2}}}} DPS pre-accuracy. After accuracy: worst case scenario, {{Good|x{{%| (13.24)/(10.88) * (.9625/0.82) * (.55/.65) round 2}}}} more damage.<!-- (CR DPS / AR DPS) * (CR damage reduction / AR damage reduction) * (CR acc / AR acc).-->
 +
 
 +
:Masterwork and legendary weapons increase both weapon's AP, meaning it takes more armor for the same benefit. However, damage is also multiplied. Therefore, the charge rifle remains superior against light targets and even better against armored targets.
 +
 
 +
=== Comparison to heavy SMGs ===
 +
[[Heavy SMG]]s are another general purpose weapon. Both weapons focus on short-medium range combat, as opposed to the assault rifle.
 +
 
 +
For the same quality, the heavy SMG beats the charge rifle for up to 10 tiles of range, before {{AP}}. However, the charge rifle is ''much'' better at the medium range band. This results in the charge rifle being a more practical weapon - most fights will start beyond 10 tiles. If you'd using the heavy SMG ''just'' because it's better at short range, you'll likely be better off using [[chain shotgun]]s instead, which are much stronger than both the HSMG and charge rifle.
 +
 
 +
The heavy SMG is much cheaper, and shares a similar practical range to the charge rifle. Therefore, the charge rifle is best seen as an upgrade. Use heavy SMGs at first, and start creating charge rifles once you can afford them. Heavy SMGs can still be used by 0-skill shooters, who would have trouble hitting anything past 10 tiles anyways.
 +
 
 +
For differing quality: A heavy SMG 2 quality levels can beat a charge rifle at "short-medium" range. For example, a normal charge rifle beats an excellent heavy SMG past ~17 tiles of range. HSMGs retain their advantage with shorter distances. Due to the large benefits given by masterwork and legendary weapons, a masterwork heavy SMG beats a good charge rifle at all ranges it can reach.
 +
 
 +
{{Weapon Stats Table}}
 +
 
 +
== Trivia ==
 +
According to the [[Lore#Key technologies|lore]], charged-shot weapons fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion and greatly increasing the damage done.
 +
 
 +
In the [[Lore#Key_technologies_2|now-obsolete Quick Primer]], charge weapons were also referred to as [https://en.wikipedia.org/wiki/Tokamak Tokamak] weapons and required high amounts of power to fire. This necessitated powering by hex-cells at small scales (like Charge Rifles), or fusion reactors in the case of large cannons. With the obsolescence of that fiction primer, and the publication of a new primer that omits, but does not contradict, those details, the canonicity of this lore is now unclear.
 +
 
 +
== Version history ==
 +
* [[Version/0.0.245|0.0.245]] - Now has a unique sound.
 +
* Approximately A9 - Renamed from '''R-4 Charge Rifle''' to '''Charge rifle'''.
 +
* [[Version/0.12.910|0.12.910]] - Rebalanced.
 +
* Beta 18 - Received a nerf to damage.
 +
* Beta 19 - Received a damage and range buff, and accuracy and fire rate nerf.  Its recipe was also changed, and raiders no longer use charge rifles.
 +
 
 +
<gallery>
 +
Equipment R4.png|Original R-4 Charge Rifle sprite
 +
</gallery>
 +
 
 +
{{Nav|weapon|wide}}
 +
[[Category:Equipment]] [[Category:Weapons]] [[Category:Spacer Weapons]]
 +
[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]]

Latest revision as of 07:06, 15 November 2024

Charge rifle

Charge rifle

A charged-shot assault rifle. Pulse-charge technology charges each shot with unstable energy as it leaves the barrel. Released on impact, the charged energy greatly increases the damage done.

Base Stats

Type
EquipmentWeapons
Tech Level
Spacer
Weapon Class
Spacer
Market Value
1010 Silver
Mass
4.6 kg

Ranged Combat

Mode
Burst
Damage
15 dmg (Bullet)
Armor penetration
35%
Warm-Up
60 ticks (1 sec)
Cooldown
120 ticks (2 secs)
Range
25.9 tile(s)
Accuracy
55% - 64% - 55% - 45%
Velocity
70 (m/s)
Burst Count
3 (per burst)
Burst Ticks
12 ticks (0.2 secs)
(300 RPM)
DPS
13.24
Stopping power
0.5

Melee Combat

Melee Attack 1
Stock
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 2 
Barrel
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 3 
Barrel
9 dmg (Poke)
13% AP
2.0 seconds cooldown

