Rocketswarm launcher
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Rocketswarm launcher
An emergency-defense launcher that fires a single barrage of rockets covering a large area. The turret does not fire until someone activates it. It is very effective against large groups of weaker combatants, but less effective against small numbers of armored targets. Once fired, it must cool off for hours and be reloaded to fire again.
Base Stats
- Mass
- 8 kg
- Beauty
- -20
- HP
- 200
- Flammability
- 70%
- Path Cost
- 50 (21%)
Building
- Size
- 2 × 2
- Passability
- pass through only
- Cover Effectiveness
- 40%
- Terrain Affordance
- Heavy
- Power
- -150 W
Ranged Combat
- Mode
- Single-Use
- Damage
- 24 dmg (Bomb)
- Armor penetration
- 36%
- Warm-Up
- 0 ticks (0 secs)
- Cooldown
- 210 ticks (3.5 secs)
- Range
- 29.9 tile(s)
- Accuracy
- 28% - 75% - 66% - 50%
- Velocity
- 38 (m/s)
- Burst Count
- 12 (per burst)
- Burst Ticks
- 10 ticks (0.17 secs)
(360 RPM) - Miss Radius
- 5.75 tile(s)
- Blast Radius
- 2.9
- DPS
- 54
- Stopping power
- 0.5
Creation
- Required Research
- Rocketswarm launcher
- Skill Required
- Construction 5
- Work To Make
- 10,000 ticks (2.78 mins)
Rocketswarm launchers are security turrets that fire a barrage of rockets at a designated point when activated by a pawn.
Acquisition[edit]
Rocketswarm launchers can be constructed once the rocketswarm launcher research project has been completed. Each requires 20 Plasteel, 200 Steel, 2 Components, 180 Chemfuel, 10,000 ticks (2.78 mins) of work modified by the construction speed of the builder, and a construction skill of 5.
Summary[edit]
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Rocketswarm launchers fire a volley of 12 rockets in 110 ticks (1.83 secs). Unlike most other turrets, it must activated by a pawn, and then manually targeted by the player. Pawns that are incapable of violence cannot activate the launcher.
There is a delay of 60 ticks (1 sec) between targeting and firing. It can target any tile within its 29.9 tile range and within line of sight. Note that the rocketswarm launcher fires in a straight path like a traditional projectile, it does not travel over walls or other obstructions like a mortar.
The launcher can be activated once before needing to be reloaded at the cost of 180 chemfuel. A partial load of rockets cannot be launched; the turret must be full. After launching, there is a 7,200 ticks (2 mins) cooldown before it can be fired again, and it cannot be reloaded during this time.
Each rocket deals 24 Bomb damage with an AP of 36% in a 2.9 tile radius. Note that per explosion, this is significantly below the default of 50 damage of other Bomb type weapons, although it is made up for by the volume of fire.
When damaged beyond ?%[Value?] of its health, a rocketswarm launcher will spark and emit a hissing sound shortly before exploding 240 ticks (4 secs) later, dealing 50 Bomb damage in a 6.9 tile radius around itself.
Analysis[edit]
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Rocketswarm launchers are highly effective against tribals and other lightly armored targets. Each enemy is likely to be hit by multiple rockets, which is enough to cripple or kill them.
The main downsides of the launcher are the high research cost, high material cost, and difficulty of aiming. As enemies, even tribals, are generally spaced apart, it is hard to hit more than a few at a time. Because enemies tend to spread out, the rocketswarm launcher is often much less impressive than it is on paper. Placement of the launcher in front of constrictions that will group enemies will make them far more effective, though note that the imprecise nature of its firing might lead to the destruction of said constriction.
If placed outside of a base, consider having pawns ready with jump packs, locust armor, longjump legs, or moving and move speed enhancements ready to ensure they can get in position to trigger the launcher in time.
Explosions are very good at destroying walls, so plan your defensive structures around the rocket's radius.
Version history[edit]
- 1.4.3523 - Added.
- 1.4.3682 - Pawns that are incapable of violence can no longer activate rocketswarm launchers.