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There are a wide variety of weapons availale in RimWorld. Using them effectively can give you a sizable advantage against raiders. | There are a wide variety of weapons availale in RimWorld. Using them effectively can give you a sizable advantage against raiders. | ||
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==Overview== | ==Overview== | ||
There are four main categories of weapon this guide will cover: | There are four main categories of weapon this guide will cover: | ||
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** Uranium [[warhammer]]s{{RoyaltyIcon}} are better against armor, but 3x as expensive, and slightly weaker overall. | ** Uranium [[warhammer]]s{{RoyaltyIcon}} are better against armor, but 3x as expensive, and slightly weaker overall. | ||
− | Blunt wounds do not bleed, are much less likely to destroy limbs, and blunt weapons are often weaker in {{DPS}} than their sharp counterparts. However, blunt weapons are great for penetrating armor, as most items have a poor Blunt armor rating. They also have a small chance to stun for {{ticks|45}} on hit. In addition, non-bleeding ''can'' help with capturing [[prisoner]]s. Note that enemies have a ''Death on Down'' chance from pain, so this does not increase | + | Blunt wounds do not bleed, are much less likely to destroy limbs, and blunt weapons are often weaker in {{DPS}} than their sharp counterparts. However, blunt weapons are great for penetrating armor, as most items have a poor Blunt armor rating. They also have a small chance to stun for {{ticks|45}} on hit. In addition, non-bleeding ''can'' help with capturing [[prisoner]]s. Note that enemies have a ''Death on Down'' chance from pain, so this does not increase capture rate by a lot. Weaker blunt weapons can help supress [[berserk]]ing pawns. |
:'''Comparisons:'''<br> | :'''Comparisons:'''<br> | ||
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==Melee - Nonhuman== | ==Melee - Nonhuman== | ||
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===Animal=== | ===Animal=== | ||
*[[Thrumbo]]s are the best animal, but are notoriously difficult to tame and keep tame. | *[[Thrumbo]]s are the best animal, but are notoriously difficult to tame and keep tame. | ||
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*The [[Genes#Ability|animal warcall]] [[gene]]{{BiotechIcon}} turns a specific animal hostile against your opponents. | *The [[Genes#Ability|animal warcall]] [[gene]]{{BiotechIcon}} turns a specific animal hostile against your opponents. | ||
− | For the | + | For the former two strategies, you should wall in [[door]]s (to prevent exit via [[mental break]]), and watch the carnage. Stronger animals like [[megasloth]]s or a herd of [[elephant]]s can easily end smaller raids, or at least force [[siege]]s to attack. These are heaily dependent on your map's current fauna. Also note that using wild animals like this becomes progressively weaker as raids become stronger. An [[elephant]] can't handle 30 gun-wielding raiders, for instance. |
− | === | + | ===Mechanoid=== |
{{Biotech|section=1}} | {{Biotech|section=1}} | ||
*[[Scyther]]s are the most effective at melee combat. | *[[Scyther]]s are the most effective at melee combat. | ||
− | + | Mechanoids have all the advantages of being an animal, but then some, including the ability to be [[draft]]ed like a colonist. Mechs can be repaired of all damage for just the cost of power and can be resurrected for a couple of [[steel]]. This negates all the long-term problems that lategame melee faces (though mechs are, of course, not invincible). | |
Mechs have their unique costs. They require their [[mechanitor]] nearby to actually control. They cost [[bandwidth]], which could have been used for any amount of ranged mechs. And they create [[toxic wastepack]]s, which will eventuallyy [[pollution|pollute]] your landscape. As combat mechs can be turned off, the actual costs of power and pollution are rather limited. | Mechs have their unique costs. They require their [[mechanitor]] nearby to actually control. They cost [[bandwidth]], which could have been used for any amount of ranged mechs. And they create [[toxic wastepack]]s, which will eventuallyy [[pollution|pollute]] your landscape. As combat mechs can be turned off, the actual costs of power and pollution are rather limited. | ||
