Weapons

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For ways for both countering and using each kind of weapon, see Weapon Guide .


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 a shelf will not deteriorate, even if left outside.

Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.

Ranged Weapons

Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like bows and throwing spears, and also the advanced charge rifle and incendiary launcher. A ranged weapon's accuracy and damage are also affected by its quality level.

Stats listed in the table below are for weapons that are of normal quality. The ranges are measured in tiles and correspond to:

  • Touch = 3
  • Short = 12
  • Medium = 25
  • Long = 40.

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 pump shotgun, with range 15.9 and acc. stats 80-87-77-64, will never fire at medium (25) or long (40) range, yet the medium stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-77-0 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.

Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired.

Ranged weapons also can't fire in melee range unless the target is downed or not immediately hostile to the player's faction.

Name Damage Warm-Up
(ticks*)
Cooldown
(ticks*)
Range
(tiles)
Burst Count Burst (ticks*) Bullet Speed Accuracy
(Touch)
Accuracy
(Short)
Accuracy
(Medium)
Accuracy
(Long)
Miss Radius Blast Radius DPS
(Optimal)
DPS
(Touch)
DPS
(Short)
DPS
(Medium)
DPS
(Long)
Value Silver


Assault rifle.png Assault rifle 11 60 102 30.9 3 10 70 60% 70% 65% 55% - - 10.88 6.528 7.616 7.072 5.984 480
Autocannon.png Autocannon 25 0 210 32.9 3 17 88 25% 65% 60% 45% - - 18.44 4.61 11.986 11.064 8.298 ?
Autopistol.png Autopistol 10 18 60 25.9 1 - 55 80% 70% 40% 30% - - 7.69 6.152 5.383 3.076 2.307 139
Bolt-action rifle.png Bolt-action rifle 18 102 90 36.9 1 - 70 65% 80% 90% 80% - - 5.63 3.6595 4.504 5.067 4.504 255
ChainShotgun.png Chain shotgun 18 72 81 12.9 3 10 55 57% 64% 55% 45% - - 18.73 10.6761 11.9872 10.3015 8.4285 405
ChargeLance.png Charge lance 30 102 162 29.9 1 - 120 65% 85% 85% 75% - - 6.82 4.433 5.797 5.797 5.115 1,355
R4ChargeRifle.png Charge rifle 15 60 120 25.9 3 12 70 55% 64% 55% 45% - - 13.24 7.282 8.4736 7.282 5.958 1,010
Doomsday rocket launcher.png Doomsday rocket launcher 50 270 270 36 1 - 50 100% 100% 100% 100% 1.9 7.8 5.56 5.56 5.56 5.56 5.56 1,000
EMPGrenade.png EMP grenades 50 90 160 12.9 1 - 12 - - - - 1.9 3.5 12 - - - - 315
