Difference between revisions of "Inferno cannon"

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m (moved)
(has no quality, even in the xml)
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| MeleeWeaponAverageDPS = 4.5
 
| MeleeWeaponAverageDPS = 4.5
 
| MeleeWeaponAverageAP = 18
 
| MeleeWeaponAverageAP = 18
 +
| has quality = False
 
| page verified for version =
 
| page verified for version =
 
| weaponTags = MechanoidGunHeavy, InfernoCannonGun
 
| weaponTags = MechanoidGunHeavy, InfernoCannonGun
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{{Weapon Stats Table}}
 
{{Weapon Stats Table}}
Note that while the other qualities are defined by the game code and can be spawned in with dev mode, only certain{{Check Tag|Which}} quality inferno cannon will ever spawn in-game naturally.
 
  
 
== Version history ==
 
== Version history ==

Revision as of 10:13, 2 May 2023

Inferno cannon

Inferno cannon

An incendiary-shot mini-artillery device. It fires a large incendiary warhead.

Base Stats

Type
EquipmentWeapons
Tech Level
Spacer
Weapon Class
Mechanoid
Market Value
1400 Silver
Mass
18 kg

Ranged Combat

Mode
Single-Shot
Damage
10 dmg (Flame)
Armor penetration
0%
Warm-Up
75 ticks (1.25 secs)
Cooldown
504 ticks (8.4 secs)
Range
27 tile(s)
Velocity
45 (m/s)
Burst Count
1 (per burst)
Miss Radius
3.5 tile(s)
Blast Radius
2.4
DPS
1.04

Melee Combat

Melee Attack 1
Barrel
11.7 dmg (Blunt)
18% AP
2.6 seconds cooldown
Technical
Has Quality
False
weaponTags
MechanoidGunHeavy, InfernoCannonGun


The inferno cannon is an mechanoid-only ranged weapon. It is the main armament of the centipede burner.

This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.

Acquisition

Inferno cannons spawn on all centipede burners, including those gestated by a colony. However, it is not possible to obtain it directly in normal play. Pawns carrying it will not drop it on death, downing, or complete loss of manipulation like other weapons. It can be spawned in by the Debug actions menu but, like all unobtainable weapons, will disappear after being dropped.

Summary

The inferno cannon is a medium-range siege weapon armed to centipedes only, and it won't drop upon its death. It fires a projectile that sets anything within a 2.4-tile radius on fire, accuracy for touch range is 79, short is 42, medium is 18, and long is 6. While its shots deal trivial damage, the primary threat is that it starts fires that can consume large areas and cause extensive damage if left uncontrolled. Characters caught by its fire will run out of their cover in an attempt to put themselves out and will not fight back when damaged, making them sitting ducks. Burns do not cause bleeding but instead cause extensive pain, which leads to shock and incapacitation, or uncommonly scar the pawn badly. Downed colonists are also liable to death by fire unless rescued or put out. Shots can burn flammables through walls, so use extreme caution when opening ancient shrines as you may not want to trigger the spacers while the threat still lingers around.

Inferno cannon blast burning flammables through walls

Analysis

If you haven't already switched from wood walls and floors, Inferno Cannons are a significant threat. To avoid the worst of the collateral fire damage, build bunkers made of stone to fight Centipedes from, and keep firefoam poppers handy just in case fire threatens your stockpiles or farm fields.

Devilstrand clothing, especially dusters, offers a lot of protection against fire damage. Consider investing in some if you can.

Attack table

Ranged

  • Inferno cannon
    Inferno cannon
    Dam. AP DPS
    (Optimal)
    Market
    value
    10 0% 1.04 1400 Silver

  • Melee

    Feature Toggle
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Inferno cannon Inferno cannon Barrel (Blunt) Human: Left & right fist (Blunt) HP Value
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    4.42 16.5% 11.7 2.6s 18% 4.5 75% 8.2 2s 12% 4.1 12.5% 100 1400 Silver
    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

    Version history

    • 1.4.3523 - New weaponTag added to uniquely identify it for use by a specific centipede variant.