Creation

Crafted At
Fabrication bench
Required Research
Pulse charged munitions
Skill Required
Crafting 7
Work To Make
45,000 ticks (12.5 mins)
Work Speed Stat
General Labor Speed
Resources to make
Plasteel 50 + Advanced component 2
Technical
Has Quality
True
weaponTags
Gun, SpacerGun
thingSetMakerTags
RewardStandardLowFreq, RewardStandardQualitySuper
tradeTags
WeaponRanged


The charge rifle is a spacer-tech weapon that fires 3-round bursts. It has good armor penetration, moderate range, and slightly lower accuracy

Acquisition[edit]

Charge rifles can be crafted at a fabrication bench once the pulse charged munitions research project has been completed. Each requires Plasteel 50 Plasteel, Advanced component 2 Advanced components, 45,000 ticks (12.5 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 7.

Charge rifles can also be found in ancient shrines, or purchased from outlander and orbital combat suppliers, or outlander faction bases. The Rich Explorer starting scenario begins with a single charge rifle.

Human raiders never use charge rifles in RimWorld Core Content from Rimworld core game only, however if the Royalty DLC is active, they may be obtained from the following Empire Content added by the Royalty DLC pawn kinds:

Raider Kind Chance Average Quality Health
Janissary Content added by the Royalty DLC ? ? 70-230%
Cataphract Content added by the Royalty DLC ? ? 70-230%
Stellic defender Content added by the Royalty DLC ? ? 100%

Analysis[edit]

Charge rifles are endgame tier weapons. In terms of DPS, the charge rifle is only beaten by the chain shotgun and minigun, after considering accuracy. The former has a rather short range, and the latter carries a massive cooldown cycle. The charge rifle has none of their downsides; its moderate range, higher AP, and powerful, three shot burst make it a flexible weapon. A minor downside is that it can't stagger humans.

The main issue with using charge rifles is cost. They require advanced components - difficult to amass before Advanced Fabrication is available. Raiders outside of the EmpireContent added by the Royalty DLC won't ever carry the charge rifle and their appearance in trade inventories is rare, expensive, and limited in quality compared to crafting. For most of the game, you'll have to rely on cheaper weapons. Quality has a major impact - you could get a normal quality charge rifle by trading, but it could be matched or outperformed by an excellent heavy SMG or assault rifle.

The disparity in cost becomes even more relevant when mass producing weapons, in hopes of rolling higher qualities. For example: before AP, a masterwork assault rifle outperforms all charge rifles of a lower quality, and has a superior range. You can often create double the amount of assault rifles for the same investment. This makes mass producing high quality, lower tech weapons a viable alternative when resources and crafting expertise are limited.

Stats[edit]

Against an unarmored human, a charge rifle can kill with 3 hits to the torso, 2-3 hits to the head, 2 hits to the neck, or 1 hit to the brain; cripple limbs in 2 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 5 hits (~8.2 seconds average) to incapacitate that human from pain shock.

Overall, the charge rifle is best paired with a careful shooter up to level 16, and with a trigger-happy shooter beyond that point.

Comparisons[edit]

Comparison to assault rifles[edit]

Charge rifles, as general purpose 3-burst firearms, are very similar to assault rifles. The latter is noticeably cheaper, but the charge rifle comes with a few advantages.

For the same quality, a charge rifle has roughly +20% more pre-accuracy DPS and +20% armor penetration. For post-accuracy DPS, the charge rifle is superior to the AR for all ranges it can reach - even against unarmored targets. The exact effect of the charge rifle's AP depends on target armor and weapon quality.[1]

In contrast, the assault rifle has a clear focus towards long-range combat. With 5 tiles more range, the AR outranges lancers, centipede blasters, and centipede burners. It more comfortably outranges tribals, termites, and other enemies. For kiting, when both range and DPS are highly important, the AR comes out on top - even when cost and quality are ignored. An assault rifle of higher quality will also come out ahead in many other scenarios.

In general, an assault rifle ~1 quality level above is roughly equal to a charge rifle. A good charge rifle is superior to an excellent assault rifle at touch and short ranges. The assault rifle would be better at medium and long ranges, though this is before considering AP. The higher quality assault rifle is much cheaper, so if given the choice, buy that. Because of the significant impact of quality at masterwork and legendary, a masterwork AR is better at any range than an excellent charge rifle, even after AP.

