RimWorld

RimWorld

Not enough ratings
Anti Material Rifle +
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4
File Size
Posted
Updated
245.717 KB
4 Jun, 2017 @ 8:11am
2 Nov, 2022 @ 12:13pm
13 Change Notes ( view )

Subscribe to download
Anti Material Rifle +

Description
Some more high power, unique rifles for the mid and late game.

Requires anti material rifle as the mod uses some sounds and rounds from the original mod.

AI enhanced anti material rifle

A colonist has found a way to jam the AI core into a small battery and stuck it onto the barrel of a rifle; somehow this improves accuracy at range to the point where in open fields it cannot miss, the AI also targets key areas and will do slightly more damage than the un-modified version. However up close the AI seems to panic and shuts down causing diabolical accuracy for the shooter. The rifle itself needs a long time to recharge after shooting leaving the shooter vulnerable to attacks.

Stats
Damage - 65
Speed - 150
Range - 60
Warmup - 1.5 seconds
Cooldown - 7 seconds
Market value - 6500

Cost
Steel - 150
Uranium - 10
Component - 8
AI persona core - 1


Short barrel anti material rifle

Paul the Muffalo had stood on the masterwork anti material rifle breaking the barrel in two. Still useable, the machinest managed to stick a muzzle break on the end and swapped out the sight and stock creating a "new" weapon. In tests it excelled at closer ranges but the inefficiency in barrel length means the round won't go as far and deals less damage.

Stats
Damage - 35
Speed - 110
Range - 25
Warmup - 1 seconds
Cooldown - 1.25 seconds
Market value - 1000

Cost
Steel - 110
Component - 6


20mm Anti material rifle

After taking down a raid of space pirates, the colony had found a new weapon in the loot the pirates had nicked; a huge 20mm rifle. One of the pacifistic colonists who had no clue about weapons picked it up and accidentally pulled the trigger causing the chambered round to punch a hole through the store room wall... and the kitchen... and then outside where it opened up the ancient danger.

Stats
Damage - 100
Speed - 110
Range - 75
The range, being so large, won't show when attempting to target something. I think this is a limit with the game, sorry.
Warmup - 3 seconds
Cooldown - 3 seconds
Market value - 2500

Cost
Plasteel - 120
Uranium - 100
Component - 8


Anti material rifle explosive rounds

.50 rounds are in abundance in the stocks of off world traders. Buying these in bulk, the colony started experimenting with new ammo types, sticking new combinations in hollowed out bullet tips. Uranium, insect bits and body parts from the "special prison" were among the new ammo. Most of them didn't fare well, however, one of the more normal combos stopped a group of angry beavers, this additive being chemfuel. The added chemfuel makes the rounds explode on impact. It's a small explosion but that doesn't still tears down walls.

Stats
Damage - 40 Explosive
Speed - 130
Range - 55
Warmup - 2.5 seconds
Cooldown - 2 seconds
Market value - 1500

Cost
Steel - 120
Chemfuel - 45
Component - 10

Please let me know if there are any balancing issues or ideas for weapons that you have as I would be very greatful to know where the mod can be improved. Cheers!
46 Comments
Neosuduno 18 Jan, 2023 @ 4:20am 
@Stellar If you have Anti material rifle explosive rounds equipped, it counts more as a grenade launcher
Stellar ❤️💙💛 11 Nov, 2022 @ 9:54am 
Hunter lacks weapon "error"
Mr Whiskas  [author] 2 Nov, 2022 @ 11:53am 
@veeOt_Dragon, looking into updating it now
VeeOt_Dragon 2 Nov, 2022 @ 11:38am 
any news on this getting updated for 1.4?
Supercoach 18 Apr, 2022 @ 6:37am 
I know I'm late to the party, but I believe the word you're looking for is "materiel".
Touhoufanatic 5 Aug, 2021 @ 8:38pm 
is this combat extended Compatible?
Smrots 16 Feb, 2021 @ 1:04pm 
This needs an update
Hermes 8 Sep, 2020 @ 6:53am 
what a awesome mod! This is just what i want!
Deth 14 Apr, 2020 @ 4:22pm 
plos
Deth 14 Apr, 2020 @ 4:21pm 
1.1!!