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 ?


Pistol.png Autopistol 10 18 60 25.9 1 - 55 80% 70% 40% 30% - - 7.69 6.152 5.383 3.076 2.307 ?


SurvivalRifle.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 ?


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 ?


ChargeLance.png Charge lance 30 102 162 36.9 1 - 120 65% 85% 85% 80% - - 6.82 4.433 5.797 5.797 5.456 ?


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 ?


RocketLauncher.png Doomsday rocket launcher 40 270 270 40 1 - 50 100% 100% 100% 100% 1 7.8 4.44 4.44 4.44 4.44 4.44 ?


EMPGrenade.png EMP grenades 50 108 160 12.9 1 - 12 - - - - 1 3.5 11.19 - - - - ?


FragGrenades.png Frag grenades 40 108 160 12 1 - 12 - - - - 1 1.9 8.96 - - - - ?


GreatBow.png Greatbow 17 120 90 29.9 1 - 49 65% 85% 75% 50% - - 4.86 3.159 4.131 3.645 2.43 ?


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 ?


HeavyChargeBlaster.png Heavy charge blaster 15 75 420 27 24 5 90 18% 26% 26% 18% - - 35.41 6.3738 9.2066 9.2066 6.3738 ?


ImprovisedTurretGun.png Improvised turret gun 11 0 309 25.9 3 8 70 80% 64% 41% 22% - - 6.09 4.872 3.8976 2.4969 1.3398 ?


T-9IncendiaryLauncher.png Incendiary launcher 10 210 210 23.9 1 - 40 - - - - 1.9 1.1 1.43 - - - - ?


InfernoCannon.png Inferno cannon 13 100 480 27 1 - 45 79% 42% 18% 6% 3.5 2.4 1.34 1.0586 0.5628 0.2412 0.0804 ?


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 ?


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 ?


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 ?


Molotov.png Molotov cocktails 10 108 160 12.9 1 - 12 - - - - 2.9 1.1 2.24 - - - - ?


Pila.png Pila 25 240 240 18.9 1 - 26 50% 71% 50% 32% - - 3.13 1.565 2.2223 1.565 1.0016 ?


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 ?


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 ?


Revolver.png Revolver 12 18 96 25.9 1 - 55 80% 75% 45% 35% - - 6.32 5.056 4.74 2.844 2.212 ?


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 ?


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 ?

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
Awful 0.80 0.90
Poor 0.90 1.00
Normal 1.00 1.00
Good 1.10 1.00
Excellent 1.20 1.00
Masterwork 1.35 1.25
Legendary 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 Melee cooldown Damage DPS Damage Type Value Silver
Fist * 120 ticks (2 secs) 8.2 4.10 Blunt -
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Shiv.png Shiv 96 ticks (1.6 secs) 8 5 Sharp

10 x Material Value

Thrumbo horn.png Thrumbo horn 111 ticks (1.85 secs) 15 8.11 Sharp

800


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* 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) 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.