Charge rifle

From RimWorld Wiki
(Redirected from Charge Rifle)
Jump to: navigation, search

Charge Rifle

Charge Rifle

"Phase-charging energy projectile rifle."


Type
EquipmentWeapons
Mass
4.6 kg
Class
Advanced
Mode
Burst
Dmg Type
Sharp
Damage
12
Warm-Up
60 ticks (1 sec)
Cooldown
68.4 ticks (1.14 secs)
Range
23 tile(s)
Accuracy
80% - 83% - 68% - 53%
Average Acc.
71%
Velocity
70 (m/s)
Burst Count
3 (per burst)
Burst Ticks
12 ticks (0.2 secs)
DPS
14.17 (10.06)
Buy
Steel 20 + Plasteel 40 + Component 7
Sell
Silver 945



The charge rifle is a somewhat heavy, fully automatic futuristic pulse rifle in RimWorld which deals considerable damage, has a rather short time between shots, short range, and high accuracy. Considering all of the stats, the charge rifle is one of the best weapons in the game and by far the best in its class (with the exception of the LMG that can sometimes trade blows); excellent damage output owing to its high fire rate and stopping power, combined with superior accuracy in its class, the only 'weakness' that the charge rifle has is its short range. The charge rifle is arguably the best weapon for individual opponents, but there are better weapons out there when it comes to tearing apart large crowds.

The charge rifle's main strength (as already mentioned) is its superior damage output combined with the best accuracy in its class.

Obtaining

Charge rifles can be purchased from outlander and orbital weapon traders for a hefty price, or obtained from pirate raiders in the mid-late game onwards. Charge Rifles can also be crafted at a machining table once the machining and charged shot researched have been completed; from 20 steel, 40 plasteel, 7 components, and 50,000 ticks (833.33 secs) of work.

You will also start with a charge rifle in the rich explorer scenario.

Conclusion & Comparison

As previously mentioned: the charge rifle shadows most other weapons in its class with the exception of the LMG which comes close to it. The heavy SMG may offer slightly better stopping power, but the charge rifle demolishes it in terms of accuracy and has quicker time between shots, and the pump shotgun offers notably better stopping power, but the charge rifle again has superior fire rate, and also range. The LMG cuts it a lot closer though: the charge rifle will generally come out on top in common combat scenarios (unmodified shooters against humans), but the LMG has a chance of pulling ahead in the hands of a fully augmented trigger-happy shooter (bionics and luciferium) - especially against larger enemies and also small groups of enemies, as LMGs can cause minor collateral damage.

On the subject of collateral damage, a minigun is arguably just as effective as a small firing squad of charge rifle gunners against crowds of enemies: while the minigun is terrible against individual targets owing to its forced miss radius, it'll happily tear several new holes into anybody that stands in the way of this target, or around the target for that matter.

An ideal firing squad (in non-killbox situations) would be a combination of charge rifles to dispose of close-range enemies, and then perhaps assault rifles to gun enemies down at mid-range, and then survival and/or sniper rifles to pick off enemies at medium-long or long range. Perhaps mix a few trigger-happy minigunners in to rip grouped enemies apart - although you'll want to be careful with miniguns as they can just as easily dispatch of your own pawns.

The charge rifle remains a useful weapon throughout all stages of the game.

Trivia

Charged-shot weapons are also referred to as Tokamak weapons in the fiction primer. They fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion. These require high amounts of power to fire and are powered by hex-cells at small scales (like Charge Rifles), or fusion reactors in the case of large cannons.