Unobtainable items
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There are some items in RimWorld that are impossible to obtain by standard means, but can be spawned in using development mode.
Mechanoid Weapons
Mechanoids come equipped with their own class of weapons. While the Charge lance found on Lancers is otherwise available and thus not listed here, no mechanoid will drop their weapon when killed and no other mechanoid weapon is obtainable.
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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
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.
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
A pulse-charged rapid-fire blaster for area suppressive fire. Heavy cooling allows long, deadly bursts.
Base Stats
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
- 5 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
- 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Expression error: Unexpected * operator. | Expression error: Unexpected / operator.% | Expression error: Unexpected / operator. | Expression error: Unexpected / operator. | Expression error: Unexpected / operator. | Expression error: Unexpected / operator. | Expression error: Unexpected * operator. | Expression error: Unexpected >= operator. | Expression error: Unexpected >= operator. | Expression error: Unexpected >= operator. | Expression error: Unexpected >= operator. | Expression error: Unexpected < operator. |
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.
Old texture. Replaced sometime prior to 0.10.785
Needle gun
A long-range weapon used by mechanoids. Named after its needle-like projectiles, it fires single shots with great accuracy. While it does less damage than charge weapons, it can reach over very long distances.
Base Stats
Ranged Combat
- Mode
- Single-Shot
- Damage
- 15 dmg (Bullet)
- Armor penetration
- 35%
- Warm-Up
- 150 ticks (2.5 secs)
- Cooldown
- 126 ticks (2.1 secs)
- Range
- 44.9 tile(s)
- Accuracy
- 60% - 80% - 90% - 85%
- Velocity
- 120 (m/s)
- Burst Count
- 1 (per burst)
- DPS
- 3.26
- Stopping power
- 1.5
Melee Combat
- Melee Attack 1
- Barrel
9 dmg (Blunt)
13% AP
2.6 seconds cooldown - Melee Attack 2
- Barrel
9 dmg (Poke)
13% AP
2.6 seconds cooldown
- Has Quality
- False
- weaponTags
- MechanoidGunLongRange
The needle gun is an mechanoid-only ranged weapon. It is the main armament of the pikeman.
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
Acquisition
Needle guns spawn on all pikemen, 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
The needle gun essentially takes the low fire rate of the charge lance with the lower single shot damage of the heavy charge blaster. It is relatively harmless, most of the time, able to destroy small unarmored body parts. However, there's a rare chance that it gets a good shot off the brain, especially without headgear.
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Expression error: Unexpected * operator. | Expression error: Unexpected / operator.% | Expression error: Unexpected / operator. | Expression error: Unexpected / operator. | Expression error: Unexpected / operator. | Expression error: Unexpected / operator. | Expression error: Unexpected * operator. | Expression error: Unexpected >= operator. | Expression error: Unexpected >= operator. | Expression error: Unexpected >= operator. | Expression error: Unexpected >= operator. | Expression error: Unexpected < operator. |
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
Turret Weapons
The following weapons are included with the player-made turrets but will not drop if the turret is deconstructed or destroyed.
Mini-turret gun
A simple automatic gun made to be mounted on a turret.
Base Stats
- Weapon Class
- Industrial
- Mass
- 5.00 kg
Ranged Combat
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.
Uranium slug cannon
A self-loading uranium slug cannon designed to attach to a turret.
Base Stats
- Weapon Class
- Industrial
- Mass
- 40 kg
Ranged Combat
- Mode
- Single-Shot
- Damage
- 55 dmg (Bullet)
- Armor penetration
- 82%
- Warm-Up
- 0 ticks (0 secs)
- Cooldown
- 240 ticks (4 secs)
- Range
- 45.9 tile(s)
- Minimum Range
- 11.9 tiles
- Accuracy
- 22% - 33% - 44% - 95%
- Velocity
- 120 (m/s)
- Burst Count
- 1 (per burst)
- Burst Ticks
- 17 ticks (0.28 secs)
(211.76 RPM) - DPS
- 13.75
- Stopping power
- 0.5
The uranium slug cannon is a turret-only ranged weapon. It is the main armament of the uranium slug turret. It fires 1 round that deals massive damage but with a large minimum range.
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
Acquisition
Uranium slug cannons spawn on all uranium slug 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.
Analysis
The Uranium slug cannon can take off arms and even decapitate unarmored targets. It also has large amounts of armor penetration, able completely mitigate the armor effects of armor with a sharp armor of 75 or lower, and able to have a 50% full damage chance and a 50% half damage chance on 175 sharp protection, only provided by legendary marine or cataphract armor, and closely met by masterwork cataphract armor.
