Molotov cocktails

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Molotov cocktails

Molotov cocktails

Glass bottles filled with flammable liquid, with a burning cloth in the neck. A favorite weapon for hooligans and desperate warriors from rim to rim.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
"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
Market Value
245 Silver
Mass
1.0 kg

Ranged Combat

Mode
Single Thrown
Damage
10 dmg (Flame)
Warm-Up
90 ticks (1.5 secs)
Cooldown
160 ticks (2.67 secs)
Range
12.9 tile(s)
Accuracy
-
Velocity
12 (m/s)
Burst Count
1 (per burst)
Miss Radius
1.9 tile(s)
Blast Radius
1.1
DPS
2.4

Creation

Crafted At
Machining table
Required Research
Machining
Work To Make
6,000 ticks (1.67 mins)
Resources to make
Cloth 25 + Chemfuel 80
Technical
weaponTags
GrenadeDestructive


Molotov cocktails are short ranged, thrown weapons that have a forced miss radius but deal flame damage and set a 3x3 "plus-shaped" (+) area on fire where they land.

Note that molotov cocktails, once equipped, can be thrown infinitely; they are not consumed by use.

Acquisition

Molotov cocktails can be crafted at a Machining table once the Machining research project has been completed. They require Cloth 25 Cloth, Chemfuel 80 Chemfuel and 6,000 ticks (1.67 mins) of work.

They can also be purchased from orbital pirate merchants and orbital combat suppliers, outlander faction bases, or obtained from the following raider kinds:

Raider Kind Chance Average Quality Health
Grenadier 50% Normal 70-230%

Summary

Molotov cocktails range and AoE

Molotov cocktails deal 10 Flame damage, with a very short range, moderate aiming time. The cocktail explodes on impact, affecting adjacent tiles in cardinal directions. Cocktails have a forced miss radius of 1.9 tiles. If unobstructed, they will always land within 1 tile of their targeted tile (including diagonals). The cocktails will not get any more or less accurate based on the skills or health of the thrower. Aiming time effects do still apply however.

Flame damage will possibly ignite pawns. The impact will create chemfuel puddles, which will then ignite and burn, causing general fires.[Puddle behavior?] Pawns on fire will run wildly and are unable to attack.

Molotov cocktails are treated as proper weapons, so you can't wield another weapon. Each set of molotov cocktails can be thrown infinitely; they are not consumed by use. They are thrown like any shot, so cannot be used over walls and must have a direct line of sight. A circular zone will generate to indicate range, then another indicator with a circular center will become the aiming spot. The character cannot hold both the cocktails and another weapon at the same time.


When damaged with Flame damage[How much?], they may explode. The cocktails will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 10 Flame damage in a 2.66 tile radius around itself.[Chemfuel puddles?] They cannot be smelted in an electric smelter.

Molotov cocktails have no quality - every set of molotovs will have the same stats, regardless of the skill of the crafter.

Pyromaniac pawns equipped with molotov cocktails will have a +5 Pyromaniac has incendiary weapon mood buff.

Analysis

Combat

Molotovs are dubious in raw combat. Molotovs are better in a supporting role, being one of the few weapons that start fires - pawns that are on fire will stop attacking and run wildly, making them easy targets. However, using a grenade-type weapon without manual oversight is prone to vulnerable positioning, inefficiency against moving targets, and unwanted collateral damage. In addition, their low range makes friendly fire rather easy to do. Due to the forced miss, they can be a somewhat viable weapon for pawns with low shooting skill or health issues.

Fire becomes much less useful as you enter the mid- and lategame. Mechanoids are immune to fire, high-tech raiders start to wear more heat resistant apparel (which doesn't prevent ignition, just the damage), and there'll be too many tribespeople for a single blast to supress. Note that for humanoids, only phoenix armorContent added by the Royalty DLC will prevent guaranteed ignition, which raiders will not wear.

When throwing a cocktail down an 1-tile wide alley, a pawn can consistently throw a cocktail 4 tiles, not including the tile the pawn is standing on, without intersecting the two side walls. Beyond 4 tiles, there is a risk of hitting the wall and dropping short. This can be relevant to prevent friendly fire or damaging defenses during combat. Watch out when using these in place of frag grenades when melee blocking, as the fire can allow enemies to clip past your blockers, allowing them to surround the blockers or attack your backline.

Because it relies on fires, rain significantly diminishes its utility. Note that the game has a "firewatcher", and will automatically start rain if fires get too out of control.

As a Firestarter

Fire is very useful to dispose of flammable items, like corpses. Simply gather all unwanted items in a fireproof room (like using stone for walls and floor), draft a pawn, and throw the cocktail. Make sure to remove the Home Area around the room, so that pawns don't try and extinguish the fire. Molotovs throw faster and are significantly cheaper to produce than incendiary launchers, so are better for this purpose.

Fire may also be used to burn flammable structures and floors. Creating a wooden floor, luring and trappoing raiders in, and setting it on fire is a powerful, albeit costly tactic.

In extremely cold temperatures, fire can be a last resort in order to create heat. Use with extreme caution - fire can quickly go out of control, and temperatures easily get too hot. Typically, colonies with access to molotovs also have access to heaters.

Version history

  • 1.0 - Received a crafting recipe.