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. Ranged weapons that are damaged and have lost hit points suffer lower accuracy. A ranged weapon's accuracy is also affected by its quality level.

Accuracy stats listed below are for weapons with 100% hit points and of normal quality. The ranges are measured in tiles and correspond to:

  • Touch = 4
  • Short = 15
  • Medium = 30
  • Long = 50.

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 shotgun, with range 16 and acc. stats 96/87/76/64, will never fire at medium (30) or long (50) range. You can think of its acc. stats as 96/87/-/- 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 can fire point-blank, but colonists automatically switch to melee attacks when confronted at melee ranges.

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 7 54 81.5 31 3 7 70 70% 87% 77% 64% - - 8.43 5.901 7.3341 6.4911 5.3952  ?
Pistol.png Autopistol 9 18 60 22 1 - 55 90% 70% 50% 30% - - 6.92 6.228 4.844 3.46 2.076  ?
SurvivalRifle.png Bolt-action rifle 18 114 75 37 1 - 70 50% 65% 90% 80% - - 5.71 2.855 3.7115 5.139 4.568  ?
ChainShotgun.png Chain shotgun 18 72 81 12.9 3 12 55 57% 64% 55% 45% - - 18.31 10.4367 11.7184 10.0705 8.2395  ?
ChargeLance.png Charge lance 32 114 150 37 1 - 120 65% 80% 90% 80% - - 7.27 4.7255 5.816 6.543 5.816  ?
R4ChargeRifle.png Charge rifle 11 69.6 60 22 3 12 70 70% 83% 68% 53% - - 12.89 9.023 10.6987 8.7652 6.8317  ?
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 80 108 160 12.9 1 - 12 - - - - 1 3.5 17.91 - - - -  ?
FragGrenades.png Frag grenades 40 108 160 12 1 - 12 - - - - 1 1.9 8.96 - - - -  ?
GreatBow.png Greatbow 18 90 84 32 1 - 49 93% 85% 75% 50% - - 6.21 5.7753 5.2785 4.6575 3.105  ?
HeavySMG.png Heavy SMG 12 54 99 18 3 11 48 89% 64% 37% 22% - - 12.34 10.9826 7.8976 4.5658 2.7148  ?
HeavyChargeBlaster.png Heavy charge blaster 15 100 420 27 24 5 90 60% 77% 59% 42% 2.9 - 34.02 20.412 26.1954 20.0718 14.2884  ?
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 10 180 240 24 1 - 40 79% 42% 18% 6% - 1.1 1.43 1.1297 0.6006 0.2574 0.0858  ?
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 8 84 120 25.9 6 7 40 50% 64% 41% 22% - - 12.05 6.025 7.712 4.9405 2.651  ?
PDW.png Machine pistol 6 30 54 22 3 7 55 90% 65% 35% 15% - - 11.02 9.918 7.163 3.857 1.653  ?
Minigun.png Minigun 8 240 40 32 30 4 70 50% 42% 18% 6% 2.4 - 36.36 18.18 15.2712 6.5448 2.1816  ?
Molotov.png Molotov cocktails 10 108 160 12.9 1 - 12 - - - - 2.9 1.1 2.24 - - - -  ?
Pila.png Pila 30 240 240 20 1 - 26 91% 71% 50% 32% - - 3.75 3.4125 2.6625 1.875 1.2  ?
Pump shotgun.png Pump shotgun 18 54 75 16 1 - 55 80% 87% 77% 64% - - 8.37 6.696 7.2819 6.4449 5.3568  ?
RecurveBow.png Recurve bow 14 87 100 32 1 - 56 90% 78% 65% 35% - - 4.49 4.041 3.5022 2.9185 1.5715  ?
Revolver.png Revolver 11 18 83 26 1 - 55 90% 75% 55% 35% - - 6.53 5.877 4.8975 3.5915 2.2855  ?
ShortBow.png Short bow 11 81 100 29 1 - 44 89% 64% 41% 22% - - 3.65 3.2485 2.336 1.4965 0.803  ?
SniperRifle.png Sniper rifle 25 210 140 45 1 - 100 50% 70% 86% 88% - - 4.29 2.145 3.003 3.6894 3.7752  ?


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

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. Weapons that are damaged and have lost hit points suffer a reduced damage amount.

Note that melee accuracy is determined by a colonist's melee skill and further modified by health stats of consciousness and sight.

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 with 100% hit points, of normal quality, and made of steel (the baseline material).



Name Melee cooldown Damage DPS Damage Type Value Silver
Fist * 96 ticks (1.6 secs) 7 4.38 Blunt -
Beer.png Beer 108 ticks (1.8 secs) 7 3.89 Blunt

12


Artificial Organ.png Bionic arm 100 ticks (1.67 secs) 9 5.4 Blunt

1,500


Club.png Club 129 ticks (2.15 secs) 12 5.58 Blunt

40 x Material Value

Elephant tusk.png Elephant tusk 150 ticks (2.5 secs) 15 6 Sharp

450


Gladius.png Gladius 117 ticks (1.95 secs) 12 6.15 Sharp

50 x Material Value

16px Jade knife 183 ticks (3.05 secs) 6 1.97 Sharp


Knife.png Knife 96 ticks (1.6 secs) 9 5.63 Sharp

40 x Material Value

LongSword.png Longsword 150 ticks (2.5 secs) 17 6.8 Sharp

120 x Material Value

Mace.png Mace 120 ticks (2 secs) 12 6 Blunt

75 x material value

Artificial Organ.png Power claw 100 ticks (1.67 secs) 15 9 Sharp

1,500


Artificial Organ.png Scyther blade 100 ticks (1.67 secs) 20 12 Sharp

2,000


Shiv.png Shiv 96 ticks (1.6 secs) 8 5 Sharp

10 x Material Value

Spear.png Spear 138 ticks (2.3 secs) 15 6.52 Sharp

90 x Material Value

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

3,000


Wood.png Wood 132 ticks (2.2 secs) 8 3.64 Blunt

1.4



* 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 1.35 1.00 0.60 0.50 0.37 1.4
Granite 1.35 1.00 0.60 0.65 0.48 1.7
Limestone 1.35 1.00 0.60 0.60 0.44 1.55
Slate 1.35 1.00 0.60 0.60 0.44 1.3
Marble 1.35 1.00 0.60 0.60 0.44 1.2
Silver 1.00 1.10 1.10 0.50 0.50 0.7
Gold 1.10 1.15 1.04 0.30 0.27 0.6
Steel 1.00 1.00 1.00 1.00 1.00 1.0
Plasteel 0.80 1.00 1.25 1.20 1.50 2.8
Wood 0.90 0.80 0.92 0.30 0.35 0.4
Uranium 1.35 1.40 0.84 1.10 0.66 2.5
Jade 1.10 1.50 1.35 0.80 0.72 0.5


Quality Base Damage Modifier
Awful 0.40
Shoddy 0.70
Poor 0.85
Normal 1.00
Good 1.10
Superior 1.20
Excellent 1.35
Masterwork 1.45
Legendary 1.55

Stone blocks can only be used with clubs or shivs.

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.