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	<updated>2026-04-06T04:17:58Z</updated>
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		<id>https://rimworldwiki.com/index.php?title=Blindsight&amp;diff=153134</id>
		<title>Blindsight</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blindsight&amp;diff=153134"/>
		<updated>2024-10-03T19:03:36Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: /* Blinding ritual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
[[File:Blindsight.png|64px]]'''Blindsight''' Is one of the memes added with the [[Ideology DLC]].&lt;br /&gt;
&lt;br /&gt;
It elevates the status of blind pawns and improves the psypowers of blind [[psycast]]ers.&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
&lt;br /&gt;
* Blindsight gives up to +15 mood boost to blinded pawns and +30 opinion from other pawns.&lt;br /&gt;
* Increases blinded pawns psypower by increasing their [[psychic sensitivity]].&lt;br /&gt;
* Allows crafting [[blindfold]]s, which provides protection, cold insulation and +2 mood boost for sighted pawns.&lt;br /&gt;
* Blind pawns stats are unaffected by light and darkness.&lt;br /&gt;
* Blind pawns ignore other pawns beauty status.&lt;br /&gt;
* Blinding greatly decreases the pawn value.&lt;br /&gt;
* Unlocks Medical specialists.&lt;br /&gt;
&lt;br /&gt;
==Disavantages==&lt;br /&gt;
&lt;br /&gt;
* Blindsight gives down to -6 mood penalty to non-blinded pawns and -5 opinion from other pawns.&lt;br /&gt;
* Blinded and blindfolded pawns are severely limited on the number of activities they can perform effectively.&lt;br /&gt;
* Blind pawns ignore rooms beauty status.&lt;br /&gt;
* Disables the Darkness meme.&lt;br /&gt;
&lt;br /&gt;
==Blind psysense: Strong==&lt;br /&gt;
&lt;br /&gt;
[[File:Blindpsysense.png]]&lt;br /&gt;
&lt;br /&gt;
This precept increases the user [[psychic sensitivity]] when blind:&lt;br /&gt;
&lt;br /&gt;
* Blind bonus: +30% psychic sensitivity.&lt;br /&gt;
&lt;br /&gt;
Regardless of this precept, each point of sight bellow 50% gives the user +1% psychic sensitivity.&lt;br /&gt;
That means you normally get:&lt;br /&gt;
&lt;br /&gt;
* Sighted wearing [[blindfold]]: +30% psychic sensitivity.&lt;br /&gt;
* Total blindness: +50% psychic sensitivity.&lt;br /&gt;
&lt;br /&gt;
And with this precept:&lt;br /&gt;
&lt;br /&gt;
* Total blindness: +80% psychic sensitivity.&lt;br /&gt;
&lt;br /&gt;
==Blinding ritual==&lt;br /&gt;
&lt;br /&gt;
[[File:BlindingRitual.png]]&lt;br /&gt;
&lt;br /&gt;
If satisfying, this ritual will give the pawn a psylink upgrade.&lt;br /&gt;
&lt;br /&gt;
You can repeat the ritual by recovering the pawn sight, that means you can effectively trade [[Bionic eye]]s, [[Healer mech serum]]s and [[Resurrector mech serum]]s for psychic powers. The creep joiner power &amp;quot;Unnatural Healing&amp;quot;{{AnomalyIcon}} will also heal an eye every 6 days, using this to repeat the ritual is likely the cheapest source of psylink upgrades available currently.&lt;br /&gt;
&lt;br /&gt;
You can also heal the pawn eyes in a [[Biosculpter pod]] if he follows a non-Blindsight ideoligion. Together with the Transhumanist's &amp;quot;Biosculpting: Accelerated&amp;quot; this is one of the most efficient ways to farm psychic powers because the pawn doesn't have to be in the Blindsight ideoligion to be the Target of a Blinding ritual.&lt;br /&gt;
&lt;br /&gt;
==Affected activities==&lt;br /&gt;
&lt;br /&gt;
Before blinding a pawn, it is important to consider what activities are affected by [[sight]].&lt;br /&gt;
&lt;br /&gt;
Activities that are not affected by blindness:&lt;br /&gt;
&lt;br /&gt;
* [[Taming]], Training, [[Social]], [[Hauling]], Cleaning and Meditation.&lt;br /&gt;
&lt;br /&gt;
Activities that are slower with blindness:&lt;br /&gt;
&lt;br /&gt;
* Hunting, Cooking, [[Crafting]], [[Art]] and [[Research]].&lt;br /&gt;
&lt;br /&gt;
Activities that have lower yield with blindness:&lt;br /&gt;
&lt;br /&gt;
* Mining, Butchering, Plants, Milking and Shearing.&lt;br /&gt;
&lt;br /&gt;
Activities that might result in failure with blindness:&lt;br /&gt;
&lt;br /&gt;
* [[Construction]] and Medical.&lt;br /&gt;
&lt;br /&gt;
Pawns dedicated to cleaning, hauling, socializing and mediating are the ideal pawns to blind.&lt;br /&gt;
&lt;br /&gt;
If you are only taming and training without milking or shearing anything then animal handlers are also a good option to blind.&lt;br /&gt;
&lt;br /&gt;
Hunters, cookers, crafters, artists and researchers can be blinded with only a reduction in work speed.&lt;br /&gt;
&lt;br /&gt;
Builders and doctors are the worse options to blind since they can result in losing expensive materials, bionics and lives.&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
Blinding overall provides more benefits than wearing a blindfold but compromises the pawn fighting abilities while a blindfold can be taken out during a raid. Therefore, full blindness is better suited for pure [[psycast]]ers or pawns carrying [[weapons]] with forced miss radius such as [[EMP grenades]]. Alternatively, careful shooters pawns, shooting specialists and [[Gunlink]]s can help overcome the accuracy lost.&lt;br /&gt;
&lt;br /&gt;
Blinding is particularly useful in [[slaves]]. Blind slaves add very little wealth to your colony and are fairly harmless in case a rebellion happens. They can effectively use [[EMP grenades]], [[EMP launcher]]s and [[Smoke launcher]]s since those weapons don't have an aim penalty from blindness and also don't increase slave rebellion chance. Also, the extra cold insulation from blindfolds might just be enough to allow them wear [[Slave body strap]]s on cold biomes. They will have increased psychic sensitivity and don't use psy powers if they rebel, therefore, the nobles of the [[empire]] which already have some psy powers make really good candidates for blind slavery with support combat roles.&lt;br /&gt;
&lt;br /&gt;
Since blinding is not ideal for a lot of pawns, Blindsight is better used together with another [[Ideoligion]]. That way, you can have a few blinded pawns enjoying the benefits of their blindness without affecting much their activities while the rest follows another ideoligion that doesn't includes Blindsight and therefore are not sad for not being blind. For example, it might be worth it to have a &amp;quot;blind worker&amp;quot; Ideoligion for cookers, crafters, cleaners and haulers and a &amp;quot;sighted elite&amp;quot; Ideoligion for those who need to keep their sight. Only your starting Ideoligion and the ancient's Ideoligion can have Blindsight.&lt;br /&gt;
&lt;br /&gt;
Blind pawns are unaffected by light and darkness, so ideally you should fight in darkness so your enemies get a move penalty and you don't. Consider keeping a Sun Blocker active for a permanent fight advantage if it doesn't hurt your energy and food production.&lt;br /&gt;
&lt;br /&gt;
Blind pawns ignore pawns beauty status, so you can give them [[Stoneskin gland]]s without penalty to opinion.&lt;br /&gt;
&lt;br /&gt;
Blind pawns ignore rooms beauty status, so you won't get negative [[mood]] buffs for dirty rooms, but you also won't get positive mood buffs for beautiful rooms.&lt;br /&gt;
&lt;br /&gt;
It is not a good idea to blind medical specialists, but they can still wear blindfolds while not doctoring and act as psycasters during combat. Unlike pawns incapable of violence, medical specialists can equip an [[Eltex staff]] if you give them before assigning the role.&lt;br /&gt;
&lt;br /&gt;
Even if you don't want to blind anyone, Blindsight is still a useful meme that gives access to medical specialists and the blinding ritual which can be used to farm psychic powers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Meme]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blindsight&amp;diff=153133</id>
		<title>Blindsight</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blindsight&amp;diff=153133"/>
		<updated>2024-10-03T19:01:44Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: /* Blinding ritual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
[[File:Blindsight.png|64px]]'''Blindsight''' Is one of the memes added with the [[Ideology DLC]].&lt;br /&gt;
&lt;br /&gt;
It elevates the status of blind pawns and improves the psypowers of blind [[psycast]]ers.&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
&lt;br /&gt;
* Blindsight gives up to +15 mood boost to blinded pawns and +30 opinion from other pawns.&lt;br /&gt;
* Increases blinded pawns psypower by increasing their [[psychic sensitivity]].&lt;br /&gt;
* Allows crafting [[blindfold]]s, which provides protection, cold insulation and +2 mood boost for sighted pawns.&lt;br /&gt;
* Blind pawns stats are unaffected by light and darkness.&lt;br /&gt;
* Blind pawns ignore other pawns beauty status.&lt;br /&gt;
* Blinding greatly decreases the pawn value.&lt;br /&gt;
* Unlocks Medical specialists.&lt;br /&gt;
&lt;br /&gt;
==Disavantages==&lt;br /&gt;
&lt;br /&gt;
* Blindsight gives down to -6 mood penalty to non-blinded pawns and -5 opinion from other pawns.&lt;br /&gt;
* Blinded and blindfolded pawns are severely limited on the number of activities they can perform effectively.&lt;br /&gt;
* Blind pawns ignore rooms beauty status.&lt;br /&gt;
* Disables the Darkness meme.&lt;br /&gt;
&lt;br /&gt;
==Blind psysense: Strong==&lt;br /&gt;
&lt;br /&gt;
[[File:Blindpsysense.png]]&lt;br /&gt;
&lt;br /&gt;
This precept increases the user [[psychic sensitivity]] when blind:&lt;br /&gt;
&lt;br /&gt;
* Blind bonus: +30% psychic sensitivity.&lt;br /&gt;
&lt;br /&gt;
Regardless of this precept, each point of sight bellow 50% gives the user +1% psychic sensitivity.&lt;br /&gt;
That means you normally get:&lt;br /&gt;
&lt;br /&gt;
* Sighted wearing [[blindfold]]: +30% psychic sensitivity.&lt;br /&gt;
* Total blindness: +50% psychic sensitivity.&lt;br /&gt;
&lt;br /&gt;
And with this precept:&lt;br /&gt;
&lt;br /&gt;
* Total blindness: +80% psychic sensitivity.&lt;br /&gt;
&lt;br /&gt;
==Blinding ritual==&lt;br /&gt;
&lt;br /&gt;
[[File:BlindingRitual.png]]&lt;br /&gt;
&lt;br /&gt;
If satisfying, this ritual will give the pawn a psylink upgrade.&lt;br /&gt;
&lt;br /&gt;
You can repeat the ritual by recovering the pawn sight, that means you can effectively trade [[Bionic eye]]s, [[Healer mech serum]]s and [[Resurrector mech serum]]s for psychic powers. The Anomaly creep joiner power &amp;quot;Unnatural Healing&amp;quot; will also heal an eye every 6 days, using this to repeat the ritual is likely the cheapest source of psylink upgrades available currently.&lt;br /&gt;
&lt;br /&gt;
You can also heal the pawn eyes in a [[Biosculpter pod]] if he follows a non-Blindsight ideoligion. Together with the Transhumanist's &amp;quot;Biosculpting: Accelerated&amp;quot; this is one of the most efficient ways to farm psychic powers because the pawn doesn't have to be in the Blindsight ideoligion to be the Target of a Blinding ritual.&lt;br /&gt;
&lt;br /&gt;
==Affected activities==&lt;br /&gt;
&lt;br /&gt;
Before blinding a pawn, it is important to consider what activities are affected by [[sight]].&lt;br /&gt;
&lt;br /&gt;
Activities that are not affected by blindness:&lt;br /&gt;
&lt;br /&gt;
* [[Taming]], Training, [[Social]], [[Hauling]], Cleaning and Meditation.&lt;br /&gt;
&lt;br /&gt;
Activities that are slower with blindness:&lt;br /&gt;
&lt;br /&gt;
* Hunting, Cooking, [[Crafting]], [[Art]] and [[Research]].&lt;br /&gt;
&lt;br /&gt;
Activities that have lower yield with blindness:&lt;br /&gt;
&lt;br /&gt;
* Mining, Butchering, Plants, Milking and Shearing.&lt;br /&gt;
&lt;br /&gt;
Activities that might result in failure with blindness:&lt;br /&gt;
&lt;br /&gt;
* [[Construction]] and Medical.&lt;br /&gt;
&lt;br /&gt;
Pawns dedicated to cleaning, hauling, socializing and mediating are the ideal pawns to blind.&lt;br /&gt;
&lt;br /&gt;
If you are only taming and training without milking or shearing anything then animal handlers are also a good option to blind.&lt;br /&gt;
&lt;br /&gt;
Hunters, cookers, crafters, artists and researchers can be blinded with only a reduction in work speed.&lt;br /&gt;
&lt;br /&gt;
Builders and doctors are the worse options to blind since they can result in losing expensive materials, bionics and lives.&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
Blinding overall provides more benefits than wearing a blindfold but compromises the pawn fighting abilities while a blindfold can be taken out during a raid. Therefore, full blindness is better suited for pure [[psycast]]ers or pawns carrying [[weapons]] with forced miss radius such as [[EMP grenades]]. Alternatively, careful shooters pawns, shooting specialists and [[Gunlink]]s can help overcome the accuracy lost.&lt;br /&gt;
&lt;br /&gt;
Blinding is particularly useful in [[slaves]]. Blind slaves add very little wealth to your colony and are fairly harmless in case a rebellion happens. They can effectively use [[EMP grenades]], [[EMP launcher]]s and [[Smoke launcher]]s since those weapons don't have an aim penalty from blindness and also don't increase slave rebellion chance. Also, the extra cold insulation from blindfolds might just be enough to allow them wear [[Slave body strap]]s on cold biomes. They will have increased psychic sensitivity and don't use psy powers if they rebel, therefore, the nobles of the [[empire]] which already have some psy powers make really good candidates for blind slavery with support combat roles.&lt;br /&gt;
&lt;br /&gt;
Since blinding is not ideal for a lot of pawns, Blindsight is better used together with another [[Ideoligion]]. That way, you can have a few blinded pawns enjoying the benefits of their blindness without affecting much their activities while the rest follows another ideoligion that doesn't includes Blindsight and therefore are not sad for not being blind. For example, it might be worth it to have a &amp;quot;blind worker&amp;quot; Ideoligion for cookers, crafters, cleaners and haulers and a &amp;quot;sighted elite&amp;quot; Ideoligion for those who need to keep their sight. Only your starting Ideoligion and the ancient's Ideoligion can have Blindsight.&lt;br /&gt;
&lt;br /&gt;
Blind pawns are unaffected by light and darkness, so ideally you should fight in darkness so your enemies get a move penalty and you don't. Consider keeping a Sun Blocker active for a permanent fight advantage if it doesn't hurt your energy and food production.&lt;br /&gt;
&lt;br /&gt;
Blind pawns ignore pawns beauty status, so you can give them [[Stoneskin gland]]s without penalty to opinion.&lt;br /&gt;
&lt;br /&gt;
Blind pawns ignore rooms beauty status, so you won't get negative [[mood]] buffs for dirty rooms, but you also won't get positive mood buffs for beautiful rooms.&lt;br /&gt;
&lt;br /&gt;
It is not a good idea to blind medical specialists, but they can still wear blindfolds while not doctoring and act as psycasters during combat. Unlike pawns incapable of violence, medical specialists can equip an [[Eltex staff]] if you give them before assigning the role.&lt;br /&gt;
&lt;br /&gt;
Even if you don't want to blind anyone, Blindsight is still a useful meme that gives access to medical specialists and the blinding ritual which can be used to farm psychic powers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Meme]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=151135</id>
		<title>Psychic rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=151135"/>
		<updated>2024-09-17T18:28:24Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: /* List of rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Missing information}}&lt;br /&gt;
{{About|the group activities added by the [[Anomaly DLC]]|the individual abilities added by the [[Royalty DLC]]|Psycasts}} &lt;br /&gt;
&lt;br /&gt;
'''Psychic rituals''' are rituals like those in [[Ideology (DLC)|Ideology DLC]] but with the « psychic » side of [[Royalty (DLC)|Royalty DLC]]. They are performed at an [[Psychic ritual spot]] and can be improved with stuff like [[Void sculpture|Void sculptures]] and [[Shard beacon|Shard beacons]] and [[Apparel|apparel]] like [[Ritual mask|ritual masks]] and [[Ceremonial hood|ceremonial hoods]].{{Check Tag|Verify|What benefit from this apparelthat isn't just psy sense?}} They allow to psychically induce an insane [[Archotech]] machine-god who can distort reality.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either [[Bioferrite]] or a [[Shard]] which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. Pawns with 0% [[Psychic sensitivity]] such as [[Ghoul]]s, [[psychically deaf]] pawns and [[psychically dead]] pawns, cannot be a participant '''nor''' the target of a ritual.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.&lt;br /&gt;
&lt;br /&gt;
Slaves and temporary pawns such as refugees and guests may also participate in rituals so long as they meet the requirements for psychic sensitivity and age.&lt;br /&gt;
&lt;br /&gt;
The quality of any ritual is based on the following factors.&lt;br /&gt;
&lt;br /&gt;
-The [[Psychic sensitivity]] of the Invoker. An Invoker with 100% Sensitivity will grant a {{+|12%}} bonus, this increases proportionally up to a maximum of  {{+|25%}} at 281%{{Check Tag|282%?|Conflicting reports}} sensitivity.{{Check Tag|Penalty?|Wb lower sensitivity?}} The Psychic Sensitivity of any Chanters do not affect the outcome.&lt;br /&gt;
&lt;br /&gt;
-The number of Chanters. filling all spots (whether there are four or six) grants a {{+|20%}} bonus, with each pawn contributing an equal portion of the bonus.&lt;br /&gt;
&lt;br /&gt;
-The number '''and''' [[Quality]] of any nearby [[Void sculpture|Void Sculptures]], up to six sculptures. Normal and Good give {{+|2%}} each, Excellent and Masterwork gives {{+|3%}} each and legendary gives {{+|5%}}.&lt;br /&gt;
&lt;br /&gt;
-The number of nearby [[Shard beacon|Shard Beacons]]. Each beacon provides an {{+|8%}} bonus, to a max of {{+|32%}} at four Beacons.&lt;br /&gt;
&lt;br /&gt;
-Psychic ritual quality offset from the Psychic Ritual [[Precept]]{{IdeologyIcon}}. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by {{+|10%}} * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by {{--|10%}} * (Number of pawns with precept/Number of pawns participating)&lt;br /&gt;
&lt;br /&gt;
== List of rituals ==&lt;br /&gt;
{{Stub|section=1|reason=PsychicRitualRoles.xml defines valid states for targets of rituals}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ritual !! Ritual Effect !! Ritual Duration !! Ritual Cooldown !! Ritual Cost !! Required Research&lt;br /&gt;
|- id=&amp;quot;Void provocation&amp;quot;&lt;br /&gt;
! width=64px height=64px | Void provocation&amp;lt;br&amp;gt;[[File:Void provocation.png|64px|link=|alt=Void provocation]]&lt;br /&gt;
| ''Psychically commune with the void, attracting an entity which can be captured and studied. There’s a chance that the invoker will fall into a coma for several hours.''&lt;br /&gt;
----&lt;br /&gt;
* Causes an entity event to occur between 2 to 4 hours, or {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}, after completion of the ritual. If possible, Void Provocation will cause an undiscovered entity to appear. If there are no possible undiscovered entities to be sent, a random already discovered but possible entity will be sent. See [[Events/Anomaly]]. Some entities require a minimum Monolith Level and some have other requirements.&lt;br /&gt;
&lt;br /&gt;
* Ritual quality dependent chance to fall into [[Dark psychic shock]], being rendered unconscious for between {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}{{Check Tag|Verify}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dark psychic shock chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of psychic shock (%)|x=0,50,90,100|y=90,25,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| ''None''&lt;br /&gt;
|- id=&amp;quot;Draw animals&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw animals&amp;lt;br&amp;gt;[[File:Draw animals.png|64px|link=|alt=Draw animals]]&lt;br /&gt;
| ''Create a psychic pulse which draws a distant herd of [[animal]]s to the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract [[scaria]]-infected manhunters''&lt;br /&gt;
----&lt;br /&gt;
* Causes a herd{{Check Tag|Detail|What constitutes a herd}} of animals{{Check Tag|Detail|What animals can be selected, does it depend on current biome?}} to enter the map.{{Check Tag|Detail}}&lt;br /&gt;
* Ritual quality dependent chance for drawn animals to be [[manhunter]]s infected with [[scaria]]. The chance is per herd, not per individual member of the herd i.e. either all animals will be manhunters or none will be. Deliberately conducting a poor quality ritual to summon manhunters can be helpful if the player needs to deal with another threat such as sieges and mech clusters.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Manhunter chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of manhunters (%)|x=0,75,90,100|y=75,10,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|600000}}&lt;br /&gt;
| {{Icon small|Bioferrite||10}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Draw shamblers&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw shamblers&amp;lt;br&amp;gt;[[File:Draw shamblers.png|64px|link=|alt=Draw shamblers]]&lt;br /&gt;
| ''Create a psychic pulse which will draw a distant horde of [[shambler|animated corpses]] to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study. ''&lt;br /&gt;
----&lt;br /&gt;
* Causes a ritual quality dependent total [[combat power]] of shamblers to enter the map. Note that the total combat power depends on both the number ''and'' types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers.{{Check Tag|Verify|Verify that non-base human shamblers can spawn from this}}{{Check Tag|Details|How exactly are shambler hordes costed}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 100|y=200,2500}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Chronophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Chronophagy&amp;lt;br&amp;gt;[[File:Chronophagy.png|64px|link=|alt=Chronophagy]]&lt;br /&gt;
| ''Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* The biological age of the invoker is reduced by some number of years, while the target is biologically aged by the same number. The number of years transferred is dependent on the quality of the ritual, as described in the table below. &lt;br /&gt;
** The ritual cannot reduce the Invoker's age below 13.&lt;br /&gt;
* Has a chance{{Check Tag|What chance?}} to removing one{{Check Tag|Verify|or more?}} of the Invoker's scars. Additionally, if the invoker has an ailment that can be acquired through aging, and is rejuvenated to an age that is below the minimum age of the ailment, then the ailment will be cured. This occurs regardless of how the ailment was acquired. Note that the minimum age is '''not''' the first birthday that an ailment can occur.&lt;br /&gt;
** For example, [[Alzheimer's]] has a minimum age of 33.6 years. If a pawn receives the ailment on their 34th birthday, they must be rejuvenated to the biological age of 33, the ailment will be removed.&lt;br /&gt;
** Curable ailments and the ages required to remove them are as follows: [[Alzheimer's]] at 33 years, [[Bad back]] at 39 years, [[Cataract]] at 47 years, [[Carcinoma]] at 22 years, [[Dementia]] at 67 years, [[Frail]] at 49 years, [[Artery blockage]] at 19 years, [[Hearing loss]] at 47 years. [[Asthma]] has no minimum reception age, and therefore cannot be cured by chronophagy.&lt;br /&gt;
* Target gain age-related ailments as if they had had each natural birthday, with the associated chances. See the pages of the relevant ailments for the chance to receive them each year.&lt;br /&gt;
** Brain damage is inflicted in the form of a psychic burn, which is affected by the [[Incoming Damage Multiplier]] of the pawn.{{Check Tag|How much?|How much damage is dealt, and if its not 100% consistent, how is the amount to inflict determined}}&lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Years transfered by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Years transferred (%)|x=0,100|y=1,25}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Psychophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Psychophagy&amp;lt;br&amp;gt;[[File:Psychophagy.png|64px|link=|alt=Psychophagy]]&lt;br /&gt;
| ''Consume the [[psychic sensitivity]] of a target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target gains the [[Psychically Dead]] trait and suffers from Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* 1 day gained per 1% ritual quality&lt;br /&gt;
* Grants 50% psychic sensitivity to the invoker for the duration of the effect.&lt;br /&gt;
* Has a chance of:&lt;br /&gt;
** liquefying targets brain, killing them in the process, &lt;br /&gt;
** applying a psychic scarring to the brain. {{Check Tag|Verify|Scar always applied if target survives? Different levels of scar (in small sample size its always 1-1.2hp / 2% pain)}}  &lt;br /&gt;
* Target becomes [[psychically dead]], permanently {{Check Tag|Verify|curable?}} setting their psychic sensitivity to 0%. This effectively prevents consequent usages of Psychophagy (or any phage rituals) on same pawn.  &lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}} &lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Skip abduction&amp;quot;&lt;br /&gt;
! width=64px height=64px | Skip abduction&amp;lt;br&amp;gt;[[File:Skip abduction.png|64px|link=|alt=Skip abduction]]&lt;br /&gt;
| ''Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The process causes the target to fall into a &amp;quot;short&amp;quot; coma.''&lt;br /&gt;
----&lt;br /&gt;
* Base coma duration of 30 days decreased by 1 day per 2.5% ritual quality&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|600000}}&lt;br /&gt;
| {{Icon small|Bioferrite||60}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Draw fleshbeasts&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw fleshbeasts&amp;lt;br&amp;gt;[[File:Summon fleshbeasts.png|64px|link=|alt=Draw fleshbeasts]]&lt;br /&gt;
| ''Create a psychic pulse which will draw [[fleshbeasts]] to dig upwards and emerge near your enemies. They will attack anyone they find, including enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.'' &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 70, 90, 100|y=200, 600, 1200, 2400}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
* Increases number of fleshbeasts summoned&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||50}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Provoke pit gate&amp;quot;&lt;br /&gt;
! width=64px height=64px | Provoke pit gate&amp;lt;br&amp;gt;[[File:Provoke pit gate.png|64px|link=|alt=Provoke pit gate]]&lt;br /&gt;
| ''Perform a psychic ritual which causes underground [[fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a [[Pit_gate|fleshbeast-infested cavern]] which can be explored for resources. ''&lt;br /&gt;
----&lt;br /&gt;
* A higher-quality ritual will attract more fleshbeasts.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|2700000}}&lt;br /&gt;
| {{Icon small|Bioferrite||75}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Imbue death refusal&amp;quot;&lt;br /&gt;
! width=64px height=64px | Imbue death refusal&amp;lt;br&amp;gt;[[File:Imbue death refusal.png|64px|link=|alt=Imbue death refusal]]&lt;br /&gt;
| ''Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. ''&lt;br /&gt;
----&lt;br /&gt;
*Quality reduces the skill loss that the target suffers from the ritual.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|900000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|- id=&amp;quot;Philophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Philophagy&amp;lt;br&amp;gt;[[File:Philophagy.png|64px|link=|alt=Philophagy]]&lt;br /&gt;
| ''Psychically draw experiences from the victim's mind, and transfer them to the invoker, targeting the victim's highest [[Skill]]. This will increase the invoker's experience in the same skill, and for the target to lose an equal amount. Target will also suffer Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases experience transferred.&lt;br /&gt;
* Base level of skill is taken into account, before modifiers from aptitude [[genes]].{{BiotechIcon}}&lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}} &lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|- id=&amp;quot;Pleasure pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | Pleasure pulse&amp;lt;br&amp;gt;[[File:Pleasure pulse.png|64px|link=|alt=Pleasure pulse]]&lt;br /&gt;
| ''Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work. ''&lt;br /&gt;
----&lt;br /&gt;
* Effect duration ranges from 1 day at 0% ritual quality to 25 days at 100% quality.&lt;br /&gt;
* {{Thought|desc=My body ripples with joy. The world is a soft and fuzzy place.|label=Pleasure pulse|value=+12|stack=1}}, scaled by [[Psychic sensitivity]] of each pawn, up to {{+|21}}.&lt;br /&gt;
* [[Global Work Speed]] x 80% &lt;br /&gt;
* Increases chance of lovin&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||30}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Neurosis pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | Neurosis pulse&amp;lt;br&amp;gt;[[File:Neurosis pulse.png|64px|link=|alt=Neurosis pulse]]&lt;br /&gt;
| ''Perform a psychic ritual that makes everyone in the region work faster but become more irritable.'' &lt;br /&gt;
----&lt;br /&gt;
* Effect duration ranges from 1 day at 0% ritual quality to 25 days at 100% quality.&lt;br /&gt;
* Mental break threshold +8% &lt;br /&gt;
* [[Global work speed]] x 150%&lt;br /&gt;
* Recreation fall rate x50% &lt;br /&gt;
* {{Thought|desc=Leave me alone! I have work to do!|label=Neurosis pulse|value=-4|stack=1}}, scaled by [[Psychic sensitivity]] of each pawn, up to {{--|7}}.&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||30}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Blood rain&amp;quot;&lt;br /&gt;
! width=64px height=64px | Blood rain&amp;lt;br&amp;gt;[[File:Psychic ritual - Blood rain.png|64px|link=|alt=Blood rain]]&lt;br /&gt;
| ''Perform a psychic ritual which causes blood-like [[psychofluid]] to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.''&lt;br /&gt;
----&lt;br /&gt;
* Effect duration ranges from 3 hours at 0% ritual quality to 16 hours at 100% quality.&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|1500000}}&lt;br /&gt;
| {{Icon small|Bioferrite||70}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Brainwipe&amp;quot;&lt;br /&gt;
! width=64px height=64px | Brainwipe&amp;lt;br&amp;gt;[[File:Brainwipe.png|64px|link=|alt=Brainwipe]]&lt;br /&gt;
| ''Erase a person's memories. Traumatic memories will be forgotten. [[Prisoners]] will forget their allegiances and become easier to recruit, even if they were unwavering. Inhumanized individuals will forget their connection to the void. Unfortunately, the disruptive effect of the ritual will induce a coma that could last a long time, especially if the ritual is of low quality.''&lt;br /&gt;
----&lt;br /&gt;
* Removes:{{Check Tag|Detail|More/better explanations of what this means are needed}}&lt;br /&gt;
** Timed [[thought]]s (Positive and negative)&lt;br /&gt;
** Timed [[opinion]]s (Positive and negative)&lt;br /&gt;
** [[Resistance]] (Set to 0)&lt;br /&gt;
** [[Will]]{{IdeologyIcon}} (Set to 0)&lt;br /&gt;
** [[Unwaveringly loyal|Unwavering loyalty ]]&lt;br /&gt;
** [[Certainty]]{{IdeologyIcon}} (Set to 0%, but ideology does not change)&lt;br /&gt;
** [[Inhumanized|Inhumanization]]&lt;br /&gt;
* Ritual quality shortens the induced coma, from 60 days at 0% quality to 1 day at 100%.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|1200000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPC rituals == &lt;br /&gt;
{{Stub|section=1|reason=Needs table same as above, but with their unique versions. Ensure parity with upper table, but lower priority than getting the main table finalized}}&lt;br /&gt;
NPCs have their own similar, but mechanically unique psychic rituals&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason= offensive and defence uses- e.g. fleshbeasts are good for killing sieges and also for killing pirate bases as the ritual circle is free and instant to.build}}&lt;br /&gt;
=== Intentionally bad rituals ===&lt;br /&gt;
Some psychic rituals have effects from low qualities that can be valuable. For example, a low quality [[Draw animals]] has a very high likelihood of drawing manhunters. Like normal manhunters, these animals will then proceed to attack any raiders on the map, essentially acting as a substitute [[psychic animal pulser]] for the cost of {{Icon small|bioferrite||10}} [[bioferrite]]. Similarly, low numbers of shamblers or fleshbeasts might be preferable when attempting to safely capture them. Shamblers hordes will frequently have a single member carrying a [[Shard]], which is likewise easier to get hold of from a smaller group. As many stats (noticeably [[Global Work Speed]]) are lowered for human pawns under the age of 18, not having the best possible Chronophagy ritual to prevent the Invoker from becoming too young might be preferable as well. Finally, ritual quality only increases the number of defenders{{Check Tag|Detail needed|Is this just the initial spawn, or is it the recurring spawn, and does it affect the beasts inside the pit or just the external defenders?}} for a pit gate but does not affect the loot inside the pit itself - as such, of the gate is generated for looting and not for using the fleshbeasts it spawns, then a lower quality is best.&lt;br /&gt;
&lt;br /&gt;
As such it can be beneficial to have two psychic ritual sites - one with as many of the buffs as possible, and another with no buffs at all, and selecting which site to use depending on the desired outcome. This can be taken further by an invoker with low, but non-zero [[psychic sensitivity]]. A [[psychically deaf]] pawn equipped with a single item of [[prestige armor]]{{RoyaltyIcon}} has one the smallest non-zero psychic sensitivities with absolutely minimal equipment.&lt;br /&gt;
&lt;br /&gt;
=== Chronophagy analysis=== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-left: 0px;&amp;quot;&lt;br /&gt;
|+ Age Where Chronic Ailments Can First Appear&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Ailment&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Artery Blockage&lt;br /&gt;
|-&lt;br /&gt;
| 23 || Carcinoma&lt;br /&gt;
|-&lt;br /&gt;
| 34 || Alzheimer's&lt;br /&gt;
|-&lt;br /&gt;
| 41 || Bad Back&lt;br /&gt;
|-&lt;br /&gt;
| 49 || Cataracts, Hearing Loss&lt;br /&gt;
|-&lt;br /&gt;
| 51 || Frail&lt;br /&gt;
|-&lt;br /&gt;
| 69 || Dementia&lt;br /&gt;
|}&lt;br /&gt;
There are numerous benefits to not allowing colonists to grow old. The older a pawn is, the higher their chance to develop [[Ailments#Chronic|chronic ailments]], and the lower their [[Immunity Gain Speed]] and [[Fertility]].{{BiotechIcon}} Pawns closer in age have an easier time forming [[romance]]s, and pawns between 18 and 25 and with partners similar in age to themselves are most likely to engage in [[lovin']]. The [[Ideoligion#Transhumanist|transhumanist]] ideology{{IdeologyIcon}} includes a need for age reversal after pawns reach age 25.&lt;br /&gt;
&lt;br /&gt;
In general, keeping pawns under the age of 41 protects them from the majority of chronic ailments, although keeping them under 34 also protects from Alzheimer's. Carcinomas can be treated without needing to resort to [[Healer mech serum]] or [[Bionics|bionic]] replacements.&lt;br /&gt;
&lt;br /&gt;
Conversely, there are downsides to allowing pawns to become younger than 18 through the use of Chronophagy. Age 13 pawns have numerous [[Children#Stats|statistics]] lower than a fully grown pawn, notably a [[Global Work Speed]] of .83, a move speed of 0.95x, and a higher risk of [[Overdose]] and [[Drugs#Addiction|Addiction]] from reduced body size. Pawns under 16 cannot have children of their own.  &lt;br /&gt;
&lt;br /&gt;
For most colonies, Chronophagy will transfer at minimum 4 years of age if the invoker has no psychic sensitivity adjustments and a psychic ritual spot with no void sculptures or shard beacons. At 100% ritual quality, Chronophagy will transfer 25 years of age. &amp;lt;!--Ideally we'd get a nice table or graph of ritual quality to years transferred whipped together but I currently lack the motivation. Every 4% ritual quality = 1 year transferred. --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Chronophagy has a 5 day cooldown, allowing for 12 uses per in-game year, assuming that the colony can also provide a sufficient number of prisoners and produce the required {{Icon small|bioferrite||20}} [[bioferrite]] per ritual. If bioferrite is in surplus, then Skip Abductions can to provide easy access to prisoners. Not all prisoners will survive numerous Chronophagy rituals especially if they are still suffering from Dark Psychic Shock from skip abduction or already at an old age, but younger prisoners can easily be the target of 2 or more Chronophagy rituals before expiring. Most colonies should find it trivial to keep their members between the ages of 18 and 40, or between 18 and 25 if Transhumanist. A 30 member transhumanist colony can reasonably hit the 7 year range for their pawns by carefully timing rituals so that only 4-5 colonists will require a Chronophagy in any given year.&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=151134</id>
		<title>Psychic rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_rituals&amp;diff=151134"/>
		<updated>2024-09-17T18:27:04Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: /* List of rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Missing information}}&lt;br /&gt;
{{About|the group activities added by the [[Anomaly DLC]]|the individual abilities added by the [[Royalty DLC]]|Psycasts}} &lt;br /&gt;
&lt;br /&gt;
'''Psychic rituals''' are rituals like those in [[Ideology (DLC)|Ideology DLC]] but with the « psychic » side of [[Royalty (DLC)|Royalty DLC]]. They are performed at an [[Psychic ritual spot]] and can be improved with stuff like [[Void sculpture|Void sculptures]] and [[Shard beacon|Shard beacons]] and [[Apparel|apparel]] like [[Ritual mask|ritual masks]] and [[Ceremonial hood|ceremonial hoods]].{{Check Tag|Verify|What benefit from this apparelthat isn't just psy sense?}} They allow to psychically induce an insane [[Archotech]] machine-god who can distort reality.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Each ritual requires one pawn to be the Invoker, with up to four or six additional colonists able to participate as Chanters, depending on the ritual. All rituals except for Void Provocation also require either [[Bioferrite]] or a [[Shard]] which is consumed at the completion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need to be conscious. Pawns with 0% [[Psychic sensitivity]] such as [[Ghoul]]s, [[psychically deaf]] pawns and [[psychically dead]] pawns, cannot be a participant '''nor''' the target of a ritual.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} may participate in rituals in any position as long as they are not babies. The only exception is the Chronophagy ritual, where they cannot be the Invoker.&lt;br /&gt;
&lt;br /&gt;
Slaves and temporary pawns such as refugees and guests may also participate in rituals so long as they meet the requirements for psychic sensitivity and age.&lt;br /&gt;
&lt;br /&gt;
The quality of any ritual is based on the following factors.&lt;br /&gt;
&lt;br /&gt;
-The [[Psychic sensitivity]] of the Invoker. An Invoker with 100% Sensitivity will grant a {{+|12%}} bonus, this increases proportionally up to a maximum of  {{+|25%}} at 281%{{Check Tag|282%?|Conflicting reports}} sensitivity.{{Check Tag|Penalty?|Wb lower sensitivity?}} The Psychic Sensitivity of any Chanters do not affect the outcome.&lt;br /&gt;
&lt;br /&gt;
-The number of Chanters. filling all spots (whether there are four or six) grants a {{+|20%}} bonus, with each pawn contributing an equal portion of the bonus.&lt;br /&gt;
&lt;br /&gt;
-The number '''and''' [[Quality]] of any nearby [[Void sculpture|Void Sculptures]], up to six sculptures. Normal and Good give {{+|2%}} each, Excellent and Masterwork gives {{+|3%}} each and legendary gives {{+|5%}}.&lt;br /&gt;
&lt;br /&gt;
-The number of nearby [[Shard beacon|Shard Beacons]]. Each beacon provides an {{+|8%}} bonus, to a max of {{+|32%}} at four Beacons.&lt;br /&gt;
&lt;br /&gt;
-Psychic ritual quality offset from the Psychic Ritual [[Precept]]{{IdeologyIcon}}. Invokers and Chanters with Exalted Psychic Rituals will increase the quality by {{+|10%}} * (Number of pawns with precept/Number of pawns participating), while pawns with the Disapproved precept will reduce it by {{--|10%}} * (Number of pawns with precept/Number of pawns participating)&lt;br /&gt;
&lt;br /&gt;
== List of rituals ==&lt;br /&gt;
{{Stub|section=1|reason=PsychicRitualRoles.xml defines valid states for targets of rituals}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ritual !! Ritual Effect !! Ritual Duration !! Ritual Cooldown !! Ritual Cost !! Required Research&lt;br /&gt;
|- id=&amp;quot;Void provocation&amp;quot;&lt;br /&gt;
! width=64px height=64px | Void provocation&amp;lt;br&amp;gt;[[File:Void provocation.png|64px|link=|alt=Void provocation]]&lt;br /&gt;
| ''Psychically commune with the void, attracting an entity which can be captured and studied. There’s a chance that the invoker will fall into a coma for several hours.''&lt;br /&gt;
----&lt;br /&gt;
* Causes an entity event to occur between 2 to 4 hours, or {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}, after completion of the ritual. If possible, Void Provocation will cause an undiscovered entity to appear. If there are no possible undiscovered entities to be sent, a random already discovered but possible entity will be sent. See [[Events/Anomaly]]. Some entities require a minimum Monolith Level and some have other requirements.&lt;br /&gt;
&lt;br /&gt;
* Ritual quality dependent chance to fall into [[Dark psychic shock]], being rendered unconscious for between {{Ticks/gametime|5000}} and {{Ticks/gametime|10000}}{{Check Tag|Verify}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dark psychic shock chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of psychic shock (%)|x=0,50,90,100|y=90,25,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| ''None''&lt;br /&gt;
|- id=&amp;quot;Draw animals&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw animals&amp;lt;br&amp;gt;[[File:Draw animals.png|64px|link=|alt=Draw animals]]&lt;br /&gt;
| ''Create a psychic pulse which draws a distant herd of [[animal]]s to the local area. You can then hunt or make use of them as you choose. If not done correctly, this may attract [[scaria]]-infected manhunters''&lt;br /&gt;
----&lt;br /&gt;
* Causes a herd{{Check Tag|Detail|What constitutes a herd}} of animals{{Check Tag|Detail|What animals can be selected, does it depend on current biome?}} to enter the map.{{Check Tag|Detail}}&lt;br /&gt;
* Ritual quality dependent chance for drawn animals to be [[manhunter]]s infected with [[scaria]]. The chance is per herd, not per individual member of the herd i.e. either all animals will be manhunters or none will be. Deliberately conducting a poor quality ritual to summon manhunters can be helpful if the player needs to deal with another threat such as sieges and mech clusters.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Manhunter chance by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Chance of manhunters (%)|x=0,75,90,100|y=75,10,5,1}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|600000}}&lt;br /&gt;
| {{Icon small|Bioferrite||10}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Draw shamblers&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw shamblers&amp;lt;br&amp;gt;[[File:Draw shamblers.png|64px|link=|alt=Draw shamblers]]&lt;br /&gt;
| ''Create a psychic pulse which will draw a distant horde of [[shambler|animated corpses]] to your area. While they attack any human they see, they will not directly attack your colony. You can capture them for study. ''&lt;br /&gt;
----&lt;br /&gt;
* Causes a ritual quality dependent total [[combat power]] of shamblers to enter the map. Note that the total combat power depends on both the number ''and'' types of shamblers that spawn, with higher total combat powers tending to more and more dangerous shamblers.{{Check Tag|Verify|Verify that non-base human shamblers can spawn from this}}{{Check Tag|Details|How exactly are shambler hordes costed}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 100|y=200,2500}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Chronophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Chronophagy&amp;lt;br&amp;gt;[[File:Chronophagy.png|64px|link=|alt=Chronophagy]]&lt;br /&gt;
| ''Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* The biological age of the invoker is reduced by some number of years, while the target is biologically aged by the same number. The number of years transferred is dependent on the quality of the ritual, as described in the table below. &lt;br /&gt;
** The ritual cannot reduce the Invoker's age below 13.&lt;br /&gt;
* Has a chance{{Check Tag|What chance?}} to removing one{{Check Tag|Verify|or more?}} of the Invoker's scars. Additionally, if the invoker has an ailment that can be acquired through aging, and is rejuvenated to an age that is below the minimum age of the ailment, then the ailment will be cured. This occurs regardless of how the ailment was acquired. Note that the minimum age is '''not''' the first birthday that an ailment can occur.&lt;br /&gt;
** For example, [[Alzheimer's]] has a minimum age of 33.6 years. If a pawn receives the ailment on their 34th birthday, they must be rejuvenated to the biological age of 33, the ailment will be removed.&lt;br /&gt;
** Curable ailments and the ages required to remove them are as follows: [[Alzheimer's]] at 33 years, [[Bad back]] at 39 years, [[Cataract]] at 47 years, [[Carcinoma]] at 22 years, [[Dementia]] at 67 years, [[Frail]] at 49 years, [[Artery blockage]] at 19 years, [[Hearing loss]] at 47 years. [[Asthma]] has no minimum reception age, and therefore cannot be cured by chronophagy.&lt;br /&gt;
* Target gain age-related ailments as if they had had each natural birthday, with the associated chances. See the pages of the relevant ailments for the chance to receive them each year.&lt;br /&gt;
** Brain damage is inflicted in the form of a psychic burn, which is affected by the [[Incoming Damage Multiplier]] of the pawn.{{Check Tag|How much?|How much damage is dealt, and if its not 100% consistent, how is the amount to inflict determined}}&lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Years transfered by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Years transferred (%)|x=0,100|y=1,25}}&lt;br /&gt;
|}&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Psychophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Psychophagy&amp;lt;br&amp;gt;[[File:Psychophagy.png|64px|link=|alt=Psychophagy]]&lt;br /&gt;
| ''Consume the [[psychic sensitivity]] of a target. This will cause the invoker's psychic sensitivity to be increased for several days, and for the target gains the [[Psychically Dead]] trait and suffers from Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* 1 day gained per 1% ritual quality&lt;br /&gt;
* Grants 50% psychic sensitivity to the invoker for the duration of the effect.&lt;br /&gt;
* Has a chance of:&lt;br /&gt;
** liquefying targets brain, killing them in the process, &lt;br /&gt;
** applying a psychic scarring to the brain. {{Check Tag|Verify|Scar always applied if target survives? Different levels of scar (in small sample size its always 1-1.2hp / 2% pain)}}  &lt;br /&gt;
* Target becomes [[psychically dead]], permanently {{Check Tag|Verify|curable?}} setting their psychic sensitivity to 0%. This effectively prevents consequent usages of Psychophagy (or any phage rituals) on same pawn.  &lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}} &lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||20}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Skip abduction&amp;quot;&lt;br /&gt;
! width=64px height=64px | Skip abduction&amp;lt;br&amp;gt;[[File:Skip abduction.png|64px|link=|alt=Skip abduction]]&lt;br /&gt;
| ''Abduct a random hostile person from anywhere in the world, prioritizing those nearby. The process causes the target to fall into a &amp;quot;short&amp;quot; coma.''&lt;br /&gt;
----&lt;br /&gt;
* Base coma duration of 30 days decreased by 1 day per 2.5% ritual quality&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|600000}}&lt;br /&gt;
| {{Icon small|Bioferrite||60}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Draw fleshbeasts&amp;quot;&lt;br /&gt;
! width=64px height=64px | Draw fleshbeasts&amp;lt;br&amp;gt;[[File:Summon fleshbeasts.png|64px|link=|alt=Draw fleshbeasts]]&lt;br /&gt;
| ''Create a psychic pulse which will draw [[fleshbeasts]] to dig upwards and emerge near your enemies. They will attack anyone they find, including enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.'' &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 70, 90, 100|y=200, 600, 1200, 2400}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
* Increases number of fleshbeasts summoned&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||50}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Provoke pit gate&amp;quot;&lt;br /&gt;
! width=64px height=64px | Provoke pit gate&amp;lt;br&amp;gt;[[File:Provoke pit gate.png|64px|link=|alt=Provoke pit gate]]&lt;br /&gt;
| ''Perform a psychic ritual which causes underground [[fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a [[Pit_gate|fleshbeast-infested cavern]] which can be explored for resources. ''&lt;br /&gt;
----&lt;br /&gt;
* A higher-quality ritual will attract more fleshbeasts.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|2700000}}&lt;br /&gt;
| {{Icon small|Bioferrite||75}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Imbue death refusal&amp;quot;&lt;br /&gt;