:'''Comparisons'''<br> | :'''Comparisons'''<br> | ||
− | Scythers (2 bandwidth) are the strongest and most effective at melee, and move slightly faster than a baseline human. [[Tunneler]]s (3 bandwidth) have twice the armor of a scyther ''and'' a natural 250 HP [[shield belt]], but are much slower and don't do as much damage | + | Scythers (2 bandwidth) are the strongest and most effective at melee, and move slightly faster than a baseline human. [[Tunneler]]s (3 bandwidth) have twice the armor of a scyther ''and'' a natural 250 HP [[shield belt]], but are much slower and don't do as much damage. Tunnelers can also mine. [[Centipede]]s (4) and [[diabolus|mechanoid]] [[war queen|commander]]s (5) have similar armor to the tunneler, and have ''much'' higher actual health, though are mainly used for ranged combat. |
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==Ranged - Neolithic== | ==Ranged - Neolithic== | ||
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*{{Icon Small|recurve bow|24}} [[Recurve bow]]s are a direct upgrade to the shortbow, with an increase to damage, accuracy, and range, for only {{icon small|wood}} 10 [[wood]] more. Tribal starts begin with Recurve Bows unlocked, meaning they just need a Crafting skill of 5 to make these. At maximum range, recurve bows are suprisingly competitive with early firearms, especially at high qualities. (These can also be made at a [[crafting spot]].) | *{{Icon Small|recurve bow|24}} [[Recurve bow]]s are a direct upgrade to the shortbow, with an increase to damage, accuracy, and range, for only {{icon small|wood}} 10 [[wood]] more. Tribal starts begin with Recurve Bows unlocked, meaning they just need a Crafting skill of 5 to make these. At maximum range, recurve bows are suprisingly competitive with early firearms, especially at high qualities. (These can also be made at a [[crafting spot]].) | ||
− | Bows are at least ''something'' to fight raiders without having to engage in melee. Even without a single melee fighter, 5 tribals with shortbows can easily repel raids. Focus fire on 1 target, and don't let melee enemies too close. [[Door]]s can help with early ranged tactics | + | Bows are at least ''something'' to fight raiders without having to engage in melee. Even without a single melee fighter, 5 tribals with shortbows can easily repel raids. Focus fire on 1 target, and don't let melee enemies too close. [[Door]]s can help with early ranged tactics; place 2 doors on opposite ends of a larger building, and when melee raiders get too close, go to the door on the other side. |
Naked Brutality players will want to rely on [[spike trap]]s to kill raiders at first, using the shortbow for hunting and to save on traps. Of course, new tribes (and other colonies) can also use traps to their advantage. | Naked Brutality players will want to rely on [[spike trap]]s to kill raiders at first, using the shortbow for hunting and to save on traps. Of course, new tribes (and other colonies) can also use traps to their advantage. | ||
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===Flamebows=== | ===Flamebows=== | ||
Flamebows are specialist weapons that cause fire. | Flamebows are specialist weapons that cause fire. | ||
− | *{{Icon Small| | + | *{{Icon Small|Flamebows|24}} [[Flamebow]]s{{BiotechIcon}} create [[fire]] on the tile it lands on. Pawns lit on fire will run around widly, unable to attack until doused. Fire can also be used to quickly [[temperature|heat]] up any place considered "indoors", causing any enemies to get [[heatstroke]] and burn up. Special traps can be made to take advantage of the heat, just like with a [[molotov cocktail]]. Flamebows cannot be crafted, only bought or dropped from [[impid]] raiders. |
== Ranged - Early Industrial == | == Ranged - Early Industrial == | ||
Low-tech, conventional firearms. These weapons are often carried by early pirates and outlanders, such as the [[Raider#Scavenger Gunner|Scavenger Gunner]], [[Raider#Pirate Gunner|Pirate Gunner]], and [[Raider#Town Guard|Town Guard]]. Scavenger gunners and pirate gunners in particular can ''only'' carry these weapons (and the [[incendiary launcher]]). These weapons will eventually be outclassed by superior firearms, like the [[heavy SMG]] and [[chain shotgun]]. | Low-tech, conventional firearms. These weapons are often carried by early pirates and outlanders, such as the [[Raider#Scavenger Gunner|Scavenger Gunner]], [[Raider#Pirate Gunner|Pirate Gunner]], and [[Raider#Town Guard|Town Guard]]. Scavenger gunners and pirate gunners in particular can ''only'' carry these weapons (and the [[incendiary launcher]]). These weapons will eventually be outclassed by superior firearms, like the [[heavy SMG]] and [[chain shotgun]]. | ||