EMPLauncher.png EMP launcher 50 210 210 23.9 1 - 40 - - - - 1.9 1.1 7.14 - - - - 505
FragGrenades.png Frag grenades 50 90 160 12.9 1 - 12 - - - - 1.9 1.9 12 - - - - 265
GreatBow.png Greatbow 17 120 90 29.9 1 - 49 65% 85% 75% 50% - - 4.86 3.159 4.131 3.645 2.43 104
HeavySMG.png Heavy SMG 12 54 99 22.9 3 11 48 85% 65% 35% 20% - - 12.34 10.489 8.021 4.319 2.468 355
HeavyChargeBlaster.png Heavy charge blaster 15 75 444 27 24 5 90 18% 26% 26% 18% - - 34.07 6.1326 8.8582 8.8582 6.1326 ?
Incendiary launcher.png Incendiary launcher 10 210 210 23.9 1 - 40 - - - - 1.9 1.1 1.43 - - - - 340
InfernoCannon.png Inferno cannon 13 75 504 27 1 - 45 - - - - 3.5 2.4 1.35 - - - - ?
InfernoCannon.png Inferno cannon (Turret) 13 75 1,020 45.9 1 - 45 - - - - 4.6 2.4 0.71 - - - - ?
LMG.png LMG 11 108 108 25.9 6 7 46 40% 48% 35% 26% - - 15.78 6.312 7.5744 5.523 4.1028 425
ChargeBlasterLight.png Light charge blaster 15 75 444 45.9 9 7 90 18% 26% 26% 8% - - 14.09 2.5362 3.6634 3.6634 1.1272 ?
MachinePistol.png Machine pistol 6 30 54 19.9 3 7 55 90% 65% 35% 15% - - 11.02 9.918 7.163 3.857 1.653 220
Mini-slugger.png Mini-slugger 12 0 306 45.9 1 - 70 80% 55% 35% 10% - - 2.35 1.88 1.2925 0.8225 0.235 ?
ImprovisedTurretGun.png Mini-turret gun 11 0 288 28.9 2 8 70 70% 64% 41% 22% - - 4.46 3.122 2.8544 1.8286 0.9812 ?
Minigun.png Minigun 10 150 138 30.9 25 5 70 15% 25% 25% 18% - - 36.76 5.514 9.19 9.19 6.6168 1,160
Molotov.png Molotov cocktails 10 90 160 12.9 1 - 12 - - - - 1.9 1.1 2.4 - - - - 245
NeedleGun.png Needle gun 15 150 126 44.9 1 - 120 60% 80% 90% 85% - - 3.26 1.956 2.608 2.934 2.771 0
Pila.png Pila 25 240 240 18.9 1 - 26 50% 71% 50% 32% - - 3.13 1.565 2.2223 1.565 1.0016 109
Pump shotgun.png Pump shotgun 18 54 75 15.9 1 - 55 80% 87% 77% 64% - - 8.37 6.696 7.2819 6.4449 5.3568 255
RecurveBow.png Recurve bow 14 87 99 25.9 1 - 56 70% 78% 65% 35% - - 4.52 3.164 3.5256 2.938 1.582 66
Revolver.png Revolver 12 18 96 25.9 1 - 55 80% 75% 45% 35% - - 6.32 5.056 4.74 2.844 2.212 135
ShortBow.png Short bow 11 81 99 22.9 1 - 44 75% 65% 45% 25% - - 3.67 2.7525 2.3855 1.6515 0.9175 45
SmokeLauncher.png Smoke launcher ? ? - 23.9 1 - 40 - - - - 1.9 2.4 - - - - 380
SniperRifle.png Sniper rifle 25 210 138 44.9 1 - 100 50% 70% 86% 88% - - 4.31 2.155 3.017 3.7066 3.7928 530
Triple rocket launcher.png Triple rocket launcher 40 270 270 36 3 20 50 - - - - 2.9 3.9 12.41 - - - - ?
UraniumSlugCannon.png Uranium slug cannon 50 0 240 45.9 1 17 120 20% 30% 40% 95% - - 12.5 2.5 3.75 5 11.875 ?

