Unique charge rifle
| This article relates to content added by Odyssey (DLC). Please note that it will not be present without the DLC enabled. |
Unique charge rifle
A charge rifle with customized parts.
Base Stats
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
- 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]
| This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Analysis should focus on mechanics unique to uniques, rather than replicating the base models analysis. |
Attack table
Ranged
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 |
|---|---|
| Attacks |
| 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 | 2× 37.5% | 100 | 505 |
| 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 | 2× 20% | 100 | 755 |
| 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 | 2× 12.5% | 100 | 1,010 |
| 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 | 2× 12.5% | 100 | 1,260 |
| 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 | 2× 12.5% | 100 | 1,515 |
| 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 | 2× 12.5% | 100 | 2,525 |
| 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 | 2× 12.5% | 100 | 4,010 |
For the full effects of qualities, see Quality.
- ↑ 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. - ↑ 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]
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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 |
|
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.
|
seeking, accurate, precise, auto-aim, self-aim |
|
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 |
|
1 |
- |
|
| Extended barrel | This weapon has a longer range than normal.
|
long, extended |
|
1 |
Barrel |
|
| Tactical sight | This weapon has a custom sight, increasing its accuracy at long range.
|
accurate, precise, sniper |
|
1 |
Sights |
|
| Shoddy sights | Defects in this weapon's sights decrease its accuracy at long ranges.
|
inaccurate, imprecise |
|
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 |
|
1 |
- |
|
| Extended magazine | This weapon fires 50% more shots in a single burst than normal.
|
high-capacity, extendo-clip |
|
1 |
- |
|
| Charge capacitor | This weapon amplifies pulse-charge technology with a massive capacitor, increasing damage and armor penetration.
|
overcharged |
|
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 |
|
0.5 |
Ability |
|
| Heavy rounds | This weapon deals more damage and has a much higher stopping power than normal.
|
hammering, forceful, oversized, knockout |
|
1 |
AmmoType |
|
| Ornamental | This weapon was crafted for aesthetics over functionality. It deals less damage but looks great.
|
beautiful, elegant, ornamental |
|
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 |
|
0.5 |
Appearance |
|
| Lightweight | This weapon is much lighter than normal, lowering its aiming time.
|
light, quickdraw |
|
1 |
Weight |
|
| Cumbersome | This weapon is unwieldy to use, making it slower to aim.
|
cumbersome, bulky, awkward |
|
1 |
Weight |
|
| Gold inlay | This weapon is inlaid with gold. Traders will pay more for it.
|
Gold, golden |
|
0.5 |
Color |
|
| Jade inlay | This weapon is adorned with jade. Traders will pay more for it.
|
jade |
|
0.5 |
Color |
|
| Grenade launcher | This weapon has an attached frag grenade launcher. Once fired, it must be reloaded using steel.
|
explosive |
|
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.
|
EMP, disabling, stunning |
|
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.
|
smoke, concealing, clouding |
|
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.
|
fiery, flame, flaming, burning |
|
0.5 |
Attachment, Ability |
|
| Bioferrite burner |
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.
|
fiery, flame, flaming, burning |
|
0.5 |
Attachment, Ability |
Gallery[edit]
Version history[edit]
- Odyssey DLC release - Added.
