Industrial Weapons
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Pump shotgun
An ancient design of shotgun that emits a tight-packed spray of pellets. Deadly, but short range.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 3.4 kg
Ranged Combat
- Mode
- Single-Shot
- Damage
- 18 dmg (Bullet)
- Armor penetration
- 14%
- Warm-Up
- 54 ticks (0.9 secs)
- Cooldown
- 75 ticks (1.25 secs)
- Range
- 15.9 tile(s)
- Accuracy
- 80% - 87% - 77% - 64%
- Velocity
- 55 (m/s)
- Burst Count
- 1 (per burst)
- DPS
- 8.37
- Stopping power
- 3
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
- Required Research
- Gunsmithing
- Skill Required
- Crafting 5
- Work To Make
- 12,000 ticks (3.33 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- weaponTags
- Gun, ShortShots, PumpShotgun
- tradeTags
- WeaponRanged
The pump shotgun is a short range, medium DPS weapon known for its huge stopping power, capable of stunning any but the largest creatures.
It is the lower tech alternative to the faster firing but less accurate chain shotgun.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
Pump shotguns can also be purchased from outlander and orbital combat suppliers, outlander faction bases, or obtained from the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Scavenger gunner | 11.65% | Normal | 40-110% |
Pirate gunner | 22.62% | Normal | 70-230% |
Town guard | 18.90% | Normal | 60-200% |
Mercenary gunner | 12.13% | Normal | 70-320% |
Ancient soldier | 9.50% | Normal | 100% |
Analysis
With high per-shot damage, excellent accuracy (technically beating the bolt-action rifle), and decent firerate, the pump shotgun is a powerful weapon. The pump shotgun also has an amazing stopping power, able to stagger every pawn kind except the Elephant, Megasloth, Thrumbo, Bulbfreak , Devourer , Dreadmeld , Nociosphere , Centurion , Diabolus , War queen . But, as a shotgun, its range is lacking. Even hand-thrown pila out-range a pump shotgun, let alone low-tier firearms such as the revolver. Armor penetration is also quite poor, being in a similar league to the autopistol and greatbow.
Overall damage output falls behind cheaper burst-firing weapons such as the machine pistol, though the shotgun gains a slight advantage towards maximum range. Additionally, as it deals its DPS in fewer, more damaging shots, pump shotguns are more likely to destroy/severely damage limbs and organs than burst-firing weapons of equivalent DPS. This more rapidly degrades enemy combat performance and increases the chance of part destruction kills. These factors make pump shotguns an excellent damage base for the early game. However, more flexible weapons with similar or better DPS, such as the heavy SMG, will generally replace the pump shotgun by the early mid-game. Access to the chain shotgun, with the same damage per shot and a much higher DPS, essentially makes the pump shotgun obsolete.
All-in-all, the pump shotgun is best suited as a close-quarters offensive weapon, such as with drop pods or infestations. The high stopping power also make it a great support weapon, staggering pawns that approach. Keep a shotgun (pump or chain) in your rec room for those days when raids drop in right on top of you. Remember that pawns can't fire guns in melee, even if its a shotgun. It's not advisable to hunt dangerous animals with the pump shotgun as the short range makes the quarry more likely to turn manhunter.
Stats
Against an unarmored human, a pump shotgun can kill with 3 hits to the torso, 2 hits to the head or neck, or 1 hit to the brain; cripple or destroy limbs in 2 hits; and destroy eyes and digits with a single hit. It'll generally take around 4 hits (~9.5 seconds average) to incapacitate that human from pain shock.
Attack table
Industrial Weapons (Error: Page has no Property:Image) Industrial Weapons |
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.
Pump shotgun vs. comparable weapons
This section goes over how well the pump shotgun fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat.
Methodology
- All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease
- All pawns have skill levels of 14 in ranged and melee
- No pawns have any traits that affect combat performance
- All pawns are of at least 18 years of age and completely healthy
- Pawns are divided by walls to prevent stray shots from skewing results in any way
- Weather is always kept clear
- No cover is used for either team
Results in the tables below are the percentages of battles that pump shotguns either won or tied against the weapon listed in the first column of said tables, with a sample size of 2,000 battles per result. Higher percentages are better.
Unarmored
For the unarmored testing, all pawns wore normal quality plainleather pants, plainleather button-down shirts, plainleather dusters and plainleather cowboy hats.
Other Weapon | 3 | 7 | 12 | 18 | 25 | 32 | 40 |
---|---|---|---|---|---|---|---|
Chain Shotgun | 26.25% | 27.06% | 28.20% | - | - | - | - |
Revolver | 61.01% | 62.96% | 66.75% | - | - | - | - |
Autopistol | 51.34% | 54.84% | 63.22% | - | - | - | - |
Machine Pistol | 23.56% | 33.66% | 48.88% | - | - | - | - |
Pila | 92.90% | 92.95% | 90.78% | - | - | - | - |
Armored
For the armored testing, all pawns wore normal quality flak pants, flak vests, plainleather button-down shirts, flak jackets and steel simple helmets.
Other Weapon | 3 | 7 | 12 | 18 | 25 | 32 | 40 |
---|---|---|---|---|---|---|---|
Chain Shotgun | 25.89% | 26.14% | 23.16% | - | - | - | - |
Revolver | 57.57% | 60.52% | 66.60% | - | - | - | - |
Autopistol | 48.56% | 53.06% | 61.86% | - | - | - | - |
Machine Pistol | 22.63% | 30.87% | 48.24% | - | - | - | - |
Pila | 97.60% | 97.05% | 96.41% | - | - | - | - |
Graphs
The graphs assume a normal quality pump shotgun against an adult human that's out in the open in clear weather. For DPS, projectile speed has also been factored into the equation, with the weighting based on the base amount of attacks that it'll take to put the aforementioned target into pain shock.
Version history
- ?? - Received new sprite
- Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.
Machine pistol
A micro-submachine gun. It is short-ranged, but very light in the hands. Its rate of fire tends to make up for its weakness.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 2.5 kg
Ranged Combat
- Mode
- Burst
- Damage
- 6 dmg (Bullet)
- Armor penetration
- 9%
- Warm-Up
- 30 ticks (0.5 secs)
- Cooldown
- 54 ticks (0.9 secs)
- Range
- 19.9 tile(s)
- Accuracy
- 90% - 65% - 35% - 15%
- Velocity
- 55 (m/s)
- Burst Count
- 3 (per burst)
- Burst Ticks
- 7 ticks (0.12 secs)
(514.29 RPM) - DPS
- 11.02
- Stopping power
- 0.5
Melee Combat
- Melee Attack 1
- Grip
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
- Required Research
- Blowback operation
- Skill Required
- Crafting 4
- Work To Make
- 11,000 ticks (3.06 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- weaponTags
- Gun, ShortShots
- tradeTags
- WeaponRanged
The machine pistol is a slightly lighter, multi-shot ranged weapon in RimWorld which fires 3-shot bursts of rounds which deal a low amount of damage each; a slightly shorter delay between each shot; a very short time between bursts; slightly shorter range and slightly higher 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.
They can also be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Scavenger gunner | 25.20% | Normal | 40-110% |
Pirate gunner | 22.26% | Normal | 70-230% |
Villager | 5.32% | Poor | 20-200% |
Town guard | 17.63% | Normal | 60-200% |
Mercenary gunner | 10.38% | Normal | 70-320% |
Ancient soldier | 8.61% | Normal | 100% |
Analysis
With high close-up accuracy and excellent rate of fire, the machine pistol is great for low-skill shooters, and has a respectable overall damage output. It easily outclasses the autopistol and goes toe-to-toe with the pump shotgun. It is cheap to manufacture, and commonly carried by earlygame raiders. However, almost every ranged weapon outranges the machine pistol, and armor penetration is unsuprisingly low.