A weapon stats spreadsheet for B19 with mods https://drive.google.com/open?id=1gdu8YTE9cwj9jcCsT1TrizsbbjkVZwco

* At normal game speed, there are 60 ticks to one real world second. See: Time.

Quality Modifiers

Quality Accuracy Modifier Base Damage Modifier Armor Penetration Modifier
Awful 0.80 0.90 0.90
Poor 0.90 1.00 1.00
Normal 1.00 1.00 1.00
Good 1.10 1.00 1.00
Excellent 1.20 1.00 1.00
Masterwork 1.35 1.25 1.25
Legendary 1.50 1.50 1.50

Melee Weapons

These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee 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.

Note that melee accuracy is determined by a colonist's melee skill and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance.

Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.

Base Melee Stats

The following stats are for weapons that are of normal quality and made out of steel (the baseline material).

Name Average cooldown Weakest attack damage Strongest attack damage Average DPS Damage type [A] Average AP Value Silver
Unarmed human 2 s 5 8.2 2.29 Blunt - -
Axe.png Axe [E] 2 s 9 15 6.71 ? 20% 120
Beer.png Beer [B] 2 s 9 9 4.50 Blunt 13% 12
Health item bionic.png Bionic arm [B] 2 s 12 12 6.00 Blunt 18% 1 500
Club.png Club 2 s 9 14 6.27 Blunt 19% 80
Elephant tusk.png Elephant tusk [B] 2.48 s 9 18.2 6.89 Sharp 27% 80
Gladius.png Gladius 2 s 9 15 7.52 Sharp 23% 124
Ikwa.png Ikwa 1.91 s 9 15 6.71 Sharp 20% 113
JadeKnife.png Jade knife [C] 2.76 s 12 13.5 5.35 Sharp ? 159
Knife.png Knife 1.82 s 9 13 6.50 Sharp 18% 63
Longsword.png Longsword 2.5 s 9 23 8.60 Sharp 33% 255
Mace.png Mace 2 s 9 15.7 7.02 Blunt 21% 117
Monosword.png Monosword[D] [E] 2 s 12 28 13.33 Sharp 84% 2000
Monosword.png Link Monosword [D] [E] 1 s 12 32 30.69 Sharp 85% ?
Plasmasword.png Plasmasword[D][E][F] 2.6 s 12 26 7.49 Sharp 28% 2000
Plasmasword.png Link Plasmasword [D][E][F] 1.3 s 12 31.875 ? Sharp ?% ?
Psystaff.png Eltex staff [D][E] 2.6 s 12 12 4.62 Blunt ?% 1000
Spear.png Spear 2.5 s 13 23 7.35 Sharp 38% 186
Thrumbo horn.png Thrumbo horn [B] 1.85 s 15 15 8.11 Sharp 41% 800
Warhammer.png Warhammer [E] 2.6 s 11 20 6.89 Blunt 27% ?
Zeushammer.png Zeushammer [D][E] ? 15 31 + 9 EMP Damage 9.95 Blunt + EMP 42% 2000
Zeushammer.png Link Zeushammer[D][E] ? 16 36 + 12 EMP Damage 23.07 Blunt + EMP 49% ?
A All sharp melee weapons come also with (weak) blunt attacks.
B Material cannot be changed for these. They also do not come in varying quality levels. The average DPS is always the final value and no formulas are needed for them.
C Jade knifes can only be obtained via the Lost tribe scenario; they cannot be crafted nor purchased.
D These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. Both of these are also able to come in 'linked' variants so make sure you choose a good and unlikely to die pawn to use them.
E These weapons were added by Royalty (DLC)
F These weapons also have a 75% chance to set a pawn on fire. This damage is included in the DPS.

Material / Quality Modifiers

Material Cooldown speed factor Damage factor (Blunt) DPS factor (Blunt) Damage factor (Sharp) DPS factor (Sharp) Max HP factor
Sandstone 1.30 1.00 0.77 0.50 0.38 1.4
Granite 1.30 1.00 0.77 0.65 0.50 1.7
Limestone 1.30 1.00 0.77 0.60 0.46 1.55
Slate 1.30 1.00 0.77 0.60 0.46 1.3
Marble 1.30 1.00 0.77 0.60 0.46 1.2
Silver 1.00 1.00 1.00 0.85 0.85 0.7
Gold 1.00 1.00 1.00 0.75 0.75 0.6
Steel 1.00 1.00 1.00 1.00 1.00 1.0
Plasteel 0.80 0.90 1.13 1.10 1.38 2.8
Wood 1.00 0.90 0.90 0.45 0.45 0.65
Uranium 1.10 1.50 1.36 1.10 1.00 2.5
Jade 1.30 1.50 1.15 1.00 0.77 0.5


Quality Base Damage Modifier
Awful 0.80
Poor 0.90
Normal 1.00
Good 1.10
Excellent 1.20
Masterwork 1.45
Legendary 1.65

Do note that stone blocks can only be used with clubs.

Melee Formulas

Damage for any melee weapon is Base Damage x Material Modifier x Quality Modifier

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.

Biocoding

Weapons can be biocoded. These weapons are found on raiders, guests and other pawns and are only usable by the specific pawn that the weapon is biocoded to. They can be smelted and have a specific option in the bill menu to allow their sorting.

Version History

  • 0.0.245 - Shooting accuracy split into into misses due to equipment and misses due to skill.
  • 0.0.250 - Melee attacks incap more than guns and explosives. N.b. That this change may or may not be represented in the current version. It was only added in this previous version.
  • 0.8.657 - Melee weapons have a quality. Can now craft any kind of melee weapon from appropriate materials.
  • 0.9.722 - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.
  • 1.1.0 - Biocoding added