− | Note that weapon [[quality]] has a large impact on combat. Even if you prefer [[revolver]]s, a ''poor'' [[autopistol]] will likely outperform an ''awful'' [[revolver]], and | + | Note that weapon [[quality]] has a large impact on combat. Even if you prefer [[revolver]]s, a ''poor'' [[autopistol]] will likely outperform an ''awful'' [[revolver]], and an ''excellent'' [[recurve bow]] can outperform both (at maximum range). This applies to all weapons, but especially if you are reliant on obtaining weapons from raiders. |
===Handguns=== | ===Handguns=== | ||
Handguns are close-mid range, general combat options. | Handguns are close-mid range, general combat options. | ||
*{{Icon small|Revolver|24}} [[Revolver]]s are a low-tier firearm with decent damage at the closer ranges. Unlike many lighter firearms, revolvers can stagger humans, slowing them slightly when a shot hits. | *{{Icon small|Revolver|24}} [[Revolver]]s are a low-tier firearm with decent damage at the closer ranges. Unlike many lighter firearms, revolvers can stagger humans, slowing them slightly when a shot hits. | ||
− | *{{Icon small|Autopistol|24}} [[Autopistol]]s are slightly | + | *{{Icon small|Autopistol|24}} [[Autopistol]]s are slightly stronger than revolvers at any range, but do not stagger humans. Autopistols also have the fastest cooldown cycle in the game, lending well to hit-and-run tactics against melee opponents. |
− | As the lowest tech firearms, pistols are weaker than most of the options here, but still better than a recurve bow at all ranges. Inaccurate from max range | + | As the lowest tech firearms, pistols are weaker than most of the options here, but still better than a recurve bow at all ranges. Inaccurate from max range. |
===Long ranged=== | ===Long ranged=== | ||
These options are effective in any situation (outside of close combat), mostly due to the small effective range of these lower-tech weapons. | These options are effective in any situation (outside of close combat), mostly due to the small effective range of these lower-tech weapons. | ||
− | *{{Icon small|Greatbow|24}} [[Greatbow]]s are on-par with most pistols, but have a higher range. "Greatbows are better than pistols at the pistol's max range". While costing only wood to create, actually researching greatbows is usually not worth all that effort - even for Tribal starts, when other guns are easy enough to get from raiders. Also, they are outclassed by the bolt-action rifle in every | + | *{{Icon small|Greatbow|24}} [[Greatbow]]s are on-par with most pistols, but have a higher range. "Greatbows are better than pistols at the pistol's max range". While costing only wood to create, actually researching greatbows is usually not worth all that effort - even for Tribal starts, when other guns are easy enough to get from raiders. Also, they are outclassed by the bolt-action rifle in every respect. |
− | *{{Icon small|Bolt-action rifle|24}} [[Bolt-action rifle]]s are a fairly standard, mid-long range option, only outranged by the [[sniper rifle]] | + | *{{Icon small|Bolt-action rifle|24}} [[Bolt-action rifle]]s are a fairly standard, mid-long range option, only outranged by the [[sniper rifle]]. Good for open combat, and great for hunting. Preferably used with high-skill shooters. |
− | Due to enemy AI firing from the closest available cover, meaning they often fire from near-max range, both of these weapons perform very well in the open | + | Due to enemy AI firing from the closest available cover, meaning they often fire from near-max range, both of these weapons perform very well in the open. |
===Short ranged=== | ===Short ranged=== | ||
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===Rifles & SMG=== | ===Rifles & SMG=== | ||
Rifle-class weapons are generalist weapons, dealing great damage at any range. | Rifle-class weapons are generalist weapons, dealing great damage at any range. | ||
