Template:Unique weapon traits

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Unique weapon traits[edit]

Unique weapons have individual traits that affect their stats in various ways. Each weapon will have up to three[Verify?] traits. Some traits are good, some are bad, some are just different. The traits are:

  • Name Description Adjectives Generate alone? Commonality Applicable weapons Exclude
    Quick reload This weapon has a quick release-and-replace mechanism that makes it faster to reload.

    quick, nimble, quickload, quickshot, fastload

    Check.png

    1

    -

    Aim assistance This weapon contains a rudimentary aim assistant computer which helps track targets, increasing accuracy at all ranges. The device can account for environmental challenges, allowing the weapon to ignore the accuracy penalty from bad weather and smoke.
    • Accuracy (Touch): x1.2
    • Accuracy (Short): x1.2
    • Accuracy (Medium): x1.2
    • Accuracy (Long): x1.2
    • Market value: +70 Silver
    • Ignores Accuracy Maluses

    seeking, accurate, precise, auto-aim, self-aim

    Check.png

    1

    -

    Custom grip This weapon contains a customized grip that handles recoil better, improving accuracy at short range. It looks cool too.

    custom, customized, gripped, hi-grip

    Ex.png

    1

    -

    Pistol brace This weapon has a stabilizing brace that connects to the user's arm, increasing its accuracy.
    • Accuracy (Touch): x1.2
    • Accuracy (Short): x1.2
    • Accuracy (Medium): x1.2
    • Accuracy (Long): x1.2
    • Market value: +35 Silver

    stable, accurate, precise, braced

    Check.png

    1

    -

    Pulse charger This weapon is retrofitted with pulse-charge technology, imbuing bullets with unstable energy. The weapon was clearly not designed for this, dramatically lowering its accuracy.
    • Accuracy (Touch): x0.8
    • Accuracy (Short): x0.8
    • Accuracy (Medium): x0.8
    • Accuracy (Long): x0.8
    • Ranged Damage Multiplier: +0.6
    • Ranged Armor Penetration Multiplier: +0.3
    • Market value: +80 Silver

    charged-shot, charged, pulse-charged

    Check.png

    1

    -

    Tox rounds This weapon fires rounds coated with toxic chemicals, which sicken wounded targets.
    • Forced color: UniqueWeapon_Tox
    • Projectile type: Toxic
    • Market value: +50 Silver

    green, poison, venom, venomous, snakebite

    Check.png

    1

    AmmoType, Color

    Piercing rounds This weapon fires rounds designed to penetrate thick armor.
    • Ranged Armor Penetration Multiplier: +0.2
    • Market value: +40 Silver

    piercing, sharp, sabot, penetrating

    Check.png

    1

    AmmoType

    Incendiary rounds This weapon fires ammunition that contains a flammable chemical. It has a chance to ignite targets.
    • Forced color: UniqueWeapon_Fire
    • Projectile type: Incendiary
    • Market value: +90 Silver

    red, fiery, flaming, burning, hot, igniting, napalm

    Check.png

    1

    AmmoType, Color

    EMP rounds This weapon fires rounds with embedded EMP capacitors, which will temporarily disable electronics and mechanoids.
    • Forced color: UniqueWeapon_EMP
    • Extra Damages:
      • EMP: 4
    • Market value: +75 Silver

    EMP, electric, shocking, sparky, zapping

    Check.png

    1

    AmmoType, Color

    Hollow-point rounds This weapon fires bullets that expand on impact, dealing more damage than normal.

    shredding, hollowpoint, hardpunch, meatrip, grinder

    Check.png

    1

    AmmoType

    High-power rounds Special ammunition makes this weapon more powerful than normal. The heavy recoil makes it less accurate.
    • Ranged Damage Multiplier: +0.3
    • Ranged Armor Penetration Multiplier: +0.15
    • Accuracy (Touch): x0.9
    • Accuracy (Short): x0.9
    • Accuracy (Medium): x0.9
    • Accuracy (Long): x0.9
    • Market value: +60 Silver

    atlas, hi-power, heavy-shot, hardpunch, heavy-hit

    Check.png

    1

    AmmoType

    Toxic pellets This weapon fires chemical pellets which cause toxic buildup.
    • Forced color: UniqueWeapon_Tox
    • Projectile type: Toxic
    • Market value: +50 Silver

    green, toxic, poisonous, poison

    Check.png

    1

    AmmoType, Color

    Incendiary pellets This weapon fires phosphorus pellets that have a chance to ignite targets.
    • Forced color: UniqueWeapon_Fire
    • Projectile type: Incendiary
    • Market value: +100 Silver

