Difference between revisions of "Inferno cannon"
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Latest revision as of 13:06, 15 November 2024
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Double check explosion through walls behavior - 1.1.0 patch seems to reference fixing bug of similar type. |
Inferno cannon
An incendiary-shot mini-artillery device. It fires a large incendiary warhead.
Base Stats
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
- 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[edit]
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[edit]
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.
Analysis[edit]
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
Melee
Feature | Toggle |
---|---|
Attacks |
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 | 2× 12.5% | 100 | 1400 |
- ↑ 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. - ↑ 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[edit]
- 1.4.3523 - New weaponTag added to uniquely identify it for use by a specific centipede variant.