Weapons

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Weapons are used by colonists and raiders alike to fight each other (and sometimes to put down enraged animals). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.

If left exposed with no roof, a weapon on the ground will deteriorate until it disintegrates without a trace. Weapons stored in an equipment rack will not deteriorate. Template:Clr

Ranged Weapons

Range weapons consist mostly of firearms currently, but there are other non-gunpowder ranged weapons like bows and throwing spears. Ranged weapons that are damaged and have lost hit points suffer lower accuracy. A ranged weapon's accuracy is also affected by its quality level.

Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.

Accuracy stats listed below are for weapons with 100% hit points and of normal quality. The ranges correspond to: Touch = 4, Short = 15, Medium = 30, Long = 50. Between those ranges, they're interpolated.

Name Warm-Up
(ticks*)
Cooldown
(ticks*)
Range
(tiles)
Bullet Speed Accuracy
(Touch)
Accuracy
(Short)
Accuracy
(Medium)
Accuracy
(Long)
Damage Burst Count Burst (ticks*) Miss Radius Blast Radius DPS
(Optimal)
DPS
(Touch)
DPS
(Short)
DPS
(Medium)
DPS
(Long)
Value Silver
Short Bow 170 40 31.0 44 89% 64% 41% 22% 10 1 - - - 2.86 2.55 1.83 1.17 .63 60
Great Bow 200 40 34.0 49 93% 77% 59% 42% 15 1 - - - 3.46 3.22 2.66 2.04 1.45 180
Pila 260 270 20.0 26 91% 71% 50% 32% 30 1 - - - 3.40 3.09 2.41 1.70 1.09 90
Pistol 68 40 24.0 55 91% 71% 50% 32% 10 1 - - - 5.56 5.06 3.95 2.78 1.78 60
Pump Shotgun 108 40 16.0 55 96% 87% 77% 64% 20 1 - - - 8.11 7.79 7.06 6.24 5.19 175
PDW 108 40 24.0 55 89% 64% 41% 22% 5 4 7 - - 7.10 6.32 4.54 2.91 1.56 200
Survival Rifle 182 40 37.0 70 75% 96% 92% 88% 18 1 - - - 4.86 4.67 4.67 4.47 4.28 190
Assault Rifle 108 40 32.0 70 96% 87% 77% 64% 7 3 7 - - 7.78 7.47 6.77 5.99 4.98 325
Sniper Rifle 260 135 45.0 100 50% 86% 86% 88% 40 1 - - - 6.08 3.04 5.23 5.23 5.35 370
LMG 120 84 25.9 40 50% 64% 41% 22% 8 6 7 - - 12.06 6.03 7.72 4.94 2.65 800
Frag Grenades 108 160 12.0 12 - - - - 40 1 - 1.0 1.9 8.96 - - - - 200
Molotov Cocktails 108 160 12.9 12 - - - - 10 1 - 2.9 1.1 2.24 - - - - 100
EMP Grenade 108 160 12.9 12 - - - - 80 1 - 1.0 3.5 8.96 - - - - 400
Minigun 240 40 32.0 70 50% 42% 18% 6% 8 30 4 2.4 - 35.47 28.02 14.90 6.38 2.13 2200
T-9 Incendiary Launcher 182 40 24.0 40 79% 42% 18% 6% 4 1 - - - 1.08 .85 .45 .19 .06 370
R4 Charge Rifle 90 40 24.0 70 80% 83% 68% 53% 13 3 12 - - 15.23 12.19 12.64 10.36 8.07 1500
Charge Lance 120 168 37.0 120 60% 80% 92% 88% 27 1 - - - 5.59 5.20 4.30 3.30 2.35 2000
Inferno Cannon 100 480 27.0 45 79% 42% 18% 6% 13 1 - 3.5 2.4 2.11 1.67 .89 .38 .13 2400
Heavy Charge Blaster 100 420 27.0 90 60% 77% 59% 42% 15 24 5 2.9 - 39.82 37.03 30.66 23.49 16.72 2400
Improvised Turret Gun 108 40 25.9 70 89% 64% 41% 22% 7 4 8 - - 9.77 8.70 6.25 4.01 2.15 -

* At normal game speed, there are 60 ticks to one real world second. See: Time.