The machine pistol is best suited as a close-quarters engagement weapon, also being good hit-and-run tactics due to its very short warmup/cooldown cycle. It's ill-advised to use the machine pistol as a hunting weapon since it'll easily send animals into a manhunting rage.
The low per-shot damage also makes it slightly worse for killing than raw DPS would suggest. As a result of this, survivors will usualy have many bleeding gunshot wounds to tend to. Therefore, it's advisable to use at least herbal medicine to be able to patch up multiple wounds per tend, unless you're confident that your doctors can patch each individual wound quickly enough.
As an earlygame weapon, machine pistols will be outclassed as you advance through the game. Weapons that typically supplant them include the heavy SMG, for general skill-friendly combat, and the chain shotgun, which specializes in close combat.
Stats
Against an unarmored human, a machine pistol can kill with 7 hits to the torso, 5 hits to the head or 4 hits to the neck; cripple or destroy limbs in 5 hits; and cripple or destroy eyes and digits with 2 hits. A single hit to the brain will cause debilitating brain damage, but typically won't kill unless the victim's consciousness hits 0%. It'll generally take around 11 hits (~8.67 seconds average) to incapacitate that human from pain shock.
Overall, the machine pistol is best paired with a careful shooter up to level 12, then with a trigger-happy shooter beyond that point.
Attack table
Industrial Weapons (Error: Page has no Property:Image) Industrial Weapons |
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.
Machine pistol vs. comparable weapons
This section goes over how well the machine pistol fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat.
Methodology
- All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease
- All pawns have skill levels of 14 in ranged and melee
- No pawns have any traits that affect combat performance
- All pawns are of at least 18 years of age and completely healthy
- Pawns are divided by walls to prevent stray shots from skewing results in any way
- Weather is always kept clear
- No cover is used for either team
Results in the tables below are the percentages of battles that machine pistols either won or tied against the weapon listed in the first column of said tables, with a sample size of 2,000 battles per result. Higher percentages are better.
Unarmored
For the unarmored testing, all pawns wore normal quality plainleather pants, plainleather button-down shirts, plainleather dusters and plainleather cowboy hats.
Other Weapon | 3 | 7 | 12 | 18 | 25 | 32 | 40 |
---|---|---|---|---|---|---|---|
Heavy SMG | 37.43% | 38.81% | 36.61% | 38.85% | - | - | - |
Pump Shotgun | 76.44% | 66.34% | 51.12% | - | - | - | - |
Autopistol | 80.66% | 74.18% | 66.93% | 63.80% | - | - | - |
Armored
For the armored testing, all pawns wore normal quality flak pants, flak vests, plainleather button-down shirts, flak jackets and steel simple helmets.
Other Weapon | 3 | 7 | 12 | 18 | 25 | 32 | 40 |
---|---|---|---|---|---|---|---|
Heavy SMG | 35.69% | 34.13% | 33.68% | 35.79% | - | - | - |
Pump Shotgun | 77.37% | 69.13% | 51.76% | - | - | - | - |
Autopistol | 81.49% | 75.64% | 66.35% | 62.92% | - | - | - |
Version history
- ~2015 - Renamed from Uzi to PDW and texture updated
- 0.15.1279 - Renamed PDW to Machine Pistol.
- Beta 19 - Texture replaced with one that had previously been used by the Heavy SMG.
- Beta 19/1.0 - Beta 19/1.0 - All melee attack damages increased 8 -> 9, cooldown increased from 1.6s -> 2s.
- 1.0 - Received an accuracy buff in close ranged combat.
Heavy SMG
"A compact, wide-caliber slug-thrower. Very short range, but it packs a punch and handles quite well."
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 3.5 kg
Ranged Combat
- Mode
- Burst
- Damage
- 12 dmg (Bullet)
- Armor penetration
- 18%
- Warm-Up
- 54 ticks (0.9 secs)
- Cooldown
- 99 ticks (1.65 secs)
- Range
- 22.9 tile(s)
- Accuracy
- 85% - 65% - 35% - 20%
- Velocity
- 48 (m/s)
- Burst Count
- 3 (per burst)
- Burst Ticks
- 11 ticks (0.18 secs)
(327.27 RPM) - DPS
- 12.34
- Stopping power
- 0.5
Melee Combat
- Melee Attack 1
- Grip
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
- Required Research
- Gas operation
- Skill Required
- Crafting 5
- Work To Make
- 24,000 ticks (6.67 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- weaponTags
- Gun, IndustrialGunAdvanced, ShortShots
- thingSetMakerTags
- RewardStandardQualitySuper
- tradeTags
- WeaponRanged
The heavy SMG is a moderately heavy, multi-shot ranged weapon that fires 3-shot bursts of rounds which deal a moderate amount of damage each; a moderate delay between each shot; a moderate time between bursts; slightly shorter range and moderate overall accuracy. Recommended for low skill shooters.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
They are also commonly carried by Outlanders and Pirates and sold by traders or obtained from the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Town guard | 6.09% | Normal | 60-200% |
Mercenary gunner | 14.62% | Normal | 70-320% |
Ancient soldier | 11.40% | Normal | 100% |
Analysis
The heavy SMG is a flexible, but close-quarters focused offensive weapon. Its accuracy makes it very friendly towards low Shooting skill users.
Specifically, the heavy SMG combines good low-range accuracy, decent rate of fire, and high per-shot damage to make an overall effective weapon for any skill. At said ranges, it will outdamage the machine pistol, assault rifle, and even the charge rifle (for up to 10 cells). It's worse than the chain shotgun at close-quarters fights, but has a greater max range, making it more effective for general firefights and flexible overall.
Range, though not as short as other weapons in its class, still leaves a little to be desired. Similarly to the machine pistol, the heavy SMG's stopping power isn't high enough to stagger humans, only small animals like tortoises and boomrats.
Stats
Against an unarmored human, a heavy SMG can kill with 4 hits to the torso, 3 hits to the head, 2 hits to the neck or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 6 hits (~7.08 seconds average) to incapacitate that human from pain shock.
The heavy SMG is best paired with a careful shooter up to level 13, then with a trigger-happy shooter beyond that point.
Comparison to assault rifles
Heavy SMGs and assault rifles are the preferred weapons when it comes to "general" combat. The main differences are that the heavy SMG has a higher peak DPS, is cheaper and has better DPS at short range, while the assault rifle both has a longer range and has a better DPS at medium-long range.
Specifically, the heavy SMG is better until 13 tiles, regardless of Shooting skill. The assault rifle is better past 13 tiles, regardless of Shooting skill. This is true for the vast majority of reasonable scenarios.[1] The reason the heavy SMG is "skill-friendly" is that a low-skill shooter will be next-to-useless when firing from far away, no matter how accurate their gun is. An unmodified, skill 0 pawn has a 5% chance to hit from 25 tiles, which is then multiplied by x35% for a normal quality HSMG or x65% for normal AR (at this range).
The assault rifle has a range 8 tiles longer. This allows the assault rifle to comfortably outrange enemies like tribals, termites, and centipedes. The assault rifle dominates for kiting tactics, or if you're repelling breachers from a distance, or in a firefight when both parties are attacking from max range.
Therefore, whenever heavy SMGs or ARs are better will depend on what you are looking for:
- In a killbox, both weapons perform roughly the same, as you can change the length of the killbox to compensate for your weapon of choice. In a pure killbox scenario, Heavy SMGs are often the preferred weapon, as the player can control the engagement distance to reliably benefit from the higher peak DPS of the heavy SMG. They are also significantly cheaper and easier to research, meaning they can come online earlier. (When using an SMG killbox, give yourself a bit more than 13 tiles of range.)
