Editing Weapon Guide

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 187: Line 187:
 
===Grenades===
 
===Grenades===
 
Grenades have the shortest range of any colonist weapon in the game, only thrown up to 12 tiles. All grenades have a forced miss radius.
 
Grenades have the shortest range of any colonist weapon in the game, only thrown up to 12 tiles. All grenades have a forced miss radius.
*{{Icon small|Frag grenades|24}} [[Frag grenades]] are standard explosives. While powerful, they are virtually unable to hit a moving pawn without the player manually leading the target. Good for fighting enemies in [[cover]]. Can be thrown straight for a few tiles in a hallway, and coupled with their AoE and massive damage, they are devastating against massed melee enemies when placed behind melee blockers. Grenades are also ''very'' effective against structures and walls. Breaking a wall fast is rarely helpful, but this property is great for taking out [[mech cluster]]s.{{RoyaltyIcon}}
+
*{{Icon small|Frag grenades|24}} [[Frag grenades]] are standard explosives. While powerful, they are virtually unable to hit a single, moving target without the player manually leading the shot. Good for fighting enemies in [[cover]]. Can be thrown straight for a few tiles in a hallway, and coupled with their AoE and massive damage, they are devastating against massed melee enemies when placed behind melee blockers. Grenades are also ''very'' effective against structures and walls. Breaking a wall fast is rarely helpful, but this property is great for taking out [[mech cluster]]s.{{RoyaltyIcon}}
 
*{{Icon small|Molotov cocktail|24}} [[Molotov cocktail]]s create [[fire]]. Unwieldy, and with a small blast, molotovs aren't very effective to throw on top of raiders. Instead, fire can quickly heat up any place considered ''indoors'', burning [[raider]]s and [[insect]]s alive via [[temperature]] mechanics. Mechs are immune to fire and heat.
 
*{{Icon small|Molotov cocktail|24}} [[Molotov cocktail]]s create [[fire]]. Unwieldy, and with a small blast, molotovs aren't very effective to throw on top of raiders. Instead, fire can quickly heat up any place considered ''indoors'', burning [[raider]]s and [[insect]]s alive via [[temperature]] mechanics. Mechs are immune to fire and heat.
 
*{{Icon small|EMP grenades|24}} [[EMP grenades]] stun [[mechanoid]]s and [[turret]]s for a massive duration and break both [[shield belt]]s and [[low-shield pack]]s,{{RoyaltyIcon}} but are harmless against organic targets. Invaluable for mech raids. Its blast radius is ''much'' bigger than the other grenades. As the blast is bigger than the forced miss radius, these are fairly reliable.
 
*{{Icon small|EMP grenades|24}} [[EMP grenades]] stun [[mechanoid]]s and [[turret]]s for a massive duration and break both [[shield belt]]s and [[low-shield pack]]s,{{RoyaltyIcon}} but are harmless against organic targets. Invaluable for mech raids. Its blast radius is ''much'' bigger than the other grenades. As the blast is bigger than the forced miss radius, these are fairly reliable.

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)