Assault rifle
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
- Weapon Class
- Industrial
- Mass
- 3.5 kg
Ranged Combat
The assault rifle is a moderately heavy, multi-shot firearm in RimWorld 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
Assault rifles can be crafted with skill level 6 at a machining table once the precision rifling research has been completed; with 60 steel, 7 components and 40,000 ticks (11.11 mins) of work. Assault rifles can also be purchased from outlander and orbital combat suppliers, outlander settlements, or from raider drops:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Mercenary Gunner | 9.17% | Normal | 70-320% |
Elite Mercenary | 53.37% | Normal | 100% |
Ancient Soldier | 10.81% | Normal | 100% |
Analysis
The assault rifle is somewhat middle-of-the-road in many aspects, with the exception of a decent range - the longest range out of all multi-shot firearms (barring the single-use triple rocket launcher), but not as long as the bolt-action rifle's. Unlike more specialized weapons such as the LMG and bolt-action rifle, the assault rifle is more of a jack-of-all trades; master of none. Interestingly, as a result, the assault rifle's biggest strength which in turn sets it apart from other weapons really is just its versatility. Single-target damage output is respectable: consistently higher than the LMG's, though lower than the heavy SMG's until beyond short distance.
Given its respectable rate-of-fire and somewhat consistent accuracy profile, the assault rifle is a somewhat skill-friendly weapon, though it's advisable to use cheaper weapons for inexperienced shooters such as the machine pistol.
The only real thing that the assault rifle lacks is stopping power, only being high enough to stagger smaller creatures such as tortoises and boomrats. Production is also quite expensive, and you won't see raiders use assault rifles until the midgame.
The assault rifle can be used to effect in virtually any use case, whether in close-quarters or on the field - though slightly weaker as a support weapon due to its low stopping power. Hunting is also a viable option with the assault rifle due to its moderate per-shot damage and decent range. This makes it possibly be the best all-round ranged weapon of the mid-late game.
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 (~9.3 seconds average) to incapacitate that human from pain shock.
Overall, the assault rifle is best paired with a careful shooter up to level 17, then with a trigger-happy shooter beyond that point.
Melee Combat
Tool | Attack | Damage Type | Power | AP | Cooldown | Likelihood | Base DPS |
---|---|---|---|---|---|---|---|
Overall | - | - | 9 | 13% | 2.00s | - | 4.50 |
Stock | Blunt | Blunt | 9 | 13% | 2.00s | 50.00% | 4.50 |
Barrel | Blunt | Blunt | 9 | 13% | 2.00s | 25.00% | 4.50 |
Barrel | Poke | Blunt | 9 | 13% | 2.00s | 25.00% | 4.50 |
Quality Table
Quality | Beauty | Deterioration Rate | Market Value | Accuracy (close) | Accuracy (short) | Accuracy (medium) | Accuracy (long) | Damage | Armor Penetration | Melee Damage Per Second | Melee Armor Penetration |
Awful | -3 | 4/day | $197.5 | 48% | 56% | 52% | 44% | 8.8 | 12.8% | 3.6 | 10.4% |
Poor | -3 | 3/day | $296.25 | 54% | 63% | 58.5% | 49.5% | 9.9 | 14.4% | 4.05 | 11.7% |
Normal | -3 | 2/day | $395 | 60% | 70% | 65% | 55% | 11 | 16% | 4.5 | 13% |
Good | -3 | 1.6/day | $493.75 | 66% | 77% | 71.5% | 60.5% | 12.1 | 17.6% | 4.95 | 15% |
Excellent | -3 | 1.2/day | $592.5 | 72% | 84% | 78% | 66% | 13.2 | 19.2% | 5.4 | 16% |
Masterwork | -3 | 0.6/day | $987.5 | 81% | 94.5% | 87.75% | 74.25% | 14.85 | 21.6% | 6.08 | 19% |
Legendary | -3 | 0.2/day | $1975 | 90% | 100% | 92.5% | 82.5% | 16 | 25% | 7.42 | 22% |
Graphs
The graphs assume a normal quality assault rifle 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.