− | * {{Icon small|Assault rifle|24}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. | + | * {{Icon small|Assault rifle|24}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. Strong for repelling against breachers and sappers, good overall. Skill friendly. |
− | * {{Icon small|Heavy SMG|24}} [[Heavy SMG]]s are very skill friendly, close-medium range weapons. Great damage and accuracy up close, remaining decent at longer distances. A strict upgrade to the machine pistol. | + | * {{Icon small|Heavy SMG|24}} [[Heavy SMG]]s are very skill friendly, close-medium range weapons. Great damage and accuracy up close, remaining decent at longer distances. A strict upgrade to the machine pistol. Cheaper than either rifle. |
− | * {{Icon small|Charge rifle|24}} [[Charge rifle]]s are high-tech versions of assault rifles. Stronger, and with high {{AP}}, but with shorter range and less accuracy. | + | * {{Icon small|Charge rifle|24}} [[Charge rifle]]s are high-tech versions of assault rifles. Stronger, and with high {{AP}}, but with shorter range and less accuracy. Powerful weapon in its own right, if not ''as'' flexible. Quite expensive. |
− | In general, these weapons are great for base defense, whenever in static setups or when dealing with [[breacher]]s and [[sapper]]s. They are also the best options for attacks outside of your base. | + | In general, these weapons are great for base defense, whenever in static setups or when dealing with [[breacher]]s and [[sapper]]s. They are also the best options for attacks outside of your base. Heavy SMGs are closer range than charge rifles, which are closer range than assault rifles. |
===LMG & Minigun=== | ===LMG & Minigun=== | ||
− | Weapons with a large burst of bullets, but low accuracy | + | Weapons with a large burst of bullets, but low accuracy. |
− | * {{Icon small|LMG|24}} [[LMG]]s | + | * {{Icon small|LMG|24}} [[LMG]]s are lighter miniguns, with a 6-shot burst. Can stagger humans, but lower single-target DPS than rifles options. Decent crowd-control and support weapon, though one of the weaker modern weapons. |
− | * {{Icon small|Minigun|24}} [[Minigun]]s fire a massive 25-shot burst | + | * {{Icon small|Minigun|24}} [[Minigun]]s fire a massive 25-shot burst. High cost, widly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in stationary setups. |
− | Both weapons are good as support | + | Both weapons are good as support weapons and for at mowing crowds of enemies. Missed shots can hit other enemies in the vicinity, meaning their low accuracy is compensated for. The minigun is much more unwieldy, but ''much'' more powerful, with optimal DPS miles above every non-explosive weapon in the game. |
===Sniper & Lance=== | ===Sniper & Lance=== | ||
− | Longer range, single-shot | + | Longer range, single-shot weapons. |
− | * {{Icon small|Sniper rifle|24}} [[Sniper rifle]]s have the highest range in the game, but low firerate. Overall DPS is weaker than a [[bolt-action rifle]], but | + | * {{Icon small|Sniper rifle|24}} [[Sniper rifle]]s have the highest range in the game, but low firerate. Overall DPS is weaker than a [[bolt-action rifle]], but that is clearly not this weapon is designed for. Useful for picking off [[siege]]s, lone [[centipede]]s, etc. Very reliant on shooting skill. |
* {{Icon small|Charge lance|24}} [[Charge lance]]s have a large per-shot damage and high {{AP}}. However, its range is equal to an [[assault rifle]], leading to a profile much similar to rifles rather than a sniper. Actual DPS is weaker than the assault rifle, and the armor penetration isn't actually that big. This gives it a weak niche, despite its cost and tech level. | * {{Icon small|Charge lance|24}} [[Charge lance]]s have a large per-shot damage and high {{AP}}. However, its range is equal to an [[assault rifle]], leading to a profile much similar to rifles rather than a sniper. Actual DPS is weaker than the assault rifle, and the armor penetration isn't actually that big. This gives it a weak niche, despite its cost and tech level. | ||
− | Sniper rifles (not charge lances) are great weapons for kiting stationary enemies and the best weapon for hunting. Fire a shot, and as enemies approach you, back off until they reset to their original position. They are | + | Sniper rifles (not charge lances) are great weapons for kiting stationary enemies and the best weapon for hunting. Fire a shot, and as enemies approach you, back off until they reset to their original position. They are great at luring [[siege]]s to assault your colony, assuming the siege doesn't have snipers of their own. Charge lances are closer to assault rifles than snipers for their overall weapon profile, and may have use in dealing with heavily armored enemies. |
