Incinerator
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
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Incinerator
A heavy weapon that can spray a stream of flame into an area. It can shoot in an arc over allies without harming them. The flame burns off rapidly, so it will only ignite the most flammable targets.
While the main flamethrower can be used without limit, the weapon also comes equipped with a bioferrite-powered mega-burner unit which generates a massive blast of flame from a pressurized bioferrite charge. The mega-burner unit must be refueled after each use.
Base Stats
- Tech Level
- Industrial
- Mass
- 3.4 kg
Ranged Combat
- Mode
- Beam
- Damage
- 10 dmg (Flame)
- Armor penetration
- 0%
- Warm-Up
- 30 ticks (0.5 secs)
- Cooldown
- 180 ticks (3 secs)
- Range
- 15.9 tile(s)
- Minimum Range
- 5.9 tiles
- Burst Count
- 20 (per burst)
- Burst Ticks
- 2 ticks (0.03 secs)
(1800 RPM) - DPS
- 48.39
Creation
- Required Research
- Bioferrite weaponry
- Work To Make
- 48,000 ticks (13.33 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- False
- weaponTags
- Gun, Flamethrower
- thingSetMakerTags
- RewardStandardQualitySuper
The incinerator is a flamethrower-like ranged weapon added by the Anomaly DLC.
Acquisition[edit]
Incinerators can be crafted at a bioferrite shaper once the bioferrite weaponry research project has been completed. Note that this research requires dark study to unlock. Each requires 75 Steel, 6 Components, 30 Bioferrite and 48,000 ticks (13.33 mins) of work modified by the general labor speed of the crafter.
Incinerators can also be obtained from heavy mercenary raiders or purchased from Outlander combat suppliers and faction bases.
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Unique shooting mechanics, also burner details. penetrates skipshield, does it ignore low shield packs and shield belts in enemies? considerstions need to be added to analysis as well.. |
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Incinerators deal heat[Verify] damage and set flammable objects ablaze in an approximately 8-tile wide, 1-tile long arc.
The incinerator contains an integrated burner which gives the user the ability to fire a gout of flame at will before requiring a reload.
The burner fires in a 11 range cone, thin close to the pawn and expanding to 5 tiles wide at a 11 tiles when fired in a cardinal direction.
Out gouts can be fired before the unit must be reloaded with 10 bioferrite. The reloading process takes 60 ticks (1 sec).[Verify] The pawn will never automatically use the burner - instead it must be manually activated by the player by use of the "??"[Gizmo Name?] gizmo, similar to using Utility items. It is unclear if this restriction also applies to NPCs.[Fact Check Needed] This gizmo will only appear when the pawn is drafted.
Shooting skill does not affect incinerator effectiveness.
Incinerators are unique in that they can be fired while wearing a shield belt. This applies to both fire modes. This has been confirmed as intended.
Pyromaniac pawns receive a +2 Pyromaniac has incendiary weapon mood buff while equipped with an incinerator. Note that they must be equipped, not merely carried. They also receive an additional +8 Used flame weapon mood for 0.333 days when used on an enemy.
Analysis[edit]
Compared to the incendiary launcher, incinerators have a faster fire rate and larger AOE at the cost of shorter range and a 6 tile minimum firing distance. They also don't produce chemfuel puddles, leading to a "cleaner" fire that only burn flammable pawns, items and buildings in the area.
Consider giving them to colonists with poor shooting accuracy.
Incinerators are useful to the point of being almost mandatory against fleshbeast events, they cause devourers to eject swallowed colonists, they can also be useful against infestations and ordinary human raids. Also, it's highly recommended to toggle autofire off on incinerators in order to avoid friendly fire.
Version history[edit]
- Anomaly DLC Release - Added.
- 1.5.4241 - Incinerators no longer have qualities.