Difference between revisions of "Charge rifle"
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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. | 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. | ||
− | Charge rifles, as general purpose 3-burst firearms, are very similar to [[assault rifle]]s. For the same [[quality]], a charge rifle has roughly +20% more pre-accuracy DPS and '''twice''' the armor penetration, | + | Charge rifles, as general purpose 3-burst firearms, are very similar to [[assault rifle]]s. For the same [[quality]], a charge rifle has roughly +20% more pre-accuracy DPS, +50% damage per shot, and '''twice''' the armor penetration. However, it also has 5 tiles less range and ~10% less accuracy. Therefore, regular ARs a more appealing choice for pawns with low Shooting skill, or when range is actively helpful. An assault rifle that's 1 quality better, such as good assault rifle vs normal charge rifle, will match and even surpass their spacer counterpart. Also, assault rifles are much cheaper. |
The main issue with using charge rifles is cost. Other than the actual cost, they require [[advanced component]]s - which are largely impractical to amass before [[Research#Advanced Fabrication|Advanced Fabrication]] is available. Raiders outside of the [[Empire]]{{RoyaltyIcon}} won't ever carry it. For most of the game, you'll have to rely on cheaper weapons. Depending on [[quality]] and current range, they can often beat a charge rifle. | The main issue with using charge rifles is cost. Other than the actual cost, they require [[advanced component]]s - which are largely impractical to amass before [[Research#Advanced Fabrication|Advanced Fabrication]] is available. Raiders outside of the [[Empire]]{{RoyaltyIcon}} won't ever carry it. For most of the game, you'll have to rely on cheaper weapons. Depending on [[quality]] and current range, they can often beat a charge rifle. |
Revision as of 21:12, 2 November 2022
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
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 - Melee Average DPS
- 4.5
- Melee Average AP
- 13%
Creation
- Required Research
- Pulse charged munitions
- Skill Required
- Crafting 7
- Work To Make
- 45,000 ticks (12.5 mins)
- weaponTags
- Gun, SpacerGun
- thingSetMakerTags
- RewardStandardLowFreq, RewardStandardQualitySuper
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
Charge rifles can be crafted at a Fabrication bench once the Pulse charged munitions research project has been completed. They require 50 Plasteel, 2 Advanced components, 45,000 ticks (12.5 mins) of work, 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 , however if the Royalty DLC is active, they may be obtained from the following Empire pawn kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Janissary | ? | ? | 70-230% |
Cataphract | ? | ? | 70-230% |
Stellic Defender | ? | ? | 100% |
Analysis
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.
Charge rifles, as general purpose 3-burst firearms, are very similar to assault rifles. For the same quality, a charge rifle has roughly +20% more pre-accuracy DPS, +50% damage per shot, and twice the armor penetration. However, it also has 5 tiles less range and ~10% less accuracy. Therefore, regular ARs a more appealing choice for pawns with low Shooting skill, or when range is actively helpful. An assault rifle that's 1 quality better, such as good assault rifle vs normal charge rifle, will match and even surpass their spacer counterpart. Also, assault rifles are much cheaper.
The main issue with using charge rifles is cost. Other than the actual cost, they require advanced components - which are largely impractical to amass before Advanced Fabrication is available. Raiders outside of the Empire won't ever carry it. For most of the game, you'll have to rely on cheaper weapons. Depending on quality and current range, they can often beat a charge rifle.
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 (~9.7 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.
Attack table
Ranged
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 |
---|---|
Attacks |
Charge rifle | Stock (Blunt) | Barrel (Blunt) | Barrel (Poke) | Human: Left & rigth 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 | 2× 37.5% | 100 | 505 |
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 | 2× 20% | 100 | 755 |
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 | 2× 12.5% | 100 | 1010 |
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 | 2× 12.5% | 100 | 1260 |
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 | 2× 12.5% | 100 | 1515 |
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 | 2× 12.5% | 100 | 2525 |
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 | 2× 12.5% | 100 | 4010 |
For the full effects of qualities, see Quality.
- ↑ 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
Trivia
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
- 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.