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 Warm-Up
(ticks*)
Cooldown
(ticks*)
Range
(tiles)
Bullet Speed Accuracy
(Touch)
Accuracy
(Short)
Accuracy
(Medium)
Accuracy
(Long)
Damage Burst Count Burst (ticks*) Miss Radius Blast Radius DPS
(Optimal)
DPS
(Touch)
DPS
(Short)
DPS
(Medium)
DPS
(Long)
Value Silver
Short Bow 170 40 31.0 44 89% 64% 41% 22% 10 1 - - - 2.86 2.55 1.83 1.17 .63 60
Great Bow 200 40 34.0 49 93% 77% 59% 42% 15 1 - - - 3.46 3.22 2.66 2.04 1.45 180
Pila 260 270 20.0 26 91% 71% 50% 32% 30 1 - - - 3.40 3.09 2.41 1.70 1.09 90
Pistol 68 40 24.0 55 91% 71% 50% 32% 10 1 - - - 5.56 5.06 3.95 2.78 1.78 60
Pump Shotgun 108 40 16.0 55 80% 87% 77% 64% 20 1 - - - 8.11 6.49 7.06 6.24 5.19 175
Machine pistol 45 40 24.0 55 73% 62% 43% 15% 5 4 7 - - 10.59 7.73 6.57 4.55 1.59 200
Survival Rifle 150 40 37.0 70 75% 96% 96% 90% 18 1 - - - 5.70 4.27 5.47 5.47 5.13 190
Assault Rifle 54 81.5 31.0 70 70% 87% 77% 64% 7 3 7 - - 6.40 5.90 7.33 6.49 5.39 445
Sniper Rifle 240 140 45.0 100 50% 86% 86% 88% 40 1 - - - 6.32 3.16 5.43 5.43 5.56 370
LMG 120 84 25.9 40 50% 64% 41% 22% 8 6 7 - - 12.06 6.03 7.72 4.94 2.65 800
Heavy SMG 80 78 20 50 89% 64% 37% 22% 10 4 11 - - 12.57 11.18 8.04 4.64 2.76 600
Frag Grenades 108 160 12.0 12 - - - - 40 1 - 1.0 1.9 8.96 - - - - 200
Molotov Cocktails 108 160 12.9 12 - - - - 10 1 - 2.9 1.1 2.24 - - - - 100
EMP Grenade 108 160 12.9 12 - - - - 80 1 - 1.0 3.5 8.96 - - - - 400
Minigun 240 40 32.0 70 50% 42% 18% 6% 8 30 4 2.4 - 35.47 28.02 14.90 6.38 2.13 2200
Incendiary Launcher 182 40 24.0 40 79% 42% 18% 6% 4 1 - - - 1.08 .85 .45 .19 .06 370
R4 Charge Rifle 90 40 24.0 70 80% 83% 68% 53% 13 3 12 - - 15.23 12.19 12.64 10.36 8.07 1500
Charge Lance 120 168 37.0 120 60% 80% 92% 88% 27 1 - - - 5.59 5.20 4.30 3.30 2.35 2000
Inferno Cannon 100 480 27.0 45 79% 42% 18% 6% 13 1 - 3.5 2.4 2.11 1.67 .89 .38 .13 2400
Heavy Charge Blaster 100 420 27.0 90 60% 77% 59% 42% 15 24 5 2.9 - 39.82 37.03 30.66 23.49 16.72 2400
Improvised Turret Gun 108 40 25.9 70 89% 64% 41% 22% 7 4 8 - - 9.77 8.70 6.25 4.01 2.15 -

* 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 9
Artificial Organ.png Bionic Arm 100 ticks (1.67 secs) 9 5.4 Blunt 1,500
Club.png Club 144 ticks (2.4 secs) 11 4.58 Blunt 40 x Material Value
16px 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
Knife.png Knife 100 ticks (1.67 secs) 8 4.8 Sharp 35
LongSword.png Long Sword 150 ticks (2.5 secs) 17 6.8 Sharp 120 x Material Value
Mace.png Mace 126 ticks (2.1 secs) 11 5.24 Blunt 75 x Material Value
16px Neolithic Weapons Expression error: Unrecognized punctuation character ",". ticks (Expression error: Unrecognized punctuation character ",". secs) 11, 15, 17, 7, 12, 8 3.16, 5.14, 3.4, 6.8, 4.52, 4.58, 6.52, 6.15, 4.8 Sharp, Blunt 3540 x Material Value, 90 x Material Value, 10 x Material Value, 50 x Material Value, 120 x Material Value
Artificial Organ.png Power Claw 70 ticks (1.17 secs) 15 12.86 Sharp 1,500
Artificial Organ.png Scyther blade 60 ticks (1 sec) 20 20 Sharp 2,000
Shiv.png Shiv 93 ticks (1.55 secs) 7 4.52 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 105 ticks (1.75 secs) 15 8.57 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).