    red, fiery, flaming, burning, hot, volcanic, promethean

    Check.png

    1

    AmmoType, Color

    Birdshot pellets This weapon fires shells containing smaller pellets than normal. It's much more accurate at close range, but less effective at long range.
    • Ranged Armor Penetration Multiplier: -0.25
    • Accuracy (Touch): x1.3
    • Accuracy (Short): x1.2
    • Accuracy (Medium): x0.95
    • Accuracy (Long): x0.9
    • Market value: +10 Silver

    birdshot, nearshot

    Ex.png

    1

    AmmoType

    Piercing arrows This bow shoots bodkin-tipped arrows, making it more effective against armored targets.
    • Ranged Armor Penetration Multiplier: +0.3
    • Market value: +40 Silver

    piercing, sharp, penetrating, bodkin, anti-armor

    Check.png

    1

    AmmoType

    Paralytic arrows This bow shoots arrows embedded with a paralytic biotoxin, which briefly stuns targets.

    paralyzing, paralytic, stunning

    Check.png

    1

    AmmoType

    Broadhead arrows This bow shoots arrows tipped with sharp blades, increasing its damage.

    strong, broadhead

    Check.png

    1

    AmmoType

    Lightweight arrows This bow is adept at firing lightweight arrows. They fly farther but deal less damage.
    • Range Multiplier: +0.3
    • Ranged Damage Multiplier: -0.1
    • Market value: +30 Silver

    light, longreach

    Check.png

    1

    AmmoType

    Reinforced bow limbs The limbs of this bow have been strengthened, allowing it to shoot further.

    reinforced

    Check.png

    1

    -

    Extended barrel This weapon has a longer range than normal.

    long, extended

    Check.png

    1

    Barrel

    Tactical sight This weapon has a custom sight, increasing its accuracy at long range.
    • Accuracy (Medium): x1.2
    • Accuracy (Long): x1.2
    • Market value: +35 Silver

    accurate, precise, sniper

    Check.png

    1

    Sights

    Shoddy sights Defects in this weapon's sights decrease its accuracy at long ranges.
    • Market value: x0.85
    • Accuracy (Medium): x0.8
    • Accuracy (Long): x0.8

    inaccurate, imprecise

    Ex.png

    1

    Sights

    Tracking scope This weapon's scope uses target recognition software to automate target tracking, making it faster to fire.

    trackscope, fastfire

    Check.png

    1

    Scope

    Rangefinder This weapon's scope contains an advanced rangefinder, allowing it to fire further.

    eagle, farsight

    Check.png

    1

    Scope

    Shortened barrel This weapon's barrel has been sawn off, reducing its range but making it quicker to aim and fire.
    • Ranged Warmup Multiplier: -0.2
    • Range Multiplier: -0.2

    shortened, sawn-off

    Check.png

    1

    Barrel

    Rapid fire This weapon contains an improved self-loading mechanism. When firing bursts of multiple rounds, the time between each round is dramatically reduced.

    rapid, burst, rapid-fire

    Check.png

    1

    -

    Extended magazine This weapon fires 50% more shots in a single burst than normal.

    high-capacity, extendo-clip

    Check.png

    1

    -

    Charge capacitor This weapon amplifies pulse-charge technology with a massive capacitor, increasing damage and armor penetration.
    • Ranged Armor Penetration Multiplier: +0.2
    • Ranged Damage Multiplier: +0.35
    • Market value: +120 Silver

    overcharged

    Check.png

    1

    -

    EMP pulser This weapon can emit a burst of energy centered on the user. The burst will stun nearby electronic targets like mechanoids or turrets. Once used, the pulser takes some time to recharge.

    Pulse, EMP

    Check.png

    0.5

    Ability

    Frequency amplifier This weapon passes the beam through a crystal amplifier, dramatically increasing the weapon's damage and range. The weapon needs to cool down between uses.
    • Range Multiplier: +0.3
    • Ranged Damage Multiplier: +0.5
    • Ranged Cooldown: x1.5
    • Market value: +120 Silver

    amplified

    Check.png

    1

    -

    Heavy rounds This weapon deals more damage and has a much higher stopping power than normal.
    • Additional Stopping Power: 2
    • Ranged Damage Multiplier: +0.1
    • Market value: +50 Silver

    hammering, forceful, oversized, knockout

    Check.png

    1

    AmmoType

    Ornamental This weapon was crafted for aesthetics over functionality. It deals less damage but looks great.

    beautiful, elegant, ornamental

    Ex.png

    0.5

    Appearance

    Ugly This weapon was crafted with no respect for aesthetics. It looks like junk but gets the job done. Traders will pay less for it.

    monstrous, crude, ugly

    Ex.png

    0.5

    Appearance

    Lightweight This weapon is much lighter than normal, lowering its aiming time.
    • Ranged Warmup Multiplier: -0.2
    • Market value: +80
    • Mass: x0.75

    light, quickdraw

    Check.png

    1

    Weight

    Cumbersome This weapon is unwieldy to use, making it slower to aim.

    cumbersome, bulky, awkward

    Ex.png

    1

    Weight

    Gold inlay This weapon is inlaid with gold. Traders will pay more for it.

