Weapons

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Weapons are used by colonists and raiders alike to fight each other (and sometimes to put down enraged animals). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.


If left exposed with no roof, a weapon on the ground will deteriorate until it disintegrates without a trace. Weapons stored in an equipment rack will not deteriorate.

Ranged Weapons

Range weapons consist mostly of firearms currently, but there are other non-gunpowder ranged weapons like bows and throwing spears, and also the advanced Charge Rifle and Incendiary Launcher. Ranged weapons that are damaged and have lost hit points suffer lower accuracy. A ranged weapon's accuracy is also affected by its quality level.


Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.


Accuracy stats listed below are for weapons with 100% hit points and of normal quality. The ranges are measured in tiles and correspond to: Touch = 4 , Short = 15, Medium = 30, Long = 50. Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a shotgun, with range 16 and acc. stats 96/87/76/64, will never fire at medium (30) or long (50) range. You can think of its acc. stats as 96/87/-/- instead.


DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.


Name Damage Warm-Up
(ticks*)
Cooldown
(ticks*)
Range
(tiles)
Burst Count Burst (ticks*) Bullet Speed Accuracy
(Touch)
Accuracy
(Short)
Accuracy
(Medium)
Accuracy
(Long)
Miss Radius Blast Radius DPS
(Optimal)
DPS
(Touch)
DPS
(Short)
DPS
(Medium)
DPS
(Long)
Value Silver
Assault Rifle.png Assault rifle 7 54 81.5 31 3 7 70 70% 87% 77% 64% - - 8.43 5.901 7.3341 6.4911 5.3952  ?
SurvivalRifle.png Bolt-action rifle 18 114 75.333 37 1 - 70 75% 96% 96% 90% - - 5.7 4.275 5.472 5.472 5.13  ?
ChainShotgun.png Chain shotgun 20 66 75.6 10 3 12 55 40% 43% 38% 32% - - 21.74 8.696 9.3482 8.2612 6.9568  ?
ChargeLance.png Charge lance 27 120 168 37 1 - 120 60% 80% 92% 88% - - 5.63 3.378 4.504 5.1796 4.9544  ?
R4ChargeRifle.png Charge rifle 12 60 68.4 23 3 12 70 80% 83% 68% 53% - - 14.17 11.336 11.7611 9.6356 7.5101  ?
RocketLauncher.png Doomsday rocket launcher 40 270 270 40 1 - 50 100% 100% 100% 100% 1 7.8 4.44 4.44 4.44 4.44 4.44  ?
EMPGrenade.png EMP grenades 80 108 160 12.9 1 - 12 - - - - 1 3.5 17.91 - - - -  ?
FragGrenades.png Frag grenades 40 108 160 12 1 - 12 - - - - 1 1.9 8.96 - - - -  ?
GreatBow.png Great bow 18 90 108 32 1 - 49 93% 85% 75% 50% - - 5.45 5.0685 4.6325 4.0875 2.725  ?
HeavySMG.png Heavy SMG 13 54 99 18 3 11 48 89% 64% 37% 22% - - 13.37 11.8993 8.5568 4.9469 2.9414  ?
HeavyChargeBlaster.png Heavy charge blaster 15 100 420 27 24 5 90 60% 77% 59% 42% 2.9 - 34.02 20.412 26.1954 20.0718 14.2884  ?
ImprovisedTurretGun.png Improvised Turret Gun 11 0 309 25.9 3 8 70 80% 64% 41% 22% - - 6.09 4.872 3.8976 2.4969 1.3398  ?
T-9IncendiaryLauncher.png Incendiary launcher 10 180 240 24 1 - 40 79% 42% 18% 6% - 1.1 1.43 1.1297 0.6006 0.2574 0.0858  ?
InfernoCannon.png Inferno cannon 13 100 480 27 1 - 45 79% 42% 18% 6% 3.5 2.4 1.34 1.0586 0.5628 0.2412 0.0804  ?
LMG.png LMG 8 84 120 25.9 6 7 40 50% 64% 41% 22% - - 12.05 6.025 7.712 4.9405 2.651  ?
PDW.png Machine pistol 5 30 54 24 3 7 55 73% 62% 43% 15% - - 9.18 6.7014 5.6916 3.9474 1.377  ?
Minigun.png Minigun 8 240 40 32 30 4 70 50% 42% 18% 6% 2.4 - 36.36 18.18 15.2712 6.5448 2.1816  ?
Molotov.png Molotov cocktails 10 108 160 12.9 1 - 12 - - - - 2.9 1.1 2.24 - - - -  ?
Pila.png Pila 30 240 240 20 1 - 26 91% 71% 50% 32% - - 3.75 3.4125 2.6625 1.875 1.2  ?
Pistol.png Pistol 9 18 75.333 24 1 - 55 91% 71% 50% 32% - - 5.79 5.2689 4.1109 2.895 1.8528  ?
Pump shotgun.png Pump shotgun 20 54 75.333 16 1 - 55 80% 87% 77% 64% - - 9.28 7.424 8.0736 7.1456 5.9392  ?
RecurveBow.png Recurve bow 14 87 100 32 1 - 56 90% 78% 65% 35% - - 4.49 4.041 3.5022 2.9185 1.5715  ?
Revolver.png Revolver 11 18 83 26 1 - 55 91% 71% 50% 32% - - 6.53 5.9423 4.6363 3.265 2.0896  ?
ShortBow.png Short bow 10 81 100 29 1 - 44 89% 64% 41% 22% - - 3.31 2.9459 2.1184 1.3571 0.7282  ?
SniperRifle.png Sniper rifle 40 240 140 45 1 - 100 50% 86% 86% 88% - - 6.32 3.16 5.4352 5.4352 5.5616  ?


