Molotov cocktails
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Molotov cocktails
Glass bottles filled with flammable liquid, with a burning cloth in the neck. A favorite weapon for hooligans and desperate warriors from rim to rim.
Base Stats
-
"Modern Weapons" is not in the list (Neolithic Weapons, Medieval Weapons, Industrial Weapons, Spacer Weapons, Ultra Weapons, Mechanoid Weapons) of allowed values for the "Class" property.
- Weapon Class
- Modern
- Mass
- 1.0 kg
Ranged Combat
- Mode
- Single Thrown
- Damage
- 10 dmg (Flame)
- Warm-Up
- 90 ticks (1.5 secs)
- Cooldown
- 160 ticks (2.67 secs)
- Range
- 12.9 tile(s)
- Accuracy
- -
- Velocity
- 12 (m/s)
- Burst Count
- 1 (per burst)
- Miss Radius
- 1.9 tile(s)
- Blast Radius
- 1.1
- DPS
- 2.4
Creation
- weaponTags
- GrenadeDestructive
Molotov cocktails are ranged (non-smeltable) weapons that set a 3x3 "plus-shaped" (+) area on fire where it lands.
Acquisition
They can be crafted at a machining table for 25 Cloth, 80 Chemfuel and 6,000 ticks (1.67 mins) of work. They are also a common drop from raiders.
Usage
- Equip a colonist with molotovs
- Draft the colonist
- Press B to select target area.
Analysis
A dubious combat weapon, accuracy is poor on moving targets and damage is slow over time. Molotovs are significantly cheaper to produce and fire faster than an incendiary launcher, but have poor range and projectile speed.
Good for disposing of corpses or equipment rapidly, though be aware of flammability of nearby flooring and walls; using a large, natural area of rough stone as your disposal zone is handy and safe.
One way to defend a base using molotovs is to drop some on stone floors/walls so that enemies have a difficult time getting in and are "softened" when passing through the flame, without burning the base itself.
Version history
In 1.0 it received a crafting recipe.