Difference between revisions of "Incinerator"

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{{Anomaly}}
 
{{Anomaly}}
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{{Stub|reason=General also verify page info. also needs categories}}
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|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}
 
 
{{Infobox main|weapon
 
{{Infobox main|weapon
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| name = Incinerator
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| image = Incinerator.png
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| description = A heavy weapon that can spray a stream of flame into an area. It can shoot in an arc over allies without harming them. The flame burns off rapidly, so it will only ignite the most flammable targets.<br/>While the main flamethrower can be used without limit, the weapon also comes equipped with a bioferrite-powered mega-burner unit which generates a massive blast of flame from a pressurized bioferrite charge. The mega-burner unit must be refueled after each use.
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| type = Equipment
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| type2 = Weapons
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| tech level = Industrial
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| class =
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| damage = 10
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| armorPenetration = 0
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| damage type = Flame
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| range = 15.9
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| minrange = 5.9
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| burst = 20
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| burstTicks = 2
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| mode =
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| warmup = 30
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| cooldown = 180
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| DPS = DPS
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| production facility 1 = Bioferrite shaper
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| resource 1 = Steel
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| resource 1 amount = 75
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| resource 2 = Component
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| resource 2 amount = 6
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| resource 3 = Bioferrite
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| resource 3 amount = 30
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| marketvalue = 530
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| mass base = 3.4
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| research = Bioferrite weaponry
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| work to make = 48000
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| set property = true
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}}
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The '''incinerator''' is a flamethrower-like ranged [[weapon]] added by the [[Anomaly DLC]].
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== Acquisition ==
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{{Acquisition}}
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Incinerators can also be obtained from [[Raider#Mercenaries|heavy mercenary raiders]] or purchased from [[Outlander]] [[Trade#Combat_supplier|combat suppliers]] and [[faction base]]s.
  
| set property = false <!-- Remove when anomaly goes live and content confirmed -->
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== Summary ==
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{{Stub|section=1|reason=Unique shooting mechanics, also burner details.}}
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[[File:Burner.png|thumb|left|Incinerator burner gizmo icon]]
  
| name = Incinerator
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Incinerators deal [[Damage types#Heat|heat]]{{Check Tag|Verify}} damage and set flammable objects ablaze in an approximately 8-tile wide, 1-tile long arc. Also has a single shot incendiary burner ability which ignites an 11-by-5 tile wide cone needs to be reloaded with bioferrite between uses.
}}
 
  
INTRO TEXT
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Shooting skill does not affect incinerator effectiveness, and quality appears to only affect the melee attacks.{{Check Tag|Verify}}
  
== Acquistion ==
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Incinerators are unique in that they can be fired while wearing a [[shield belt]]. This  applies to both fire modes. This has been confirmed as intended.
ACQUISTION TEXT
 
  
== Summary ==
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{{Pyromaniac Weapon Note}}
SUMMARY TEXT
 
  
 
== Analysis ==
 
== Analysis ==
ANALYSIS TEXT
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Compared to the incendiary launcher, incinerators have a faster fire rate and larger AOE at the cost of shorter range and a 6 tile minimum firing distance.
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Consider giving them to colonists with bad shooting skill and/or the [[trigger happy]] trait.
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Incinerators are useful to the point of being almost mandatory against fleshbeast events, though they can also be useful against infestations and ordinary human raids.  Also, it's highly recommended to toggle autofire off on incinerators in order to avoid friendly fire.
  
 
== Version history ==  
 
== Version history ==  
 
* [[Anomaly DLC]] Release - Added.
 
* [[Anomaly DLC]] Release - Added.
  
CATEGORIES GO HERE
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{{Nav|weapon|wide}}

Latest revision as of 10:47, 6 May 2024

Incinerator

Incinerator

A heavy weapon that can spray a stream of flame into an area. It can shoot in an arc over allies without harming them. The flame burns off rapidly, so it will only ignite the most flammable targets.
While the main flamethrower can be used without limit, the weapon also comes equipped with a bioferrite-powered mega-burner unit which generates a massive blast of flame from a pressurized bioferrite charge. The mega-burner unit must be refueled after each use.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Market Value
530 Silver
Mass
3.4 kg

Ranged Combat

Damage
10 dmg (Flame)
Armor penetration
0%
Warm-Up
30 ticks (0.5 secs)
Cooldown
180 ticks (3 secs)
Range
15.9 tile(s)
Minimum Range
5.9 tiles
Burst Count
20 (per burst)
Burst Ticks
ticks (0.03 secs)
(1800 RPM)
DPS
48.39

Creation

Crafted At
Bioferrite shaper
Required Research
Bioferrite weaponry
Work To Make
48,000 ticks (13.33 mins)
Resources to make
Steel 75 + Component 6 + Bioferrite 30

The incinerator is a flamethrower-like ranged weapon added by the Anomaly DLC.

Acquisition[edit]

Incinerators can be crafted at a bioferrite shaper once the bioferrite weaponry research project has been completed. Note that this research requires dark study to unlock. Each requires Steel 75 Steel, Component 6 Components, Bioferrite 30 Bioferrite and 48,000 ticks (13.33 mins) of work modified by the general labor speed of the crafter.

Incinerators can also be obtained from heavy mercenary raiders or purchased from Outlander combat suppliers and faction bases.

Summary[edit]

Incinerator burner gizmo icon

Incinerators deal heat[Verify] damage and set flammable objects ablaze in an approximately 8-tile wide, 1-tile long arc. Also has a single shot incendiary burner ability which ignites an 11-by-5 tile wide cone needs to be reloaded with bioferrite between uses.

Shooting skill does not affect incinerator effectiveness, and quality appears to only affect the melee attacks.[Verify]

Incinerators are unique in that they can be fired while wearing a shield belt. This applies to both fire modes. This has been confirmed as intended.

Pyromaniac pawns receive a +2 Pyromaniac has incendiary weapon mood buff while equipped with an incinerator, and an additional +8 Used flame weapon mood for 0.333 days when used on an enemy. Note that they must be equipped, not merely carried.

Analysis[edit]

Compared to the incendiary launcher, incinerators have a faster fire rate and larger AOE at the cost of shorter range and a 6 tile minimum firing distance.

Consider giving them to colonists with bad shooting skill and/or the trigger happy trait.

Incinerators are useful to the point of being almost mandatory against fleshbeast events, though they can also be useful against infestations and ordinary human raids. Also, it's highly recommended to toggle autofire off on incinerators in order to avoid friendly fire.

Version history[edit]