Rimworld Run And Gun Combat Extended May 2026
Run and Gun + Combat Extended: The Ultimate Guide to Mobile Firepower in RimWorld
S-Tier (Godlike on the Move)
- Submachine Guns (MP5, Uzi, Vector): These are designed for close-quarters mobility. Low recoil, high rate of fire. Use these for breaching rooms or kiting melee enemies.
- Machine Pistols (Machine Pistol, Tec-9): Extreme rate of fire, terrible armor piercing. Perfect for killing tribals or insects while sprinting backwards.
- Shotguns (Pump, Auto, Chain): Surprisingly effective. The spread negates the movement penalty. A pawn backpedaling with an auto-shotgun will annihilate any melee enemy.
Part 7: Troubleshooting Common Issues
- "My pawns won't fire while moving!" - Check the UI button (bottom right). It is disabled by default on new saves. Click the "running man with bullet" icon.
- "Accuracy is 0% when moving!" - You are using a sniper rifle or LMG. Switch to an SMG or pistol. Also check pawn health: missing fingers or eyes affect moving accuracy more severely in CE.
- "Enemies are too easy now." - Re-enable enemy Run-and-Gun in settings. Watch a Centipede with a heavy charge blaster walk towards you while firing. You will beg for mercy.
- "Game lags when 20 pawns run and gun." - CE ballistics are CPU heavy. Turn down the "Projectiles visible" setting in CE Options. Running fire creates twice the calculations (movement + shot vectors).
Pawn Roles & Loadouts
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Skirmisher (Run-and-Gun specialist)
- Weapon: SMG, subcompact PDW, or light assault rifle (CE variants).
- Ammo: High-capacity, intermediate-caliber mags.
- Armor: Light composite or ceramic with good mobility.
- Traits/Abilities: High movement, shooting, and melee secondary; equipped with melee backup (combat knife).
- Gear: Stimpacks, smoke grenades, frag grenade.
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Suppressor / LR Suppressive Fire
- Weapon: LMG or automatic battle rifle with belt-fed mags (CE).
- Ammo: HMG/LMG belts; prioritize sustained suppressive rounds.
- Armor: Medium armor with cooling if needed.
- Role: Pin enemies, reduce accuracy, allow skirmishers to flank.
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Marksman / Designated Sharpshooter
- Weapon: Bolt-action sniper or semi-auto designated marksman rifle.
- Ammo: High-penetration, AP rounds.
- Armor: Light to medium; position at high ground or wall embrasure.
- Role: Pick high-value targets — leaders, heavy gunners, snipers.
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Breacher / Melee Specialist
- Weapon: Shotgun (CE pump-action, slug rounds) or melee (spear, mace).
- Ammo: Spread or slug depending on engagement.
- Armor: Heavy torso protection; robust shield (if available).
- Role: Enter buildings, clear rooms quickly.
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Medic / Support
- Weapon: SMG or pistol for short range.
- Gear: Medkits, medicine, bionic kits, food packs.
- Role: Follow the front lines, prioritize triage.
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Engineer / Demolitions
- Weapon: Sidearm or PDW.
- Gear: Toolkits, grenades, incendiaries, EMP if available (CE-compatible).
- Role: Breach walls, dismantle turrets, set traps.
❌ Massive frame drops when firing on the move
→ CE ballistics + moving hit calc is heavy. Lower “Moving accuracy check interval” in Run and Gun settings. rimworld run and gun combat extended
Combat Scenarios & Sample Strategies
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Raider Caravan Ambush (open field)
- Setup: marksman and suppressor on ridgeline; skirmishers behind angled sandbags.
- Execution: Suppressor pins while skirmishers flank; marksman deletes targets of opportunity; medics follow behind.
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Mechanoid Siege
- Use AP heavy weapons and EMP; position behind heavy cover; bring repair and EMP grenades.
- Immobilize legs (if possible) to reduce mobility, then concentrate fire on weapons and CPU.
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Pirate Close-Quarters Raid (buildings)
- Breacher enters with shotgun + smoke; skirmishers point-blank; marksman watches windows.
- Use chokepoint traps and incendiaries for group control.
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Animal Packs
- Use area-of-effect and suppression to hold lines; don’t try to melee large packs unless heavily armored.