Rimworld Run — And Gun Combat Extended
With the patch, moving accuracy is calculated as:
Final Hit Chance = Base CE Hit Chance × (0.3 to 0.7) depending on:
- Walk speed (faster = worse)
- Weapon type (pistols best, rifles worse, heavy weapons terrible)
- Shooting skill (diminishes penalty)
- Stress/Suppression (adds extra malus)
Example: A pawn with Shooting 10 using an assault rifle while jogging has ~40% of stationary hit chance. rimworld run and gun combat extended
| Problem | Solution | |---------|----------| | Pawns never hit anything while moving | Reduce move shooting accuracy multiplier to 0.4 in mod settings | | Enemies too strong with Run and Gun | Disable "enable for enemies" – but where's the fun? | | Ammo not reloading while moving | Update the compatibility patch | | Friendly fire incidents spike | Increase friendly fire threshold to 95% | | Performance drops | Limit Run and Gun to drafted pawns only (disable for animals/hunters) | With the patch, moving accuracy is calculated as:
CE's ammo system interacts with Run and Gun in key ways: Example: A pawn with Shooting 10 using an
| Ammo Type | Effect on Moving Shots | Best For | |-----------|------------------------|-----------| | FMJ | No penalty | Default – good against all | | AP | Slight recoil increase | Mechanoids, power armor – fire in short bursts while moving | | HP | No penalty | Unarmored tribals, manhunters – devastating | | Sabot | High recoil | Stationary only – useless while moving | | EMP | No penalty | Stun mechs while kiting (SMG + EMP = chef's kiss) |
Pro tip: Load your flying squad with AP or EMP. Load your base of fire with Sabot or FMJ.
