Unique assault rifle

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Unique assault rifle

Unique assault rifle

An assault rifle with customized parts.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
480 Silver
Mass
3.5 kg

Ranged Combat

Mode
Burst
Damage
11 dmg (Bullet)
Armor penetration
16%
Warm-Up
60 ticks (1 sec)
Cooldown
102 ticks (1.7 secs)
Range
30.9 tile(s)
Accuracy
60% - 70% - 65% - 55%
Velocity
70 (m/s)
Burst Count
3 (per burst)
Burst Ticks
10 ticks (0.17 secs)
(360 RPM)
Total Burst Time
20 ticks (0.33 secs)
DPS
10.88
Stopping power
0.5

Melee Combat

Melee Attack 1
Stock
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
Technical
Has Quality
True
weaponTags
Gun, IndustrialGunAdvanced, AssaultRifle
thingSetMakerTags
RewardStandardLowFreq, UniqueWeapon
tradeTags
WeaponRanged


The unique assault rifle is the unique weapon variant of the assault rifle, a moderately heavy, automatic ranged weapon which fires 3-shot bursts of rounds which deal a moderate amount of damage each.

Each unique assault rifle comes with a combination of traits that make it different from all other assault rifles.

Acquisition[edit]

Unique weapons cannot be crafted or bought. See Unique weapons#Acquisition.

Analysis[edit]

?

Attack table

Ranged

  • Unique assault rifle Unique assault rifle Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 9.9 14.4% 48% 56% 52% 44% 9.79 4.7 5.48 5.09 4.31 240 Silver
    Poor 11 16% 54% 63% 58.5% 49.5% 10.88 5.88 6.85 6.42 5.44 360 Silver
    Normal 11 16% 60% 70% 65% 55% 10.88 6.53 7.62 7.07 5.98 480 Silver
    Good 11 16% 66% 77% 71.5% 60.5% 10.88 7.18 8.38 7.83 6.64 600 Silver
    Excellent 11 16% 72% 84% 78% 66% 10.88 7.83 9.14 8.49 7.18 720 Silver
    Masterwork 13.75 20% 81% 94.5% 87.75% 74.25% 13.6 11.02 12.92 11.97 10.06 1,200 Silver
    Legendary 16.5 24% 90% 100% 97.5% 82.5% 16.32 14.69 16.32 15.99 13.55 2,400 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
  • Unique assault rifle Unique assault rifle Stock (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% 100 240 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% 100 360 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% 100 480 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% 100 600 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% 100 720 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 1,200 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 2,400 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


    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 that can appear on unique assault rifles 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

    -

    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

    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

    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

    -

    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


    Gallery[edit]

    Version history[edit]