The RimWorld modding community has long debated the ultimate tactical setup, but few combinations are as transformative—or as polarizing—as pairing RunAndGun with Combat Extended (CE) . While RimWorld’s base combat is often criticized as a "dice-roll" simulator, this specific mod duo turns the game into a high-stakes tactical shooter where movement and suppression dictate who survives the raid. The Lethal Synergy: Mobility Meets Ballistics At its core, RunAndGun allows pawns to fire their weapons while moving, albeit with a significant penalty to accuracy and movement speed. In the vanilla game, this is a neat trick for kiting. However, when you introduce Combat Extended , the stakes shift dramatically. CE replaces the standard "hit chance" with a physics-based projectile system. In this environment, RunAndGun isn't just about kiting; it’s about suppression . Because CE features a suppression mechanic—where pawns under fire will hunker down or flee—being able to fire while advancing allows your frontline soldiers to pin down enemies while closing the distance for a flanking maneuver. Key Mechanics of the Combo Tactical Retreats: In vanilla, if a Thrumbo or a group of Scythers gets too close, your pawns must choose between running or shooting. With RunAndGun, your shooters can backpedal while letting off rounds, potentially slowing the enemy or getting that lucky shot before the melee gap is closed. The Weight of Fire: CE adds bulk and weight. A pawn wearing heavy Power Armor and carrying a heavy machine gun will move slowly. RunAndGun further penalizes movement while firing. This creates a realistic trade-off: do you sprint to cover, or do you lay down "walking fire" to keep the enemy’s head down at the cost of your own speed? Ammunition Management: Unlike vanilla, CE requires ammo. Using RunAndGun is an easy way to burn through an entire magazine of 5.56mm NATO rounds without hitting a single target. It forces players to decide if the tactical advantage of movement is worth the wasted precious resources. Balancing the Chaos Running these mods together can make the game significantly harder if you aren't prepared. The AI also gains the ability to run and gun. A group of pirates with submachine guns can now rush your defensive line while keeping your shooters suppressed, making traditional killboxes less effective. To balance this, most players recommend: Adjusting Accuracy Penalties: Check the RunAndGun mod settings to increase the accuracy penalty when firing on the move. Weapon Restrictions: Disable RunAndGun for heavy weapons like rocket launchers or anti-materiel rifles to maintain a sense of realism. Positioning is King: Use the mobility to reach "Full Cover" faster. In CE, cover is much more protective, and the ability to fire while transitioning between cover points is a life-saver. Is it Worth the Setup?
Combining Run and Gun and Combat Extended (CE) transforms into a high-stakes tactical shooter where positioning and movement are as vital as firepower. While often debated for its balance, this combination is widely considered a "wild combo" that makes combat significantly more difficult and unforgivingly realistic. Core Gameplay Synergy The interaction between these two mods creates a unique tactical environment: Realistic Kiting : In vanilla, kiting involves a repetitive "stop-shoot-start" rhythm. With RunAndGun , pawns can fire while moving at the cost of accuracy and movement speed. When paired with Combat Extended —which replaces RNG-based "dice rolls" with physical projectile trajectories—kiting becomes a deadly skill-based maneuver. Tactical Depth : Attackers can now suppress defenders while advancing to better cover, a tactic that is much more effective than the stationary shooting found in vanilla. High Risk/Reward : Moving while firing is difficult to do accurately. In CE, where a single bullet can be lethal or cause massive bleeding (2000% bleed rates), missing while running can be a fatal mistake. Key Challenges & Balance The Melee Problem : Run and Gun can make enemy melee pawns feel trivial since you can shoot them while backing away. However, CE balances this by making armor crucial; if an enemy (like a Mechanoid) has armor that shrugs off your caliber, running and gunning won't save you. AI Superiority : A common realization for players is that the AI uses these mechanics too. Large raids become much more chaotic as enemies move into position while keeping your pawns suppressed. Ammo & Inventory : CE introduces a mandatory ammo and bulk system. Adding movement mechanics means you must carefully manage a pawn's "Bulk" and "Weight," as a burdened pawn will move much slower while attempting to run and gun. Recommended Add-ons To fully flesh out this "tactical" style, consider these compatible additions:
Here’s a concise write-up for a Rimworld playthrough using Run and Gun combined with Combat Extended .
Write-Up: Run and Gun + Combat Extended – Tactical Overhaul Core Concept Turn Rimworld combat from static, cover-based trading of shots into mobile, suppression-heavy firefights. Pawns can shoot while moving (Run and Gun), and bullets have realistic ballistics, ammo types, and armor penetration (Combat Extended). Key Synergies & Changes rimworld run and gun combat extended
Suppression matters more – Enemies laying down fire while advancing forces you to reposition or use flanking. Melee remains risky – Closing distance against shooters who can backpedal and fire is deadly. Vehicle Framework compatible – Mounted gunners can fire on the move (technical trucks, APCs). Ammo logistics – Run and Gun increases ammo consumption, making supply lines and loadouts critical.
Recommended Settings (Run and Gun) | Setting | Recommendation | |---------|----------------| | Accuracy while moving | 60–70% (punishing but viable) | | Enemy AI use | Enabled (fair challenge) | | Hunting while moving | Disabled (prevents cheese) | Early Game Tactics
Pistols & SMGs shine – high mobility, short range. Use “hold fire” until flanking position is reached. Avoid moving and shooting with bolt-actions – massive accuracy penalty. Craft ammo types – FMJ for general use, AP for armored raiders. The RimWorld modding community has long debated the
Mid-to-Late Game
Shotguns + Run and Gun = devastating breaching tactics. LMGs let one pawn suppress while advancing. Shield belts require CE’s melee rework – run-and-gun shooters can kite. Add Mountains — No Advance or Fog of War for extra realism.
Known Conflicts / Tuning
Combat Extended overrides many vanilla accuracy formulas – load order: CE first, then Run and Gun . Performance hit on large raids (each moving pawn recalculates hit chance every tick). Turrets do not benefit (by design – stationary emplacements).
Verdict Best paired with: