// Combat · RimWorld Mod
Turn-Based Combat
Turn-Based Combat XCOM-style tactical combat for RimWorld.
Turn-Based Combat
XCOM-style tactical combat for RimWorld. Toggle it on a drafted pawn. Recommended for smaller colonies.How it works
- Approach freely. Arming turn-based mode does not freeze the map. Turns begin only when somebody actually engages, either because of proximity (configurable in the mod options) or because something or someone attacks.
- Initiative based on combat skill. Everyone - your pawns and theirs - sorts into one turn order based on the higher of their melee or ranged skill.
- Action points. Each pawn gets 8 AP per turn, and attack AP is based on weapon speed: warmup, cooldown, burst. Vanilla weapon balance carries over.
- Path costs previewed. Moving previews AP cost before you move, and the path turns yellow when you won't have enough AP left over to attack.
- The world keeps moving. At the end of each round, everything that is not fighting - fires, animals, undrafted pawns, fleeing enemies - gets its own phase, all at once. Turrets hold their fire during turns and act there too.
- XCOM-style pod moves. Enemies consecutive in turn order that are only moving during their turn take their turns together to speed up combat.
Mod options
- Stealth (off by default): Enables a Sneak toggle for drafted pawns - sneaking pawns do not start fights by proximity, and notice range shrinks with gear, light, and terrain.
- Turn-based damage multiplier (1.0 by default): Scale damage for both sides while turn-based combat is active. Combat XP scales with it too.
- Engagement range (40 cells by default): Range at which turn-based fights begin, if an enemy has chosen one of your pawns as a target (they always begin once an attack is initiated, regardless of the range).
- Point-blank range (6 cells by default): Range at which turn-based fights begin, even if no enemy has noticed your pawns
Compatibility
- Safe to add or remove mid-game.
- Combat Extended compatible. Because CE has stricter rules for line-of-sight, you're informed when you can't attack and you won't be charged AP for it. The melee hit-chance preview is suppressed because CE resolves swings differently.
- Modded weapons work automatically: AP costs are derived from each weapon's own stats.
- Psycasts have AP costs: 6 AP for most abilities, and 2 AP for self buffs.