Hellsphere cannon

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Hellsphere cannon

Hellsphere cannon

A ultra-high-power energy pulse projector designed for siegebreaking. The hellsphere cannon must hold a bead on its target for several seconds while charging, before it releases a devastating tsunami of power. The explosion is capable of melting concrete in its blast radius. The heat of the explosion will ignite anything nearby. It cannot fire at close-up targets.

Base Stats

Type
EquipmentWeapons
Tech Level
Spacer
Weapon Class
Mechanoid
Market Value
1400 Silver
Mass
20 kg

Ranged Combat

Damage
800 dmg (Vaporize)
Armor penetration
100%
Warm-Up
450 ticks (7.5 secs)
Cooldown
360 ticks (6 secs)
Range
18.9 tile(s)
Minimum Range
5.9 tiles
Accuracy
100% - 100% - 100% - 100%
Avg. accuracy
100%
Velocity
75 (m/s)
Blast Radius
4.9
DPS
59.26 (59.26)
Stopping power
1.5

Melee Combat

Melee Attack 1
Barrel
9 dmg (Blunt)
13.5% AP
2.6 seconds cooldown
Melee Attack 2 
Barrel
9 dmg (Poke)
13.5% AP
2.6 seconds cooldown
Technical
weaponTags
HellsphereCannonGun


The hellsphere cannon is an mechanoid-only ranged weapon added by the Biotech DLC. It is the main armament of the diabolus.

This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.

Acquisition

Hellsphere cannons spawn on all diaboluses, including those gestated by a colony. However, it is not possible to obtain it directly in normal play. Pawns carrying it will not drop it on death, downing, or complete loss of manipulation like other weapons. It can be spawned in by the Debug actions menu but, like all unobtainable weapons, will disappear after being dropped.

Summary

The hellsphere cannon fires a projectile that explodes in a radius of 4.9. The explosion has phenomenal power; it has a base damage of 800. For reference, an antigrain warhead has base damage of 550. Thankfully, it can be avoided if you move quickly. Failure to do so results in vaporization. Armor calculation is based on the heat armor stat.


 <buildingDamageFactorImpassable>4</buildingDamageFactorImpassable>
   <buildingDamageFactorPassable>2</buildingDamageFactorPassable>
   <plantDamageFactor>2</plantDamageFactor>

Analysis

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Version history