- Outside of a killbox, but in a defensive emplacement, the superiority depends on shooting accuracy.
- Assault rifles are better for higher skill shooters. They are a lot better at medium-long range, so are a lot better in a firefight that begins at the long ranges or that occurs over a variety of ranges. Note that only skilled shooters are competent at shooting at this range however.
- Heavy SMGs are better for low-skill shooters. HSMGs are better against melee attackers, which shooters of any skill can help with. They are also better against sudden drop pod raids and infestations, due to the close-ranged nature of both fights.
- Note that the chain shotgun is the ultimate short-range weapon, for both low- and high-skill shooters. However, the heavy SMG allows low-skill users to at least try to fire at long range, providing some help, and eventually training up the Shooting skill.
- If relying on offensive or otherwise mobile tactics, the assault rifle is a clear winner regardless of skill due to its range and accuracy at longer ranges.
Notes:
- 1 When fighting larger targets, like centipedes, it is possible to cap at 100% accuracy with assault rifles. This requires a high quality weapon and an great shooter. As further shooting bonuses (masterwork/legendary weapons, bionic eyes, luciferium, shooting specialist, etc.) would boost the heavy SMG but not the assault rifle, this would make the SMG better than the AR from a longer distance. However, assault rifles still have a superior max range.
- For human targets, reaching the accuracy cap should be impossible unless the Combat in Darkness precept is used in darkness.
Attack table
Industrial Weapons (Error: Page has no Property:Image) Industrial Weapons |
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
- 0.9.722 - Added.
- Beta 19 or prior - Sprite updated, old sprite used on machine pistol
- Beta 19/1.0 - All melee attack damages increased 8 -> 9, cooldown increased from 1.6s -> 2s.
- 1.5.4062 - Texture updated again
Texture prior to Beta 19, now used on the Machine pistol
Bolt-action rifle
An ancient pattern bolt-action rifle. With its long range, and low fire rate, it is unlikely to drive animals to revenge, which makes it a favorite weapon for hunting.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 3.5 kg
Ranged Combat
- Mode
- Single-Shot
- Damage
- 18 dmg (Bullet)
- Armor penetration
- 27%
- Warm-Up
- 102 ticks (1.7 secs)
- Cooldown
- 90 ticks (1.5 secs)
- Range
- 36.9 tile(s)
- Accuracy
- 65% - 80% - 90% - 80%
- Velocity
- 70 (m/s)
- Burst Count
- 1 (per burst)
- DPS
- 5.63
- 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
- Required Research
- Gunsmithing
- Skill Required
- Crafting 5
- Work To Make
- 12,000 ticks (3.33 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- weaponTags
- Gun
- tradeTags
- WeaponRanged
The bolt-action rifle is a moderately heavy, single-shot firearm in RimWorld which deals a slightly higher amount of damage per shot; moderate time between shots; long range and very high overall accuracy.
The bolt-action rifle will deteriorate when left outdoors, under the usual conditions.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
Bolt-action rifles can be purchased from outlanders and orbital combat suppliers, or obtained from the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Scavenger gunner | 11.67% | Normal | 40-110% |
Pirate gunner | 22.61% | Normal | 70-230% |
Town guard | 18.63% | Normal | 60-200% |
Mercenary gunner | 12.17% | Normal | 70-320% |
Ancient soldier | 10.28% | Normal | 100% |
A single example is also given at the beginning with Crashlanded scenario.
Analysis
With a range of 36.9 tiles, the bolt-action rifle has extremely good range - the 2nd highest in the game, only beaten by an actual sniper rifle. It also has great accuracy, even beating the charge lance. In addition, the bolt-action rifle is able to stagger humans, cougars, and all insectoids. This makes it great as a hunting weapon, for field engagements (e.g. attacking siege camps), or as a general support weapon.
However, the bolt-action rifle performs poorly in close ranges. In close quarters, it is easily outclassed by the likes of the revolver and autopistol, let alone any sort of burst-fire weapon.
Because this gun is most effective at a distance, a competent shooter is required to get the most use out of it. This is because a pawn's own Shooting Accuracy, which is in part dependent on Shooting skill, is more important when the target is further away. For example, a baseline Shooting 0 pawn has a ×3% multiplier on their real chance to hit a target 30 tiles away, regardless of the weapon used. A Shooting 8 pawn has ×29% multiplier from the same distance. With Shooting 0, it wouldn't matter if their gun had 10% accuracy or 80% accuracy, they'd struggle with hitting anything from 30 tiles.
Stats
Against an unarmored human, a bolt-action rifle can kill with 3 hits to the torso, 2 hits to the head or neck, or 1 hit to the brain; cripple or destroy limbs in 2 hits; and destroy eyes and digits with a single hit. It'll generally take around 4 hits (~14.5 seconds average) to incapacitate that human from pain shock.
Overall, the bolt-action rifle is best paired with a careful shooter up to level 13, then with a trigger-happy shooter beyond that point.
Attack table
Industrial Weapons (Error: Page has no Property:Image) Industrial Weapons |
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.
Bolt-action rifle vs. comparable weapons
This section goes over how well the bolt-action rifle fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat.
Methodology
- All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease
- All pawns have skill levels of 14 in ranged and melee
- No pawns have any traits that affect combat performance
- All pawns are of at least 18 years of age and completely healthy
- Pawns are divided by walls to prevent stray shots from skewing results in any way
- Weather is always kept clear
- No cover is used for either team
Results in the tables below are the percentages of battles that bolt-action rifles either won or tied against the weapon listed in the first column of said tables, with a sample size of 2,000 battles per result. Higher percentages are better.
Unarmored
For the unarmored testing, all pawns wore normal quality plainleather pants, plainleather button-down shirts, plainleather dusters and plainleather cowboy hats.
Other Weapon | 3 | 7 | 12 | 18 | 25 | 32 | 40 |
---|---|---|---|---|---|---|---|
Sniper Rifle | 72.94% | 73.11% | 70.76% | 67.98% | 64.76% | 63.01% | - |
Assault Rifle | 14.70% | 13.75% | 14.55% | 20.45% | 27.29% | - | - |
Revolver | 25.94% | 35.20% | 44.38% | 58.87% | 79.46% | - | - |
Armored
For the armored testing, all pawns wore normal quality flak pants, flak vests, plainleather button-down shirts, flak jackets and steel simple helmets.
Other Weapon | 3 | 7 | 12 | 18 | 25 | 32 | 40 |
---|---|---|---|---|---|---|---|
Sniper Rifle | 73.07% | 70.27% | 68.81% | 64.03% | 61.41% | 59.91% | - |
Assault Rifle | 20.85% | 23.55% | 22.40% | 27.77% | 32.62% | - | - |
Revolver | 32.68% | 40.00% | 48.04% | 64.51% | 81.97% | - | - |
Version history
- Approximately A9 - Renamed from Lee-Enfield to Survival rifle.
- A16 - Renamed from Survival rifle to Bolt-action rifle
- Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.
- 1.0 - Accuracy was nerfed in Prior to that, it was the most accurate weapon in-game, capable of reaching 100% accuracy at all ranges above Masterwork quality.
