Difference between revisions of "Charge lance"

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|cooldown = 162
 
|cooldown = 162
 
|velocity = 120
 
|velocity = 120
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| production facility 1 = Fabrication bench
 
|resource 1 = Plasteel
 
|resource 1 = Plasteel
 
|resource 1 amount = 60
 
|resource 1 amount = 60

Revision as of 02:38, 20 April 2021

Charge lance

Charge lance

A pulse-charged rail-assisted lance weapon. It fires a single shot at high velocity, charging it with unstable energy as it leaves the acceleration rail.

Base Stats

Type
EquipmentWeapons
Weapon Class
Spacer
Market Value
1355 Silver
Mass
8 kg

Ranged Combat

Mode
Single-Shot
Damage
30 dmg
Armor penetration
45%
Warm-Up
102 ticks (1.7 secs)
Cooldown
162 ticks (2.7 secs)
Range
29.9 tile(s)
Accuracy
65% - 85% - 85% - 75%
Velocity
120 (m/s)
Burst Count
1 (per burst)
DPS
6.82
Stopping power
1.5

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
Skill Required
Crafting 9
Work To Make
60,000 ticks (16.67 mins)
Resources to make
Plasteel 60 + Advanced component 3
Technical
weaponTags
Gun, SpacerGun, MechanoidGunMedium
thingSetMakerTags
RewardStandardLowFreq, RewardStandardQualitySuper


The charge lance is a heavy, single-shot ranged weapon which deals a high amount of damage per shot; slightly longer time between shots; long range and high overall accuracy.

Acquisition

Charge lances can be produced at a fabrication bench with a minimum crafting skill of 9 once the pulse-charged munitions research has been completed; from 60 plasteel, 3 advanced components and 60,000 ticks (16.67 mins) of work. Charge lances can also be purchased from outlander and orbital combat suppliers, as well as outlander settlements.

Lancers are the only enemy in the core game to use charge lances, but they aren't dropped when the lancer dies. Therefore, there is no way to acquire charge lances from raiders in the core game. With the Royalty DLC enabled, however, Janissaries, Cataphracts, and Stellic Defenders from the Empire have a possibility to spawn with a charge lance equipped.

Analysis

The charge lance deals the highest amount of damage per shot out of all non-explosive ranged weapons in the game, and therefore has gained quite the reputation for dismembering and outright killing people alongside the pila and sniper rifle. This is combined with the highest projectile velocity ingame, as well as decent range and accuracy. Stopping power is also good: high enough to stagger humans, as well as slightly larger creatures such as cougars and all insectoid variations.

As a result of its high damage, armor penetration is also good. This therefore makes the charge lance quite a solid weapon against more heavily-armored opponents such as mechanoids or lategame raiders.

Rate of fire is quite slow; slower than the bolt-action rifle and significantly slower than the charge rifle, but significantly faster than the sniper rifle. Damage output is rather poor at shorter ranges and middle-of-the-road at medium range. Also, similarly to the charge rifle, the charge lance is very difficult to acquire until lategame since it's expensive to produce and either unobtainable from raiders entirely Content from Rimworld core game only or only obtainable from difficult Empire raiders Content added by the Royalty DLC

In terms of usage in combat, the charge lance is best suited as a medium-to-long-range support weapon (especially against heavily-armored targets), or in field combat. The charge lance can also be used as a powerful hunting weapon.

Against an unarmored human, a charge lance can kill with 2 hits to the torso, 1-2 hits to the head, or 1 hit to the neck or brain; cripple or destroy limbs with a single hit; and destroy eyes and digits with a single hit. It'll generally take around 3 hits (~16.6 seconds average) to incapacitate that human from pain shock.

Overall, the charge lance is best paired with a careful shooter up to level 17, then with a trigger-happy shooter beyond that point.

Attack table

Ranged

  • Charge lance Charge lance Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 27 40.5% 52% 68% 68% 60% 6.14 3.19 4.17 4.17 3.68 675 Silver
    Poor 30 45% 58.5% 76.5% 76.5% 67.5% 6.82 4.02 5.25 5.25 4.64 1015 Silver
    Normal 30 45% 65% 85% 85% 75% 6.82 4.43 5.8 5.8 5.12 1355 Silver
    Good 30 45% 71.5% 93.5% 93.5% 82.5% 6.82 4.91 6.41 6.41 5.66 1695 Silver
    Excellent 30 45% 78% 100% 100% 90% 6.82 5.32 6.82 6.82 6.14 2030 Silver
    Masterwork 37.5 56.25% 87.75% 100% 100% 100% 8.53 7.5 8.53 8.53 8.53 3355 Silver
    Legendary 45 67.5% 97.5% 100% 100% 100% 10.23 10.03 10.23 10.23 10.23 4355 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 lance Charge lance 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% 100 675 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 1015 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 1355 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 1695 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 2030 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 3355 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 4355 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

    Melee Combat

  • Tool Attack Damage Type Power AP Cooldown Likelihood Base DPS
    Overall - - 9 13% 2.00s - 4.50
    Barrel Blunt Blunt 9 13% 2.00s 50.00% 4.50
    Barrel Poke Blunt 9 13% 2.00s 50.00% 4.50
  • Version history

    In Beta 19 it received a slight damage buff (27 --> 30), a slight reduction in time to aim and increase in attack cooldown, leaving fire rate more or less the same. It also received a crafting recipe allowing humans to use them.

    In 1.1 its range and long range accuracy was nerfed (37 --> 30; 80% --> 75%).