Notes:

1 For every 1% of armor below (100% + AP%), damage is reduced by an average of 0.75% (See Apparel#Protection for detail). Every 1% of AP subtracts 1% of armor. So against scythers and lancers, a normal quality charge rifle would have ×143% DPS pre-accuracy. After accuracy: worst case scenario, ×121% more damage.
Masterwork and legendary weapons increase both weapon's AP, meaning it takes more armor for the same benefit. However, damage is also multiplied. Therefore, the charge rifle remains superior against light targets and even better against armored targets.

Comparison to heavy SMGs[edit]

Heavy SMGs are another general purpose weapon. Both weapons focus on short-medium range combat, as opposed to the assault rifle.

For the same quality, the heavy SMG beats the charge rifle for up to 10 tiles of range, before AP. However, the charge rifle is much better at the medium range band. This results in the charge rifle being a more practical weapon - most fights will start beyond 10 tiles. If you'd using the heavy SMG just because it's better at short range, you'll likely be better off using chain shotguns instead, which are much stronger than both the HSMG and charge rifle.

The heavy SMG is much cheaper, and shares a similar practical range to the charge rifle. Therefore, the charge rifle is best seen as an upgrade. Use heavy SMGs at first, and start creating charge rifles once you can afford them. Heavy SMGs can still be used by 0-skill shooters, who would have trouble hitting anything past 10 tiles anyways.

For differing quality: A heavy SMG 2 quality levels can beat a charge rifle at "short-medium" range. For example, a normal charge rifle beats an excellent heavy SMG past ~17 tiles of range. HSMGs retain their advantage with shorter distances. Due to the large benefits given by masterwork and legendary weapons, a masterwork heavy SMG beats a good charge rifle at all ranges it can reach.

Attack table

Ranged

  • Charge rifle Charge rifle Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 13.5 31.5% 44% 51.2% 44% 36% 11.92 5.24 6.08 5.24 4.29 505 Silver
    Poor 15 35% 49.5% 57.6% 49.5% 40.5% 13.24 6.62 7.68 6.62 5.43 755 Silver
    Normal 15 35% 55% 64% 55% 45% 13.24 7.28 8.47 7.28 5.96 1010 Silver
    Good 15 35% 60.5% 70.4% 60.5% 49.5% 13.24 8.08 9.27 8.08 6.62 1260 Silver
    Excellent 15 35% 66% 76.8% 66% 54% 13.24 8.74 10.19 8.74 7.15 1515 Silver
    Masterwork 18.75 43.75% 74.25% 86.4% 74.25% 60.75% 16.55 12.25 14.23 12.25 10.1 2525 Silver
    Legendary 22.5 52.5% 82.5% 96% 82.5% 67.5% 19.86 16.48 19.07 16.48 13.5 4010 Silver

    For the full effects of qualities, see Quality. Values shown in Red indicate the weapon is out of range at the reference point for this range band.
    The value is provided due to the interpolated nature of accuracy between range points.

  • Melee

    Feature Toggle
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Charge rifle Charge rifle Stock (Blunt) Barrel (Blunt) Barrel (Poke) Human: Left & right fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 3.98 11.6% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 8.2 2s 12% 4.1 37.5% 100 505 Silver
    Poor 4.07 11.82% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.2 2s 12% 4.1 20% 100 755 Silver
    Normal 4.4 12.75% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 8.2 2s 12% 4.1 12.5% 100 1010 Silver
    Good 4.74 13.73% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 8.2 2s 12% 4.1 12.5% 100 1260 Silver
    Excellent 5.08 14.7% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 8.2 2s 12% 4.1 12.5% 100 1515 Silver
    Masterwork 5.92 17.14% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 8.2 2s 12% 4.1 12.5% 100 2525 Silver
    Legendary 6.59 19.09% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 8.2 2s 12% 4.1 12.5% 100 4010 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Trivia[edit]

    According to the lore, charged-shot weapons fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion and greatly increasing the damage done.

    In the now-obsolete Quick Primer, charge weapons were also referred to as Tokamak weapons and required high amounts of power to fire. This necessitated powering by hex-cells at small scales (like Charge Rifles), or fusion reactors in the case of large cannons. With the obsolescence of that fiction primer, and the publication of a new primer that omits, but does not contradict, those details, the canonicity of this lore is now unclear.

    Version history[edit]

    • 0.0.245 - Now has a unique sound.
    • Approximately A9 - Renamed from R-4 Charge Rifle to Charge rifle.
    • 0.12.910 - Rebalanced.
    • Beta 18 - Received a nerf to damage.
    • Beta 19 - Received a damage and range buff, and accuracy and fire rate nerf. Its recipe was also changed, and raiders no longer use charge rifles.