===Chain Shotgun=== | ===Chain Shotgun=== | ||
− | + | High damage, decent accuracy, low range. | |
* {{Icon small|Chain shotgun|24}} [[Chain shotgun]]s are the strongest non-minigun, non-consumable weapon in the game, but with pitiful range. Perfect for drop pods and infestations. | * {{Icon small|Chain shotgun|24}} [[Chain shotgun]]s are the strongest non-minigun, non-consumable weapon in the game, but with pitiful range. Perfect for drop pods and infestations. | ||
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==Explosives== | ==Explosives== | ||
===Grenades=== | ===Grenades=== | ||
Grenades have the shortest range of any colonist weapon in the game, only thrown up to 12 tiles. All grenades have a forced miss radius. | Grenades have the shortest range of any colonist weapon in the game, only thrown up to 12 tiles. All grenades have a forced miss radius. | ||
− | *{{Icon small|Frag grenades|24}} [[Frag grenades]] are standard explosives. While powerful, they are virtually unable to hit a moving target. Can be thrown straight for a few tiles in a hallway | + | *{{Icon small|Frag grenades|24}} [[Frag grenades]] are standard explosives. While powerful, they are virtually unable to hit a moving target. Can be thrown straight for a few tiles in a hallway. Grenades are ''very'' effective against structures and walls. While breaking a wall fast is rarely helpful, grenades are great for taking out [[mech cluster]]s{{RoyaltyIcon}}. |
*{{Icon small|Molotov cocktail|24}} [[Molotov cocktail]]s create [[fire]]. Unwieldy, and with a small blast, molotovs aren't very effective to throw on top of raiders. Instead, fire can quickly heat up any place considered ''indoors'', burning [[raider]]s and [[insect]]s alive via [[temperature]] mechanics. Mechs are immune to fire and heat. | *{{Icon small|Molotov cocktail|24}} [[Molotov cocktail]]s create [[fire]]. Unwieldy, and with a small blast, molotovs aren't very effective to throw on top of raiders. Instead, fire can quickly heat up any place considered ''indoors'', burning [[raider]]s and [[insect]]s alive via [[temperature]] mechanics. Mechs are immune to fire and heat. | ||
− | *{{Icon small|EMP grenades|24}} [[EMP grenades]] stun [[mechanoid]]s and [[turret]]s for a massive duration and break | + | *{{Icon small|EMP grenades|24}} [[EMP grenades]] stun [[mechanoid]]s and [[turret]]s for a massive duration, and break [[shield belt]]s and [[low-shield pack]]s{{RoyaltyIcon}}, but are harmless against organic targets. Invaluable for mech raids. Its blast radius is ''much'' bigger than the other grenades - as it's bigger than the forced miss radius, they can reliable stun targets. |
− | *{{Icon small|Tox grenades|24}} [[Tox grenades]]{{BiotechIcon}} create [[tox gas]]. This affects colonists and raiders alike, though you can outfit colonists with [[toxic resistance|toxic]] [[ | + | *{{Icon small|Tox grenades|24}} [[Tox grenades]]{{BiotechIcon}} create [[tox gas]]. This affects colonists and raiders alike, though you can outfit colonists with [[toxic resistance|toxic]] [[toxic enviroment resistance|protection]]. Tox grenades are best for attacking enemies who are passing through long, winding, and tight corridors, which have no recourse against the poison. [[Vent]]s allow tox gas to transfer between rooms. |
===Launchers=== | ===Launchers=== | ||
− | Launchers have | + | Launchers have more range than grenades, but have the ''longest cooldown'' of any colonist weapon the game (except for the [[pila]]). |
− | *{{Icon small|Incendiary launcher|24}} [[Incendiary launcher]]s create [[fire]], like molotov cocktails, and just as unwieldy. Despite the range, it is no more accurate. Worse than molptovs for creating ground fires | + | *{{Icon small|Incendiary launcher|24}} [[Incendiary launcher]]s create [[fire]], like molotov cocktails, and just as unwieldy. Despite the range, it is no more accurate. Worse than molptovs for creating ground fires as it shoots slower. |
