Machine pistol

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Machine pistol

Machine pistol

A micro-submachine gun. It is short-ranged, but very light in the hands. Its rate of fire tends to make up for its weakness.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
220 Silver
Mass
2.5 kg

Ranged Combat

Mode
Burst
Damage
6 dmg (Bullet)
Armor penetration
9%
Warm-Up
30 ticks (0.5 secs)
Cooldown
54 ticks (0.9 secs)
Range
19.9 tile(s)
Accuracy
90% - 65% - 35% - 15%
Velocity
55 (m/s)
Burst Count
3 (per burst)
Burst Ticks
ticks (0.12 secs)
(514.29 RPM)
Total Burst Time
14 ticks (0.23 secs)
DPS
11.02
Stopping power
0.5

Melee Combat

Melee Attack 1
Grip
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 2 
Barrel
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 3 
Barrel
9 dmg (Poke)
13% AP
2.0 seconds cooldown

Creation

Crafted At
Machining table
Required Research
Blowback operation
Skill Required
Crafting 4
Work To Make
11,000 ticks (3.06 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 45 + Component 3
Technical
Has Quality
True
weaponTags
Gun, ShortShots
tradeTags
WeaponRanged


The machine pistol is a slightly lighter, multi-shot ranged weapon in RimWorld which fires 3-shot bursts of rounds which deal a low amount of damage each; a slightly shorter delay between each shot; a very short time between bursts; slightly shorter range and slightly higher overall accuracy.

Acquisition[edit]

Machine pistols can be crafted at a machining table once the Blowback operation research project has been completed. Each requires Steel 45 Steel, Component 3 Components, 11,000 ticks (3.06 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 4.

They can also be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following raider kinds:

Raider Kind Chance Average Quality Health
Scavenger gunner 25.20% Normal 40-110%
Pirate gunner 22.26% Normal 70-230%
Villager 5.32% Poor 20-200%
Town guard 17.63% Normal 60-200%
Mercenary gunner 10.38% Normal 70-320%
Ancient soldier 8.61% Normal 100%

Analysis[edit]

With high close-up accuracy and excellent rate of fire, the machine pistol is great for low-skill shooters, and has a respectable overall damage output. It easily outclasses the autopistol and goes toe-to-toe with the pump shotgun. It is cheap to manufacture, early in the research tree, and commonly carried by earlygame raiders. However, most ranged weapons outranges the machine pistol, and armor penetration is unsurprisingly low. These factors limit its utility from the midgame onwards, where its role is supplanted by the heavy SMG, for general skill-friendly combat, and the chain shotgun, for close combat. It does manage to keep up with the pump shotgun for the entirety of its relevance however.

The machine pistol is best suited as a close-quarters engagement weapon, also being good hit-and-run tactics against melee enemies due to its very short warmup/cooldown cycle. It's ill-advised to use the machine pistol as a hunting weapon since it'll easily send animals into a manhunting rage.

The low per-shot damage makes it slightly unlikely to outright kill humans via body part destruction but the high rate-of-fire results in numerous bleeding wounds. This can be useful as pawns that collapse from blood loss avoid the death on downed chance, making it one of the safest ways to down enemies. Note however that survivors will have many bleeding gunshot wounds to tend to. Therefore, it's advisable to use at least herbal medicine to be able to patch up multiple wounds per tend, unless you're confident that your doctors can patch each individual wound quickly enough.

Stats[edit]

Against an unarmored human, a machine pistol can kill with 7 hits to the torso, 5 hits to the head or 4 hits to the neck; cripple or destroy limbs in 5 hits; and cripple or destroy eyes and digits with 2 hits. A single hit to the brain will cause debilitating brain damage but typically won't kill unless the victim's consciousness hits 0%. It'll generally take around 11 hits to incapacitate that human from pain shock.

Overall, the machine pistol is best paired with a careful shooter up to level 12, then with a trigger-happy shooter beyond that point.

Attack table

Ranged

  • Machine pistol Machine pistol Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 5.4 8.1% 72% 52% 28% 12% 9.92 7.14 5.16 2.78 - 110 Silver
    Poor 6 9% 81% 58.5% 31.5% 13.5% 11.02 8.93 6.5 3.53 - 165 Silver
    Normal 6 9% 90% 65% 35% 15% 11.02 9.92 7.16 3.86 - 220 Silver
    Good 6 9% 99% 71.5% 38.5% 16.5% 11.02 10.91 7.93 4.3 - 275 Silver
    Excellent 6 9% 100% 78% 42% 18% 11.02 11.02 8.6 4.63 - 330 Silver
    Masterwork 7.5 11.25% 100% 87.75% 47.25% 20.25% 13.78 13.78 12.12 6.47 - 550 Silver
    Legendary 9 13.5% 100% 97.5% 52.5% 22.5% 16.53 16.53 16.2 8.76 - 1,100 Silver

    For the full effects of qualities, see Quality. 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.

  • Melee

    Feature Toggle
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Machine pistol Machine pistol Grip (Blunt) Barrel (Blunt) Barrel (Poke) Human: Left & right fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 3.98 11.6% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 8.2 2s 12% 4.1 37.5% 100 110 Silver
    Poor 4.07 11.82% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.2 2s 12% 4.1 20% 100 165 Silver
    Normal 4.4 12.75% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 8.2 2s 12% 4.1 12.5% 100 220 Silver
    Good 4.74 13.73% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 8.2 2s 12% 4.1 12.5% 100 275 Silver
    Excellent 5.08 14.7% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 8.2 2s 12% 4.1 12.5% 100 330 Silver
    Masterwork 5.92 17.14% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 8.2 2s 12% 4.1 12.5% 100 550 Silver
    Legendary 6.59 19.09% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 8.2 2s 12% 4.1 12.5% 100 1,100 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Machine pistol vs. comparable weapons[edit]

    This section goes over how well the machine pistol fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat.

    • All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease
    • All pawns have skill levels of 14 in ranged and melee
    • No pawns have any traits that affect combat performance
    • All pawns are of at least 18 years of age and completely healthy
    • Pawns are divided by walls to prevent stray shots from skewing results in any way
    • Weather is always kept clear
    • No cover is used for either team

    Results in the tables below are the percentages of battles that machine pistols either won or tied against the weapon listed in the first column of said tables, with a sample size of 2,000 battles per result. Higher percentages are better.

    All pawns wore normal quality plainleather pants, plainleather button-down shirts, plainleather dusters and plainleather cowboy hats.

    Other Weapon 3 7 12 18 25 32 40
    Heavy SMG 37.43% 38.81% 36.61% 38.85% - - -
    Pump Shotgun 76.44% 66.34% 51.12% - - - -
    Autopistol 80.66% 74.18% 66.93% 63.80% - - -

    Version history[edit]

    • ~2015 - Renamed from Uzi to PDW and texture updated
    • 0.15.1279 - Renamed PDW to Machine Pistol.
    • Beta 19 - Texture replaced with one that had previously been used by the Heavy SMG.
    • Beta 19/1.0 - Beta 19/1.0 - All melee attack damages increased 8 -> 9, cooldown increased from 1.6s -> 2s.
    • 1.0 - Received an accuracy buff in close ranged combat.