* At normal game speed, there are 60 ticks to one real world second. See: Time.


Melee Weapons

These are touch-range weapons.


The exact damage of a melee weapon is based on its quality level, with a low quality weapon dealing less damage and a high quality weapon dealing more. Melee weapons that are damaged and have lost hit points suffer a reduced damage amount.


Note that melee accuracy is determined by a colonist's melee skill and further modified by health stats of consciousness and sight.


Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.


In terms of economy, Maces are the most efficient weapons to sell, as they have the best material cost:value ratio (75 and 210, respectively), and they bring in lump sums of cash. Technically, small weapons such as the knife and shiv have better ratios, but the amount of work required to make them and the amount of items a player would need to bring in a decent sum of silver make them impractical to mass-produce.


Base Melee Stats

The following stats are for weapons with 100% hit points, of normal quality, and made of steel (the baseline material).


Name Melee cooldown Damage DPS Damage Type Value Silver
Fist * 110 ticks (1.83 secs) 6 3.28 Blunt -
Beer.png Beer 108 ticks (1.8 secs) 7 3.89 Blunt

12


Artificial Organ.png Bionic arm 100 ticks (1.67 secs) 9 5.4 Blunt

1,500


Club.png Club 129 ticks (2.15 secs) 12 5.58 Blunt

40 x Material Value

Elephant tusk.png Elephant tusk 150 ticks (2.5 secs) 15 6 Sharp

450


Gladius.png Gladius 117 ticks (1.95 secs) 12 6.15 Sharp

50 x Material Value

16px Jade knife 183 ticks (3.05 secs) 6 1.97 Sharp


Knife.png Knife 96 ticks (1.6 secs) 9 5.63 Sharp

40 x Material Value

LongSword.png Longsword 150 ticks (2.5 secs) 17 6.8 Sharp

120 x Material Value

Mace.png Mace 120 ticks (2 secs) 12 6 Blunt

75 x material value

Artificial Organ.png Power claw 100 ticks (1.67 secs) 15 9 Sharp

1,500


Artificial Organ.png Scyther blade 100 ticks (1.67 secs) 20 12 Sharp

2,000


Shiv.png Shiv 96 ticks (1.6 secs) 8 5 Sharp

10 x Material Value

Spear.png Spear 138 ticks (2.3 secs) 15 6.52 Sharp

90 x Material Value

Thrumbo horn.png Thrumbo horn 111 ticks (1.85 secs) 15 8.11 Sharp

3,000


Wood.png Wood 132 ticks (2.2 secs) 8 3.64 Blunt

1.4



* Material cannot be changed for these. They also do not come in varying quality levels. The Base Melee Stats table has their correct stats and no formulas are needed for them.


Material / Quality Modifiers

Material Cooldown speed factor Damage factor (Blunt) DPS factor (Blunt) Damage factor (Sharp) DPS factor (Sharp)
Sandstone 1.35 1.00 0.60 0.50 0.37
Granite 1.35 1.00 0.60 0.65 0.48
Limestone 1.35 1.00 0.60 0.60 0.44
Slate 1.35 1.00 0.60 0.60 0.44
Marble 1.35 1.00 0.60 0.60 0.44
Silver 1.00 1.10 1.10 0.50 0.50
Gold 1.10 1.15 1.04 0.30 0.27
Steel 1.00 1.00 1.00 1.00 1.00
Plasteel 0.80 1.00 1.25 1.20 1.50
Wood 0.90 0.80 0.92 0.30 0.35
Uranium 1.35 1.40 0.84 1.10 0.66
Jade 1.10 1.50 1.35 0.80 0.72


Quality Base Damage Modifier
Awful 0.40
Shoddy 0.70
Poor 0.85
Normal 1.00
Good 1.10
Superior 1.20
Excellent 1.35
Masterwork 1.45
Legendary 1.55

Stone blocks can only be used with club or shiv

Melee Formulas

Damage for any melee weapon is Base Damage x Material Modifier x Quality Modifier


For example, a Masterwork Granite Gladius. A Gladius deals Sharp damage, so the Sharp damage material modifier is used.


Damage = 13, Material Modifier = 0.65, Quality = 1.45


Therefore, a Masterwork Granite Gladius deals (13 x 0.65 x 1.45) = 12.2525 damage.


Don't forget that Blunt damage will affect bones as well as flesh, and can potentially do more damage / incapacitate easier.


Cooldown is calculated as Weapon melee cooldown / Material melee cooldown


DPS (damage per second) is calculated as Damage / Cooldown. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.


The Masterwork Granite Gladius has Damage 14.365 and Cooldown 3.22 seconds.


DPS = Damage / Cooldown = 14.365 / 3.22 = 4.46 (rounded).