Assault rifle

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Revision as of 01:17, 9 January 2017 by Skywardhigh (talk | contribs) (Updated stats, I'm assuming quality is based off of normal)
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Assault Rifle

"A general-purpose military weapon for field or urban combat. It fires a three-round burst. Good range, low power, high rate of fire."

Base Stats

Type
EquipmentWeapons
"Modern Weapons" is not in the list (Neolithic Weapons, Medieval Weapons, Industrial Weapons, Spacer Weapons, Ultra Weapons, Mechanoid Weapons) of allowed values for the "Class" property.
Weapon Class
Modern

Ranged Combat

Mode
Burst
Damage
7 dmg
Warm-Up
54 ticks (0.9 secs)
Cooldown
81.5 ticks (1.36 secs)
Range
31 tile(s)
Accuracy
70% - 87% - 77% - 64%
Velocity
70 (m/s)
Burst Count
3 (per burst)
Burst Ticks
ticks (0.12 secs)
(514.29 RPM)
DPS
8.43 (Expression error: Unexpected / operator.)


This is a compromise between a slow-firing rifle and a long-ranged machine-gun. The Assault Rifle can keep enemies in check at a range most weapons can't fire at, while still maintaining just enough rate of fire to threaten both targets in cover and those closing the distance. A very well-balanced, highly recommended weapon at both the early and later stages of the game.

Unfortunately, its relatively low shot power is a very real drawback, so you may want to upgrade your colonists to the Heavy SMG or Charge Rifle when possible, especially if facing against raiders using personal shields, or heavily-armored mechanoids that can soak up enormous punishment. If you're however looking for an accurate weapon, this weapon generally dominates both the Charge Rifle by a fair margin and a more tangible accuracy boost over the Heavy SMG.

The Assault Rifle can be built at the machining table.

Trivia

The Assault Rifle is based off of the well-known American M16 assault rifle in real life.