Melee Weapons

These are touch-ranged weapons.

The exact damage of a melee weapon is based on its quality level, with a low quality weapon dealing less damage and a high quality weapon dealing more. Melee weapons that are damaged and have lost hit points suffer a reduced damage amount.

Note that melee accuracy is determined by a colonist's melee skill.

Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.

In terms of economy, Maces are the most efficient weapons to sell, as they have the best material cost:value ratio (75 and 210, respectively), and they bring in lump sums of cash. Technically, small weapons such as the knife and shiv have better ratios, but the amount of work required to make them and the amount of items a player would need to bring in a decent sum of silver make them impractical to mass-produce.

Base Melee Stats

The following stats are for weapons with 100% hit points, of normal quality, and made of steel (the baseline material).

Name Warm-Up Melee cooldown
(seconds)
Cooldown
(seconds)
Damage DPS Damage Type Value Silver
Fist * 0 1.67** 1.67 5 3 Blunt --
Beer * 0 1.8** 1.8 7 3.89 Blunt 9
Wood log * 0 2.2** 2.2 8 3.64 Blunt 1.4
Elephant Tusk* 0 2.5** 2.5 16 6.4 Blunt 450
Shiv 0 1.55** 1.55 7 4.52 Sharp 21.2
Bionic Arm * 0 1.67** 1.67 9 5.40 Blunt 1500
Knife 0 1.66 1.66 8 4.82 Sharp 104
Club 0 162 2.4 11 4.07 Blunt 82
Spear 0 138 2.3 15 6.52 Sharp 280
Gladius 0 117 1.95 12 6.15 Sharp 180
Mace 0 126 2.1 11 5.24 Blunt 210
Long Sword 0 150 2.50 17 6.8 Sharp 400
Scyther Blade * 0 60 1.00 20 20.00 Sharp 2000
Power Claw * 0 70 1.17 15 12.85 Sharp 1500

* Material cannot be changed for these. They also do not come in varying quality levels. The Base Melee Stats table has their correct stats and no formulas are needed for them.
** This value is not to be calculated with the formula for the real cooldown

Material / Quality Modifiers

Material Melee cooldown Blunt Sharp
Sandstone 0.6 1.00 0.50
Granite 0.6 1.00 0.65
Limestone 0.6 1.00 0.60
Slate 0.6 1.00 0.60
Marble 0.6 1.00 0.60
Silver 1.0 1.10 0.50
Gold 0.9 1.15 0.30
Steel 1.0 1.00 1.00
Plasteel 1.25 1.00 1.20
Wood 1.15 0.90 0.2
Uranium 0.6 1.35 1.10
Quality Base Damage Modifier
Awful 0.40
Shoddy 0.70
Poor 0.85
Normal 1.00
Good 1.10
Superior 1.20
Excellent 1.35
Masterwork 1.45
Legendary 1.55

Melee Formulas

Damage for any melee weapon is Base Damage x Material Modifier x Quality Modifier

For example, a Masterwork Granite Gladius. A Gladius deals Sharp damage, so the Sharp damage material modifier is used.

Damage = 13, Material Modifier = 0.65, Quality = 1.45

Therefore, a Masterwork Granite Gladius deals (13 x 0.65 x 1.45) = 12.2525 damage.

Don't forget that Blunt damage will affect bones as well as flesh, and can potentially do more damage / incapacitate easier.


Cooldown is calculated as Material Modifier * Melee cooldown

For example, the cooldown (in seconds) on the Masterwork Granite Gladius = 1.93 / 0.6 = 3.22 (rounded)

Note that a higher agility will give a shorter cooldown and therefore a higher DPS.


DPS (damage per second) is calculated as Damage / Cooldown. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.

The Masterwork Granite Gladius has Damage 14.365 and Cooldown 3.22 seconds.

DPS = Damage / Cooldown = 14.365 / 3.22 = 4.46 (rounded).