Assault rifle
A general-purpose gas-operated assault rifle for field or urban combat. It has good range, decent power, and good accuracy.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 3.5 kg
Ranged Combat
- Mode
- Burst
- Damage
- 11 dmg (Bullet)
- Armor penetration
- 16%
- Warm-Up
- 60 ticks (1 sec)
- Cooldown
- 102 ticks (1.7 secs)
- Range
- 30.9 tile(s)
- Accuracy
- 60% - 70% - 65% - 55%
- Velocity
- 70 (m/s)
- Burst Count
- 3 (per burst)
- Burst Ticks
- 10 ticks (0.17 secs)
(360 RPM) - DPS
- 10.88
- 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
Creation
- Required Research
- Precision rifling
- Skill Required
- Crafting 6
- Work To Make
- 40,000 ticks (11.11 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- weaponTags
- Gun, IndustrialGunAdvanced, AssaultRifle
- thingSetMakerTags
- RewardStandardQualitySuper
- tradeTags
- WeaponRanged
The assault rifle is a moderately heavy, automatic ranged weapon which fires 3-shot bursts of rounds which deal a moderate amount of damage each; a slightly shorter delay between each shot; a moderate time between bursts; slightly longer range and moderate 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.
They can also be found in ancient shrines or purchased from outlander and orbital combat suppliers, and outlander faction bases. They can also be found on the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Mercenary Gunner | 9.17% | Normal | 70-320% |
Elite Mercenary | 53.37% | Normal | 100% |
Boss | 53.37% | Normal | 100% |
Ancient Soldier | 10.81% | Normal | 100% |
Trooper | ? | ? | 70-230% |
Janissary | ? | ? | 70-230% |
Analysis
The assault rifle is the jack-of-all trades of RimWorld's firearms. Single-target damage is respectable, with accuracy and warmup time being good overall. Range is amazing - tied for third of all non-consumable weapons and only beaten by weapons with considerably less DPS. Statistically, the assault rifle's only significant deficiency is it's stopping power, as it's unable to stagger humans. Practically another consideration is its expense, though not as expensive as a charge rifle. You won't see raiders use assault rifles until the midgame somewhat limiting the chance to use looted rifles before the higher qualities available to colony-produced weapons take precedence.
In terms of actual DPS, the assault rifle is consistently higher than the LMG, lower than the heavy SMG until beyond short range (12 tiles), and generally outdamaged before and after AP by the lower-ranged charge rifle. All four are completely outdamaged by less flexible weapons like the minigun and chain shotgun however. The assault rifle is a moderately skill friendly-weapon when the player manually controls the pawn's range, though the charge rifle and heavy SMG tends to fill that niche better.
The assault rifle can be used to good effect in virtually any use case, whether in close-quarters, out hunting, or on the field. Other weapons surpass the assault rifle in specific roles, and they should be used instead when those roles are consistently utilized by the player, but no other weapon is as flexible and versatileas as the assault rifle. For this reason, they are a common choice for standard issue when not optimizing for a specific strategy.
Stats
Against an unarmored human, an assault rifle can kill with 4 hits to the torso, 3 hits to the head or neck, or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 6 hits (~10.1 seconds average) to incapacitate that human from pain shock.
Attack table
Industrial Weapons (Error: Page has no Property:Image) Industrial Weapons |
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
- Approximately A9 - Renamed from M16 to Assault rifle.
- 0.12.910 - Rebalanced.
- Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.
Sniper rifle
An ancient design of precision sniper rifle. Bolt action. It has an exceptionally long range, great accuracy and good power. Because it's so unwieldy, other weapons outclass it at close range.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 4 kg
Ranged Combat
- Mode
- Single-Shot
- Damage
- 25 dmg (Bullet)
- Armor penetration
- 38%
- Warm-Up
- 210 ticks (3.5 secs)
- Cooldown
- 138 ticks (2.3 secs)
- Range
- 44.9 tile(s)
- Accuracy
- 50% - 70% - 86% - 88%
- Velocity
- 100 (m/s)
- Burst Count
- 1 (per burst)
- DPS
- 4.31
- 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
- Required Research
- Precision rifling
- Skill Required
- Crafting 7
- Work To Make
- 45,000 ticks (12.5 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- weaponTags
- SniperRifle
- thingSetMakerTags
- RewardStandardQualitySuper
- tradeTags
- WeaponRanged
The sniper rifle is a slightly heavier, single-shot firearm in RimWorld which deals a high amount of damage per shot; a long time between shots; very long 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.
Sniper rifles can also be purchased from outlander and orbital combat suppliers or from outlander faction bases, or recovered from raiders:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Mercenary sniper | 99.89% | Normal | 70-320% |
Analysis
Sniper rifles have the longest range of all weapons, along with excellent long-distance accuracy. With high per-shot damage, they have a propensity to destroy limbs. Therefore, they are a poor choice if you intend to take prisoners after a raid.
While per-shot damage is high, snipers have a sluggish firerate. Their actual DPS is among the worst of firearms, just on par with the neolithic greatbow. Thus, snipers are a poor "general" weapon. If range is important, though, then snipers are a strong choice. They can be used to provoke sieges, kite centipedes, or be one of the safest weapons to hunt with. Due to poor DPS and slow firerate, it is a tedious weapon to kite with and should generally be avoided unless you really need the range.
As a shooter's personal accuracy is reduced for each tile of distance, sniper rifles are one of the most skill-heavy weapons in the game. For example, a shooter with a Shooting Accuracy of 95% (Shooting 6) would have a 0.95^30
chance, or only ~21%, to hit a target from 30 tiles. This is regardless of weapon - weapons apply another penalty after shooter-side accuracy. In contrast, a shooter with Shooting Accuracy 99% (Shooting 20) would have a ~74% shooter-side chance to hit, a DPS increase of +252%. If using a sniper for long-range combat, then have your highest skill shooters wield it.
Compared to the bolt-action rifle, the sniper rifle has worse firerate, DPS, and close-range accuracy in exchange for higher range, extra per-shot damage, and improved long-distance accuracy. The sniper rifle is more expensive, has a larger research requirement, and isn't common from raiders (barring sniper-only mercenary raids).
Stats
Against an unarmored human, the sniper rifle can kill with 2 shots to the torso or 1 shot to the head, brain or any vital organ. It'll generally take around 3 hits (~20.9 seconds average) to incapacitate that human from pain shock.
Attack table
Industrial Weapons (Error: Page has no Property:Image) Industrial Weapons |
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
- Aproximately A9 - Name changed from M-24 to Sniper Rifle, sprite changed.
- Beta 19 - Received a great reduction in damage dealt, but fires slightly faster; overall, its DPS was massively nerfed.
- Beta 19/1.0 - Barrel melee attack damage reduced 10 -> 9, cooldown increased from 1.9s -> 2s. Stock cooldown increased from 1.8 -> 2.
LMG
A gas-operated light machine gun. While it is somewhat unwieldy and inaccurate, its long bursts of fire are effective against groups of enemies.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 8.5 kg
Ranged Combat
- Mode
- Burst
- Damage
- 11 dmg (Bullet)
- Armor penetration
- 16%
- Warm-Up
- 108 ticks (1.8 secs)
- Cooldown
- 108 ticks (1.8 secs)
- Range
- 25.9 tile(s)
- Accuracy
- 40% - 48% - 35% - 26%
- Velocity
- 46 (m/s)
- Burst Count
- 6 (per burst)
- Burst Ticks
- 7 ticks (0.12 secs)
(514.29 RPM) - DPS
- 15.78
- Stopping power
- 1.0
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
- Required Research
- Gas operation
- Skill Required
- Crafting 6
- Work To Make
- 34,000 ticks (9.44 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- weaponTags
- Gun, IndustrialGunAdvanced
- thingSetMakerTags
- RewardStandardQualitySuper
- tradeTags
- WeaponRanged
The LMG is a heavy, multi-shot firearm which fires 6-shot bursts of rounds which deal a moderate amount of damage each; a slightly shorter delay between each shot; a slightly longer time between bursts; moderate range and low 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.
