Weapons
In RimWorld, weapons are used by colonists and raiders alike to fight each other, or sometimes to put down an enraged animal.
Weapons have several characteristics that make them useful in different combat situations. They use no ammo even though there's Shells and Missiles resources.
Here's the list of available weapons in the game as of build 213.
Single shot
An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.
The autopistol is a light, single-shot firearm in RimWorld which deals a moderate amount of damage per shot; a very short time between shots; moderate range and moderate overall accuracy.
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.
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.
A pulse-charged rail-assisted lance weapon. It fires a single shot at high velocity, charging it with unstable energy as it leaves the acceleration rail.
A wide-barreled EMP shell launcher. The shell will upon impact release a burst of electromagnetic energy, stunning mechanical targets (mechanoids, turrets, mortars) and depleting shields in the area of effect.
The EMP launcher is a ranged weapon that fires EMP bolts that explode on impact, creating a small EMP pulse that downs shields, and stuns mechanoids, mortars and turrets.
A simple short selfbow with a load of incendiary arrows. The arrows carry fuel and an igniter. Upon impact, they spray fuel around and ignite it.
A powerful greatbow. Fires a heavy arrow long distances.
The greatbow is a moderately heavy, single-shot ranged weapon which deals a slightly higher amount of damage per shot; slightly longer time between shots; slightly longer range and high overall accuracy.
A variant of marine armor with an integrated frag launcher on the shoulder. The armor is slightly less protective than standard marine armor. The launcher can only hold a limited amount of ammo and must be reloaded after use.
Grenadiers usually specialize in breaching buildings or internal ship bulkheads. While not effective at very long range, grenadiers can be surprisingly deadly in confined quarters.
A wide-barreled incendiary bolt launcher. The bolts create small incendiary explosions on impact, starting fires.
The incendiary launcher is a weapon that fires bolts that deal low damage but can start fires and ignite enemies.
A crossbow-like device that throws rough spikes embedded with a paralytic biotoxin. Low damage, but it stuns non-mechanoid targets. Large targets are more resistant to the biotoxin and will be stunned for less time.
Pila are spears for throwing. They take a long time to throw, but one hit can do heavy damage. This weapon represents a bundle of pila and can be thrown over and over. The singular of pila is pilum.
Pila are slightly heavier, thrown ranged weapons which deal a high amount of damage per pilum thrown. They have a very long time between throws, and slightly shorter range and slightly lower overall accuracy.
An ancient design of shotgun that emits a tight-packed spray of pellets. Deadly, but short range.
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.
A recurve bow. Its construction behaves like a tuned spring, storing energy more efficiently and delivering a faster shot.
The recurve bow is a light, single-shot ranged neolithic weapon which deals a slightly higher amount of damage per shot than a short bow, has a moderate time between shots, slightly better range and slightly higher overall accuracy.
An ancient pattern double-action revolver. It's not very powerful, but has a decent range for a pistol and is quick on the draw.
The revolver is a light, single-shot ranged weapon in RimWorld which deals a moderate amount of damage per shot, has a short time between shots, a moderate range and moderate overall accuracy.
A simple short selfbow made from a single piece of wood.
The short bow is a very light, single-shot ranged weapon in RimWorld which deals a moderate amount of damage per shot; slightly longer time between shots; slightly shorter range and moderate accuracy.
A wide-barreled smoke shell launcher. The shell will upon impact release a cloud of smoke, obscuring incoming shots and preventing turrets from locking on.
The smoke launcher fires smoke bombs that explode on impact, covering a small area with smoke equal to a 5x5 square without corners, regardless of item quality.
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.
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.
A self-loading uranium slug cannon designed to attach to a turret.
Sub-Machine Guns
Uzi
A fast-firing submachine gun able to quickly stun a target in range.
"Ancient pattern submachine gun. Short range, low power, high rate of fire."
- Damage: 5
- Range: 24
- Accuracy: 3
- Automatic fire. Shots per burst: 4
- Handling: Normal
- Usual price: $800 (modified by trade)
Rifles
Lee-Enfield
A slow reloading rifle able to take out target from a long range. In close quarters combat, it's slow handling makes it less valuable than a Uzi, a Shotgun or even a Pistol, but a colonist armed with a Lee-Enfield has the ability to run away from short range to take cover behind distant cover and fire accurate rounds without possibility of retaliation.
The Lee-Enfield outranges the automatic turrets, forcing colonists to expose themselves to take an rifle-armed raider out.
"Ancient bolt-action rifle. Probably pulled from a basement somewhere. Good range, good power, low rate of fire."
- Damage: 18
- Range: 37
- Accuracy: 9
- Single-shot
- Handling: Slow
- Usual price: $750 (modified by trade)
M-16
Compromise between a slow firing rifle and a short-ranged machinegun, the M-16 can keep enemies in check at a range most weapons can't fire at. Its low power prevents it to be the ultimate weapon, however. Template:Clr
"Ancient pattern military Weapon. Good range, low power, high rate of fire."
- Damage: 7
- Range: 32
- Accuracy: 7
- Automatic fire. Shots per burst: 3
- Handling: Normal
- Usual price: $1300 (modified by trade)
R4 Charge rifle
Conventional assault rifle, great improvement over the Uzi. Good against packed enemies even though it also can dish out huge damage to single targets.
"Phase-charging energy/projectile rifle."
- Damage: 14
- Range: 24
- Accuracy: 6
- Automatic fire. Shots per burst: 3
- Handling: Normal
- Usual price: $2000 (modified by trade)
M-24
An upgraded version of the Lee-Enfield rifle. Same limitations regarding close-quarter combat, but better qualities regarding range and power.
"Ancient pattern military sniper rifle. Bolt action. Long range, great accuracy and power."
- Damage: 50
- Range: 45
- Accuracy: 9
- Single-shot
- Handling: Slow
- Usual price: $1500 (modified by trade)
Thrown
Frag Grenades
Grenades have a very short range, a long aiming time, and a delay before exploding in a 3x3 area. Very dangerous to use, hard to hit with against moving targets, very expensive, they aren't the best choice all around for colony defense.
"Thrown explosive."
- Damage: 65
- Range: 12
- Handling: Super slow
- Area of effect: 3x3
- Usual price: $2000 (modified by trade)
Molotov cocktails
Molotov cocktails set a large zone on fire once it lands. Unfortunately, it is also super hard to hit the wanted target. Template:Clr
"Thrown explosive."
- Damage: 15
- Range: 12
- Accuracy: Ridiculous
- Handling: Super slow
- Area of effect: 3x3 cross-shaped
- Usual price: $2000 (modified by trade)