    Gold, golden

    Ex.png

    0.5

    Color

    Jade inlay This weapon is adorned with jade. Traders will pay more for it.

    jade

    Ex.png

    0.5

    Color

    Grenade launcher This weapon has an attached frag grenade launcher. Once fired, it must be reloaded using steel.
    • Adds ability: LaunchFragGrenade.png Launch frag grenade
    Launch a grenade. Can be reloaded using steel.
    • Fires a frag grenade, identical in stats to a projectile from frag grenades.
    • Damage: 200 bomb damage [Verify?]
    • AoE: 3x3 tiles [Verify?]
    • Range: 12.9 tiles
    • Forced miss radius: 1.9 tiles
    • Velocity: 12
    • Target: Pawn or Location
    • Warmup Time: 90 ticks (1.5 secs)
    • Cooldown Time: Nil
    • Charges: 1
    • Cost per charge: Steel 25
    • Time to reload: 60 ticks (1 sec)
    • AI Can Use: True

    explosive

    Check.png

    0.5

    Attachment, Ability

    EMP cannon This weapon has an attached EMP shell launcher. The shell emits a burst of electromagnetic energy that stuns electronic targets like turrets and mechanoids. Once fired, it must be reloaded using steel.
    • Adds ability: LaunchEMPShell.png Launch EMP shell
    Launch a shell that releases a burst of electromagnetic energy, stunning mechanical targets. Can be reloaded using steel.
    • Fires an EMP launcher shell, identical in stats to a projectile from the EMP launcher:
    • Damage: 50 EMP damage (2,200 ticks (36.67 secs) stun time)
    • AoE: 1.1 tiles (3x3 cross shape)
    • Range: 23.9 tiles
    • Forced miss radius: 1.9 tiles
    • Velocity: 40
    • Target: Pawn or Location
    • Warmup Time: 210 ticks (3.5 secs)
    • Cooldown Time: Nil
    • Charges: 2
    • Cost per charge: Steel 15
    • Time to reload: 60 ticks (1 sec)
    • AI Can Use: True. Note: AI will still target EMP-immune targets.

    EMP, disabling, stunning

    Check.png

    0.5

    Attachment, Ability

    Smoke launcher This weapon has an attached smoke shell launcher. The shell releases smoke that obscures incoming shots and prevents turrets from locking on. Once fired, it must be reloaded using steel.
    • Adds ability: LaunchSmokeShell.png Launch smoke shell
    Launch a smoke shell that obscures incoming shots and prevents turrets from locking on. Can be reloaded using steel.
    • Fires a smoke launcher shell, identical in stats to a projectile from the smoke launcher, that covers an area in blind smoke:
    • Damage: Nil
    • AoE: 2.4 tiles (5x5 square without corners)
    • Range: 23.9 tiles
    • Forced miss radius: 1.9 tiles
    • Velocity: 40
    • Target: Pawn or Location
    • Warmup Time: 210 ticks (3.5 secs)
    • Cooldown Time: Nil
    • Charges: 2
    • Cost per charge: Steel 15
    • Time to reload: 60 ticks (1 sec)
    • AI Can Use: True.

    smoke, concealing, clouding

    Check.png

    0.5

    Attachment, Ability

    Incendiary launcher This weapon has an attached incendiary shell launcher. The shell creates a small flame explosion that ignites everything nearby. Once fired, it must be reloaded using chemfuel.
    • Adds ability: LaunchIncendiaryShell.png Launch incendiary shell
    Launch a shell that creates an explosion on impact, igniting everything nearby. Can be reloaded using chemfuel.
    • Damage: 10 Flame damage
    • AoE: 1.1 tiles (3x3 cross shape)
    • Range: 23.9 tiles
    • Forced miss radius: 1.9 tiles
    • Velocity: 40
    • Target: Pawn or Location
    • Warmup Time: 210 ticks (3.5 secs)
    • Cooldown Time: Nil
    • Charges: 1
    • Cost per charge: Chemfuel 15
    • Time to reload: 60 ticks (1 sec)
    • AI Can Use: True. Note: AI will still target fire-immune targets.

    fiery, flame, flaming, burning

    Check.png

    0.5

    Attachment, Ability

    Bioferrite burnerContent added by the Anomaly DLC This weapon has a bioferrite-powered flamethrower unit. The burner generates a blast of flame from a pressurized bioferrite charge. Once used, it must be reloaded using bioferrite.
    • Adds ability: Hellcat Burner
      • Max Charges: 1
      • Ammo: Bioferrite
      • Ammo per charge: 10
      • Base reload ticks: 60
    • Market value: +80 Silver

    fiery, flame, flaming, burning

    Check.png

    0.5

    Attachment, Ability