LMGs can also be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Mercenary gunner | 11.32% | Normal | 70-320% |
Elite mercenary | 46.53% | Normal | 100% |
Ancient soldier | 10.56% | Normal | 100% |
Analysis
The LMG is an entry crowd-control weapon. It has a relatively long 6-shot burst, and high raw DPS, but this DPS is reduced heavily by poor accuracy. Single-shot damage is decent, but below average, worse than the heavy SMG until past short (12 tile) range. Range is good for a multi-shot firearm, and the LMG's stopping power is also high enough to stagger humans, lancers and scythers. The LMG is the most powerful overall weapon that is capable of staggering humans.
Like the minigun, LMGs are good against crowds, as any missed shots can hit other pawns in the area. Single-target damage improves against larger targets like centipedes, which are easier to hit, though the LMG loses its staggering advantage. The LMG is the 2nd heaviest weapon, though unlike the minigun, it does not slow the user down.
Overall, the LMG is a dedicated support and crowd-control weapon. It can be good for low skill shooters, as missed shots can hit other enemies no matter their accuracy. However, its niche is relatively small.
- Against lone or separated targets, it suffers due to low accuracy and sluggish warmup. For the same reasons, it is a poor weapon inside a killbox.
- In short range, it faces competition from the chain shotgun, which has enough stopping power to stagger humans, decent accuracy, a 3-shot burst, and amazing DPS.
- For longer ranged combat, players often prefer the assault rifle and heavy SMG. Both weapons perform much better against separated targets, while remaining competitive against large crowds.
- The AR is better than the LMG for long range combat. Meanwhile, the SMG is better for damage at close ranges. Damage is a major benefit of its own - it can even slow enemies through pain. Their superior accuracy and warmup time are helpful in a variety of siuations.
The LMG could see use as support for both long- and short- range combat at the same time, especially when fighting crowds of melee fighters. But this should be weighed against the benefits of the other weapons mentioned here, and the drawbacks of a longer warmup/cooldown cycle.
Stats
Against an unarmored human, an LMG can kill with 4 hits to the torso, 3 hits to the head or neck, or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 6 hits (~10.4 seconds average) to incapacitate that human from pain shock.
The LMG is best paired with a careful shooter up to level 12, then with a trigger-happy shooter beyond that point.
Attack table
Industrial Weapons (Error: Page has no Property:Image) Industrial Weapons |
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
- 0.3.410 - Can now spawn on pawns
- Alpha ? - Name changed from L-15 LMG
- 1.5.4062 - Texture recreated with higher quality
Frag grenades
Old-school fragmentation grenades. They can be thrown a short distance, where they'll explode, damaging anything and anyone nearby.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 1 kg
Ranged Combat
- Mode
- Single Thrown
- Damage
- 50 dmg (Bomb)
- Armor penetration
- 10%
- 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
- 1.9
- DPS
- 12
- Stopping power
- 0.5
Creation
- Required Research
- Machining
- Work To Make
- 12,000 ticks (3.33 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- False
- weaponTags
- GrenadeDestructive, EmpireGrenadeDestructive
- tradeTags
- WeaponRanged
Frag grenades are short ranged, thrown weapons that have a forced miss radius but deal explosive damage in a small radius around their target. They are not consumed and do not use any ammo.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
They can also be purchased from orbital pirate merchants and orbital combat suppliers, outlander faction bases, or obtained from the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Grenadier | 50% | Normal | 70-230% |
Grenadier | 100% | Normal | 70-230% |
Summary
Frag grenades are weapons. They take up the weapon slot and will not run out of ammo. Grenades are blocked by walls, but the blast ignores cover. When choosing a target, a circular zone will generate to indicate range, then another 3x3 indicator with a circular center will become the aiming spot.
Frag grenades deal [[Damage types#|]] damage in a tile radius. Bomb damage deals 2x damage to passable structures and builds, 4x damage to plants and impassable buildings, and 8x damage to walls. They are thrown from a very short range of tiles and have moderate aiming time. Once landed, grenades have a 100 ticks (1.67 secs) delay before exploding. With a forced miss radius of 1.9 tiles, an unobstructed grenade always lands within 1 grid tile (including diagonals) of the target. Therefore, the blast will always hit the intended tile. This means Shooting skill, shooting accuracy, and health of the grenadier is irrelevant. Aiming time effects still apply, however.
When throwing a grenade down an 1-tile wide alley, a pawn can consistently throw a grenade 4 tiles, not including the tile the pawn is standing on, without intersecting the two side walls. Beyond 4 tiles, there is a risk of hitting the wall and dropping short. This can be relevant to prevent friendly fire or damaging defenses during combat.
Item
When damaged with Flame damage at 20 HP or below, the grenade item will explode. The grenades will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 50 Bomb damage in a 2.66 tile radius around itself.
Frag grenades have no quality - every set of grenades will have the same stats, regardless of the skill of the crafter.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Cleanup and frag grenades have a lot of utility and specific use cases not properly represented here. |
As a weapon
Frag grenades are not conventional weapons. With only 12 tiles of range, they are difficult to use in a firefight. They are poor in a killbox, due to the grenade's tendency to break walls. In general, it is somewhat difficult to hit a moving target with a grenade. Usage without oversight is prone to vulnerable positioning and unwanted collateral damage.
But in the right circumstances, frag grenades can range from useful to incredibly powerful:
- Melee blocking. Have 3 melee pawns line behind a doorway / hallway, as shown in the picture. Line a grenadier within 4 tiles of the hallway, and let them fire. Frag grenades are obscenely effective weapons in this scenario, as they can hit a clump of enemies with the full explosion. Melee blocks are extremely effective against melee enemies, such as manhunter packs, infestations, and melee-only raids. Grenades can damage walls within a 2-tile radius, so try and avoid getting your own walls blown up.
- Structure destruction. Grenades are very effective at destroying walls and turrets due to Bomb damage's multiplier. Good against mech clusters. Combos well with blind smoke: smoke prevents turrets from targeting on at all, but has minimal impact on the grenade's accuracy.
You can destroy your own walls too. This can be used as a roof collapse trap, though molotov cocktails may be better for this purpose. - Attacking enemies in cover. Grenades ignore the cover mechanic, and enemies in cover are stationary targets. While you usually shouldn't let your enemies have cover in the first place, this fact can be useful in certain points in the game.
Grenades offer a viable combat alternative for pawns with health issues or low skill, due to large blast radius, and the forced miss mechanic mostly ignoring accuracy. Frag grenades strictly benefit from the trigger-happy trait, as the Aiming Time bonus applies while the accuracy penalty does not, resulting in a significantly higher DPS. Similarly, the careful shooter trait is strictly detrimental, reducing DPS with no benefit in return.
Fighting against
Hostiles with grenades are very dangerous, mostly for the same reasons they are good as a player weapon. They function well against stationary targets like mini-turrets and colonists in cover. Players should pay attention to the "throwing" sound (a whooshing sound) and clear the area fast enough to avoid getting caught in its blast radius.
Like any ranged weapon, grenades can't be thrown in melee combat, so rushing them in melee will practically neutralize the threat. As raiders prioritize the nearest target, they'll target an approaching melee colonist, only to invariably miss as their target is moving.
Frag grenades are used by outlanders and pirates for their breacher raids. They deal damage to walls very quickly. But as grenades have a short range, and as breachers tend to rush ahead of the group, you can pick off the grenadiers.
