Unique charge rifle

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Unique charge rifle

Unique charge rifle

A charge rifle with customized parts.

Base Stats

Type
EquipmentWeapons
Tech Level
Spacer
Weapon Class
Spacer
Market Value
1010 Silver
Mass
4.6 kg

Ranged Combat

Mode
Burst
Damage
16 dmg (Bullet)
Armor penetration
35%
Warm-Up
60 ticks (1 sec)
Cooldown
120 ticks (2 secs)
Range
27.9 tile(s)
Accuracy
55% - 64% - 55% - 45%
Velocity
70 (m/s)
Burst Count
3 (per burst)
Burst Ticks
12 ticks (0.2 secs)
(300 RPM)
Total Burst Time
24 ticks (0.4 secs)
DPS
14.12
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, SpacerGun
thingSetMakerTags
RewardStandardLowFreq, UniqueWeapon
tradeTags
WeaponRanged


The unique charge rifle is the unique weapon variant of the charge rifle, a spacer-tech weapon that fires 3-round burst with good armor penetration, moderate range, and slightly below-average accuracy.

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

Acquisition[edit]

Unique weapons can be obtained through quests, found in loot boxes like sealed crates, sealed containers, or ancient safes, found while fishing, or gifted by visitors. Unique weapons can also rarely be dropped by raiders. Ancient Mercenary and Orbital Item Stash quests will always contain at least one unique weapon, typically masterwork or legendary quality.

Weapons depot and ancient garrison map features do NOT contain unique weapons, nor do ancient dangers.

Summary[edit]

Before traits, unique charge rifles are statistically identical to charge rifles. The stats provided in this article are for base model before traits, except where specified otherwise.

Unique charge rifles have the following namerLabels for use in their name generation:

  • charge rifle

Analysis[edit]

Attack table

Ranged

  • Unique charge rifle Unique charge 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 14.4 31.5% 44% 51.2% 44% 36% 12.71 5.59 6.48 5.59 4.57 505 Silver
    Poor 16 35% 49.5% 57.6% 49.5% 40.5% 14.12 7.06 8.19 7.06 5.79 755 Silver
    Normal 16 35% 55% 64% 55% 45% 14.12 7.77 9.04 7.77 6.35 1,010 Silver
    Good 16 35% 60.5% 70.4% 60.5% 49.5% 14.12 8.61 9.88 8.61 7.06 1,260 Silver
    Excellent 16 35% 66% 76.8% 66% 54% 14.12 9.32 10.87 9.32 7.62 1,515 Silver
    Masterwork 20 43.75% 74.25% 86.4% 74.25% 60.75% 17.65 13.06 15.18 13.06 10.77 2,525 Silver
    Legendary 24 52.5% 82.5% 96% 82.5% 67.5% 21.18 17.58 20.33 17.58 14.4 4,010 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 charge rifle Unique charge 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% 100 505 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% 100 755 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 1,010 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 1,260 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 1,515 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 2,525 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 4,010 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 charge 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

    -

    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

    -

    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

    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]