! width=64px height=64px | Imbue death refusal&amp;lt;br&amp;gt;[[File:Imbue death refusal.png|64px|link=|alt=Imbue death refusal]]&lt;br /&gt;
| ''Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. ''&lt;br /&gt;
----&lt;br /&gt;
*Quality reduces the skill loss that the target suffers from the ritual.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|900000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|- id=&amp;quot;Philophagy&amp;quot;&lt;br /&gt;
! width=64px height=64px | Philophagy&amp;lt;br&amp;gt;[[File:Philophagy.png|64px|link=|alt=Philophagy]]&lt;br /&gt;
| ''Psychically draw experiences from the victim's mind, and transfer them to the invoker, targeting the victim's highest [[Skill]]. This will increase the invoker's experience in the same skill, and for the target to lose an equal amount. Target will also suffer Psychic Shock. ''&lt;br /&gt;
----&lt;br /&gt;
* Quality increases experience transferred.&lt;br /&gt;
* Base level of skill is taken into account, before modifiers from aptitude [[genes]].{{BiotechIcon}}&lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}} &lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|- id=&amp;quot;Pleasure pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | Pleasure pulse&amp;lt;br&amp;gt;[[File:Pleasure pulse.png|64px|link=|alt=Pleasure pulse]]&lt;br /&gt;
| ''Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work. ''&lt;br /&gt;
----&lt;br /&gt;
* Effect duration ranges from 1 day at 0% ritual quality to 25 days at 100% quality.&lt;br /&gt;
* {{Thought|desc=My body ripples with joy. The world is a soft and fuzzy place.|label=Pleasure pulse|value=+12|stack=1}}, scaled by [[Psychic sensitivity]] of each pawn, up to {{+|21}}.&lt;br /&gt;
* [[Global Work Speed]] x 80% &lt;br /&gt;
* Increases chance of lovin&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||30}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Neurosis pulse&amp;quot;&lt;br /&gt;
! width=64px height=64px | Neurosis pulse&amp;lt;br&amp;gt;[[File:Neurosis pulse.png|64px|link=|alt=Neurosis pulse]]&lt;br /&gt;
| ''Perform a psychic ritual that makes everyone in the region work faster but become more irritable.'' &lt;br /&gt;
----&lt;br /&gt;
* Effect duration ranges from 1 day at 0% ritual quality to 25 days at 100% quality.&lt;br /&gt;
* Mental break threshold +8% &lt;br /&gt;
* [[Global work speed]] x 150%&lt;br /&gt;
* Recreation fall rate x50% &lt;br /&gt;
* {{Thought|desc=Leave me alone! I have work to do!|label=Neurosis pulse|value=-4|stack=1}}, scaled by [[Psychic sensitivity]] of each pawn, up to {{--|7}}.&lt;br /&gt;
| {{Ticks/gametime|10000}}&lt;br /&gt;
| {{Ticks/gametime|300000}}&lt;br /&gt;
| {{Icon small|Bioferrite||30}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Blood rain&amp;quot;&lt;br /&gt;
! width=64px height=64px | Blood rain&amp;lt;br&amp;gt;[[File:Psychic ritual - Blood rain.png|64px|link=|alt=Blood rain]]&lt;br /&gt;
| ''Perform a psychic ritual which causes blood-like [[psychofluid]] to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.''&lt;br /&gt;
----&lt;br /&gt;
* Effect duration ranges from 3 hours at 0% ritual quality to 16 hours at 100% quality.&lt;br /&gt;
| {{Ticks/gametime|5000}}&lt;br /&gt;
| {{Ticks/gametime|1500000}}&lt;br /&gt;
| {{Icon small|Bioferrite||70}} [[Bioferrite]]&lt;br /&gt;
|- id=&amp;quot;Brainwipe&amp;quot;&lt;br /&gt;
! width=64px height=64px | Brainwipe&amp;lt;br&amp;gt;[[File:Brainwipe.png|64px|link=|alt=Brainwipe]]&lt;br /&gt;
| ''Erase a person's memories. Traumatic memories will be forgotten. [[Prisoners]] will forget their allegiances and become easier to recruit, even if they were unwavering. Inhumanized individuals will forget their connection to the void. Unfortunately, the disruptive effect of the ritual will induce a coma that could last a long time, especially if the ritual is of low quality.''&lt;br /&gt;
----&lt;br /&gt;
* Removes:{{Check Tag|Detail|More/better explanations of what this means are needed}}&lt;br /&gt;
** Timed [[thought]]s (Positive and negative)&lt;br /&gt;
** Timed [[opinion]]s (Positive and negative)&lt;br /&gt;
** [[Resistance]]&lt;br /&gt;
** [[Will]]{{IdeologyIcon}}&lt;br /&gt;
** [[Unwaveringly loyal|Unwavering loyalty ]]&lt;br /&gt;
** [[Certainty]]{{IdeologyIcon}}&lt;br /&gt;
** [[Inhumanized|Inhumanization]]&lt;br /&gt;
* Ritual quality shortens the induced coma, from 60 days at 0% quality to 1 day at 100%.&lt;br /&gt;
| {{Ticks/gametime|15000}}&lt;br /&gt;
| {{Ticks/gametime|1200000}}&lt;br /&gt;
| {{Icon small|Shard||1}} [[Shard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPC rituals == &lt;br /&gt;
{{Stub|section=1|reason=Needs table same as above, but with their unique versions. Ensure parity with upper table, but lower priority than getting the main table finalized}}&lt;br /&gt;
NPCs have their own similar, but mechanically unique psychic rituals&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason= offensive and defence uses- e.g. fleshbeasts are good for killing sieges and also for killing pirate bases as the ritual circle is free and instant to.build}}&lt;br /&gt;
=== Intentionally bad rituals ===&lt;br /&gt;
Some psychic rituals have effects from low qualities that can be valuable. For example, a low quality [[Draw animals]] has a very high likelihood of drawing manhunters. Like normal manhunters, these animals will then proceed to attack any raiders on the map, essentially acting as a substitute [[psychic animal pulser]] for the cost of {{Icon small|bioferrite||10}} [[bioferrite]]. Similarly, low numbers of shamblers or fleshbeasts might be preferable when attempting to safely capture them. Shamblers hordes will frequently have a single member carrying a [[Shard]], which is likewise easier to get hold of from a smaller group. As many stats (noticeably [[Global Work Speed]]) are lowered for human pawns under the age of 18, not having the best possible Chronophagy ritual to prevent the Invoker from becoming too young might be preferable as well. Finally, ritual quality only increases the number of defenders{{Check Tag|Detail needed|Is this just the initial spawn, or is it the recurring spawn, and does it affect the beasts inside the pit or just the external defenders?}} for a pit gate but does not affect the loot inside the pit itself - as such, of the gate is generated for looting and not for using the fleshbeasts it spawns, then a lower quality is best.&lt;br /&gt;
&lt;br /&gt;
As such it can be beneficial to have two psychic ritual sites - one with as many of the buffs as possible, and another with no buffs at all, and selecting which site to use depending on the desired outcome. This can be taken further by an invoker with low, but non-zero [[psychic sensitivity]]. A [[psychically deaf]] pawn equipped with a single item of [[prestige armor]]{{RoyaltyIcon}} has one the smallest non-zero psychic sensitivities with absolutely minimal equipment.&lt;br /&gt;
&lt;br /&gt;
=== Chronophagy analysis=== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-left: 0px;&amp;quot;&lt;br /&gt;
|+ Age Where Chronic Ailments Can First Appear&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Ailment&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Artery Blockage&lt;br /&gt;
|-&lt;br /&gt;
| 23 || Carcinoma&lt;br /&gt;
|-&lt;br /&gt;
| 34 || Alzheimer's&lt;br /&gt;
|-&lt;br /&gt;
| 41 || Bad Back&lt;br /&gt;
|-&lt;br /&gt;
| 49 || Cataracts, Hearing Loss&lt;br /&gt;
|-&lt;br /&gt;
| 51 || Frail&lt;br /&gt;
|-&lt;br /&gt;
| 69 || Dementia&lt;br /&gt;
|}&lt;br /&gt;
There are numerous benefits to not allowing colonists to grow old. The older a pawn is, the higher their chance to develop [[Ailments#Chronic|chronic ailments]], and the lower their [[Immunity Gain Speed]] and [[Fertility]].{{BiotechIcon}} Pawns closer in age have an easier time forming [[romance]]s, and pawns between 18 and 25 and with partners similar in age to themselves are most likely to engage in [[lovin']]. The [[Ideoligion#Transhumanist|transhumanist]] ideology{{IdeologyIcon}} includes a need for age reversal after pawns reach age 25.&lt;br /&gt;
&lt;br /&gt;
In general, keeping pawns under the age of 41 protects them from the majority of chronic ailments, although keeping them under 34 also protects from Alzheimer's. Carcinomas can be treated without needing to resort to [[Healer mech serum]] or [[Bionics|bionic]] replacements.&lt;br /&gt;
&lt;br /&gt;
Conversely, there are downsides to allowing pawns to become younger than 18 through the use of Chronophagy. Age 13 pawns have numerous [[Children#Stats|statistics]] lower than a fully grown pawn, notably a [[Global Work Speed]] of .83, a move speed of 0.95x, and a higher risk of [[Overdose]] and [[Drugs#Addiction|Addiction]] from reduced body size. Pawns under 16 cannot have children of their own.  &lt;br /&gt;
&lt;br /&gt;
For most colonies, Chronophagy will transfer at minimum 4 years of age if the invoker has no psychic sensitivity adjustments and a psychic ritual spot with no void sculptures or shard beacons. At 100% ritual quality, Chronophagy will transfer 25 years of age. &amp;lt;!--Ideally we'd get a nice table or graph of ritual quality to years transferred whipped together but I currently lack the motivation. Every 4% ritual quality = 1 year transferred. --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Chronophagy has a 5 day cooldown, allowing for 12 uses per in-game year, assuming that the colony can also provide a sufficient number of prisoners and produce the required {{Icon small|bioferrite||20}} [[bioferrite]] per ritual. If bioferrite is in surplus, then Skip Abductions can to provide easy access to prisoners. Not all prisoners will survive numerous Chronophagy rituals especially if they are still suffering from Dark Psychic Shock from skip abduction or already at an old age, but younger prisoners can easily be the target of 2 or more Chronophagy rituals before expiring. Most colonies should find it trivial to keep their members between the ages of 18 and 40, or between 18 and 25 if Transhumanist. A 30 member transhumanist colony can reasonably hit the 7 year range for their pawns by carefully timing rituals so that only 4-5 colonists will require a Chronophagy in any given year.&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:GingerWolf&amp;diff=142301</id>
		<title>User:GingerWolf</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:GingerWolf&amp;diff=142301"/>
		<updated>2024-02-25T17:17:09Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Created page with &amp;quot;Hiya, I'm a long time Rimworld player but pretty new to wiki editing. I tend to hyperfocus and do a tonne in a couple days then nothing for months, so if I vanish that's why&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hiya, I'm a long time Rimworld player but pretty new to wiki editing. I tend to hyperfocus and do a tonne in a couple days then nothing for months, so if I vanish that's why&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=War_urchin&amp;diff=142300</id>
		<title>War urchin</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=War_urchin&amp;diff=142300"/>
		<updated>2024-02-25T17:13:42Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added body parts table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{See also|War queen}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = War urchin&lt;br /&gt;
| image = War urchin east.png&lt;br /&gt;
| description = A small, deployable combat mechanoid usually manufactured inside an ultra-heavy war queen mech. War urchins are expendable fighters designed to swarm-attack enemies. They are mounted with short-ranged spiner guns and have a non-rechargeable power source.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 4.2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| combatPower = 10&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 0&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = 1.3&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunSpiner&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = War queen&lt;br /&gt;
| research = Ultra mechtech&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 25&lt;br /&gt;
}}&lt;br /&gt;
A '''war urchin''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead war urchins may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the urchin.&lt;br /&gt;
&lt;br /&gt;
War urchins are mechanoids created by a [[war queen]]. A war queen can create 3 war urchins every 15 seconds, and each one costs 25 [[steel]] to create (75 steel per batch). Uniquely, war urchins can not be recharged - they will expire after {{ticks/gametime|15000}} have passed. They do not use bandwidth and can't go dormant.&lt;br /&gt;
&lt;br /&gt;
Unlike other mechanoids, war urchins created by the player cannot be manually ordered, even within range of their mechanitor, nor can they be [[allowed area|zoned]]; they just behave like ally pawns from NPC factions.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
War urchins wield the [[spiner]] gun, which has an incredibly short range of {{Q|Spiner|Range}} tiles.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
{{Main|War queen}}&lt;br /&gt;
&lt;br /&gt;
===As an enemy===&lt;br /&gt;
War urchins spawn directly on queen's position. When they enter combat (more specifically &amp;quot;collision&amp;quot;), they can push combatants around, disrupting positioning, until every creature has its own space.&lt;br /&gt;
&lt;br /&gt;
===As an ally===&lt;br /&gt;
War urchins are extra-disposable pawns, even cheaper than a [[militor]]. They can lure in attacks from enemies. Their small size can make them surprisingly competent hallway blockers.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|Mech_Light}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Fix: War urchins are not newborn when created by a war queen.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Paramedic&amp;diff=142299</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Paramedic&amp;diff=142299"/>
		<updated>2024-02-25T17:13:20Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added body parts table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}} &lt;br /&gt;
{{About|the mechanoid added by the [[Biotech DLC]]|[[colonists]] performing medical duties|Doctoring}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Paramedic&lt;br /&gt;
| image = Paramedic east.png&lt;br /&gt;
| description = A small mechanoid designed for non-violent emergency situation management and medical care. The paramedic can rescue the wounded, fight fires, treat the sick, and even perform surgery when a more-qualified human is not available. Its built-in jump launcher allows it to jump into, and out of, emergency situations, and its built-in firefoam popper can quickly extinguish fires.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.8&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 1&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = &lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| production facility 1 = Mech gestator&lt;br /&gt;
| gestation cycles = 1&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = High subcore&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''paramedic''' is a [[mechanoid]] added by the [[Biotech DLC]] that can perform doctoring duties, fight fires, and jump long distances.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect light mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= What can and can't they be ordered to do while drafted}}&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead paramedics may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the paramedic.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Paramedics can only make melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
As mechs can't be tended to, paramedics are never found in mechanoid [[raid]]s.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Mechs under player control require power: paramedics use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[mech recharger]] (constant 200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
===Work===&lt;br /&gt;
Paramedics will do all work under the Doctoring tab, such as surgery, tending, and rescue. They will also feed [[prisoner]]s as a warden.{{Check Tag|Firefighting?|Firefighting is listed in their work. Does this mean they'll fight fires as a pawn would. Priorities? Firefighting over doctor and then as the Work tab organised jobs}} Paramedics have an effective [[Medical]] skill of 10. They will rescue pawns before tending to them. &lt;br /&gt;
&lt;br /&gt;
They have a base [[Global Work Speed]] of 50% and have a base [[move speed]] {{%|{{P|Move Speed Base}}/{{Q|Human|Move Speed Base}} round 2}} that of a human, equivalent to a baseline human in [[plate armor]].&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
When drafted, paramedics are capable of long jumping. This ability can be used twice, then has an 8 game-hour cooldown per charge.&lt;br /&gt;
*It can jump to any tile in [[line of sight]] and within a 15 tile radius, but outside a 6 tile radius. This means it can jump over [[rock chunk]]s and [[fence]]s, but not [[wall]]s.&lt;br /&gt;
*There is a short {{ticks|30}} warm-up before jumping, and a {{ticks|480}} cooldown after each jump.{{Check Tag|Verify}}&lt;br /&gt;
*It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during the warmup.&lt;br /&gt;
Unlike regular movement, the long jump can both be initiated and land outside of the [[mechanitor]]'s command radius, with no restrictions so long as the mechanitor is present and not [[downed]] or in a [[mental break]]. Paramedics can carry a [[downed]] pawn with them during this jump.&lt;br /&gt;
&lt;br /&gt;
They also have the ability to release a 3.5-tile radius burst of [[firefoam]] on command, putting out [[fire]]s, preventing the spread of other fires, and reducing the [[flammability]] of pawns in the area to 0%. It takes {{ticks|30}} to deploy. It has no reload cost, but has a {{ticks/gametime|300000}} cooldown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MechLongJump.png|The on-screen gizmo to initiate a long jump&lt;br /&gt;
MechFirefoamPop.png|The on-screen gizmo to initiate a firefoam pop&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Need analysis on what it takes to reach 98% (i.e. max) success chance for ops for each medicine type. Reports that herbal need Leg. Hospital Bed, Vitals monitor, lit and sterile but needs verification and expansion}}&lt;br /&gt;
Paramedics work slowly without a [[mech booster]]. For reference, a skill 2 pawn is faster than a base paramedic, and skill 6 is faster than a mech-boosted paramedic. When triaging situations with multiple bleeding pawns, send almost ''any'' human doctor for patients who are critically [[Blood loss|bleeding out]], and paramedics for the rest.&lt;br /&gt;
&lt;br /&gt;
In any tending situation, paramedics have 3 main advantages:&lt;br /&gt;
*Paramedics do not suffer from [[mental break]]s, can never get [[disease]]s, and will rarely get wounded - all factors that can weaken or disable human doctors.&lt;br /&gt;
*Paramedics are an extra hand. When you have a lot of injuries to tend to, your 'main' doctors' hands may be full. Having a mech tend is better than no tending at all.&lt;br /&gt;
*Paramedics only 'sleep' for 24 hours out of every 6 working days, and can be turned off and on when needed.&lt;br /&gt;
You may want to group the paramedic with other combat mechanoids, keeping them dormant until a combat situation or disease outbreak occurs. Note that the mechanitor must be conscious to change Work Modes, so solo mechanitors should keep paramedics active, and consider having more than one.&lt;br /&gt;
&lt;br /&gt;
Paramedics cannot tend while [[draft]]ed; they need an empty medical-set bed or [[sleeping spot]] in order to rescue pawns and start treatment. If tending needs to be done urgently, then place a sleeping spot near any wounded colonists and set it to medical. In these situations, you should temporarily set the pawn to ''Doctor care but no medicine'' so that the paramedic doesn't waste time hauling medicine from your base.&lt;br /&gt;
&lt;br /&gt;
===Nonurgent===&lt;br /&gt;
With a [[cleanliness|clean]], [[Light|well-lit]] hospital with a high quality [[hospital bed]], a paramedic can reach the 98% surgery success chance cap of a human. They cannot clean their own hospitals, are slower to heal injuries caused by surgery failures, and rely much more on the quality of the hospital than high skill humans.&lt;br /&gt;
&lt;br /&gt;
If no doctors are above Medical 10, or when playing with a solo colonist, then a paramedic is the obvious choice for surgery and [[disease]].&lt;br /&gt;
&lt;br /&gt;
===Firefighting and rescue===&lt;br /&gt;
With their firefoam pack and immunity to fire and heat, paramedics excel at firefighting and rescuing pawns from situations involving heat that would wound others.&lt;br /&gt;
&lt;br /&gt;
Due to the flexibility of the long jump, paramedics are useful for rescuing pawns. &lt;br /&gt;
*A paramedic takes up 1 [[bandwidth]]. A human combatant, who would otherwise be &amp;quot;lost&amp;quot; rescuing, almost certainly makes up for the loss of [[militor|combat mech]]s from a single bandwidth.&lt;br /&gt;
&lt;br /&gt;
== Work Speed ==&lt;br /&gt;
{{Rewrite|reason=Verify numbers for tend speed}}&lt;br /&gt;
The [[Medical Tend Speed]] of a paramedic is dependent on their [[Global Work Speed]], which is 50%. A [[mech booster]]'s effect increases work speed to 75%. Each [[control sublink (standard)|control sublink]] installed in their Mechanitor increases the work speed by +6%, up to a maximum of +36%. Multiple mech boosters do not stack, and the bonus from control sublinks is not multiplied by mech boosters. &lt;br /&gt;
&lt;br /&gt;
All values are for 50%+ lighting conditions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Medical Tend Speed at Skill 10 is 100%, so conveniently its the same --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan='2'| Control&amp;lt;br&amp;gt;Sublinks !! colspan='2' | [[Medical Tend Speed]]&lt;br /&gt;
|-&lt;br /&gt;
! Base !! Mech Boosted&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 50% || 75%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 56% || 81%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 62% || 87%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 68% || 93%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 74% || 99%	&lt;br /&gt;
|-	&lt;br /&gt;
| 5 || 80% || 105%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 86% || 111%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A healthy, skill 2 colonist beats a base paramedic in terms of tend speed. A skill 6 colonist will beat a mech-boosted paramedic with no sublinks. A skill 12 colonist, or skill 6 with 2 [[archotech arm]]s, will beat a mech-boosted Paramedic with maximum sublinks.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|Mech_Light}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Paramedic east.png| Age 0-99 Paramedic facing east&lt;br /&gt;
Paramedic north.png| Age 0-99 Paramedic facing north&lt;br /&gt;
Paramedic south.png| Age 0-99 Paramedic facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
ParamedicAncient east.png| Age 100+ Paramedic facing east&lt;br /&gt;
ParamedicAncient north.png| Age 100+ Paramedic facing north&lt;br /&gt;
ParamedicAncient south.png| Age 100+ Paramedic facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Paramedic mechs can't carry pawns while jumping.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Paramedic mechs can't carry pawns while jumping. It is unknown why this fix was/had to be implemented twice. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Paramedics not fighting fires automatically.  &lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Militor&amp;diff=142298</id>
		<title>Militor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Militor&amp;diff=142298"/>
		<updated>2024-02-25T17:12:26Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added body parts table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Militor&lt;br /&gt;
| image = Militor east.png&lt;br /&gt;
| description = A small combat mechanoid armed with a low-powered mini-shotgun. Roughly four feet tall, militors lack the power, range, and toughness of more senior combat mechs. However, it is cheap to gestate and maintain, and so is often used as a rear guard or swarm attacker.&amp;lt;br&amp;gt;In war, mech armies are known to send militors into urban ruins to hunt down survivors after breaking the human defenses. For this reason, they are considered by some to be the most cruel of all mechanoid patterns.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| combatPower = 45&lt;br /&gt;
| movespeed = 3.80&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 1&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = &lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunShortRange&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic mechtech&lt;br /&gt;
| production facility 1 = Mech gestator&lt;br /&gt;