Non-combat utility
Frag grenades are useful when destroying walls and other objects. Because they don't cause fires, you can throw them at an ignited object, which will end the fire. For Ancient complexs Frag grenades are incredibly useful both for controlling fires from fuel nodes but also since all rooms are connected by stone doors which cannot be held open until the complex is fully cleared of enemies, grenades can be thrown to destroy walls and clear a much faster path saving time.
Frag grenades can also be used to clear items, such as in dumping zones. When dealing with flammable objects, it's less work to light them on fire instead.
Version history
- Beta 19/1.0 - Frag grenades are no longer a valid hunting weapon
- 1.2.2753 - Projectiles are now rendered with a visual arc and ground shadow.
- 1.3.3066 - Grenade throws are rendered in an arc.
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
- Tech Level
- Industrial
- Weapon Class
- Industrial
- 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
- Required Research
- Machining
- Work To Make
- 6,000 ticks (1.67 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- False
- weaponTags
- GrenadeDestructive, GrenadeFlame
- tradeTags
- WeaponRanged
Molotov cocktails are short ranged, thrown weapons that have a forced miss radius but deal flame damage and set a 3x3 "plus-shaped" (+) area on fire where they land. They are not consumed on use and do not use any ammo.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
They can also be purchased from orbital pirate merchants and orbital combat suppliers, outlander faction bases, or obtained from the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Grenadier | 50% | Normal | 70-230% |
Summary
Weapon
Molotov cocktails are weapons. They take up the weapon slot and will not run out of ammo. They are blocked by walls, but the blast ignores cover. When choosing a target, a circular zone will generate to indicate range, then another 3x3 indicator with a circular center will become the aiming spot.
Molotovs deal [[Damage types#|]] damage in a tile radius. They are thrown from a very short range of tiles and have moderate aiming time; they explode immediately on landing. With a forced miss radius of 1.9 tiles, an unobstructed molotov always lands within 1 grid tile (including diagonals) of the target. This means Shooting skill, shooting accuracy, and health of the grenadier is irrelevant. Aiming time effects still apply, however.
Flame damage will possibly ignite pawns. The impact will create chemfuel puddles, which will then ignite and burn, causing general fires.[Puddle behavior?] Pawns on fire will run wildly and are unable to attack.
Pyromaniac pawns receive a +2 Pyromaniac has incendiary weapon mood buff while equipped with an industrial weapons. Note that they must be equipped, not merely carried. They also receive an additional +8 Used flame weapon mood for 0.333 days when used on an enemy.
Item
When damaged with Flame damage[How much?], they may explode. The cocktails will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 10 Flame damage in a 2.66 tile radius around itself.[Chemfuel puddles?] They cannot be smelted in an electric smelter.
Molotov cocktails have no quality - every set of molotovs will have the same stats, regardless of the skill of the crafter.
Analysis
Combat
Molotovs are dubious in raw combat. Molotovs are better in a supporting role, being one of the few weapons that start fires. Pawns that are on fire will stop attacking and run wildly, making them easy targets. But fire on its own isn't very strong, molotovs have a short range, and fire can lead to collateral damage. Without manual oversight, grenades are inefficient against moving targets. However, due to the forced miss, they can be a viable alternative weapon for pawns with low shooting skill or health issues.
When throwing a cocktail down an 1-tile wide alley, a pawn can consistently throw a cocktail 4 tiles, not including the tile the pawn is standing on, without intersecting the two side walls. Beyond 4 tiles, there is a risk of hitting the wall and dropping short. This can be relevant to prevent friendly fire or damaging defenses during combat. Watch out when using these in place of frag grenades when melee blocking, as the fire can allow enemies to clip past your blockers, allowing them to surround the blockers or attack your backline.
Because it relies on fires, rain significantly diminishes its outdoor utility. Note that the game has a "firewatcher", and will automatically start rain if fires get too out of control.
Fire traps
Molotovs become much more useful as a general firestarter. Burning down flammable structures is a very powerful tactic, though it can be costly.
Place fuel like wooden barricades or straw matting where you want things to burn. Then, lure and trap raiders (or other enemies) inside.
- In a mountain, you can use fire to burn any infestations that spawn inside your pawn's bedrooms.
- You can use wooden columns/walls as fuel, and use them to support roofs. In the absence of other support, burning the wall will cause a roof collapse.
In a dedicated "oven" or "burn tunnel", fire can kill infinitely many human pawns. So long as a place is roofed and "Indoors", temperatures will rapidly rise. As heatstroke is the way most pawns are downed, no amount of heat protection will save an organic pawn. Note that mechanoids are completely immune to both fire and heatstroke. Heatstroke ignores the usual death on downed chance with combat, allowing you to easily capture pawns and recover untainted armor.
Fire being used to handle an ancient shrine's cryptosleep caskets, once the initial threats are cleared.
Place some fuel, toss molotovs from outside until the room reaches ~ 400 °C (752 °F), then shoot the caskets to open them.Even with firefoam pop packs: it isn't the fire that kills, its the heatstroke (usually).
Deconstructing 1 wall will make the room "Outside", turning it from 800°C to 23°C. This allows you to easily capture pawns, untainted armor, and the rest of their gear.
Utility
Fire is very useful to dispose of flammable items, like corpses. Simply gather all unwanted items in a fireproof room (like using stone for walls and floor), draft a pawn, and throw the cocktail. Make sure to remove the Home Area around the room, so that pawns don't try and extinguish the fire. Molotovs throw faster and are significantly cheaper to produce than incendiary launchers, so are better for this purpose. For corpses, watch out for rot stink; haul corpses quickly and wait for the rot to wear before burning.
In extremely cold temperatures, fire can be a last resort in order to create heat. Use with extreme caution - fire can quickly go out of control, and temperatures easily get too hot. Typically, colonies with access to molotovs also have access to heaters.
Version history
- 1.0 - Received a crafting recipe.
- 1.3.3066 - Grenade throws are rendered in an arc.
EMP grenades
Electromagnetic pulse grenades damaging to electronic equipment.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 1 kg
Ranged Combat
- Mode
- Single Thrown
- Damage
- 50 dmg (EMP)
- 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
- 3.5
- DPS
- 12
Creation
- Required Research
- Microelectronics
- Work To Make
- 24,000 ticks (6.67 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- False
- weaponTags
- GrenadeEMP
- tradeTags
- WeaponRanged
EMP grenades are short ranged, thrown weapons that have a forced miss radius but deal EMP damage in a small radius around their target, allowing them to stun mechanical targets and deplete shields. They are not consumed on use and do not use any ammo.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
They can also be purchased from orbital pirate merchants and orbital combat suppliers, outlander faction bases, and can be recovered after defeating the following raider types:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
EMP grenadier | 100% | Normal | 70-230% |
Summary
Weapon
EMP grenades are weapons. They take up the weapon slot and will not run out of ammo. Grenades are blocked by walls, but the blast ignores cover. When choosing a target, a circular zone will generate to indicate range, then another 3x3 indicator with a circular center will become the aiming spot.
EMP grenades deal EMP damage in a tile radius. They are thrown from a very short range of tiles, and have moderate aiming time. Once landed, grenades have a 100 ticks (1.67 secs) delay before exploding. With a forced miss radius of 1.9 tiles, an unobstructed grenade always lands within 1 grid tile (including diagonals) of the target. Therefore, the blast will always hit the intended tile. This means Shooting skill, shooting accuracy, and health of the grenadier is irrelevant. Aiming time effects still apply, however.
