Run and Gun Combat Extended elevates RimWorld combat into a tactical, high-risk, high-reward system that rewards mobility, preparation, and smart loadouts. Focus on role specialization, ammunition choices, and dynamic positioning to thrive. With careful base design and disciplined micro, skirmishers and marksmen can dominate the battlefield while medics and engineers keep your colony alive.
: In vanilla, a tribal arrow can randomly bypass heavy power armor. In CE, armor operates on thickness and penetration. Small-caliber rounds will bounce off high-tier armor, but heavy mechanoids like Centipedes become terrifying, walking tanks that require specialized anti-tank weaponry to defeat.
In CE, cover is life. But with Run and Gun, you (and the AI!) can actually suppress enemies while advancing or kiting.
To achieve the "Run and Gun Combat Extended" fantasy, here is your mod load order (simplified): rimworld run and gun combat extended
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To balance this mechanic, firing while moving introduces a heavy penalty to weapon accuracy and slows the pawn's movement speed.
Infestations and urban ruins become incredibly tense with this mod setup. When breaching a room, a pawn using Run and Gun can turn a corner and immediately begin hip-firing a shotgun loaded with buckshot or EMP rounds. This instantaneous reaction time can stop a Megaspider or a Scyther before it closes the distance to cleave your colonist in half. Weapon Selection: What Works Best? Run and Gun Combat Extended elevates RimWorld combat
This mod adds the ability for pawns to shoot while moving, albeit with a significant accuracy penalty RunAndGun Mod Page.
Do not add Yayo's Combat 3 (Yayo's is great but conflicts with CE's ammo system). Do not add Search and Destroy (it makes AI run-and-gun chaotic).
In vanilla RimWorld, kiting requires tedious micromanagement: run, stop, click the enemy, wait for the warmup, fire, and run again. If you mistime it, your pawn gets caught in melee. With Run and Gun, you simply order your pawn to walk backward to safety while setting their weapon to "Burst Fire." They will automatically suppress and damage the pursuing melee enemies, utilizing CE's slowing mechanics to keep the threat at bay. Flanking and Enfilade Fire : In vanilla, a tribal arrow can randomly
The key takeaway is that this is not a "win button." It is a . Use SMGs and shotguns to kite melee enemies. Use assault rifles to suppress while repositioning. Keep your snipers stationary. Respect the accuracy penalty.
AI Persona Core Designation: ARCHIMEDES Colony: Haven’s Fall
Tannis called me a “useless bucket of math” when I suggested we update our combat schematics.
Utilize the "Fire-and-Movement" doctrine. Move-Stop-Shoot-Move. RunAndGun allows this to be much more fluid.