| gestation cycles = 1&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Basic subcore&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''militor''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect light mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Shred yield?}}&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead militors may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the militor.&lt;br /&gt;
&lt;br /&gt;
Enemy mechs do not require power, though will spawn dormant outside of a [[raid]].&lt;br /&gt;
&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
Militors are used as the easiest mechanoids you can encounter. With a range of only 12 - equal to the hand-thrown [[EMP grenade]] and [[frag grenade]] - virtually any weapon will outrange them. They are used to defend early [[mechanitor]] corpses, many of the mechanoid commanders. They can also spawn anywhere hostile mechanoids spawn, such as [[Crashed Ship Part#Psychic Ship|psychic ships]]. They can even form large, militor-only [[raid]]s.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Mechs under player control require power: militors use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[mech recharger]] (200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Militors are equipped with a [[mini-shotgun]]. While worse than a [[pump shotgun]] in every way - including a measily range of only 12 tiles - militors are quite cheap to make.&lt;br /&gt;
&lt;br /&gt;
Militors have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
A group of lone militors can easily be kited, as they are slightly slower than a base human. As soon as a militor comes remotely close to you, start running away, then use your range to your advantage. They can be fought with neolithic weapons like [[recurve bow]]s, let alone any form of long-range firearm. &lt;br /&gt;
&lt;br /&gt;
Late game militor-only raids can contain hundreds of mechs to fight. Unlike most mechanoid targets, these make ideal targets for [[doomsday rocket launcher]]s as their health scale is low enough that  the primary explosion will kill dozens, despite their immunity to the secondary explosions.&lt;br /&gt;
&lt;br /&gt;
They are more threatening when combined with other mechanoids, like [[pikemen]] and [[lancer]]s. The militor acts as a closer threat, making it harder to engage the stronger mechanoids.  Due to their short range, militors tend to cluster together. So [[EMP grenade]]s and [[EMP launcher]]s work well, as with other mechanoids. The same kiting strategy can work in the first [[Diabolus]] fight, but becomes more difficult as stronger mechs come into play.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Militors are both cheap to build and repair, making them quite good at luring and taking attacks. For example, they can stand in the face of an [[impids|impid]]'s fire breath without any fear. The high stopping power of their mini-shotgun makes a group of militors helpful as support units, even when you have stronger mechanoids. They are a [[mechanitor]]'s only combat option before [[Research#Standard Mechtech|Standard Mechtech]], and remain good at their role for colonies of any size.&lt;br /&gt;
&lt;br /&gt;
Militors have a very short range and move slower than a baseline human, which must be kept in mind in combat. If using them for their firepower, create hallways, corners, and [[killbox]]es so that ranged enemies must approach them.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|Mech_Light}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The word &amp;quot;militor&amp;quot; roughly translated from Latin means &amp;quot;I am a soldier&amp;quot; or &amp;quot;war is waged by me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Militor east.png| Age 0-99 Militor facing east&lt;br /&gt;
Militor north.png| Age 0-99 Militor facing north&lt;br /&gt;
Militor south.png| Age 0-99 Militor facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
MilitorAncient east.png| Age 100+ Militor facing east&lt;br /&gt;
MilitorAncient north.png| Age 100+ Militor facing north&lt;br /&gt;
MilitorAncient south.png| Age 100+ Militor facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Slightly reduce damage and increase ranged cooldown for militor's mini-shotgun.&lt;br /&gt;
* ? (Prior to 6/Feb/2023, possibly 1.4.3531) - Militor [[raid points|combat power]] reduced, from 75 to 45.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lifter&amp;diff=142297</id>
		<title>Lifter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lifter&amp;diff=142297"/>
		<updated>2024-02-25T17:12:01Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added body parts table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|none&lt;br /&gt;
| name = Lifter&lt;br /&gt;
| image = Lifter east.png&lt;br /&gt;
| description = A small mechanoid designed for hauling. Lacking a ranged weapon, it can make only weak melee attacks.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| movespeed = 2.8&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 1&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = &lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic mechtech&lt;br /&gt;
| production facility 1 = Mech gestator&lt;br /&gt;
| gestation cycles = 1&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Basic subcore&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''lifter''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect light mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead lifters may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the lifter.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Lifters can only make melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
As a labor-focused mech, lifters are never found in mechanoid [[raid]]s.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Mechs under player control require power: lifters use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[mech recharger]] (200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Work ===&lt;br /&gt;
{{Stub|section=1|reason=Verify full list of possible tasks in light of [[Version/1.4.3534|1.4.3534]] changelog}}&lt;br /&gt;
Lifters will do all tasks under the [[Hauling|Haul tab]]. Other than bringing items to other places, Lifters can also re-arm turrets, reinstall buildings, and more. Lifters move at {{P|Move Speed Base}} cells/s, which is roughly {{%|{{P|Move Speed Base}}/{{Q|Human|Move Speed Base}} round 2}} as fast as a baseline human.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Lifters have the benefits of being a mechanoid - they aren't human, and will constantly haul until they run out of power. While lifters move slower than colonists or [[animal]]s, they spend the entirety of their time hauling. At minimum, mechs will work for 83% of the time (5 days of work, 1 day recharge, minus travel time), and they can be turned off when not required. Their lack of [[mood]] is useful for picking up far away items and [[electric crematorium|cremating]] human [[corpse]]s. &lt;br /&gt;
&lt;br /&gt;
Finally, they are cheap to produce and amass. Their disposability is a unique benefit - you can have lifters pick up items near the map edge, and won't lose much if [[Randy Random|Randy]] decides to drop a pack of [[manhunter]]s right on top of them.&lt;br /&gt;
&lt;br /&gt;
===Comparison to dryads===&lt;br /&gt;
Compared to the [[Carrier]] [[dryad]]{{IdeologyIcon}}, lifters move faster and are created faster. Carriers need to sleep, so lifters can work for longer before needing to charge. Carriers require active pruning, while lifters are autonomous from their master. You can turn off a lifter when hauling isn't required, but you need to keep pruning the gauranlen tree every day. However, lifters require [[Research#Electricity|Electricity]] and a [[mechanitor]] to function, and create [[pollution]]. Meanwhile, carriers are available from the neolithic era.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|Mech_Light}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Lifter east.png| Age 0-99 Lifter facing east&lt;br /&gt;
Lifter north.png| Age 0-99 Lifter facing north&lt;br /&gt;
Lifter south.png| Age 0-99 Lifter facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
LifterAncient east.png| Age 100+ Lifter facing east&lt;br /&gt;
LifterAncient north.png| Age 100+ Lifter facing north&lt;br /&gt;
LifterAncient south.png| Age 100+ Lifter facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Lifters can try to haul themselves to a transport pod.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Added more allowed work types to lifter mechs. Can now do [[electric crematorium|cremation]].&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fabricor&amp;diff=142296</id>
		<title>Fabricor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fabricor&amp;diff=142296"/>
		<updated>2024-02-25T17:11:39Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added body parts table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Fabricor&lt;br /&gt;
| image = Fabricor east.png&lt;br /&gt;
| description = A small work mechanoid designed to craft all manner of manufactured objects.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 1&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = &lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| production facility 1 = Mech gestator&lt;br /&gt;
| gestation cycles = 1&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = High subcore&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''fabricor''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect light mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Shred yield?}}&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead fabricors may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the fabricor.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Fabricors can only make melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
As a labor-focused mech, fabricors are never found in mechanoid [[raid]]s.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Mechs under player control require power: Fabricors use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[mech recharger]] (constant 200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Work ===&lt;br /&gt;
Fabricors will do most tasks associated with [[Work#Craft|Crafting]], [[Work#Tailor|Tailoring]], [[Work#Smith|Smithing]], and [[Work#Cook|Cooking]]. They have an effective skill of 10 (in all skills), but a [[Global Work Speed]] modifier of 50%, producing items 50% slower without items like the [[mech booster]]. In the settings for bills, the worker field can be set to &amp;quot;Any Mech&amp;quot;, which will only allow mechs to work the bill in question.&lt;br /&gt;
&lt;br /&gt;
If forced to haul, fabricors move at {{P|Move Speed Base}} {{CS}}, {{%|1-({{P|Move Speed Base}}/{{Q|Human|Move Speed Base}}) round 2}} slower than a human, but {{%|-1+({{P|Move Speed Base}}/{{Q|Lifter|Move Speed Base}}) round 2}} faster than a lifter.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Fabricors are best at menial crafting for items that are not subject to [[quality]] modifiers, such as fabricating [[component]]s and [[advanced component]]s, synthesizing [[drug]]s, assembling [[mortar shell]]s, [[Electric smelter|smelting]], or carving up [[stone block]]s. With a skill of 10, Fabricors have the [[Ailments#Food_poisoning|minimum possible chance]] to cause [[food poisoning]]. Colonies may have dedicated crafters with 10+ skill by the time Fabricors are created - skilled humans can be reserved for creating [[weapon]]s, [[apparel]], and other items. &lt;br /&gt;
&lt;br /&gt;
Consider the addition of a [[mech booster]] to workshops where Fabricors will be frequently located. More than other mech types, it is easy to dictate where a Fabricor will spend the majority of its time operating, allowing them to fully utilize the mech booster's work speed buff.&lt;br /&gt;
&lt;br /&gt;
In the late game, [[raider]]s tend to leave large quantities of smeltable material: [[weapon]]s, [[tainted]] apparel, and [[steel slag chunk]]s from drop pod raids. Weapons are not worth selling due to their low [[Sell Price Multiplier]], and the others cannot be sold. Fabricors can use a [[electric smelter]] to convert these resources into usable metal with high efficiency. They can work near constantly, and because they actively haul objects to the smelter, they can act as their own haulers. They are more expensive than [[lifter]]s to gestate initially, but fabricors are faster, cost the same amount of bandwidth to control, and they cost the same amount to resurrect. You can use any existing lifters for these hauling jobs, but don't hesitate to build another fabricor even if they'd have to haul their own items.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|Mech_Light}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Fabricor east.png| Age 0-99 Fabricor facing east&lt;br /&gt;
Fabricor north.png| Age 0-99 Fabricor facing north&lt;br /&gt;
Fabricor south.png| Age 0-99 Fabricor facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
FabricorAncient east.png| Age 100+ Fabricor facing east&lt;br /&gt;
FabricorAncient north.png| Age 100+ Fabricor facing north&lt;br /&gt;
FabricorAncient south.png| Age 100+ Fabricor facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Given ability to do Cooking tasks.&lt;br /&gt;
* [[Version/1.4.3535|1.4.3535]] - Fix: Food poisoning chance is 100% for fabricors.&lt;br /&gt;
* ? (Prior to 6/Dec/2022) - Fabricors no longer wield [[slugthrower]]s.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Fabricor description mentions it has slug gun, which is no longer true. &amp;quot;''A small work mechanoid designed to craft all manner of manufactured objects. It is equipped with a small slug gun for light defense.''&amp;quot; -&amp;gt; &amp;quot;''A small work mechanoid designed to craft all manner of manufactured objects.''&amp;quot;. Fix: Fabricor food poisoning chance is 10x too large. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Fabricors not making medicine. &lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Constructoid&amp;diff=142295</id>
		<title>Constructoid</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Constructoid&amp;diff=142295"/>
		<updated>2024-02-25T17:10:24Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added body parts table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Constructoid&lt;br /&gt;
| image = Constructoid east.png&lt;br /&gt;
| description = A small mechanoid designed to perform construction tasks. It can perform blunt melee attacks if necessary.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 1&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = &lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 15&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.9&lt;br /&gt;
| attack1part = Torso&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = &lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic mechtech&lt;br /&gt;
| production facility 1 = Mech gestator&lt;br /&gt;
| gestation cycles = 1&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Basic subcore&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''constructoid''' is a [[mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect light mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead constructoids may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the constructoid.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Constructoids can only make melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
As a labor-focused mech, constructoids are never found in mechanoid [[raid]]s.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Mechs under player control require power: constructoids use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[mech recharger]] (constant 200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Work ===&lt;br /&gt;
Constructoids will do tasks associated with the Construction tab; they can't be manually controlled, except when drafted. They have an effective Construction skill of 10. However, they have a base [[Construction Speed]] ''set'' to 50%, and a further [[Global Work Speed]] modifier of 50%. This results in a Construction Speed stat of 25%, which is {{%|25/117.5 round 2}} as fast as a human of the same skill.&lt;br /&gt;
&lt;br /&gt;
Constructoids will also move items and cut plants to start working on a blueprint, however they have an effective [[Skill#Plants|plants]] skill of 0 and move at {{P|Move Speed Base}} {{CS}}, {{%|1-({{P|Move Speed Base}}/{{Q|Human|Move Speed Base}}) round 2}} slower than a human.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Due to the construction speed of 25%, constructoids are inferior to a pawn skilled in [[construction]]. However, they have the advantages of being a mech, without the need for food, recreation, or rest, and being able to be built en-masse.&lt;br /&gt;
&lt;br /&gt;
With a skill of 10, they can build almost any skill-locked building, and a healthy constructoid's [[Construct Success Chance]] will be at 100% (so can't botch a building). Constructoids are useful for building a lot of things without [[quality]], such as [[wall]]s and [[floor]]s. Even if you have colonists better at Construction, the mech will help save work time. Urgent buildings, and buildings with quality (like [[armchair]]s), should still be left for skilled humans. In order to control where they build, you can set a [[zone]] for them.&lt;br /&gt;
&lt;br /&gt;
If a building has a quality level, but requires a substantial amount of work to build, you can save time by having a constructoid work on it while your skilled builders do other things (such as sleep or build other furniture). When the building is near completion, simply manually order the builder to work on the furniture, or forbid it until a builder is available. As a building's quality is determined only by the skill level of the last builder to work on it, this can save a substantial amount of time, especially when working on buildings that may take over a day to build (such as a stone [[grand meditation throne]]{{RoyaltyIcon}}) by allowing work to continue uninterrupted.&lt;br /&gt;
&lt;br /&gt;
Once you've built your entire base, you can put constructoids to work by producing constant [[spike trap]]s. As time isn't an issue, you can have these traps made out of stone. You can also use mech labor to build other labor-intensive structures, such as [[fine stone tile]]s{{RoyaltyIcon}}. Ideally, you should turn your colonist's construction priority down, so that you can keep constructoids in work. Alternatively, you can disassemble the constructoid - you'll get the [[basic subcore]] and some steel back.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|Mech_Light}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Constructoid east.png| Age 0-99 Constructoid facing east&lt;br /&gt;
Constructoid north.png| Age 0-99 Constructoid facing north&lt;br /&gt;
Constructoid south.png| Age 0-99 Constructoid facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
ConstructoidAncient east.png| Age 100+ Constructoid facing east&lt;br /&gt;
ConstructoidAncient north.png| Age 100+ Constructoid facing north&lt;br /&gt;
ConstructoidAncient south.png| Age 100+ Constructoid facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - No longer wields a [[Slugthrower]]. Previous description: &amp;quot;''A small mechanoid designed to perform construction tasks. It is equipped with a small slug gun for light defense. It can also perform blunt melee attacks if necessary.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cleansweeper&amp;diff=142294</id>
		<title>Cleansweeper</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cleansweeper&amp;diff=142294"/>
		<updated>2024-02-25T17:09:58Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added body parts table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Cleansweeper&lt;br /&gt;
| image = Cleansweeper east.png&lt;br /&gt;
| description = A light mechanoid designed for cleaning. Lacking a ranged weapon, it can make only weak melee attacks.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 1&lt;br /&gt;
| bodysize = 0.3&lt;br /&gt;
| healthscale = &lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic mechtech&lt;br /&gt;
| production facility 1 = Mech gestator&lt;br /&gt;
| gestation cycles = 1&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Basic subcore&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''cleansweeper''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect light mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Shred yield?}}&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead cleansweepers may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the cleansweeper.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Cleansweepers can only make melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
As a labor-focused mech, cleansweepers are never found in mechanoid [[raid]]s.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Mechs under player control require power: cleansweepers use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[mech recharger]] (constant 200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Work ===&lt;br /&gt;
Cleansweepers [[clean]], at 50% of a base human's speed. They can't be manually controlled, except when drafted for combat. Like other pawns, they can only clean in the designated [[home area]]. They also move slower than a human, at 3.4 cells/s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Cleansweepers do one thing well, and that is to neaten out your colony. Dirt is [[beauty|ugly]] to look at, and will lower a room's impressiveness. As impressive rooms directly help a colonist's [[mood]], a dedicated cleaner really helps with making your pawns happy. In addition, dirty [[cooking]] areas can cause [[food poisoning]], and treating wounds in a dirty room makes [[infection]] more likely. It is quite cheap, too, once you get the infastructure - one cleansweeper is all you really need for a small to medium sized base. &lt;br /&gt;
&lt;br /&gt;
You may want to utilize [[zone]]s to control where the cleansweeper cleans, forcing them to only clean high-importance areas (such as kitchens or hospitals), or limiting access to low-value areas (such as barns or hallways filled with spike traps). If multiple cleansweepers are used, it is generally not advisable to separate each cleansweeper into its own individual zones as this will allow rooms to get dirty while they're charging. Instead, at least two should overlap each area to ensure at least one mech is active and to prevent wasting uptime when one area is clean and the other is not. This is most important in rooms such as hospitals and kitchens where even short spikes in filth can cause significant issues. For other rooms, average cleanliness is an acceptable goal. &lt;br /&gt;
&lt;br /&gt;
Consider installing a [[mech booster]] in areas likely to see high areas of filth, to improve how quickly cleansweepers are able to function. Kitchens and hospitals make good candidate locations. Mech boosters will also help any [[fabricor]]s and [[paramedic]]s that work in these areas.&lt;br /&gt;
&lt;br /&gt;
===Compared to humans===&lt;br /&gt;
A cleaner robot serves to take place of a human. &lt;br /&gt;
&lt;br /&gt;
If you have an excess of human labor, then the mech might be redundant. However, this could also mean you haven't assigned enough tasks. Conversely, a mech is most valuable when colonists are in short supply, such as in [[Scenario system#The Mechanitor|The Mechanitor]] start. Cleaners also have the advantage of working longer, and not being impacted by mood itself - it won't be bothered by [[corpse]]s, for example. &lt;br /&gt;
&lt;br /&gt;
An extra hand is also helpful after combat. If many of your colonists are injured, then there'll be many stacks of blood. Blood is dirty, lowering medical chances, and hurts colonist mood because it's ugly. In these situations, you likely won't have the manpower to clean everything up. Thus, cleansweepers can prevent mood and [[mental break]] spirals after a particularly damaging raid&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|Mech_Light}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cleansweeper east.png| Age 0-99 Cleansweeper facing east&lt;br /&gt;
Cleansweeper north.png| Age 0-99 Cleansweeper facing north&lt;br /&gt;
Cleansweeper south.png| Age 0-99 Cleansweeper facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
CleansweeperAncient east.png| Age 100+ Cleansweeper facing east&lt;br /&gt;
CleansweeperAncient north.png| Age 100+ Cleansweeper facing north&lt;br /&gt;
CleansweeperAncient south.png| Age 100+ Cleansweeper facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Cleansweepers are now basic mechs: Research requirement changed from Standard mechtech - &amp;gt; Basic mechtech. Recipe changed from {{icon small|standard subcore||1}} + {{icon small|steel||100}} -&amp;gt;  {{icon small|basic subcore||1}} + {{icon small|steel||50}} &lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Agrihand&amp;diff=142293</id>
