Doomsday rocket launcher

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Doomsday rocket launcher

Doomsday rocket launcher

A single-use rocket launcher that fires a massive explosive projectile. Good against large groups of soft targets. Starts fires.
Because of its unwieldiness, single-use limitation, and the massive destruction it causes, it's said that one must be slightly crazy to use this weapon.

Base Stats

Type
EquipmentWeapons
Tech Level
Spacer
"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
1000 Silver
Mass
8 kg

Ranged Combat

Mode
Single-Use
Damage
50 dmg (Bomb)
Warm-Up
270 ticks (4.5 secs)
Cooldown
270 ticks (4.5 secs)
Range
36 tile(s)
Velocity
50 (m/s)
Burst Count
1 (per burst)
Miss Radius
1.9 tile(s)
Blast Radius
7.8
DPS
5.56
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
weaponTags
Gun, GunSingleUse
thingSetMakerTags
SingleUseWeapon, RewardStandardLowFreq
tradeTags
ExoticMisc


The doomsday rocket launcher is a single-use, single-shot rocket launcher that has significantly larger blast radius than the Triple rocket launcher.

It's worth noting that this launcher is never automatically aimed by colonists - they have to be ordered to fire by the player. Along with the triple rocket launcher, this is one of the most damaging weapons in RimWorld.

Acquisition

Doomsday rocket launchers cannot be crafted, and must be either acquired through trade, as a quest reward, found in ancient shrines, or looted from Raiders, specifically from Heavy Mercenaries in Outlander and Pirate raids. In the last case, care must be taken to kill or down the raider before they can fire the single use weapon.

Raider Kind Chance Average Quality Health
Heavy mercenary ?% - 70-230%

Summary

The doomsday rocket launcher is a single-use consumable, unlike most weapons. Once fired once, the launcher disappears completely. It cannot be reloaded, nor can any resources be salvaged from it. When fired, the cooldown time of the weapon is still observed. It is similar to a triple rocket launcher in this respect.

When fired, the doomsday rocket launcher fires a single explosion in a 7.8 tile radius explosion, dealing 50 bomb damage. Afterwards, 3 smaller explosions deal 10 flame damage, potentially igniting targets, and covering the ground in chemfuel puddles which also then ignite. These secondary explosions can exceed the displayed blast radius of the rocket so care must be taken when firing. There are some unconfirmed reports that the secondary explosions can also detonate behind walls.

If it is damaged in item form, i.e. not held by a pawn, by Flame damage, it may explode[Detail needed]. The launcher will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 50 Bomb damage in a 7.8 tile radius around itself.

Analysis

The doomsday rocket launcher is a single use, but extraordinarily effective solution against humanoid raids of all kinds. It combines significant damage, large area of effect, incendiaries, and long range. This allows it to quickly devastate, if not outright end, human raids that show up. As they are very difficult to acquire in bulk, rocket launchers are best as emergency weapons.

Doomsday rocket launchers have a range that dwarfs most other weapons; being tied with the triple rocket launcher and only surpassed by the sniper rifle. Therefore, they are perhaps the ultimate solution to dispatch of dangerous sieges and late-game tribal raids. Raiders that "prepare" can be handled with multiple mortars, or in the case of tribals, even just a sniper rifle.

Mechanoids are immune to both flame damage and to being ignited. This significantly reduces the effectiveness of Doomsdays. As centipedes (and to a lesser extent, termites) have such high health scales, doomsday rocket launchers aren't the raid-ending threat like they are against humanoids, but they still deal decent damage.

Compared to triple rocket launchers

Doomsday rocket launchers fire a single rocket with a very large radius. The secondary flame explosions make it much more effective at disabling organic raiders, or killing weak mechanoids like lancers.

Triple rocket launchers fire 3 rockets of bomb damage, with a smaller radius per shot. If shots overlap, they deal more damage. While humans will feasibly die to one shot from either weapon, the extra damage is useful against bulky mechanoids.

There also exists opportunity cost - you may only have triple or doomsday rocket launchers available, so don't be picky about either one. You may want to "save" doomsday launchers against devastating raids, but this may not be possible.

Fighting against

As expected, doomsday rocket launchers in the hands of raiders are incredibly dangerous, and should be made priority targets. either by focus firing on them, or by getting them to waste their single shot on an inconsequential or difficult to hit target.

Psychic shock lances and psychic insanity lances have a comparable range (1 tile shorter) and fire much faster (0.5s warmup vs 4.5s warmup). PsycastsTemplate:IconRoyalty can also berserk the pawn in question.

Wealth management

Doomsday rockets are very effective form of wealth management. Wealth controls raid strength. Items are almost always bought at a market loss, so Silver 1000 is a fair decrease in market value. And, you get a strong last ditch weapon against a tough raid - using the rocket will completely expend the wealth. Therefore, converting some excess wealth into rocket launchers is a good idea.

Doomdropping strategy

Combining a doomsday-armed pawn with a transport pod allows the player to rapidly position an effective counter to most raids anywhere on the map, even on larger map sizes. The pawn need not carry the doomsday day-to-day, and instead a shelf or stockpile an be placed next to the transport pods to allow a pawn to quickly switch from their current weapon to the doomsday before launching.

Pawns are exposed both before firing, and after firing if the launcher fails to break the raid. High quality armour is recommended, but high move speed is more useful. Go-juice is very useful, boosting speed and prevents pain downing your pawn.

If the Royalty DLCContent added by the Royalty DLC is active, there are more options to ease escape. Jump packsContent added by the Royalty DLC or locust armorContent added by the Royalty DLC make reposition faster, the Invisibility psycast renders the pawn immune to counter-fire before launching, and the Skip psycast can move a pawn.

Gallery

Version history

  • 0.8.657 - Added
  • ? - number of secondary explosions reduced to 3 from 5.