EMP does not deal physical damage. Instead, EMP grenades stun turrets, mechanoids, and mortars for 50 EMP damage, or 25 seconds. After being stunned, mechanoids become "Adapted" and gain immunity against further stuns for 2,200 ticks (36.67 secs). Immunity is applied on stun, and further EMPs won't extend adaptation. EMP also disables shield belts, causes brain shock on humanoids with brain implants, and vomiting on those with certain stomach implants.
Item
If at 20 HP or less, a grenade will explode if damaged by Flame damage. The grenades will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 50 EMP damage in a 2.66 tile radius around itself.
EMP grenades have no quality - every set of grenades will have the same stats, regardless of the skill of the crafter.
Analysis
While harmless against most organic life, EMP weaponry is incredibly useful against mechanoids, like centipedes, a decisive advantage against some of the toughest enemies in the game. Due to the forced miss radius, EMP grenades are a viable combat alternative for those with health issues or low shooting skill. Trigger-happy is beneifical, while the careful shooter trait is strictly detrimental.
Usage without oversight is prone to vulnerable positioning, inefficiency against moving target, and unwanted collateral damage. It therefore is a good idea to manually aim EMP grenades instead of relying on the colonists' AI to do that. They will not lead a moving target and will not attack targets which can only be hit by area of effect (e.g. well behind the corner of a wall). Repeated throwing will not stun mechs for any longer.
When throwing a grenade down an 1-tile wide alley, a pawn can consistently throw a grenade 4 tiles, not including the tile the pawn is standing on, without intersecting the two side walls. Beyond 4 tiles, there is a risk of hitting the wall and dropping short.
With the Royalty DLC active, they also play a vital role in suppressing low-shield packs and downing mech low-shields , ensuring that colonists can maintain damage output. Mech clusters are another great target of EMPs, even if their proximity activators prevent the best firing angle. There are also niche uses in brain shocking pawns with certain implants to safely down them as a method of safely downing berserking supersoldier colonists or rebellious slaves.
Comparison to EMP launchers
The key differences between EMP grenades and launchers are: Range, Rate of Fire, Blast Radius, and Quality.
While both have the same miss radius, grenades have a significantly larger blast radius. This means that grenades will always hit their intended tile, while the launcher may miss. Grenades are also faster to throw, which is a key advantage in most practical situations.
Launchers have a higher range, which may be useful with good terrain/cover or against low shield packs or mechanoid shields. However, most mechanoids will still outrange the launcher, including all mechanoids without the Biotech DLC. The militor and diabolus in particular are vulnerable to the launcher's extra range - the rest really aren't.
Unlike grenades, launchers are affected by quality. Masterwork and Legendary launchers in particular see an increase in damage (i.e. stun duration). Legendary launchers will stun for long enough that it's technically possible to 100% stun lock those without EMP resistance. In practice, it is almost impossible to get the timing perfect even before accounting for the risk of missed shots, unless you have multiple colonists with legendary launchers. Conversely, this makes grenades relatively better if you don't have good crafters - Awful launchers are worse at their job.
Overall, grenades are often the stronger and more practical choice. Their higher blast radius and faster fire rate make up for the range.
Source | Damage | Stun Duration | Post-Stun Adaption Duration | Ideal Stun Uptime |
---|---|---|---|---|
Awful EMP launcher | 45 | 1,350 ticks (22.5 secs) | 850 ticks (14.17 secs) | 61.36% |
EMP Grenades, Poor/Norm/Good/Exc EMP launcher | 50 | 1,500 ticks (25 secs) | 700 ticks (11.67 secs) | 68.18% |
Masterwork EMP launcher | 62.5 | 1,875 ticks (31.25 secs) | 325 ticks (5.42 secs) | 85.23% |
Legendary EMP launcher | 75 | 2,250 ticks (37.5 secs) | 0 ticks (0 secs) (-50 ticks (-0.83 secs)) | 100% |
Version history
- 0.6.532 - Added.
- On or before 1.0.2096 - Texture updated.
- 1.3.3066 - Grenade throws are rendered in an arc.
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.
Knife
One of mankind's oldest manufactured objects. The knife has taken many forms, but the concept has always remained the same: A handle for holding and a sharp edge for cutting.
Base Stats
Ranged Combat
- Mode
- Melee
Melee Combat
- Mode
- Melee
- Melee Attack 1
- Handle
9 dmg (Blunt)
13% AP
2 seconds cooldown - Melee Attack 2
- Blade
12 dmg (Cut)
18% AP
1.5 seconds cooldown - Melee Attack 3
- Point
13 dmg (Stab)
20% AP
2 seconds cooldown
Creation
- Required Research
- Smithing
- Work To Make
- 1,800 ticks (30 secs)
- Work Speed Stat
- General Labor Speed
- Stuff Tags
- Metallic
- Has Quality
- True
- weaponTags
- MedievalMeleeBasic, NeolithicMeleeBasic
The knife is a primitive, sharp melee weapon. It deals a low amount of damage, but has a short cooldown, making it friendlier to unskilled users.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
It can also be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate raiders drops.
A plasteel knife is given at the beginning with Crashlanded scenario, while a unique jade knife is given at the beginning with Lost Tribe scenario.
Analysis
Knives are low-tier melee weapons, being cheap and fast to produce.
Crashlanded
In the Crashlanded scenario, you receive a normal quality plasteel knife. This is roughly as strong as a normal steel longsword, and stronger than most other steel weapons of normal quality. Compared to the longsword, the knife attacks faster for less damage per hit, and is marginally worse against armor.
The quick attacks also help colonists with low melee skill, who might want to train melee due to a passion or a trait like brawler.
Naked Brutality
As you can make knives in a crafting spot, they can be useful in Naked Brutality and other low-resource scenarios. But, if you have at least 2 Crafting, short bows should be go-to weapon. As a ranged weapon, the short bow is generally better for combat, and it lets you hunt 0% manhunter animals without getting hurt (even docile animals will retaliate if struck in melee). If wood isn't available (e.g. in an ice sheet or desert), you might have to make a knife, as they can be made out of steel.
In terms of melee weapons, Clubs are your direct crafting spot alternatives. Clubs have 2 advantages over knives: they can be made out of wood, and they have no quality. While a steel club is worse than a "normal" quality steel knife, they are better than a poor or awful knife.
Considering metals other than steel: a plasteel knife (normal or better) is better than any club, and a uranium club is better than a uranium knife.
Crafting knives
You could make knives in order to train Crafting skill, but as clubs can be made of wood or stone, they are generally the better option. Once an electric smithy is available, plate armor requires more work and can be made out of wood.
Attack table
Industrial Weapons (Error: Page has no Property:Image) Industrial Weapons |
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.
Styles
This section relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
Version history
Gladius
A short sword of ancient design. Good for stabbing or slashing. It's light and nimble, which sometimes lets it beat bigger, heavier weapons.
Base Stats
Ranged Combat
- Mode
- Melee
Melee Combat
- Mode
- Melee
- Melee Attack 1
- Handle
9 dmg (Blunt)
13% AP
2 seconds cooldown - Melee Attack 2
- Point
16 dmg (Stab)
24% AP
2 seconds cooldown - Melee Attack 3
- Edge
16 dmg (Cut)
24% AP
2 seconds cooldown
Creation
- Required Research
- Smithing
- Skill Required
- Crafting 3
- Work To Make
- 12,000 ticks (3.33 mins)
- Work Speed Stat
- General Labor Speed
- Stuff Tags
- Metallic, Woody
- Has Quality
- True
- weaponTags
- MedievalMeleeDecent
The gladius is a melee weapon in RimWorld that does a moderate amount of damage, has a moderate cooldown, and deals sharp damage.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
Gladii can also be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate raiders.