*{{Icon small|EMP launcher|24}} [[EMP launcher]]s stun mechanoids with [[EMP]] damage. They fire slower than EMP grenades, and have a much smaller blast radius than grenades; this usually makes launchers the worse option. While launchers do have a range increase, most mechanoids still outrange it, so this advantage is rather small. Note that Masterwork/Legendary [[quality]] launchers can stun longer than a grenade. | *{{Icon small|EMP launcher|24}} [[EMP launcher]]s stun mechanoids with [[EMP]] damage. They fire slower than EMP grenades, and have a much smaller blast radius than grenades; this usually makes launchers the worse option. While launchers do have a range increase, most mechanoids still outrange it, so this advantage is rather small. Note that Masterwork/Legendary [[quality]] launchers can stun longer than a grenade. | ||
*{{Icon small|Smoke launcher|24}} [[Smoke launcher]]s create [[blind smoke]], which ''completely prevents [[turret]]s from locking on''. Invaluable for taking out turret encampments and [[mech cluster]]s{{RoyaltyIcon}}. Smoke also reduces ranged accuracy for any bullet that passes through. Both colonists and enemies are affected equally, so can be useful to support melee attackers. | *{{Icon small|Smoke launcher|24}} [[Smoke launcher]]s create [[blind smoke]], which ''completely prevents [[turret]]s from locking on''. Invaluable for taking out turret encampments and [[mech cluster]]s{{RoyaltyIcon}}. Smoke also reduces ranged accuracy for any bullet that passes through. Both colonists and enemies are affected equally, so can be useful to support melee attackers. | ||
− | *{{Icon small|Toxbomb launcher|24}} [[Toxbomb launcher]]s{{BiotechIcon}} also create [[tox gas]]. | + | *{{Icon small|Toxbomb launcher|24}} [[Toxbomb launcher]]s{{BiotechIcon}} also create [[tox gas]]. (Detail needed) |
===Consumables=== | ===Consumables=== | ||
− | Weapons of mass destruction. Rocker launchers have a large warm-up and cooldown for the user. Targeters can be deployed quickly, but also takes some time to actually start firing | + | Weapons of mass destruction. Rocker launchers have a large warm-up and cooldown for the user. Targeters can be deployed quickly, but also takes some time to actually start firing. |
− | *{{Icon small|Doomsday rocket launcher|24}}[[Doomsday rocket launcher]]s fire 1 large explosion, followed by smaller flame explosions. Extremely effective against humanoid raiders and lighter mechnoids, | + | *{{Icon small|Doomsday rocket launcher|24}}[[Doomsday rocket launcher]]s fire 1 large explosion, followed by smaller flame explosions. Extremely effective against humanoid raiders and lighter mechnoids, a single launch can cause an entire raid to fle. |
− | *{{Icon small|Triple rocket launcher|24}} [[Triple rocket launcher]]s fire 3 explosions. Each | + | *{{Icon small|Triple rocket launcher|24}} [[Triple rocket launcher]]s fire 3 explosions. Each explosion is smaller than a doomsday, but deals the same damage ''per explosion''. Effective against mechanoids and structures in particular, and can still damage a raid quite heavily. |
− | *{{Icon small|Orbital power beam targeter|24}} [[Orbital power beam targeter]]s create a massive, fire-based beam centered on a target in [[line of sight]]. Incredibly powerful against humans, but useless against mechanoids. Can attack through overhead mountain. [[Quest]] only, so limited in practice. | + | *{{Icon small|Orbital power beam targeter|24}} [[Orbital power beam targeter]]s create a massive, fire-based beam centered on a target in [[line of sight]]. Incredibly powerful against humans, but useless against mechanoids. Can attack through overhead mountain. [[Quest]]-only, so limited in practice. |
− | *{{Icon small|Orbital bombardment targeter|24}} [[Orbital bombardment targeter]]s fire a total of 30 explosions over a large, 20-tile radius. Stronger than a doomsday against large groups, this item is also [[quest]] | + | *{{Icon small|Orbital bombardment targeter|24}} [[Orbital bombardment targeter]]s fire a total of 30 explosions over a large, 20-tile radius. Stronger than a doomsday against large groups, this item is also [[quest]]-only. |
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− | + | ===Mortar shells=== | |
− | + | [[Mortar]]s are not handheld weapons, but are weapons nonetheless. Each mortar requires a [[mortar shell]] to fire, which will cost [[steel]] and [[chemfuel]] for each shot. | |
− | [[ |