Difference between revisions of "Mechanoid Weapons"

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<div class="pull-left" style="min-height:56em">{{:Minigun}}</div>
 
<div class="pull-left" style="min-height:56em">{{:Charge lance}}</div>
 
 
<div class="pull-left" style="min-height:56em">{{:Inferno cannon}}</div>
 
<div class="pull-left" style="min-height:56em">{{:Inferno cannon}}</div>
 
<div class="pull-left" style="min-height:56em">{{:Heavy charge blaster}}</div>
 
<div class="pull-left" style="min-height:56em">{{:Heavy charge blaster}}</div>

Revision as of 03:03, 18 May 2019

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gear Menu Weapons Apparel Clothing Armor Utility


Inferno cannon

Inferno cannon

An incendiary-shot mini-artillery device. It fires a large incendiary warhead.

Base Stats

Type
EquipmentWeapons
Tech Level
Spacer
Weapon Class
Mechanoid
Market Value
1400 Silver
Mass
18 kg

Ranged Combat

Mode
Single-Shot
Damage
10 dmg (Flame)
Armor penetration
0%
Warm-Up
75 ticks (1.25 secs)
Cooldown
504 ticks (8.4 secs)
Range
27 tile(s)
Velocity
45 (m/s)
Burst Count
1 (per burst)
Miss Radius
3.5 tile(s)
Blast Radius
2.4
DPS
1.04

Melee Combat

Melee Attack 1
Barrel
11.7 dmg (Blunt)
18% AP
2.6 seconds cooldown
Melee Average DPS
4.5
Melee Average AP
18%
Technical
Has Quality
False
weaponTags
MechanoidGunHeavy, InfernoCannonGun


The inferno cannon is an mechanoid-only ranged weapon. It is the main armament of the centipede burner.

This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.

Acquisition

Inferno cannons spawn on all centipede burners, including those gestated by a colony. However, it is not possible to obtain it directly in normal play. Pawns carrying it will not drop it on death, downing, or complete loss of manipulation like other weapons. It can be spawned in by the Debug actions menu but, like all unobtainable weapons, will disappear after being dropped.

Summary

The inferno cannon is a medium-range siege weapon armed to centipedes only, and it won't drop upon its death. It fires a projectile that sets anything within a 2.4-tile radius on fire, accuracy for touch range is 79, short is 42, medium is 18, and long is 6. While its shots deal trivial damage, the primary threat is that it starts fires that can consume large areas and cause extensive damage if left uncontrolled. Characters caught by its fire will run out of their cover in an attempt to put themselves out and will not fight back when damaged, making them sitting ducks. Burns do not cause bleeding but instead cause extensive pain, which leads to shock and incapacitation, or uncommonly scar the pawn badly. Downed colonists are also liable to death by fire unless rescued or put out. Shots can burn flammables through walls, so use extreme caution when opening ancient shrines as you may not want to trigger the spacers while the threat still lingers around.

Inferno cannon blast burning flammables through walls

Analysis

If you haven't already switched from wood walls and floors, Inferno Cannons are a significant threat. To avoid the worst of the collateral fire damage, build bunkers made of stone to fight Centipedes from, and keep firefoam poppers handy just in case fire threatens your stockpiles or farm fields.

Devilstrand clothing, especially dusters, offers a lot of protection against fire damage. Consider investing in some if you can.

Attack table

  • Mechanoid Weapons (Error: Page has no Property:Image)
    Mechanoid Weapons
    Dam. AP Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Expression error: Unexpected * operator. Expression error: Unexpected / operator.% Expression error: Unexpected / operator. Expression error: Unexpected / operator. Expression error: Unexpected / operator. Expression error: Unexpected / operator. Expression error: Unexpected * operator. Expression error: Unexpected >= operator. Expression error: Unexpected >= operator. Expression error: Unexpected >= operator. Expression error: Unexpected >= operator. Expression error: Unexpected < operator. Silver

    Values shown in Red indicate the weapon is out of range at the reference point for this range band. The value is provided due to the interpolated nature of accuracy between range points.

  • Version history

    • 1.4.3523 - New weaponTag added to uniquely identify it for use by a specific centipede variant.

    Heavy charge blaster

    Heavy charge blaster

    A pulse-charged rapid-fire blaster for area suppressive fire. Heavy cooling allows long, deadly bursts.

    Base Stats

    Type
    EquipmentWeapons
    Tech Level
    Spacer
    Weapon Class
    Mechanoid
    Market Value
    1400 Silver
    Mass
    22 kg

    Ranged Combat

    Mode
    Burst
    Damage
    15 dmg (Bullet)
    Armor penetration
    22%
    Warm-Up
    75 ticks (1.25 secs)
    Cooldown
    444 ticks (7.4 secs)
    Range
    27 tile(s)
    Accuracy
    18% - 26% - 26% - 18%
    Avg. accuracy
    22%
    Velocity
    90 (m/s)
    Burst Count
    24 (per burst)
    Burst Ticks
    ticks (0.08 secs)
    (720 RPM)
    DPS
    34.07 (7.5)
    Stopping power
    0.5

    Melee Combat

    Melee Attack 1
    Barrel
    11.7 dmg (Blunt)
    18% AP
    2.6 seconds cooldown
    Melee Average DPS
    4.5
    Melee Average AP
    18%
    Technical
    Has Quality
    False
    weaponTags
    MechanoidGunHeavy, ChargeBlasterHeavyGun


    The heavy charge blaster is an mechanoid-only ranged weapon. It is the main armament of the centipede blaster.

    This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.

    Acquisition

    Heavy charge blasters spawn on all centipede blasters, including those gestated by a colony. However, it is not possible to obtain it directly in normal play. Pawns carrying it will not drop it on death, downing, or complete loss of manipulation like other weapons. It can be spawned in by the Debug actions menu but, like all unobtainable weapons, will disappear after being dropped.

    Summary

    ?

    Analysis

    Like the Minigun, it is an excellent crowd control weapon, dealing heavy damage against groups of targets, but its low accuracy makes it less effective against scattered or individual targets. With 90% of the range of a minigun, the Heavy charge blaster does 50% more damage per hit with 50% better Armor penetration. A fearsome weapon!

    Attack table

  • Mechanoid Weapons (Error: Page has no Property:Image)
    Mechanoid Weapons
    Dam. AP Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Expression error: Unexpected * operator. Expression error: Unexpected / operator.% Expression error: Unexpected / operator. Expression error: Unexpected / operator. Expression error: Unexpected / operator. Expression error: Unexpected / operator. Expression error: Unexpected * operator. Expression error: Unexpected >= operator. Expression error: Unexpected >= operator. Expression error: Unexpected >= operator. Expression error: Unexpected >= operator. Expression error: Unexpected < operator. Silver

    Values shown in Red indicate the weapon is out of range at the reference point for this range band. The value is provided due to the interpolated nature of accuracy between range points.

  • Version history

    • Beta 19 - no longer has a forced miss radius allowing it to hit single targets, but in turn received an accuracy penalty. It also received a damage buff.
    • 1.4.3523 - New weaponTag added to uniquely identify it for use by a specific centipede variant.