Mechanoid Weapons
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Inferno cannon
An incendiary-shot mini-artillery device. It fires a large incendiary warhead.
Base Stats
Ranged Combat
- Mode
- Single-Shot
- Damage
- 10 dmg (Flame)
- Armor penetration
- 0%
- Warm-Up
- 75 ticks (1.25 secs)
- Cooldown
- 504 ticks (8.4 secs)
- Range
- 27 tile(s)
- Velocity
- 45 (m/s)
- Burst Count
- 1 (per burst)
- Miss Radius
- 3.5 tile(s)
- Blast Radius
- 2.4
- DPS
- 1.04
Melee Combat
- Melee Attack 1
- Barrel
11.7 dmg (Blunt)
18% AP
2.6 seconds cooldown
- Has Quality
- False
- weaponTags
- MechanoidGunHeavy, InfernoCannonGun
The inferno cannon is an mechanoid-only ranged weapon. It is the main armament of the centipede burner.
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
Acquisition
Inferno cannons spawn on all centipede burners, including those gestated by a colony. However, it is not possible to obtain it directly in normal play. 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.
Summary
The inferno cannon is a medium-range siege weapon armed to centipedes only, and it won't drop upon its death. It fires a projectile that sets anything within a 2.4-tile radius on fire, accuracy for touch range is 79, short is 42, medium is 18, and long is 6. While its shots deal trivial damage, the primary threat is that it starts fires that can consume large areas and cause extensive damage if left uncontrolled. Characters caught by its fire will run out of their cover in an attempt to put themselves out and will not fight back when damaged, making them sitting ducks. Burns do not cause bleeding but instead cause extensive pain, which leads to shock and incapacitation, or uncommonly scar the pawn badly. Downed colonists are also liable to death by fire unless rescued or put out. Shots can burn flammables through walls, so use extreme caution when opening ancient shrines as you may not want to trigger the spacers while the threat still lingers around.
Analysis
If you haven't already switched from wood walls and floors, Inferno Cannons are a significant threat. To avoid the worst of the collateral fire damage, build bunkers made of stone to fight Centipedes from, and keep firefoam poppers handy just in case fire threatens your stockpiles or farm fields.
Devilstrand clothing, especially dusters, offers a lot of protection against fire damage. Consider investing in some if you can.
Attack table
Mechanoid Weapons (Error: Page has no Property:Image) Mechanoid 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
- 1.4.3523 - New weaponTag added to uniquely identify it for use by a specific centipede variant.
Heavy charge blaster
A pulse-charged rapid-fire blaster for area suppressive fire. Heavy cooling allows long, deadly bursts.
Base Stats
Ranged Combat
- Mode
- Burst
- Damage
- 15 dmg (Bullet)
- Armor penetration
- 22%
- Warm-Up
- 75 ticks (1.25 secs)
- Cooldown
- 444 ticks (7.4 secs)
- Range
- 27 tile(s)
- Accuracy
- 18% - 26% - 26% - 18%
- Velocity
- 90 (m/s)
- Burst Count
- 24 (per burst)
- Burst Ticks
- 5 ticks (0.08 secs)
(720 RPM) - DPS
- 34.07
- Stopping power
- 0.5
Melee Combat
- Melee Attack 1
- Barrel
11.7 dmg (Blunt)
18% AP
2.6 seconds cooldown
- Has Quality
- False
- weaponTags
- MechanoidGunHeavy, ChargeBlasterHeavyGun
The heavy charge blaster is an mechanoid-only ranged weapon. It is the main armament of the centipede blaster.
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.
Acquisition
Heavy charge blasters spawn on all centipede blasters, including those gestated by a colony. However, it is not possible to obtain it directly in normal play. 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.
Analysis
Like the Minigun, it is an excellent crowd control weapon, dealing heavy damage against groups of targets, but its low accuracy makes it less effective against scattered or individual targets. With 90% of the range of a minigun, the Heavy charge blaster does 50% more damage per hit with 50% better Armor penetration. A fearsome weapon!
Attack table
Mechanoid Weapons (Error: Page has no Property:Image) Mechanoid Weapons |
Dam. | AP | Accuracy (Touch) |
Accuracy (Short) |
Accuracy (Medium) |
Accuracy (Long) |
DPS (Optimal) |
DPS (Touch) |
DPS (Short) |
DPS (Medium) |
DPS (Long) |
Market value |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Expression error: Unexpected * operator. | Expression error: Unexpected / operator.% | Expression error: Unexpected / operator. | Expression error: Unexpected / operator. | Expression error: Unexpected / operator. | Expression error: Unexpected / operator. | Expression error: Unexpected * operator. | Expression error: Unexpected >= operator. | Expression error: Unexpected >= operator. | Expression error: Unexpected >= operator. | Expression error: Unexpected >= operator. | Expression error: Unexpected < operator. |
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
- Beta 19 - no longer has a forced miss radius allowing it to hit single targets, but in turn received an accuracy penalty. It also received a damage buff.
- 1.4.3523 - New weaponTag added to uniquely identify it for use by a specific centipede variant.
Old texture. Replaced sometime prior to 0.10.785