In Combat Extended, suppressing fire forces pawns to hit the dirt. If your colonist is stationary behind a sandbag and an LMG starts firing, they will go prone, their accuracy tanks, and they cannot move quickly. In vanilla, this is annoying. In CE, it is a death sentence because the enemy will flank you with grenades.
Before discussing the solution, we must understand why vanilla movement mechanics fail in CE.
Scenario: Clearing an infested insect hive inside a mountain base. Insects rush through a 1-tile doorway. Vanilla Tactic: Melee blocker in front, grenades behind. Run & Gun Tactic:
Overview:
Features of Run and Gun Combat Extended:
Impact on Gameplay:
Community Reception:
Installation and Compatibility:
Without a specific mod titled "RimWorld: Run and Gun Combat Extended," this report offers a general overview of what such a mod or gameplay style might entail. If you're interested in this type of gameplay, I recommend checking out the Steam Workshop or official RimWorld forums for the most current and compatible mods.
Title: Run and Gun + Combat Extended: The "Stress Test" Your Colony Didn’t Ask For 💥🔫
If you think vanilla combat is a bit too much "stand and pray to RNG," then combining Run and Gun with Combat Extended is the ultimate wake-up call. It turns every raid into a tactical nightmare (or dream, if you’re prepared). Why this combo changes everything:
The End of "Stand Still or Die": In CE, cover is life. But with Run and Gun, you (and the AI!) can actually suppress enemies while advancing or kiting.
Kiting is King: Early-game snipers become terrifying. A single pawn with a bolt-action can pick off a tribal raid without ever letting them get close.
The Melee Problem: Be warned—Run and Gun makes melee pawns cry. Charging a guy with an SMG who can backpedal while spraying 9mm is basically a suicide mission unless you have top-tier armor.
Ammo Management Under Pressure: Nothing spikes the heart rate like realizing you’re running out of AP ammo while frantically kiting a Centipede. Pro-Tips for the Bold: rimworld run and gun combat extended
Check your settings: Ensure Run and Gun’s accuracy penalties are set high enough so your pawns aren’t hitting 360-no-scopes while sprinting.
Standardize your kits: Use Simple Sidearms so your shooters can swap to a knife if they get cornered after a failed kiting maneuver.
Watch the weight: CE’s bulk system is punishing. If your pawn is carrying too much ammo, they won't be doing much "running" in that "run and gun".
Is it "balanced"? Probably not. Is it realistic? Sort of. Is it fun? Absolutely—until a raider with an LMG suppresses your entire firing line while walking right up to your front door.
How are you all surviving (or failing) with this combo? Drop your best "last stand" stories below! 👇
CE's ammo system interacts with Run and Gun in key ways:
| 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) | In Combat Extended, suppressing fire forces pawns to
Pro tip: Load your flying squad with AP or EMP. Load your base of fire with Sabot or FMJ.
Adding Run and Gun to Combat Extended transforms RimWorld from a static cover-shooter into a fluid, dynamic action-strategy game. It rewards aggressive micro-management and punishes passive "line them up behind a wall" strategies.
The key takeaway is that this is not a "win button." It is a tool. Use SMGs and shotguns to kite melee enemies. Use assault rifles to suppress while repositioning. Keep your snipers stationary. Respect the accuracy penalty.
When you first kite fifteen angry tribals through a cornfield, your pawns backpedaling and dropping bodies, the machine gunner yelling (in your imagination) over the sound of spent shell casings hitting the dirt—you will never play vanilla RimWorld combat again.
Stay mobile. Stay loaded. Do not stop firing.
Have you tried running a full Sanguophage run with Run and Gun and CE? The movement speed buff from Longjump legs makes you a literal anime gunslinger. Share your stories on the RimWorld subreddit.