Version history
- Beta 19/1.0 - Added
- 1.1 - received a massive nerf to damage (75 -> 30) and nerf to armor penetration (112.5% -> 75%), range (49.9 -> 39.9)
- 1.1.2618 - received a buff to damage (30 -> 45), slight nerf to armor penetration (75% -> 70%), increased range (39.9 -> 45.9)
- 1.1.2624 - received a buff to damage (45 -> 50)
- 1.3.3200 - Damage increased from 50 to 55. Accuracy increased: touch 0.2 -> 0.22, short 0.3 -> 0.33, medium 0.4 -> 0.44.
Autocannon
A self-loading large-bore cannon designed to attach to a turret.
Base Stats
- Weapon Class
- Industrial
- Mass
- 40 kg
Ranged Combat
- Mode
- Burst
- Damage
- 27 dmg (Bullet)
- Armor penetration
- 40%
- Warm-Up
- 0 ticks (0 secs)
- Cooldown
- 210 ticks (3.5 secs)
- Range
- 32.9 tile(s)
- Minimum Range
- 8.9 tiles
- Accuracy
- 28% - 72% - 66% - 50%
- Velocity
- 88 (m/s)
- Burst Count
- 3 (per burst)
- Burst Ticks
- 17 ticks (0.28 secs)
(211.76 RPM) - DPS
- 19.92
- Stopping power
- 0.5
The autocannon is a turret-only ranged weapon. It is the main armament of the autocannon turret. It fires a 3-round burst that deals significant damage but with a minimum range.
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
Acquisition
Autocannons spawn on all autocannon 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 19/1.0 - Added
- 1.1 - its damage and armor penetration was halved (40 -> 20, 60% -> 30%)
- 1.1.2618 damage and armor penetration was increased (20 -> 25, 30% -> 37.5%).
- 1.3.3200 - damage increased from 25 to 27. Accuracy increased: touch 0.25 -> 0.28, short 0.65 -> 0.72, medium 0.6 -> 0.66, long 0.45 -> 0.5.
Other Ranged Weapons - Royalty
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Inferno cannon (Turret)
An incendiary-shot mini-artillery device. It fires a large incendiary warhead.
Base Stats
Ranged Combat
- Mode
- Single-Shot
- Damage
- 10 dmg (Flame)
- Warm-Up
- 75 ticks (1.25 secs)
- Cooldown
- 1,020 ticks (17 secs)
- Range
- 45.9 tile(s)
- Minimum Range
- 3.9 tiles
- Velocity
- 45 (m/s)
- Burst Count
- 1 (per burst)
- Miss Radius
- 4.6 tile(s)
- Blast Radius
- 2.4
- DPS
- 0.55
Melee Combat
- Melee Attack 1
- Barrel
11.7 dmg (Blunt)
18% AP
2.6 seconds cooldown
The inferno cannon is a turret-only ranged weapon. It is the main armament of the auto inferno turrets that drop with mechanoid clusters.
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
Acquisition
Inferno cannons spawn on all auto inferno 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.
Analysis
While identical in appearance and largely similar statistically, it does have several differences from the inferno cannon carried by centipedes, namely a much larger range, the addition of a minimum range and a longer cooldown. The fire from the inferno cannon can light a pawn on fire, preventing them from shooting or being controlled, which is extremely dangerous.
Version history
- Royalty DLC Release - Added.
Light charge blaster
A pulse-charged rapid-fire blaster for area fire.
Base Stats
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
- 45.9 tile(s)
- Minimum Range
- 3.9 tiles
- Accuracy
- 18% - 26% - 26% - 8%
- Velocity
- 90 (m/s)
- Burst Count
- 9 (per burst)
- Burst Ticks
- 7 ticks (0.12 secs)
(514.29 RPM) - DPS
- 14.09
- Stopping power
- 0.5
Melee Combat
- Melee Attack 1
- Barrel
11.7 dmg (Blunt)
18% AP
2.6 seconds cooldown
The light charge blaster is a turret-only ranged weapon. It is the main armament of the auto charge turret. It fires a 3-round burst that deals significant damage but with a minimum range.
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
Acquisition
Light charge blasters spawn on all auto charge 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.
Analysis
Like its bigger brother, the heavy charge blaster it has a short warmup but lengthy cooldown time. Once fired, it devastates anyone unlucky enough to be in its way. It fires more rounds per burst but slower than the heavy charge blaster, while also having a longer range, significantly less accuracy at long range, and a minimum range of 4 tiles.
Version history
- Royalty DLC Release - Added.
- 1.1.2589 - Add custom art and name for the light charge blaster used by mech turrets. Previously was called heavy charge blaster and used the same texture as the heavy charge blaster, despite the different stats.
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Mini-slugger
An automatic turret-mounted slug-thrower.
Base Stats
Ranged Combat
The mini-slugger is a turret-only ranged weapon. It is the main armament of the mini-slugger turret. It has low damage output and shot count, but is made up for the number of turrets that will spawn.
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
Acquisition
Mini-sluggers spawn on all mini-slugger 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.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Missing section. |
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Version history
- Royalty DLC release - Added.