		<title>Agrihand</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Agrihand&amp;diff=142293"/>
		<updated>2024-02-25T17:09:20Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added body parts table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{About|the mechanoid from the [[Biotech DLC]]|the [[artificial body part]] from the [[Royalty DLC]]|Field hand}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Agrihand&lt;br /&gt;
| image = Agrihand east.png&lt;br /&gt;
| description = A small mechanoid designed to sow and harvest crops. While it is better suited to labor than combat, it can fight with built-in cutting blades if necessary.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 1&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = &lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 8&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Right blade&lt;br /&gt;
| attack2dmg = 8&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = Right blade&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic mechtech&lt;br /&gt;
| production facility 1 = Mech gestator&lt;br /&gt;
| gestation cycles = 1&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Basic subcore&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''agrihand''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect light mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead agrihands may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the agrihand.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Agrihands can only make melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
As a labor-focused mech, agrihands are never found in mechanoid [[raid]]s.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Mechs under player control require power: agrihands use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[mech recharger]] (constant 200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
===Work===&lt;br /&gt;
Agrihands will automatically perform tasks under the [[Work#Grow|Grow]] and [[Work#Plant cut|Plant Cut]] [[work]] types; they can't be manually controlled, except when [[draft]]ed for combat. They have an effective [[Plants (skill)|Plants skill]] of 10, resulting in [[Plant Harvest Yield]] of 102%. &lt;br /&gt;
&lt;br /&gt;
However, they have a base [[Plant Work Speed]] ''set'' to 80%, and a further [[Global Work Speed]] modifier of 50%. This results in a Plant Work Speed stat of 40%, which is {{%|40 / 123 round 2}} as fast as a human of skill 10.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Agrihands are a fairly simple mechanoid, increasing the number of crops you can grow and harvest at any one time. With 10 plants skill, they can grow any crop, and as a 24/7 worker, they can allow your colony to grow and harvest a substantial number of additional crops, even if all your human growers are [[injury|injured]] or otherwise [[mood|grumpy]].&lt;br /&gt;
&lt;br /&gt;
Agrihands are useful if pawn time, or pawns with enough skill, are limited. In other words: useful if you need to grow more crops. If grow area is limited, then using a human with &amp;gt;10 skill will maximize the return off the finite space. Ideally, you could use both planters and agrihands when sowing crops, and have the mechs enter dormancy during the harvest. You can set an [[allowed area]] for agrihands if you need a specific area sowed or cut. With a proper [[allowed area]] set, agrihands should never have to get into combat, so they can remain operational no matter how damaged your colonists may be.&lt;br /&gt;
&lt;br /&gt;
As mechanoids are immune to toxicity, agrihands are especially helpful for growing [[toxipotato]]es and other plants in polluted soil - which you may cause by using mechanoids in the first place.&lt;br /&gt;
&lt;br /&gt;
===Yield calculation===&lt;br /&gt;
[[File:Agrihand_theoretical.png|400px|left|thumb|Theoretical yield of an agrihand working 5/6 days.&amp;lt;br&amp;gt;Top Left: [[Rice plant|Rice]] in [[hydroponics]]. Bottom Left: Rice in rich soil.&amp;lt;br&amp;gt;Right: [[Corn plant|Corn]] in rich soil.]]&lt;br /&gt;
Most non-tree plants take a ''base'' of {{ticks|370}} to harvest and resow, which becomes {{ticks|370/.4}} due to their Plants Work Speed stat. This results in the agrihand being able to grow {{#expr:60000/(370/.4) round 1}} crops per day online.&lt;br /&gt;
&lt;br /&gt;
It takes about 1.98 days for rice to grow in hydroponics, counting the plant resting period. Therefore, an agrihand can manage almost {{#expr:(60000*.4/370)*(1.98/4)*(5/6) round 0}} full [[hydroponics]] ''basins'' of [[rice plant|rice]] ({{#expr:(60000*.4/370)*1.98*(5/6) round 0}} plants), enough to power a little more than 1 full [[sun lamp]] setup. The agrihand can recharge as soon as it's done sowing. In rich soil, an agrihand can plant {{#expr:(60000*.4/370)*(3.96)*(5/6) round 0}} rice plants. &lt;br /&gt;
&lt;br /&gt;
Due to [[blight]], travel time, and general inefficiency, actual yield will be smaller. These calculations also assume that recharge is micromanaged and that mechs work under full [[light]] all the time. But in a realistic scenario, you don't always need this many crops, and can turn off the agrihand to save on pollution.&lt;br /&gt;
&lt;br /&gt;
For reference, an agrihand can grow enough rice to ''practically'' sustain around 10 baseline humans in a temperate [[biome]] when cooked into [[simple meal]]s, even in the Losing is Fun [[difficulty]], and even after accounting for work inefficiencies. With any other crop, the agrihand can sustain much larger fields - a ''theoretical'' yield of {{#expr:(60000*.4/370) * 14.9 * 5/6 round 0}} [[corn plant]]s in rich soil or {{#expr:(60000*.4/370) * 9.66 * 5/6 round 0}} [[psychoid plant]]s in hydroponics, for instance.&lt;br /&gt;
&lt;br /&gt;
===Compared to planters===&lt;br /&gt;
An agrihand's harvest yield, both per plant and per day, can be outstripped by skilled human growers. A skill 10 human working only 8 hours a day will grow the same {{#expr:(60000/370)*(1.98/4)*(8/24) round 0}} basins of rice. Humans can become even more efficient if they are equipped with [[field hand]]s{{RoyaltyIcon}}, have the [[Ideoligion#Plants specialist|Plants specialist role]]{{IdeologyIcon}}, and for drugs, the [[Ideoligion#Drug_use|Drug Use: Essential]] precept{{IdeologyIcon}}. &lt;br /&gt;
&lt;br /&gt;
There's nothing stopping you from using both human and mech labor, or using mechs so that a human grower has more time for other tasks. But other than the [[pollution]] cost, mechs may create [[wealth management|too much]] yield, too much to actually use (even [[trader]]s have silver limits).&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|Mech_Agrihand}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Agrihand east.png| Age 0-99 Agrihand facing east&lt;br /&gt;
Agrihand north.png| Age 0-99 Agrihand facing north&lt;br /&gt;
Agrihand south.png| Age 0-99 Agrihand facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
AgrihandAncient east.png| Age 100+ Agrihand facing east&lt;br /&gt;
AgrihandAncient north.png| Age 100+ Agrihand facing north&lt;br /&gt;
AgrihandAncient south.png| Age 100+ Agrihand facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Agrihand&amp;diff=142292</id>
		<title>Template:Animal Health Table/Mech Agrihand</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Agrihand&amp;diff=142292"/>
		<updated>2024-02-25T17:05:40Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Body Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT thorax&amp;quot;&lt;br /&gt;
! [[#Thorax|Thorax]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 100% || 23% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT neck&amp;quot;&lt;br /&gt;
! [[#Neck|Neck]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || 2% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Communication]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 80% || 4.6% || [[#BPT neck|Neck]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial Brain|Artificial Brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || 0.8% || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT sight sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Sight Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 13% || 1% || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT hearing sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Hearing Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || 0.8% || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Sensors|Chemical Analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}}  || 1 || 10% || 0.8% || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT shoulder&amp;quot;&lt;br /&gt;
! [[#Shoulder|Shoulder]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*25}} || 1 || 17% || 2.5% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Manipulation]] || {{--|50%}} Manipulation.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT arm&amp;quot;&lt;br /&gt;
! [[#Arm|Arm]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 85% || 10% || [[#BPT shoulder|Shoulder]] || {{Cross}} || [[Manipulation]] || {{--|50%}} Manipulation.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT blade&amp;quot;&lt;br /&gt;
! [[#Blade|Blade]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 30% || 4.3% || [[#BPT arm|Arm]] || {{Cross}} || - || Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT leg&amp;quot;&lt;br /&gt;
! [[#Leg|Leg]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 2 || 20% || 16% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Moving]] || {{--|50%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT foot&amp;quot;&lt;br /&gt;
! [[#Foot|Foot]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 2 || 20% || 4% || [[#BPT leg|Leg]] || {{Cross}} || [[Moving]] || {{--|50%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 6% || 6% || [[#BPT thorax|Thorax]] || {{Check}} || [[Power Generation]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid Reprocessor|Fluid Reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 1 || 4% || 4% || [[#BPT thorax|Thorax]] || {{Check}} || [[Fluid Reprocessing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Light&amp;diff=142291</id>
		<title>Template:Animal Health Table/Mech Light</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Light&amp;diff=142291"/>
		<updated>2024-02-25T16:56:03Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Body Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT thorax&amp;quot;&lt;br /&gt;
! [[#Thorax|Thorax]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 100% || 40% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT neck&amp;quot;&lt;br /&gt;
! [[#Neck|Neck]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || 2% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Communication]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 80% || 4.6% || [[#BPT neck|Neck]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial Brain|Artificial Brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || 0.8% || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT sight sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Sight Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 13% || 1% || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT hearing sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Hearing Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || 0.8% || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Sensors|Chemical Analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}}  || 1 || 10% || 0.8% || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT leg&amp;quot;&lt;br /&gt;
! [[#Leg|Leg]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 2 || 20% || 16% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Moving]] || {{--|50%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT foot&amp;quot;&lt;br /&gt;
! [[#Foot|Foot]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 2 || 20% || 4% || [[#BPT leg|Leg]] || {{Cross}} || [[Moving]] || {{--|50%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 6% || 6% || [[#BPT thorax|Thorax]] || {{Check}} || [[Power Generation]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid Reprocessor|Fluid Reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 1 || 4% || 4% || [[#BPT thorax|Thorax]] || {{Check}} || [[Fluid Reprocessing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/doc&amp;diff=142290</id>
		<title>Template:Animal Health Table/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/doc&amp;diff=142290"/>
		<updated>2024-02-25T16:42:54Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Update list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creates a table showing the health values for various body parts of a given animal.&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
Currently accepts two parameters, namely '''bodytype''' and '''baseHealthScale'''. The template is set up to automatically draw from the page parameters if they exist, or the parameters can be defined instead. At the time of writing, only baseHealthScale is ever defined on pages.&lt;br /&gt;
&lt;br /&gt;
The parameters are entered unnamed, in the following pattern:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{quote|bodytype|baseHealthScale}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently supported body types are as follows:&lt;br /&gt;
*&amp;lt;code&amp;gt;Human&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Human]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Monkey&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Monkey]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Snake&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Snake]]&lt;br /&gt;
*&amp;lt;code&amp;gt;MechanicalCentipede&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/MechanicalCentipede]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Lancer&amp;lt;/code&amp;gt;(Includes Tesseron and Legionary) defined at: [[Template: Animal Health Table/Lancer]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Pikeman&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Pikeman]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Scyther&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Scyther]]&lt;br /&gt;
*&amp;lt;code&amp;gt;MechanicalTermite&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/MechanicalTermite]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Mech_Light&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Mech_Light]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Mech_Agrihand&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Mech_Agrihand]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Scorcher&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Scorcher]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Apocriton&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Apocriton]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Mech_Tunneler&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Mech_Tunneler]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Mech_Diabolus&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Mech_Diabolus]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Mech_Centurion&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Mech_Centurion]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Mech_Warqueen&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Mech_Warqueen]]&lt;br /&gt;
&lt;br /&gt;
Planned supported body types are as follows:&lt;br /&gt;
*&amp;lt;code&amp;gt;Bird&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Bird]]&lt;br /&gt;
*&amp;lt;code&amp;gt;BeetleLike&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/BeetleLike]]&lt;br /&gt;
*&amp;lt;code&amp;gt;BeetleLikeWithClaw&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/BeetleLikeWithClaw]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithPaws&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithPaws]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithPawsAndTail&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithPawsAndTail]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithHooves&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithHooves]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithHoovesAndHump&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithHoovesAndHump]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithHoovesAndTusk&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithHoovesAndTusk]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithHoovesTuskAndTrunk&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithHoovesTuskAndTrunk]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithHoovesAndHorn&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithHoovesAndHorn]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithClawsTailAndJowl&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithClawsTailAndJowl]]&lt;br /&gt;
*&amp;lt;code&amp;gt;TurtleLike&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/TurtleLike]]&lt;br /&gt;
&lt;br /&gt;
== Example usage ==&lt;br /&gt;
On a page without '''Health Scale''' defined, the second parameter is required.&lt;br /&gt;
For example, for the body part health values of a [[grizzly bear]] with a health scale value of 2.5, the required format is:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Animal Health Table||2.5}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
which results in&lt;br /&gt;
{{Animal Health Table||2.5}}&lt;br /&gt;
&lt;br /&gt;
On a page with '''Health Scale''' defined, no parameters are required.&lt;br /&gt;
For example, if the health scale on the page was defined as 1.0, the required format would be:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Animal Health Table|human}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
which results in&lt;br /&gt;
{{Animal Health Table|Human}}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{&amp;lt;/nowiki&amp;gt;Animal Health Table|{{#switch: {{SUBPAGENAME}} | doc | Animal Health Table = human | #default = {{#titleparts: {{PAGENAME}} | 1 | 2 }} }}|notCollapsible=1&amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
which results in&lt;br /&gt;
{{Animal Health Table|{{#switch: {{SUBPAGENAME}} | doc | Animal Health Table = human | #default = {{SUBPAGENAME}} }}|notCollapsible=1}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Customized table templates]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Centurion&amp;diff=142289</id>
		<title>Centurion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Centurion&amp;diff=142289"/>
		<updated>2024-02-25T16:27:33Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added body parts table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}{{See also|Legionary}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Centurion&lt;br /&gt;
| image = Centurion east.png&lt;br /&gt;
| description = An ultraheavy mech with a built-in shield bubble generator. The centurion carries a point-defense bulb turret capable of firing while the mechanoid is moving.&lt;br /&gt;
| combatPower = 250&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 1.6&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 5&lt;br /&gt;
| bodysize = 3.6&lt;br /&gt;
| healthscale = 3&lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 12&lt;br /&gt;
| attack1type = Demolish&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack5chancefactor = 0.2 &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Ultra mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 12&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 300&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 200&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| resource 4 = Powerfocus chip&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
| resource 5 = High subcore&lt;br /&gt;
| resource 5 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''centurion''' is a [[mechanoid]] added by the [[Biotech DLC]] that projects a shield around itself and nearby pawns.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason = General. Ensure parity with other non-commander mechs, whatever standard you or others might decide to set.}}&lt;br /&gt;
Raids = Yes. When?&lt;br /&gt;
&lt;br /&gt;
Ancient shrines = ? &lt;br /&gt;
&lt;br /&gt;
Clusters = ? &lt;br /&gt;
&lt;br /&gt;
Diabolus summons = Waves 6 &amp;amp; 8 &lt;br /&gt;
&lt;br /&gt;
War queen summons = Waves 6 &amp;amp; 8 &lt;br /&gt;
&lt;br /&gt;
Apocriton summons = Waves 5 &amp;amp; 6&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect ultraheavy mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||150}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead centurions may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||50}} [[steel]] and {{Icon Small|Plasteel||20}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the centurion.&lt;br /&gt;
&lt;br /&gt;
Centurions are nearly unstoppable ultra-heavy mech with a built-in shield bubble generator and point-defense bulb turret capable of firing even while the mechanoid is moving. The centurion acts as a mobile defense platform. Its massive shield is one of the strongest among mechanoids, providing large numbers of allies with strong defense while allowing them to shoot outwards.&lt;br /&gt;
&lt;br /&gt;
=== Shield ===&lt;br /&gt;
{{Image wanted|section=1|reason = Coverage image ala [[:File:Low_shield_pack_radius.jpg]]}}&lt;br /&gt;
The centurion projects a shield that is 6 tiles in radius.{{Check Tag|When?|When is the shield up, for both friendly and enemy centurions}} The shield stops all incoming ground-level fire from passing into the bubble except that fired by the member's of the centurion's [[faction]],{{Check Tag|Turrets?|Does this include friendly turrets?}}{{Check Tag|Allies?|Does this exception apply to other factions that are allied to the centurion's?}} be it [[mechanoid hive]] or the players. It does not prevent pawns of any faction that are inside from firing out.  Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Explosives not fired will detonate on the shield edge. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] {{RoyaltyIcon}} will not be blocked by the shield, nor will explosions crossing the boundary.&lt;br /&gt;
&lt;br /&gt;
The shield can absorb up to 300 damage before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken. After the shield takes damage and a delay of {{ticks|120}} has passed,{{Check Tag|Verify|Verify delay time}} the shield regenerates charge at rate of 0.5 HP per second, so long as it has not been broken. However, once the shield's charge is completely expended, the shield will break and be totally disabled for {{ticks|1800}} after which point the shield will be restored at full health. Projectiles from [[EMP grenades]] and [[EMP launcher|launchers]] from outside hitting the shield will disable the shield for {{ticks|1500}}, after which time the shield will be restored at full health. Furthermore, unlike the mechanoid itself, the shield projector will not adapt to the EMP effect. Its therefore possible to continuously disable the shield until the mechanoid can be killed. Note that an EMP area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself&lt;br /&gt;
&lt;br /&gt;
If the [[EMP]] damage is dealt to the centurion itself, the shield is similarly disabled{{Check Tag|What time?|Is it down for as long as the mech is EMP'd or is it down for 1500 ticks like if the shield was hit}} but will continue to regenerate as if it was not.&lt;br /&gt;
&lt;br /&gt;
A pawn does not need to be inside the shield to benefit from the effect, assuming the enemy is not inside the shield and that the shield is between them and their attacker the incoming rounds will be stopped. However, it does not prevent pawns from moving inside the shield and attacking.&lt;br /&gt;
&lt;br /&gt;
=== Attacks ===&lt;br /&gt;
Centurions are armed with a [[charge blaster turret]] that they can fire while moving, as well as both the melee attack added by the turret and a natural melee attack.&lt;br /&gt;
&lt;br /&gt;
The centurion's head attack deals [[Damage types#Demolish|Demolish damage]] which does significantly more damage to buildings than to pawns on average. The head attacks have a 10x damage multiplier against passable buildings and a 7.5x multiplier against impassable buildings such as [[wall]]s. Thus, the head attack deals the following:&lt;br /&gt;
* Passable buildings: {{#expr: {{P|Attack 1 Damage}}*10}} damage&lt;br /&gt;
* Impassable buildings: {{#expr: {{P|Attack 1 Damage}}*7.5}} damage&lt;br /&gt;
* All other targets: {{#expr: {{P|Attack 1 Damage}}}} damage&lt;br /&gt;
&lt;br /&gt;
Note that only the head's attack has the multiplier. As this multiplier is not taken into account when choosing which attack to perform,&amp;lt;!---Tested on breach axes as of 1.3.3159--&amp;gt;other attacks, such as those added by the [[charge blaster turret]], without the multiplier can still be chosen when attacking buildings and the resulting DPS versus buildings is not simply 7.5x or 10x that when used against pawns.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub|section=1|reason=Needs analysis. Cost effectiveness, strategies for player use or as enemies, weakenesses etc}}&lt;br /&gt;
