Difference between revisions of "Weapons"

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Revision as of 19:20, 11 October 2013

In RimWorld, weapons are used by colonists and raiders alike to fight each other, or sometimes to put down an enraged animal.

Weapons have several characteristics that make them useful in different combat situations. They use no ammo even though there's Shells and Missiles resources.

Here's the list of available weapons in the game as of build 213.

Single shot

Pistol

The basic weapon of the game.

Your first pistol is given to you upon first landing, it's lying on the ground waiting for a colonists to be assigned its owner, or for an equipment rack to be stored in. It has a fast single-round firing speed, but has a medium range and low damage.

"Ancient pattern automatic pistol. Weak and short range, but quick."

  • Damage: 10
  • Range: 24
  • Accuracy: 4
  • Single-shot
  • Handling: Quick
  • Usual price: $250 (modified by trade)


Pump shotgun

A good weapon if you can get close, useless in the open or against rifles.

Template:Clr

"Ancient design. Deadly, but short range."

  • Damage: 20
  • Range: 16
  • Accuracy: 7
  • Single-shot
  • Handling: Normal
  • Usual price: $700 (modified by trade)


T9 Incendiary Launcher

Single-shot rifle that sets its target, either living or ground, on fire. Its low base damage is compensated by the damage over time of the fire if not put out quickly. Effective against wild life since it burns their remains, leaving no trace behind. Template:Clr

"Incendiary bolt launcher. Starts fires."

  • Damage: 4
  • Range: 24
  • Accuracy: 1
  • Single shot
  • Handling: Slow
  • Usual price: $1800 (modified by trade)

Sub-Machine Guns

Uzi

A fast-firing submachine gun able to quickly stun a target in range.

Template:Clr

"Ancient pattern submachine gun. Short range, low power, high rate of fire."

  • Damage: 5
  • Range: 24
  • Accuracy: 3
  • Automatic fire. Shots per burst: 4
  • Handling: Normal
  • Usual price: $800 (modified by trade)

Rifles

Lee-Enfield

A slow reloading rifle able to take out target from a long range. In close quarters combat, it's slow handling makes it less valuable than a Uzi, a Shotgun or even a Pistol, but a colonist armed with a Lee-Enfield has the ability to run away from short range to take cover behind distant cover and fire accurate rounds without possibility of retaliation.

The Lee-Enfield outranges the automatic turrets, forcing colonists to expose themselves to take an rifle-armed raider out.

"Ancient bolt-action rifle. Probably pulled from a basement somewhere. Good range, good power, low rate of fire."

  • Damage: 18
  • Range: 37
  • Accuracy: 9
  • Single-shot
  • Handling: Slow
  • Usual price: $750 (modified by trade)


M-16

Compromise between a slow firing rifle and a short-ranged machinegun, the M-16 can keep enemies in check at a range most weapons can't fire at. Its low power prevents it to be the ultimate weapon, however. Template:Clr

"Ancient pattern military Weapon. Good range, low power, high rate of fire."

  • Damage: 7
  • Range: 32
  • Accuracy: 7
  • Automatic fire. Shots per burst: 3
  • Handling: Normal
  • Usual price: $1300 (modified by trade)


R4 Charge rifle

Conventional assault rifle, great improvement over the Uzi. Good against packed enemies even though it also can dish out huge damage to single targets.

Template:Clr

"Phase-charging energy/projectile rifle."

  • Damage: 14
  • Range: 24
  • Accuracy: 6
  • Automatic fire. Shots per burst: 3
  • Handling: Normal
  • Usual price: $2000 (modified by trade)


M-24

An upgraded version of the Lee-Enfield rifle. Same limitations regarding close-quarter combat, but better qualities regarding range and power.

Template:Clr

"Ancient pattern military sniper rifle. Bolt action. Long range, great accuracy and power."

  • Damage: 50
  • Range: 45
  • Accuracy: 9
  • Single-shot
  • Handling: Slow
  • Usual price: $1500 (modified by trade)

Thrown

Frag Grenades

Equipment Grenades.png

Grenades have a very short range, a long aiming time, and a delay before exploding in a 3x3 area. Very dangerous to use, hard to hit with against moving targets, very expensive, they aren't the best choice all around for colony defense.

Template:Clr

"Thrown explosive."

  • Damage: 65
  • Range: 12
  • Handling: Super slow
  • Area of effect: 3x3
  • Usual price: $2000 (modified by trade)


Molotov cocktails

Equipment Grenades.png

Molotov cocktails set a large zone on fire once it lands. Unfortunately, it is also super hard to hit the wanted target. Template:Clr

"Thrown explosive."

  • Damage: 15
  • Range: 12
  • Accuracy: Ridiculous
  • Handling: Super slow
  • Area of effect: 3x3 cross-shaped
  • Usual price: $2000 (modified by trade)