Unobtainable items

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There are some items in RimWorld that can not be obtained by normal means and but can be spawned in using developmental mode.

Mechanoid Weapons

Mechanoids are seen to carry these weapons into raids, but unfortunately do not drop then on death.

Note: Mechanoids do drop Miniguns on death.

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
Tech Level
Spacer
Weapon Class
Spacer
Market Value
1355 Silver
Mass
8 kg

Ranged Combat

Mode
Single-Shot
Damage
30 dmg (Bullet)
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
Required Research
Pulse charged munitions
Skill Required
Crafting 9
Work To Make
60,000 ticks (16.67 mins)
Work Speed Stat
General Labor Speed
Resources to make
Plasteel 60 + Advanced component 3
Technical
Has Quality
True
weaponTags
Gun, SpacerGun, MechanoidGunMedium
thingSetMakerTags
RewardStandardLowFreq, RewardStandardQualitySuper
tradeTags
WeaponRanged


The charge lance is a heavy, single-shot ranged weapon which deals a high amount of damage per shot with commensurately high AP, a longer time between shots, an above-average range, and high overall accuracy.

Acquisition

s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.

Charge lances can also be found in ancient shrines or purchased from outlander and orbital combat suppliers, as well as outlander faction bases.

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 damage per shot and AP of all non-explosive ranged weapons, so has gained a reputation for dismembering and outright killing people alongside the pila and sniper rifle. It can also stagger humans and slightly larger targets like megaspiders. Range is also above average, just below the assault rifle.

But, for an endgame weapon, the charge lance's overall DPS is actually quite low. Charge rifles only have 4 tiles less range, and outdamage the charge lance against any reasonable target. As both weapons cost the same and are unlocked from the same research, the charge rifle is the preferred option.

Moreover, the lance faces heavy competition with the assault rifle. The assault rifle has more range, and greater unarmored DPS at any range. Armor is relevant; against centipedes, charge lances end up having 17% more DPS from medium range (assuming equal quality). However, the AR is much cheaper and much easier to acquire through trade or loot, with only enemies from the DLC carrying a droppable version of the weapon. The range advantage allows the AR to outrange lancers and more easily kite centipedes. And, if the assault rifle is of a higher quality, then the analysis skews heavily towards the AR; it'd be roughly equal vs. armor and much better vs. unarmored. Against unarmored targets, a normal quality charge lance has similar DPS to a masterwork greatbow.

The high damage per shot means that it can dismember pawns in a single shot. Not a great quality against human raiders, as higher DPS kills faster on average (through pain shock and/or combined consciousness loss) than organ loss. However, it is a very dangerous property when used against your colony, as raiders far outnumber colonists. A colony will kill hundreds of raiders, but a single lucky shot can permanently cripple an important colonist and the high AP makes it difficult to defend against. As a result, lance-wielding enemies should be priority targets, especially before you have easy access to artificial body parts. This also results in a noticeable uptick in survivability once an armor rating reaches 145% as it guarantees that the damage will at least be mitigated, halving the damage, and preventing the majority of one shot kills from lances.

Stats

Against a human target with 45% or lower armor on all layers, a normal-quality 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 (~14.9 seconds average) to incapacitate that human from pain shock. A legendary-quality charge lance can destroy any body part or organ in a human pawn's body with a single shot, and with an armor penetration of 67.5%, can do so against even quite heavily armored targets.

A charge lance is best paired with a trigger-happy pawn at shorter ranges and a careful shooter at longer ranges. The exact range transition depends on shooting level, being as low as 4 cells at Shooting level 5 and as high as 24 cells at Shooting level 20. At its maximum range of 30 cells, a charge lance is always better in the hands of a careful shooter than a trigger-happy pawn, or one without either trait, regardless of Shooting level.

Attack table

  • Unobtainable items (Error: Page has no Property:Image)
    Unobtainable items
    Dam. AP Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
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    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.

  • Version history

    • Beta 19 - 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.
    • 1.1 - range and long range accuracy was nerfed (37 --> 30; 80% --> 75%).

    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

  • Unobtainable items (Error: Page has no Property:Image)
    Unobtainable items
    Dam. AP Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
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    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.

  • Version history

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

    Heavy charge blaster

    Heavy charge blaster

    A pulse-charged rapid-fire blaster for area suppressive fire. Heavy cooling allows long, deadly bursts.

    Base Stats

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

    Ranged Combat

    Mode
    Burst
    Damage
    15 dmg (Bullet)
    Armor penetration
    22%
    Warm-Up
    75 ticks (1.25 secs)
    Cooldown
    444 ticks (7.4 secs)
    Range
    27 tile(s)
    Accuracy
    18% - 26% - 26% - 18%
    Velocity
    90 (m/s)
    Burst Count
    24 (per burst)
    Burst Ticks
    ticks (0.08 secs)
    (720 RPM)
    DPS
    34.07
    Stopping power
    0.5

    Melee Combat

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


    The heavy charge blaster is an mechanoid-only ranged weapon. It is the main armament of the centipede blaster.

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

    Acquisition

    Heavy charge blasters spawn on all centipede blasters, 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.

    Analysis

    Like the Minigun, it is an excellent crowd control weapon, dealing heavy damage against groups of targets, but its low accuracy makes it less effective against scattered or individual targets. With 90% of the range of a minigun, the Heavy charge blaster does 50% more damage per hit with 50% better Armor penetration. A fearsome weapon!

    Attack table

  • Unobtainable items (Error: Page has no Property:Image)
    Unobtainable items
    Dam. AP Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
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    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.

  • Version history

    • Beta 19 - no longer has a forced miss radius allowing it to hit single targets, but in turn received an accuracy penalty. It also received a damage buff.
    • 1.4.3523 - New weaponTag added to uniquely identify it for use by a specific centipede variant.

    Other Ranged Weapons

    The improvised turret gun is the weapon included with the improvised turret, but will not drop if the turret is deconstructed.

    Mini-turret gun

    Mini-turret gun

    A simple automatic gun made to be mounted on a turret.

    Base Stats

    Type
    EquipmentWeapons
    Weapon Class
    Industrial
    Mass
    5.00 kg

    Ranged Combat

    Mode
    Burst
    Damage
    12 dmg (Bullet)
    Armor penetration
    18%
    Warm-Up
    ticks (0 secs)
    Cooldown
    288 ticks (4.8 secs)
    Range
    28.9 tile(s)
    Accuracy
    77% - 70% - 45% - 24%
    Velocity
    70 (m/s)
    Burst Count
    2 (per burst)
    Burst Ticks
    ticks (0.13 secs)
    (450 RPM)
    DPS
    4.86
    Stopping power
    0.5

    The mini-turret gun is a turret-only ranged weapon. It is the main armament of the mini-turret. It fires a 2-round burst that deals modest damage with a long cooldown.

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

    Acquisition

    Mini-turret guns spawn on all mini-turrets. However, it is not possible to obtain it directly in normal play. Buildings do not drop it upon destructions and 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.

    Version history

    • Beta 19 - renamed from called "Improvised turret gun".
    • 1.1 - it was nerfed to fire a 2-round burst, down from 3.
    • 1.1.2569 - range was increased from 25 to 29.
    • 1.1.2618 - the damage was increased to 11 from 10.
    • 1.3.3200 - Damage increased from 11 to 12. Accuracy increased: touch 0.7 -> 0.77, short 0.64 -> 0.7, medium 0.41 -> 0.45, long 0.22 -> 0.24.