The Centurion is a superheavy unit, sharing similarities such as armor and base health with the deadly Warqueen and Diabolus.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|Mech_Centurion}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Centurion east.png| Age 0-99 Centurion facing east&lt;br /&gt;
Centurion north.png| Age 0-99 Centurion facing north&lt;br /&gt;
Centurion south.png| Age 0-99 Centurion facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
CenturionAncient east.png| Age 100+ Centurion facing east&lt;br /&gt;
CenturionAncient north.png| Age 100+ Centurion facing north&lt;br /&gt;
CenturionAncient south.png| Age 100+ Centurion facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Centurion&amp;diff=142288</id>
		<title>Template:Animal Health Table/Mech Centurion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Centurion&amp;diff=142288"/>
		<updated>2024-02-25T16:26:39Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Body Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT thorax&amp;quot;&lt;br /&gt;
! [[#Thorax|Thorax]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 100% || 7% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT neck&amp;quot;&lt;br /&gt;
! [[#Neck|Neck]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || 2% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Communication]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 80% || 2.7% || [[#BPT neck|Neck]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial Brain|Artificial Brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || 0.8% || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT sight sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Sight Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 20% || 1% || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT hearing sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Hearing Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 5% || 0.8% || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Sensors|Chemical Analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}}  || 1 || 6% || 0.8% || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT leg&amp;quot;&lt;br /&gt;
! [[#Leg|Leg]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 4 || 18% || 16% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Moving]] || {{--|25%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT foot&amp;quot;&lt;br /&gt;
! [[#Foot|Foot]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 4 || 50% || 8% || [[#BPT leg|Leg]] || {{Cross}} || [[Moving]] || {{--|25%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 6% || 6% || [[#BPT thorax|Thorax]] || {{Check}} || [[Power Generation]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid Reprocessor|Fluid Reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 2 || 4% || 4% || [[#BPT thorax|Thorax]] || {{Check}} || [[Fluid Reprocessing]] || Death if both lost&amp;lt;br/&amp;gt;{{--|50%}} Fluid reprocessing&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT bulb turret&amp;quot;&lt;br /&gt;
! [[#Bulb turret|Bulb turret]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 5% || 5% || [[#BPT thorax|Thorax]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Warqueen&amp;diff=142287</id>
		<title>Template:Animal Health Table/Mech Warqueen</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Warqueen&amp;diff=142287"/>
		<updated>2024-02-25T16:24:20Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT first body ring&amp;quot;&lt;br /&gt;
! [[#First body ring|First body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*55}} || 1 || 100% || 10% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || 3.4% || [[#BPT first body ring|First body ring]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial brain|Artificial brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || 1% || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT visual sensor&amp;quot;&lt;br /&gt;
! [[#Sight sensor|Sight sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || 1.3% || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT sound sensor&amp;quot;&lt;br /&gt;
! [[#Hearing sensor|Hearing sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || 1% || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Chemical analyzer|Chemical analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 8% || 1% || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT bulb turret&amp;quot;&lt;br /&gt;
! [[#Bulb turret|Bulb turret]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 5% || 5% || [[#BPT first body ring|First body ring]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT second body ring&amp;quot;&lt;br /&gt;
! [[#Second body ring|Second body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*55}} || 1 || 75% || 11% || [[#BPT first body ring|First body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 5% || 3.8% || [[#BPT second body ring|Second body ring]] || {{Check}} || [[Blood Pumping|Power Generation]] || Death.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT third body ring&amp;quot;&lt;br /&gt;
! [[#Third body ring|Third body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*50}} || 1 || 80% || 18% || [[#BPT second body ring|Second body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fourth body ring&amp;quot;&lt;br /&gt;
! [[#Fourth body ring|Fourth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*45}} || 1 || 70% || 17% || [[#BPT third body ring|Third body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fifth body ring&amp;quot;&lt;br /&gt;
! [[#Fifth body ring|Fifth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 60% || 11% || [[#BPT fourth body ring|Fourth body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid reprocessor|Fluid reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 1 || 5% || 1.3% || [[#BPT fifth body ring|Fifth body ring]] || {{Check}} || [[Fluid Reprocessing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT forming sack&amp;quot;&lt;br /&gt;
! [[#Forming sack|Forming sack]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*200}} || 1 || 50% || 13% || [[#BPT fifth body ring|Fifth body ring]] || {{Check}} || - ||  Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=142286</id>
		<title>Apocriton</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=142286"/>
		<updated>2024-02-25T16:20:05Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added body parts table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Apocriton&lt;br /&gt;
| image = ApocritonAncient east.png&lt;br /&gt;
| description = A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher.&amp;lt;br&amp;gt;While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| combatPower = 600&lt;br /&gt;
| armorblunt = 40&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 5.2&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 9&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunToxicNeedle&lt;br /&gt;
}}&lt;br /&gt;
An '''apocriton''' (pronounced ''apoc-crit-on'')&amp;lt;ref&amp;gt;[https://youtu.be/SaqYff8kEs8 Tynan Sylvester Interview, Hot Potato 2022]&amp;lt;/ref&amp;gt; is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. It drops the [[nano structuring chip]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
One or more apocritons can spawn in mechanoid raids when sufficient [[raid point]]s are available for them, however they are also involved in the [[mechanitor]] progression and can be specifically summoned by the player.&lt;br /&gt;
&lt;br /&gt;
Summoning a hostile Apocriton requires a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Constructing a mechband dish requires the [[Research#{{Q|Mechband dish|Required Research}}|{{Q|Mechband dish|Required Research}}]] research.&lt;br /&gt;
&lt;br /&gt;
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned an apocriton before, and is independent of wealth, time, or colony progress. Eventually, you'll have to face multiple mechanoid commanders at the same time. They will crash down in a ship after a random amount of time ranging from a few in game hours to days.  They will not attack immediately, but will instead act like a raid and &amp;quot;prepare&amp;quot; before launching their assault. The maximum size is reached after summoning the apocriton 8 times.&lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 5x [[scyther]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 4x [[scyther]], 4x [[tesseron]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 6x [[scyther]], 1x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 2x [[tunneler]], 2x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 1x [[tunneler]], 2x [[centipede]] (blaster), 2x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 5x [[scyther]], 2x [[centipede]] (blaster), 3x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 12x [[militor]], 10x [[lancer]], 5x [[tunneler]], 4x [[centipede]] (blaster), 1x [[war queen]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 15x [[militor]], 10x [[scyther]], 8x [[centipede]] (blaster), 2x [[diabolus]], 1x [[war queen]]&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 6. The wave count is per playthrough, not per colony or map. If the apocriton is summoned for the first time on one map, summoning another on a second map will bring the second wave. However, resetting your colony through the [[Endings#The Archonexus|archonexus]] chain of quests will reset the wave count.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Mechanoid Summary}} It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time. &lt;br /&gt;
&lt;br /&gt;
Dead apocritons may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the apocriton.&lt;br /&gt;
&lt;br /&gt;
The aprocriton is immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. In addition, the [[skip]] and both [[psycasts#Chaos skip|chaos skip]] [[psycast]]s{{RoyaltyIcon}} do not function against the apocriton due to &amp;quot;Psychic Resistance&amp;quot;. However, berserk, berserk pulse, and any other psycast will work as normal. Like most other mechanoids, the apocriton has 50% [[Psychic Sensitivity]].&lt;br /&gt;
&lt;br /&gt;
Along with [[termite]]s, apocritons are the only mechanoids that can't be [[mechanoid creation|gestated]] by your colony.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
{{Stub|section=1|reason=''Lots'' of Check Tags. canUseAoeToGetTargets in def?}}&lt;br /&gt;
The apocriton carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It has the ability to resurrect fallen mechanoids, induce negative moods in humans on the map, and jump long distances. &lt;br /&gt;
&lt;br /&gt;
When summoned, apocritons will spawn with a [[heavy shield unit]], which has a strength of 400 HP - equal to 133 HP of actual damage. Note that it recharges x10 slower than a normal [[shield belt]].&lt;br /&gt;
&lt;br /&gt;
===Resurrection===&lt;br /&gt;
Apocritons can resurrect any hostile mechanoid within a 9.9 tile radius, that has been dead for less than {{ticks|3600}}, even if it was resurrected before. This ability will affect a targeted mechanoid, along with other mechs in a 5-tile radius. When resurrected, the mechanoid will come back to life. Some, but not all of the mech's injuries will be repaired.{{Check Tag|Detail}} &lt;br /&gt;
&lt;br /&gt;
An apocriton starts with 30 &amp;quot;charges&amp;quot; to use this ability when spawned. Resurrecting a Light class mech costs 1 charge, resurrecting a Medium class mech costs 3 charge, and resurrecting a Heavy class mech costs 5 charge. Ultra-heavy class mechs and other apocritons cannot be resurrected.&lt;br /&gt;
&lt;br /&gt;
There is a short {{ticks|240}} warmup before the mech arises. There is a {{ticks|480}} cooldown after each resurrection before the ability can be used again. This ability does not require [[line of sight]], meaning it can resurrect mechs behind walls. &lt;br /&gt;
&lt;br /&gt;
===Jump===&lt;br /&gt;
Apocritons are also capable of leaping to any tile within a 9.9 tile radius, outside a 5.9 tile radius, and within [[line of sight]]. Therefore, it can jump over [[rock chunk]]s and [[fence]]s, but not [[wall]]s. There is a short {{ticks|30}} warm-up before jumping.  It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during a short warm-up before jumping. There is a {{ticks|480}} cooldown after each jump.{{Check Tag|Verify}} &lt;br /&gt;
&lt;br /&gt;
Apocritons will jump when confronted by a melee enemy.&lt;br /&gt;
&lt;br /&gt;
===Psychic drone===&lt;br /&gt;
Apocritons inflict a negative thought on all pawns on the whole map, regardless of faction. The strength of this effect depends on distance and psychic sensitivity.&lt;br /&gt;
&lt;br /&gt;
If the distance is 5 tiles or shorter, the pawn receives a {{--|16}} mood debuff, if between 5 and 12 tiles, the pawn receives a {{--|10}} mood debuff, and further than 12 tiles, the pawn receives a {{--|4}} mood debuff. This is then scaled by [[Psychic Sensitivity]], much like the [[psychic drone]] event. This debuff does not stack if there are multiple apocritons on the map.&lt;br /&gt;
&lt;br /&gt;
===Defeat===&lt;br /&gt;
When an apocriton is defeated, it will emit a stun pulse on death. This stuns all mechanoids and turrets for {{ticks|1200}}, regardless of EMP resistance. Unlike regular EMP attacks, this will not impact pawns with Royalty's [[circadian assistant|brain]] [[circadian half-cycler|implants]] or [[nuclear stomach|stomach]] [[reprocessor stomach|implants]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This chip can be studied in order to research [[Research#Ultra mechtech|Ultra Mechtech]] and [[Research#Wastepack atomizer|Wastepack Atomizer]], and can be used in a variety of crafting recipes.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|reason=At what (gear / colonist count / mech count) level would a player be prepared to fight an apocriton?}}&lt;br /&gt;
Apocritons are the most durable mechanoid in the game. They have armor second only to the [[tunneler]] and share the highest health scale with the [[war queen]], but they couple this with a [[body size]] of 1, making them up to 50% less likely to be hit by ranged attacks than those mechs. In addition, all summoned apocritons come with a [[heavy shield unit]]. Unlike the war queen, the apocriton prefers long range combat, and will jump out of melee range. With a range of 44.9 tiles, the apocriton's toxic needle gun outranges all weapons except the [[needle gun]], the [[sniper rifle]], and the [[uranium slug turret]].&lt;br /&gt;
&lt;br /&gt;
In combat, the apocriton prefers to fight at long range. Apocritons will use their mechanoid revival ability as frequently as possible, so long as they have charges remaining. The apocriton will often attempt to jump behind nearby walls or retreat to longer range before activating its revival ability. If no dead mechanoids are nearby, or if the apocriton is out of charges, it will behave very similarly to a pikeman, staying at long range to snipe at pawns.  If you are unable to take it down quickly, prioritize on killing weaker mechanoids such as the [[militor]]s so the apocriton wastes its ability.&lt;br /&gt;
&lt;br /&gt;
Given its high health and armor, weapons with high armor penetration such as the charge rifle are preferred. EMP will instantly destroy the apocriton's shield if hit, and stun the mechanoid for a very brief period. Hitting the apocriton with an EMP will disrupt its ability to resurrect other mechanoids. Apocritons rarely enter the range of [[EMP grenades]] unless forced to by terrain or structures, but an [[EMP launcher]], with its superior range, can more easily be used to stun the mechanoid.&lt;br /&gt;
&lt;br /&gt;
Using melee to engage apocritons is difficult, as the apocriton will simply jump away if enemies get too close. Using the [[skip]] psycast, a [[jump pack]], or longjump legs to close the distance can be effective to catch the apocriton. Apocritons are extremely poor melee adversaries, with attacks that deal very low damage. However, their high health and strong armor gives them a significant advantage in being able to simply outlast their opponent. You can take advantage of the apocriton's willingness to jump - if it's jumping, it isn't shooting or reviving.&lt;br /&gt;
&lt;br /&gt;
Apocriton 's resurrection ability has two features: 1) it can resurrect mechanoids even if they are behind a wall, 2) after resurrection, the immunity of mechanoids to EMP disappears. If you manage to separate a group of 2-3 scythers or militors, then you can throw EMP grenades and kill them until apocriton runs out of resurrection charges. After that, it is more profitable to destroy the accompanying mechanoids, because apocriton itself is not capable of causing significant damage&lt;br /&gt;
&lt;br /&gt;
When killed, apocritons release a large area-of-effect stun with a range of approximately 25-30 tiles. Colonists will be unaffected, however all turrets and mechanoids - player or enemy - will be stunned. This effect is less beneficial if the player relies on mechanoids or turrets for defense.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|Apocriton}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Although the apocriton cannot be gestated, the game's files do contain &amp;quot;clean&amp;quot; variants of its textures, as well as faction color overlays.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Apocriton east.png| Age 0-99 Apocriton facing east&lt;br /&gt;
Apocriton north.png| Age 0-99 Apocriton facing north&lt;br /&gt;
Apocriton south.png| Age 0-99 Apocriton facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
ApocritonAncient east.png| Age 100+ Apocriton facing east&lt;br /&gt;
ApocritonAncient north.png| Age 100+ Apocriton facing north&lt;br /&gt;
ApocritonAncient south.png| Age 100+ Apocriton facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - EMP resistance increased from 40% to 80%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Super-mechanoids cannot be called when there is already another super-mechanoid on the way. Significant combat overhaul. [[Toxic needle gun]] damage increased from 15 to 25. Sharp armor 40% -&amp;gt; 75%, Blunt armor 20% -&amp;gt; 40%. Health  3.3 -&amp;gt; 5.2. Apocritons can now cast resurrect without line of sight. Became immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Fix: Apocriton appears in mech clusters. Updated the apocriton's description to note that it has a jump launcher - {{Hover title|A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.|''[...] radiating hatred into the minds of anyone in a wide radius. While [...]''}} -&amp;gt; {{Hover title|A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher. While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.|''[...] radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher. While [...]''}}&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Apocriton&amp;diff=142285</id>
		<title>Template:Animal Health Table/Apocriton</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Apocriton&amp;diff=142285"/>
		<updated>2024-02-25T16:18:11Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added target chance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Body Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT thorax&amp;quot;&lt;br /&gt;
! [[#Thorax|Thorax]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 100% || 4% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT neck&amp;quot;&lt;br /&gt;
! [[#Neck|Neck]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || 2% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Communication]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 80% || 2.7% || [[#BPT neck|Neck]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial Brain|Artificial Brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || 0.8% || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT sight sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Sight Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 20% || 1.6% || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT hearing sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Hearing Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 5% || 0.4% || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Sensors|Chemical Analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}}  || 1 || 6% || 0.48% || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT leg&amp;quot;&lt;br /&gt;
! [[#Leg|Leg]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 4 || 18% || 9% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Moving]] || {{--|25%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT foot&amp;quot;&lt;br /&gt;
! [[#Foot|Foot]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 4 || 50% || 9% || [[#BPT leg|Leg]] || {{Cross}} || [[Moving]] || {{--|25%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 6% || 6% || [[#BPT thorax|Thorax]] || {{Check}} || [[Power Generation]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid Reprocessor|Fluid Reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 2 || 4% || 4% || [[#BPT thorax|Thorax]] || {{Check}} || [[Fluid Reprocessing]] || Death if both lost&amp;lt;br/&amp;gt;{{--|50%}} Fluid reprocessing&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Warqueen&amp;diff=142284</id>
		<title>Template:Animal Health Table/Mech Warqueen</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Warqueen&amp;diff=142284"/>
		<updated>2024-02-25T16:15:24Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added target chance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT first body ring&amp;quot;&lt;br /&gt;
! [[#First body ring|First body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*55}} || 1 || 100% || 10% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || 3.4% || [[#BPT first body ring|First body ring]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial brain|Artificial brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || 1% || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT visual sensor&amp;quot;&lt;br /&gt;
! [[#Sight sensor|Sight sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || 1.3% || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT sound sensor&amp;quot;&lt;br /&gt;
! [[#Hearing sensor|Hearing sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || 1% || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Chemical analyzer|Chemical analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 8% || 1% || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Bulb turret|Bulb turret]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 5% || 5% || [[#BPT first body ring|First body ring]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT second body ring&amp;quot;&lt;br /&gt;
! [[#Second body ring|Second body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*55}} || 1 || 75% || 11% || [[#BPT first body ring|First body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 5% || 3.8% || [[#BPT second body ring|Second body ring]] || {{Check}} || [[Blood Pumping|Power Generation]] || Death.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT third body ring&amp;quot;&lt;br /&gt;
! [[#Third body ring|Third body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*50}} || 1 || 80% || 18% || [[#BPT second body ring|Second body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fourth body ring&amp;quot;&lt;br /&gt;
! [[#Fourth body ring|Fourth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*45}} || 1 || 70% || 17% || [[#BPT third body ring|Third body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fifth body ring&amp;quot;&lt;br /&gt;
! [[#Fifth body ring|Fifth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 60% || 11% || [[#BPT fourth body ring|Fourth body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid reprocessor|Fluid reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 1 || 5% || 1.3% || [[#BPT fifth body ring|Fifth body ring]] || {{Check}} || [[Fluid Reprocessing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT forming sack&amp;quot;&lt;br /&gt;
! [[#Forming sack|Forming sack]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*200}} || 1 || 50% || 13% || [[#BPT fifth body ring|Fifth body ring]] || {{Check}} || - ||  Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Diabolus&amp;diff=142283</id>
		<title>Template:Animal Health Table/Mech Diabolus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Diabolus&amp;diff=142283"/>
		<updated>2024-02-25T16:10:59Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added target chance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT first body ring&amp;quot;&lt;br /&gt;