Analysis
Surprisingly enough, gladii are worse for DPS than a knife of the same quality and material, despite the game stating otherwise. Knives are cheaper and don't require Smithing research. Why is this?
- The melee verb selection system, introduced in 1.1. Each weapon has multiple attacks, or verbs, with some better than others. The game's infobox incorrectly calculates the likelihood of each attack (it uses RimWorld 1.0 values). For example, the knife is assumed to use "Bad" attacks more often than it does in practice. With this in mind, knives have a "true" DPS of 7.23, rather than the gladius' 7.13.
- The impact of Cut damage type. A gladius is half as likely to do a Cut attack as a knife. Whenever a Cut attack is rolled, it has a chance to cleave. When a weapon cleaves, it deals 140% damage, spread throughout body parts.
- While cleaving reduces the chance to destroy body parts, it deals more pain, which gets enemies into pain shock faster. Pain shock is the most common way to disable enemies in combat, much more likely than body part destruction. Even mechanoids, who don't feel pain, can only lose so much HP before dying in combat.
- Stab has the advantage of superior damage to internal body parts. However, gladii won't instakill the heart at most reasonable qualities, and the chance of hitting the same organ 2 times in a row is miniscule. Cut is a more reliable way to disable enemies in combat.
The gladius does have +5% more AP, but this is a tiny value, insignificant in practice. The knife comes out ahead against any realistic enemy you'll fight. Knives also have the advantage of attacking faster, which can train melee skill, and is slightly better for low-accuracy attackers in general.
The plasteel knife you get at the start of the Crashlanded scenario is better than an excellent steel gladius (and below).
Trivia
A gladius is the classic Roman centurion's shortsword. Along with the ranged pilum, it is one of two Roman weapons in the game.
Attack table
Industrial Weapons (Error: Page has no Property:Image) Industrial Weapons |
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.
Styles
This section relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
Version history
- 0.7.581 - Added as the Short Sword.
- ? - Renamed to Gladius from Short Sword.
- ? - Buffed from 15 point and edge damage to 16.
- Beta 19/1.0 - Damage buffed, cooldown slightly increased..
- 1.5.4062 - Received a new texture.
Longsword
The ancient weapon of kings, the longsword can be used for slashing or stabbing.
Base Stats
Ranged Combat
- Mode
- Melee
Melee Combat
- Mode
- Melee
- Melee Attack 1
- Handle
9 dmg (Poke)
13% AP
2 seconds cooldown - Melee Attack 2
- Point
23 dmg (Stab)
34% AP
2.6 seconds cooldown - Melee Attack 3
- Blade
23 dmg (Cut)
34% AP
2.6 seconds cooldown
Creation
- Required Research
- Long blades
- Skill Required
- Crafting 5
- Work To Make
- 18,000 ticks (5 mins)
- Work Speed Stat
- General Labor Speed
- Stuff Tags
- Metallic, Woody
- Has Quality
- True
- weaponTags
- MedievalMeleeAdvanced, LongSword
- thingSetMakerTags
- RewardStandardQualitySuper
The longsword is a melee weapon that does a large amount of damage, has a long cooldown, and deals sharp damage.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
Longswords can be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate raiders.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Bioferrite handle attack quirk and it's effect - see persona monosword as example. |
The longsword has the highest base DPS out of any melee weapon in Core RimWorld.
In the Royalty DLC, they are surpassed by the monosword and other ultratech weapons, though those can't be crafted by your colony. A masterwork plasteel longsword beats a normal persona monosword and excellent monosword, at least before considering AP.
Comparisons
Comparison to maces
The longsword is naturally compared to the mace - the mace is the strongest craftable Blunt weapon in Core RimWorld, while the longsword is the strongest Sharp weapon. Maces cost 50, half as much as the sword. They require only Smithing research, rather than Long Blades. In addition, blunt weapons are best with uranium, while sharp weapons are best with plasteel. Uranium is a cheaper material, and generally less useful throughout the game.
In terms of raw damage, the longsword has +14% more base DPS than the mace. However, most enemies with armor will have much more Sharp armor than Blunt armor. For example, a flak vest has 100% Sharp armor, but only 40% Blunt armor. While the mace has less AP, most enemies have little blunt armor, resulting in an "armor-piercing" effect.
Breakpoints for when each weapon is better vary by quality and material.
- In general, a plasteel longsword beats the same quality uranium mace against unarmored humans and lightly armored humans, such as flak jackets without the corresponding vest. The sword is also better against light mechs like scythers and lancers.
- The uranium mace would do better against flak vests and all sorts of power armor, as well as larger mechs like centipedes. For example, a normal uranium mace deals +20.6% DPS to a centipede when compared to a normal plasteel longsword. (In raw DPS, before intricacies documented below)
Similar comparisons can be made between steel longswords vs steel maces.
Damage and AP are easily the most important factors for performance, especially at lower qualities. Regardless, this comparison can get significantly more complicated, even without factoring material cost. These details are documented below.
Sharp vs Blunt
There are a large amount of mechanics surrounding the damage types of the longsword and mace. For their "Best" attack, maces deal Blunt damage. Longswords deal either Stab or Cut damage. Best attacks are the most likely to hit (75%); for sake of simplicity, "Mid" attacks are ignored. They are listed in rough order of importance.
- Cut damage deals bonus damage. Specifically, if a Cut damage activates a cleave, then total damage is multiplied by 140%, then split between body parts. This means that a Cut attack inflicts more pain on a pawn, causing pain shock. Pain shock is the most common way to down / kill enemies in combat. Even with painless mechanoids, dealing enough HP of damage will cause a pawn to die, even if you never destroy a vital body part.
- The chance to cleave is 40%. This improves sword DPS by 116% on average, and the sword already is better in terms of raw DPS.
- Spreading the damage between body parts may prevent outright destroying body parts, which could be more devastating than extra damage.
- Blunt weapons have superior overkill damage mechanics. If a Stab would destroy a body part, then any further damage is wasted. If a Blunt attack would destroy a body part, damage is spread to the parent part. In other words: if a sword would stab off a finger, the mace would smash the finger and damage the arm in the process.
- Meanwhile, Cut damage has a chance to cleave an opponent. If cut damage happens to get a part to 0 HP, then it is much more likely to destroy it. The mace remains superior - it is more likely to cripple/destroy larger body parts whilst not wasting damage.
- Overkill is unlikely to matter for weapons below masterwork quality. Plasteel / uranium weapons at excellent quality will barely be able to destroy larger body parts, like the arms, in 1 hit, meaning overkill damage is almost nonexistent. Lower qualities won't be able to destroy large parts in 1 hit. With lower qualities, overkill is only relevant if a body part is hit twice in a row. This is much less important than DPS and the pain it inflicts.
- Blunt weapons can stun enemies, though the chance is small. If a blunt weapon hits the torso or a equivalent body part (a scyther's thorax, a centipede 1st body ring...), then the target has a chance to be stunned for a short time. This is completely independent from EMP and mechanoid adaptation. Stun chance depends on the target's health scale and the damage done. A normal uranium mace hitting a human would have a 2.7% chance to stun per hit to the torso.
- Blunt weapons can also stun if they hit the brain. But a uranium mace of at least Poor quality will always one-shot a human brain (unless it is fully negated by armor, in which case it wouldn't stun).
- Sharp weapons cause bleeding. However, bleeding is unlikely to help the player, since melee engagements are usually over long before combat penalties due to blood loss can kick in. This may even be a disadvantage, as it makes it harder to save prisoners and causes infections.
Attack table
Industrial Weapons (Error: Page has no Property:Image) Industrial Weapons |
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
- 1.5.4062 - Texture recreated with higher quality.