Individually, these mods are great. Together, they allow for realistic, dynamic fire-and-movement tactics.
Firing while moving increases the chance of hitting teammates. Position your pawns carefully.
Not all weapons are created equal when firing from the hip. Here is the definitive tier list for mobile combat in CE.
I designed a new tactical overlay: . It integrates adrenaline-pattern prediction with weapon-specific moving accuracy curves. SMGs and shotguns are prioritized; charge lances are not meant for sprinting. rimworld run and gun combat extended
When combined, these mods create a highly dynamic battlefield with clear tactical trade-offs.
Under this mod configuration, suppression becomes a vital tool. In vanilla, suppression is a vague morale penalty. In CE with Run and Gun , suppression forces enemy heads down, allowing the player to maneuver squads into flanking positions. Because pawns can shoot while moving, flanking maneuvers are finally viable. A player can order a squad to sprint around an enemy barricade, laying down inaccurate but intimidating fire, while a stationary heavy gunner pins the enemy in place.
Set the movement speed penalty between 30% and 50% . This ensures that running and gunning is used for tactical retreats or aggressive pushing, not as a permanent state of movement. 3. Weapon Heavy Forbidden List Individually, these mods are great
Use fast, light-armored pawns with SMGs or assault rifles to run backward while firing at incoming Scythers, keeping them at bay.
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.
Use high-fire-rate weapons (SMGs/LMGs) with Run and Gun to create a "wall of lead" that suppresses enemies, reducing their accuracy, even if you don't hit them. 5. Potential Pitfalls and Management Position your pawns carefully
CE overhauls combat into a lethal, realistic system, replacing chance-based dice rolls with projectile ballistics and hitbox collisions. Weapons now dominate in specific range brackets (rifles long-range, shotguns close-quarters). The new suppression mechanic forces pawns to seek cover as incoming fire accumulates, and a deep ammunition system requires players to craft and manage different ammo types (FMJ, AP, HE) for various threats. Warning: CE requires a new save game , as it fundamentally alters core mechanics.
prevents accidental casualties during complex maneuvering, especially important when multiple pawns are moving and shooting simultaneously.