! [[#First body ring|First body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*55}} || 1 || 100% || 10% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || 3.4% || [[#BPT first body ring|First body ring]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial brain|Artificial brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || 1% || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT visual sensor&amp;quot;&lt;br /&gt;
! [[#Sight sensor|Sight sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || 1.3% || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT sound sensor&amp;quot;&lt;br /&gt;
! [[#Hearing sensor|Hearing sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || 1% || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Chemical analyzer|Chemical analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 8% || 1% || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT bulb turret&amp;quot;&lt;br /&gt;
! [[#Bulb turret|Bulb turret]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 5% || 5% || [[#BPT first body ring|First body ring]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT second body ring&amp;quot;&lt;br /&gt;
! [[#Second body ring|Second body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*55}} || 1 || 75% || 3.7% || [[#BPT first body ring|First body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 5% || 3.8% || [[#BPT second body ring|Second body ring]] || {{Check}} || [[Blood Pumping|Power Generation]] || Death.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT hypercapacitor&amp;quot;&lt;br /&gt;
! [[#Hypercapacitor|Hypercapacitor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*50}} || 2 || 10% || 7.5% || [[#BPT second body ring|Second body ring]] || {{Check}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT third body ring&amp;quot;&lt;br /&gt;
! [[#Third body ring|Third body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*50}} || 1 || 70% || 16% || [[#BPT second body ring|Second body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fourth body ring&amp;quot;&lt;br /&gt;
! [[#Fourth body ring|Fourth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*45}} || 1 || 70% || 15% || [[#BPT third body ring|Third body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fifth body ring&amp;quot;&lt;br /&gt;
! [[#Fifth body ring|Fifth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 60% || 11% || [[#BPT fourth body ring|Fourth body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT sixth body ring&amp;quot;&lt;br /&gt;
! [[#Sixth body ring|Sixth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*35}} || 1 || 50% || 10% || [[#BPT fifth body ring|Fifth body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid reprocessor|Fluid reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 1 || 5% || 0.55% || [[#BPT sixth body ring|Sixth body ring]] || {{Check}} || [[Fluid Reprocessing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Tunneler&amp;diff=142282</id>
		<title>Template:Animal Health Table/Mech Tunneler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Tunneler&amp;diff=142282"/>
		<updated>2024-02-25T16:07:13Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added target chance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Body Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT thorax&amp;quot;&lt;br /&gt;
! [[#Thorax|Thorax]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 100% || 2% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT neck&amp;quot;&lt;br /&gt;
! [[#Neck|Neck]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || 2% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Communication]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 80% || 2.7% || [[#BPT neck|Neck]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial Brain|Artificial Brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || 0.8% || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT sight sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Sight Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 13% || 1% || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT hearing sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Hearing Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 10% || 0.8% || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Sensors|Chemical Analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}}  || 1 || 10% || 0.8% || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT mechanical shoulder&amp;quot;&lt;br /&gt;
! [[#Shoulder|Shoulder]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*25}} || 2 || 17% || 2.5% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Manipulation]] || {{--|50%}} Manipulation.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT arm&amp;quot;&lt;br /&gt;
! [[#Arm|Arm]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 2 || 85% || 12% || [[#BPT shoulder|Shoulder]] || {{Cross}} || [[Manipulation]] || {{--|50%}} Manipulation.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT power claw&amp;quot;&lt;br /&gt;
! [[#Power Claw|Power Claw]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 2 || 20% || 2.9% || [[#BPT arm|Arm]] || {{Cross}} || - || Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT leg&amp;quot;&lt;br /&gt;
! [[#Leg|Leg]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 2 || 20% || 16% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Moving]] || {{--|50%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT foot&amp;quot;&lt;br /&gt;
! [[#Foot|Foot]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 2 || 20% || 4% || [[#BPT leg|Leg]] || {{Cross}} || [[Moving]] || {{--|50%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 6% || 6% || [[#BPT thorax|Thorax]] || {{Check}} || [[Power Generation]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid Reprocessor|Fluid Reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 2 || 4% || 4% || [[#BPT thorax|Thorax]] || {{Check}} || [[Fluid Reprocessing]] || Death if both lost&amp;lt;br/&amp;gt;{{--|50%}} Fluid reprocessing&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Scorcher&amp;diff=142281</id>
		<title>Template:Animal Health Table/Scorcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Scorcher&amp;diff=142281"/>
		<updated>2024-02-25T16:03:10Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added target chance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Body Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT thorax&amp;quot;&lt;br /&gt;
! [[#Thorax|Thorax]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 100% || 4% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT neck&amp;quot;&lt;br /&gt;
! [[#Neck|Neck]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || 2% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Communication]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 80% || 2.7% || [[#BPT neck|Neck]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial Brain|Artificial Brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || 0.8% || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT sight sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Sight Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 20% || 1.6% || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT hearing sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Hearing Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 5% || 0.4% || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Sensors|Chemical Analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}}  || 1 || 6% || 0.48% || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT leg&amp;quot;&lt;br /&gt;
! [[#Leg|Leg]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 4 || 18% || 9% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Moving]] || {{--|25%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT foot&amp;quot;&lt;br /&gt;
! [[#Foot|Foot]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 4 || 50% || 9% || [[#BPT leg|Leg]] || {{Cross}} || [[Moving]] || {{--|25%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 6% || 6% || [[#BPT thorax|Thorax]] || {{Check}} || [[Power Generation]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid Reprocessor|Fluid Reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 2 || 4% || 4% || [[#BPT thorax|Thorax]] || {{Check}} || [[Fluid Reprocessing]] || Death if both lost&amp;lt;br/&amp;gt;{{--|50%}} Fluid reprocessing&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/MechanicalTermite&amp;diff=142280</id>
		<title>Template:Animal Health Table/MechanicalTermite</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/MechanicalTermite&amp;diff=142280"/>
		<updated>2024-02-25T15:38:33Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added target chance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT first body ring&amp;quot;&lt;br /&gt;
! [[#First body ring|First body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*50}} || 1 || 100% || 14% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|33.3%}} Moving&amp;lt;br/&amp;gt;{{--|33.3%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 15% || 8.3% || [[#BPT first body ring|First body ring]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial brain|Artificial brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 5% || 0.75% || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT visual sensor&amp;quot;&lt;br /&gt;
! [[#Sight sensor|Sight sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || 1.2% || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT sound sensor&amp;quot;&lt;br /&gt;
! [[#Hearing sensor|Hearing sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || 1.2% || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Chemical analyzer|Chemical analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 8% || 1.2% || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT second body ring&amp;quot;&lt;br /&gt;
! [[#Second body ring|Second body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 71% || 11% || [[#BPT first body ring|First body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|33.3%}} Moving&amp;lt;br/&amp;gt;{{--|33.3%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 5% || 3.6% || [[#BPT second body ring|Second body ring]] || {{Check}} || [[Blood Pumping|Power Generation]] || Death.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT third body ring&amp;quot;&lt;br /&gt;
! [[#Third body ring|Third body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*35}} || 1 || 80% || 54% || [[#BPT second body ring|Second body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|33.3%}} Moving&amp;lt;br/&amp;gt;{{--|33.3%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor 1&amp;quot;&lt;br /&gt;
! [[#Fluid reprocessor|Fluid reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 1 || 5% || 2.8% || [[#BPT third body ring|Third body ring]] || {{Check}} || [[Fluid Reprocessing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Scyther&amp;diff=142279</id>
		<title>Template:Animal Health Table/Scyther</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Scyther&amp;diff=142279"/>
		<updated>2024-02-25T15:31:07Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added target chance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Body Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT thorax&amp;quot;&lt;br /&gt;
! [[#Thorax|Thorax]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 100% || 2% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT neck&amp;quot;&lt;br /&gt;
! [[#Neck|Neck]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || 2% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Communication]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 80% || 2.7% || [[#BPT neck|Neck]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial Brain|Artificial Brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || 0.8% || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT sight sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Sight Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 13% || 1% || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT hearing sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Hearing Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 10% || 0.8% || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Sensors|Chemical Analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}}  || 1 || 10% || 0.8% || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT mechanical shoulder&amp;quot;&lt;br /&gt;
! [[#Mechanical Shoulder|Mechanical Shoulder]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*25}} || 2 || 17% || 2.5% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Manipulation]] || {{--|50%}} Manipulation.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT arm&amp;quot;&lt;br /&gt;
! [[#Arm|Arm]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 2 || 85% || 7.2% || [[#BPT mechanical shoulder|Mechanical Shoulder]] || {{Cross}} || [[Manipulation]] || {{--|50%}} Manipulation.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT blade&amp;quot;&lt;br /&gt;
! [[#Blade|Blade]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 2 || 30% || 4.3% || [[#BPT arm|Arm]] || {{Cross}} || - || Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT hand&amp;quot;&lt;br /&gt;
! [[#Hand|Hand]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 2 || 20% || 1.2% || [[#BPT arm|Arm]] || {{Cross}} || [[Manipulation]] || {{--|50%}} Manipulation.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT finger&amp;quot;&lt;br /&gt;
! [[#Finger|Finger]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*7}} || 8 || 15% || 0.43% || [[#BPT hand|Hand]] || {{Cross}} || [[Manipulation]] || {{--|10%}} Manipulation.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT leg&amp;quot;&lt;br /&gt;
! [[#Leg|Leg]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 2 || 20% || 16% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Moving]] || {{--|50%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT foot&amp;quot;&lt;br /&gt;
! [[#Foot|Foot]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 2 || 20% || 4% || [[#BPT leg|Leg]] || {{Cross}} || [[Moving]] || {{--|50%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 6% || 6% || [[#BPT thorax|Thorax]] || {{Check}} || [[Power Generation]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid Reprocessor|Fluid Reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 2 || 4% || 4% || [[#BPT thorax|Thorax]] || {{Check}} || [[Fluid Reprocessing]] || Death if both lost&amp;lt;br/&amp;gt;{{--|50%}} Fluid reprocessing&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Pikeman&amp;diff=142278</id>
		<title>Template:Animal Health Table/Pikeman</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Pikeman&amp;diff=142278"/>
		<updated>2024-02-25T15:26:24Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added target chance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Body Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT thorax&amp;quot;&lt;br /&gt;
! [[#Thorax|Thorax]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 100% || 4% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT neck&amp;quot;&lt;br /&gt;
! [[#Neck|Neck]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || 2% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Communication]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 80% || 2.7% || [[#BPT neck|Neck]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial Brain|Artificial Brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || 0.8% || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT sight sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Sight Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 20% || 1.6% || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT hearing sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Hearing Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 5% || 0.4% || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Sensors|Chemical Analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}}  || 1 || 6% || 0.48% || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT leg&amp;quot;&lt;br /&gt;
! [[#Leg|Leg]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 4 || 18% || 9% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Moving]] || {{--|25%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT foot&amp;quot;&lt;br /&gt;
! [[#Foot|Foot]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 4 || 50% || 9% || [[#BPT leg|Leg]] || {{Cross}} || [[Moving]] || {{--|25%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 6% || 6% || [[#BPT thorax|Thorax]] || {{Check}} || [[Power Generation]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid Reprocessor|Fluid Reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 2 || 4% || 4% || [[#BPT thorax|Thorax]] || {{Check}} || [[Fluid Reprocessing]] || Death if both lost&amp;lt;br/&amp;gt;{{--|50%}} Fluid reprocessing&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Lancer&amp;diff=142277</id>
		<title>Template:Animal Health Table/Lancer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Lancer&amp;diff=142277"/>
		<updated>2024-02-25T15:21:47Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added target chance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Body Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT thorax&amp;quot;&lt;br /&gt;
! [[#Thorax|Thorax]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 100% || 2% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT neck&amp;quot;&lt;br /&gt;
! [[#Neck|Neck]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || 2% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Communication]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 80% || 2.7% || [[#BPT neck|Neck]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial Brain|Artificial Brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || 0.8% || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT sight sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Sight Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 13% || 1% || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT hearing sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Hearing Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 10% || 0.8% || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Sensors|Chemical Analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}}  || 1 || 10% || 0.8% || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT mechanical shoulder&amp;quot;&lt;br /&gt;
! [[#Mechanical Shoulder|Mechanical Shoulder]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*25}} || 2 || 17% || 2.5% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Manipulation]] || {{--|50%}} Manipulation.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT arm&amp;quot;&lt;br /&gt;
! [[#Arm|Arm]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 2 || 85% || 12% || [[#BPT mechanical shoulder|Mechanical Shoulder]] || {{Cross}} || [[Manipulation]] || {{--|50%}} Manipulation.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT hand&amp;quot;&lt;br /&gt;
! [[#Hand|Hand]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 2 || 20% || 1.2% || [[#BPT arm|Arm]] || {{Cross}} || [[Manipulation]] || {{--|50%}} Manipulation.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT finger&amp;quot;&lt;br /&gt;
! [[#Finger|Finger]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*7}} || 8 || 15% || 0.43% || [[#BPT hand|Hand]] || {{Cross}} || [[Manipulation]] || {{--|10%}} Manipulation.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT leg&amp;quot;&lt;br /&gt;
! [[#Leg|Leg]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 2 || 20% || 20% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Moving]] || {{--|50%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT foot&amp;quot;&lt;br /&gt;
! [[#Foot|Foot]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 2 || 20% || 4% || [[#BPT leg|Leg]] || {{Cross}} || [[Moving]] || {{--|50%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 6% || 6% || [[#BPT thorax|Thorax]] || {{Check}} || [[Power Generation]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid Reprocessor|Fluid Reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 2 || 4% || 4% || [[#BPT thorax|Thorax]] || {{Check}} || [[Fluid Reprocessing]] || Death if both lost&amp;lt;br/&amp;gt;{{--|50%}} Fluid reprocessing&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/MechanicalCentipede&amp;diff=142276</id>
		<title>Template:Animal Health Table/MechanicalCentipede</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/MechanicalCentipede&amp;diff=142276"/>
		<updated>2024-02-25T15:16:49Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT first body ring&amp;quot;&lt;br /&gt;
! [[#First body ring|First body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*45}} || 1 || 100% || 14% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 15% || 8.3% || [[#BPT first body ring|First body ring]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial brain|Artificial brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 5% || 0.75% || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT visual sensor&amp;quot;&lt;br /&gt;
! [[#Sight sensor|Sight sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || 1.2% || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT sound sensor&amp;quot;&lt;br /&gt;
! [[#Hearing sensor|Hearing sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || 1.2% || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Chemical analyzer|Chemical analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 8% || 1.2% || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT second body ring&amp;quot;&lt;br /&gt;
! [[#Second body ring|Second body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 71% || 11% || [[#BPT first body ring|First body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 5% || 3.6% || [[#BPT second body ring|Second body ring]] || {{Check}} || [[Blood Pumping|Power Generation]] || Death.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT third body ring&amp;quot;&lt;br /&gt;
! [[#Third body ring|Third body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*35}} || 1 || 80% || 11% || [[#BPT second body ring|Second body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor 1&amp;quot;&lt;br /&gt;
! [[#Fluid reprocessor|Fluid reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 1 || 5% || 2.80% || [[#BPT third body ring|Third body ring]] || {{Check}} || [[Fluid Reprocessing]] || Death if both lost&amp;lt;br/&amp;gt;{{--|50%}} Fluid reprocessing&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fourth body ring&amp;quot;&lt;br /&gt;
! [[#Fourth body ring|Fourth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 75% || 12% || [[#BPT third body ring|Third body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || {{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor 2&amp;quot;&lt;br /&gt;
! [[#Fluid reprocessor|Fluid reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 1 || 6% || 2.60% || [[#BPT fourth body ring|Fourth body ring]] || {{Check}} || [[Fluid Reprocessing]] || Death if both lost&amp;lt;br/&amp;gt;{{--|50%}} Fluid reprocessing&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fifth body ring&amp;quot;&lt;br /&gt;
! [[#Fifth body ring|Fifth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*25}} || 1 || 66% || 14% || [[#BPT fourth body ring|Fourth body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || {{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT sixth body ring&amp;quot;&lt;br /&gt;
! [[#Sixth body ring|Sixth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 50% || 14% || [[#BPT fifth body ring|Fifth body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || {{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Scorcher&amp;diff=142275</id>
		<title>Scorcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Scorcher&amp;diff=142275"/>
		<updated>2024-02-25T14:30:55Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added body parts table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Scorcher&lt;br /&gt;
| image = Scorcher east.png&lt;br /&gt;
| description = A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.&lt;br /&gt;
| combatPower = 75&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 4.5&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 1&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 12&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Front left leg&lt;br /&gt;
| attack2dmg = 12&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = Front right leg&lt;br /&gt;
| attack3dmg = 8.5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2 &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunMiniFlameblaster&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 2&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 80&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 32&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| resource 4 = Standard subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''scorcher''' is a [[mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Scorchers can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.&lt;br /&gt;
&lt;br /&gt;
Dead, friendly scorchers can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect medium mechanoid''&amp;quot; bill. This requires the corpse of the friendly scorcher, {{Icon Small|Steel||50}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead scorchers may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the scorcher.&lt;br /&gt;
&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
Scorchers will charge at the player, then try to stay at maximum range. Due to the short-ranged nature of their weapon, this behavior is somewhat counterproductive - see [[#Combat]] for more detail.&lt;br /&gt;
&lt;br /&gt;
Mechanoids can raid the player's base through [[events]], and are found in most [[Crashed Ship Part#Poison Ship|poison ships]], [[Crashed Ship Part#Psychic Ship|psychic ships]], and [[mech cluster]]s{{RoyaltyIcon}}. Scorchers are a fairly low level threat, but can be dangerous with other mechs.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Mechs under player control require power: scorchers use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[large mech recharger]] (400W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Scorchers are equipped with a [[mini-flameblaster]]. With a range of just 4.9 tiles, it is the shortest ranged weapon in the entire game. However, it has the unique property of being able to ''fire during melee combat''. Enemies are able to do so but do not actively take advantage of this fact.&lt;br /&gt;
&lt;br /&gt;
As its name suggests, the mini-flame blaster lights pawns on [[fire]], which will cause them to run around widly if there is no [[firefoam pop pack|firefoam]] or water around. All [[mechanoid]]s are completely immune to fire.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General viability (is it good/bad?) post-bandwidth change. More specific for when it is good}}&lt;br /&gt;
===As an enemy===&lt;br /&gt;
Enemy scorchers are not much of a threat on their own. A scorcher in range of firing is also just a few tiles from melee range, and can be shot down as it tries to approach. But if it gets to shoot, fire is a very dangerous condition. It will send your pawns careening into the attacks of other mechanoids. A [[firefoam pop pack]] is useful.&lt;br /&gt;
&lt;br /&gt;
===As an ally===&lt;br /&gt;
Scorchers have a very limited range, so are dedicated to melee combat, or to help other pawns out in melee combat. Scorchers can be very effective in hallways, either in melee or just behind a melee blocker. Fire will cause vulnerable enemies to stop attacking, which allows pawns in the front lines to survive for longer, giving more time to kill in general. Effective against [[infestation]]s.&lt;br /&gt;
&lt;br /&gt;
Earlier on, scorchers are also decent out in the open - but a few scorchers won't be enough to suppress a large tribal raid.&lt;br /&gt;
&lt;br /&gt;
Scythers are accessible at the same time, have higher melee damage, melee penetration and almost twice the health scaling, but lack crowd-controlling flamethrower. Also, low bandwidth cost means you can have two scorchers for every [[Scyther]].&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|Scorcher}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Scorcher east.png| Age 0-99 Scorcher facing east&lt;br /&gt;
Scorcher north.png| Age 0-99 Scorcher facing north&lt;br /&gt;
Scorcher south.png| Age 0-99 Scorcher facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
ScorcherAncient east.png| Age 100+ Scorcher facing east&lt;br /&gt;
ScorcherAncient north.png| Age 100+ Scorcher facing north&lt;br /&gt;
ScorcherAncient south.png| Age 100+ Scorcher facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Bandwidth cost reduced from 2 to 1.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Scorcher&amp;diff=142274</id>
		<title>Template:Animal Health Table/Scorcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Scorcher&amp;diff=142274"/>
		<updated>2024-02-25T14:29:57Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Body Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT thorax&amp;quot;&lt;br /&gt;
! [[#Thorax|Thorax]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 100% || 18% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT neck&amp;quot;&lt;br /&gt;
! [[#Neck|Neck]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || 2% || [[#BPT thorax|Thorax]] || {{Cross}} || [[Communication]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 80% || - || [[#BPT neck|Neck]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial Brain|Artificial Brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || - || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT sight sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Sight Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 20% || - || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT hearing sensor&amp;quot;&lt;br /&gt;
! [[#Sensors|Hearing Sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 5% || - || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Sensors|Chemical Analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}}  || 1 || 6% || - || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT leg&amp;quot;&lt;br /&gt;
! [[#Leg|Leg]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 4 || 18% || - || [[#BPT thorax|Thorax]] || {{Cross}} || [[Moving]] || {{--|25%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT foot&amp;quot;&lt;br /&gt;
! [[#Foot|Foot]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 4 || 50% || - || [[#BPT leg|Leg]] || {{Cross}} || [[Moving]] || {{--|25%}} Moving.&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 6% || - || [[#BPT thorax|Thorax]] || {{Check}} || [[Power Generation]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid Reprocessor|Fluid Reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 2 || 4% || - || [[#BPT thorax|Thorax]] || {{Check}} || [[Fluid Reprocessing]] || Death if both lost&amp;lt;br/&amp;gt;{{--|50%}} Fluid reprocessing&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/doc&amp;diff=142273</id>
		<title>Template:Animal Health Table/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/doc&amp;diff=142273"/>
		<updated>2024-02-25T14:15:14Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creates a table showing the health values for various body parts of a given animal.&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
Currently accepts two parameters, namely '''bodytype''' and '''baseHealthScale'''. The template is set up to automatically draw from the page parameters if they exist, or the parameters can be defined instead. At the time of writing, only baseHealthScale is ever defined on pages.&lt;br /&gt;
&lt;br /&gt;
The parameters are entered unnamed, in the following pattern:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{quote|bodytype|baseHealthScale}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently supported body types are as follows:&lt;br /&gt;
*&amp;lt;code&amp;gt;Human&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Human]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Monkey&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Monkey]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Snake&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Snake]]&lt;br /&gt;
*&amp;lt;code&amp;gt;MechanicalCentipede&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/MechanicalCentipede]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Lancer&amp;lt;/code&amp;gt;(Includes Tesseron and Legionary) defined at: [[Template: Animal Health Table/Lancer]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Pikeman&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Pikeman]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Scyther&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Scyther]]&lt;br /&gt;
&lt;br /&gt;
Planned supported body types are as follows:&lt;br /&gt;
*&amp;lt;code&amp;gt;Bird&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Bird]]&lt;br /&gt;
*&amp;lt;code&amp;gt;BeetleLike&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/BeetleLike]]&lt;br /&gt;
*&amp;lt;code&amp;gt;BeetleLikeWithClaw&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/BeetleLikeWithClaw]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithPaws&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithPaws]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithPawsAndTail&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithPawsAndTail]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithHooves&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithHooves]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithHoovesAndHump&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithHoovesAndHump]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithHoovesAndTusk&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithHoovesAndTusk]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithHoovesTuskAndTrunk&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithHoovesTuskAndTrunk]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithHoovesAndHorn&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithHoovesAndHorn]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithClawsTailAndJowl&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithClawsTailAndJowl]]&lt;br /&gt;
*&amp;lt;code&amp;gt;TurtleLike&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/TurtleLike]]&lt;br /&gt;
*&amp;lt;code&amp;gt;MechanicalTermite&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/MechanicalTermite]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Mech_Light&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Mech_Light]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Mech_Agrihand&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Mech_Agrihand]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Scorcher&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Scorcher]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Apocriton&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Apocriton]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Mech_Tunneler&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Mech_Tunneler]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Mech_Diabolus&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Mech_Diabolus]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Mech_Centurion&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Mech_Centurion]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Mech_Warqueen&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Mech_Warqueen]]&lt;br /&gt;
&lt;br /&gt;
== Example usage ==&lt;br /&gt;
On a page without '''Health Scale''' defined, the second parameter is required.&lt;br /&gt;
For example, for the body part health values of a [[grizzly bear]] with a health scale value of 2.5, the required format is:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Animal Health Table||2.5}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
which results in&lt;br /&gt;
{{Animal Health Table||2.5}}&lt;br /&gt;
&lt;br /&gt;
On a page with '''Health Scale''' defined, no parameters are required.&lt;br /&gt;
For example, if the health scale on the page was defined as 1.0, the required format would be:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Animal Health Table|human}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
which results in&lt;br /&gt;
{{Animal Health Table|Human}}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{&amp;lt;/nowiki&amp;gt;Animal Health Table|{{#switch: {{SUBPAGENAME}} | doc | Animal Health Table = human | #default = {{#titleparts: {{PAGENAME}} | 1 | 2 }} }}|notCollapsible=1&amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
which results in&lt;br /&gt;
{{Animal Health Table|{{#switch: {{SUBPAGENAME}} | doc | Animal Health Table = human | #default = {{SUBPAGENAME}} }}|notCollapsible=1}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Customized table templates]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/doc&amp;diff=142272</id>
		<title>Template:Animal Health Table/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/doc&amp;diff=142272"/>
		<updated>2024-02-25T14:14:52Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creates a table showing the health values for various body parts of a given animal.&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
Currently accepts two parameters, namely '''bodytype''' and '''baseHealthScale'''. The template is set up to automatically draw from the page parameters if they exist, or the parameters can be defined instead. At the time of writing, only baseHealthScale is ever defined on pages.&lt;br /&gt;
&lt;br /&gt;
The parameters are entered unnamed, in the following pattern:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{quote|bodytype|baseHealthScale}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently supported body types are as follows:&lt;br /&gt;
*&amp;lt;code&amp;gt;Human&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Human]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Monkey&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Monkey]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Snake&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Snake]]&lt;br /&gt;
*&amp;lt;code&amp;gt;MechanicalCentipede&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/MechanicalCentipede]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Lancer (Includes Tesseron and Legionary)&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Lancer]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Pikeman&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Pikeman]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Scyther&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Scyther]]&lt;br /&gt;
&lt;br /&gt;
Planned supported body types are as follows:&lt;br /&gt;
*&amp;lt;code&amp;gt;Bird&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Bird]]&lt;br /&gt;
*&amp;lt;code&amp;gt;BeetleLike&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/BeetleLike]]&lt;br /&gt;
*&amp;lt;code&amp;gt;BeetleLikeWithClaw&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/BeetleLikeWithClaw]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithPaws&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithPaws]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithPawsAndTail&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithPawsAndTail]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithHooves&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithHooves]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithHoovesAndHump&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithHoovesAndHump]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithHoovesAndTusk&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithHoovesAndTusk]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithHoovesTuskAndTrunk&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithHoovesTuskAndTrunk]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithHoovesAndHorn&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithHoovesAndHorn]]&lt;br /&gt;
*&amp;lt;code&amp;gt;QuadrupedAnimalWithClawsTailAndJowl&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/QuadrupedAnimalWithClawsTailAndJowl]]&lt;br /&gt;
*&amp;lt;code&amp;gt;TurtleLike&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/TurtleLike]]&lt;br /&gt;
*&amp;lt;code&amp;gt;MechanicalTermite&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/MechanicalTermite]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Mech_Light&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Mech_Light]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Mech_Agrihand&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Mech_Agrihand]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Scorcher&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Scorcher]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Apocriton&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Apocriton]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Mech_Tunneler&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Mech_Tunneler]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Mech_Diabolus&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Mech_Diabolus]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Mech_Centurion&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Mech_Centurion]]&lt;br /&gt;
*&amp;lt;code&amp;gt;Mech_Warqueen&amp;lt;/code&amp;gt; defined at: [[Template: Animal Health Table/Mech_Warqueen]]&lt;br /&gt;
&lt;br /&gt;
== Example usage ==&lt;br /&gt;
On a page without '''Health Scale''' defined, the second parameter is required.&lt;br /&gt;
For example, for the body part health values of a [[grizzly bear]] with a health scale value of 2.5, the required format is:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Animal Health Table||2.5}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
which results in&lt;br /&gt;
{{Animal Health Table||2.5}}&lt;br /&gt;
&lt;br /&gt;
On a page with '''Health Scale''' defined, no parameters are required.&lt;br /&gt;
For example, if the health scale on the page was defined as 1.0, the required format would be:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Animal Health Table|human}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
which results in&lt;br /&gt;
{{Animal Health Table|Human}}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{&amp;lt;/nowiki&amp;gt;Animal Health Table|{{#switch: {{SUBPAGENAME}} | doc | Animal Health Table = human | #default = {{#titleparts: {{PAGENAME}} | 1 | 2 }} }}|notCollapsible=1&amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
which results in&lt;br /&gt;
{{Animal Health Table|{{#switch: {{SUBPAGENAME}} | doc | Animal Health Table = human | #default = {{SUBPAGENAME}} }}|notCollapsible=1}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Customized table templates]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Centipede_gunner&amp;diff=142271</id>
		<title>Centipede gunner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Centipede_gunner&amp;diff=142271"/>
		<updated>2024-02-25T13:55:34Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added body parts table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|none|&lt;br /&gt;
| name = Centipede gunner&lt;br /&gt;
| image = CentipedeGunner east.png&lt;br /&gt;
| description  = {{Q|Centipede|Description}}&lt;br /&gt;
| type         = Mechanoid&lt;br /&gt;
| marketvalue  = {{Q|Centipede|Market Value Base}}&lt;br /&gt;
| combatPower = {{Q|Centipede|Combat Power}}&lt;br /&gt;
| flammability = {{Q|Centipede|Flammability Base}}&lt;br /&gt;
| movespeed    = {{Q|Centipede|Move Speed Base}}&lt;br /&gt;
| armorblunt   = {{Q|Centipede|Armor - Blunt}}&lt;br /&gt;
| armorsharp   = {{Q|Centipede|Armor - Sharp}}&lt;br /&gt;
| armorheat    = {{Q|Centipede|Armor - Heat}}&lt;br /&gt;
| min comfortable temperature = {{Q|Centipede|Min Comfortable Temperature}}&lt;br /&gt;
| max comfortable temperature = {{Q|Centipede|Max Comfortable Temperature}}&lt;br /&gt;
| bandwidth = {{Q|Centipede|Bandwidth}}&lt;br /&gt;
| bodysize    = {{Q|Centipede|Body Size}}&lt;br /&gt;
| healthscale = {{Q|Centipede|Health Scale}}&lt;br /&gt;
| lifespan    = {{Q|Centipede|Life Expectancy}}&lt;br /&gt;
| attack1dmg  = {{Q|Centipede|Attack 1 Damage}}&lt;br /&gt;
| attack1type = {{Q|Centipede|Attack 1 Type}}&lt;br /&gt;
| attack1cool = {{Q|Centipede|Attack 1 Cooldown}}&lt;br /&gt;
| attack1part = {{Q|Centipede|Attack 1 Part}}&lt;br /&gt;
| weaponTags = Minigun&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 6&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 255&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 255&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 8&lt;br /&gt;
| resource 4 = High subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Centipede gunners''' are a variant of [[centipede]] that wield a [[minigun]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect heavy mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||100}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{Main|Centipede}}&lt;br /&gt;
As mechanoids, centipedes are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by [[EMP]] attacks and will &amp;quot;adapt&amp;quot; for {{Ticks|2200}}, starting from the stun, rendering them immune to further EMP strikes.&lt;br /&gt;
&lt;br /&gt;
Centipedes have a [[Psychic Sensitivity]] of 75%, reducing the duration of certain [[psycast]]s.{{RoyaltyIcon}} However, most other mechanoids have a psychic sensitivity of 50%, making centipedes more vulnerable than their contemporaries.&lt;br /&gt;
&lt;br /&gt;
Dead centipedes may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||30}} [[steel]] and {{Icon Small|Plasteel||10}} [[plasteel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as missing parts on the centipede.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Centipede gunners are always equipped with a [[minigun]]. They are also able to engage in (less effective) melee combat with colonists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_06 text-center}}&lt;br /&gt;
! Melee Attacks !! Damage Amount !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Blunt|Blunt]]&lt;br /&gt;
| 11.7&lt;br /&gt;
| 2.6 sec&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Centipedes have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
===As an ally===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Mechs under player control require power: centipedes use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[large mech recharger]] (constant 400W), for 50% power/day, creating 20 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{stub|section=1|reason=As an enemy. As an ally: Comparisons to lighter mechs, in terms of firepower. General value proposition (when build?).}}&lt;br /&gt;
&lt;br /&gt;
===As an ally===&lt;br /&gt;
[[File:Centipede gunner miniguns.png|thumb|right|300px|Minigun setup with centipede gunners in front.&amp;lt;br&amp;gt;'''N.B.''' Likely needs more firepower.]]&lt;br /&gt;
In general, centipedes are the tanks of the [[mechanitor]]'s arsenal - slow, with decent to great firepower, but incredibly bulky. This is due to 2 key factors:&lt;br /&gt;
*High raw bulk. Centipedes have good armor, but a massive health scale of 4.32. Centipedes have much higher bulk than 4 [[bandwidth]] of any lighter mech combined, even considering the [[tunneler]]'s shield belt.&lt;br /&gt;
*Superior physiology. Most light mechs are bipedal, with 1 torso and 2 legs. Centipedes have 6 body rings, all with a roughly equal chance of being shot. While the head is more likely to be hit, due to its higher health scale, a single headshot won't kill a centipede like it would a [[lancer]]. &lt;br /&gt;
And like all mechanoids, centipedes are disposable - able to be repaired and resurrected for a rather cheap cost. A centipede placed in the front of your line can take a [[doomsday rocket launcher]] that would otherwise kill or dismember multiple colonists, and come out largely intact. While [[war queen]]s may be better in the tank role, centipedes have &amp;quot;regular&amp;quot; armament. See the [[#Compared to mech commanders|Comparisons]] section for more detail.&lt;br /&gt;
&lt;br /&gt;
Centipede gunners are effectively an incredibly durable pawn with a [[minigun]]. They can be used alongside regular pawns if you were already using miniguns in the first place. Miniguns are great in a dedicated kill area, mowing down a crowd of raiders without worry for accuracy. In those cases, gunners add more firepower at little worry. The main disadvantage is that mechanoids can't wield higher [[quality]] weapons. If you find value in miniguns, you'll find value with a centipede gunner. Centipedes are also ''very'' slow, which can be troublesome against targets like [[breacher]]s.&lt;br /&gt;
&lt;br /&gt;
In theoretical DPS, it beats mechs like [[lancer]]s and [[tesseron]]s per bandwidth. However, the minigun has issues in practice. It has a long warmup cycle, and often &amp;quot;overkills&amp;quot; due to the 25-bullet burst. A gunner will have to aim and cooldown for the same time no matter how quick any single target dies. If bandwidth is not an issue, then lancers are generally better for DPS/material. Of course, in situations where miniguns are good (large, compact crowds), the centipede gunner is one of the best mechs, and beats anything smaller than it.&lt;br /&gt;
&lt;br /&gt;
==Comparisons - as an ally==&lt;br /&gt;
=== Compared to other centipedes ===&lt;br /&gt;
Compared to [[centipede blaster]]s, centipede gunners cost {{icon small|plasteel}} 100 [[plasteel]] less and are unlocked at [[Research#High mechtech|High mechtech]] rather than [[Research#Ultra mechtech|Ultra mechtech]]. The minigun has {{Bad|x66.6%}} the damage per shot, but has a firing cycle {{Good|x{{%|(75 + 444 + (5*24) )  / (150 + 138 + (5*25) ) round 3}}}} faster, and fires 1 more shot per cycle. In total, the minigun has slightly more raw {{DPS}}. The [[heavy charge blaster]]  has a shorter warmup than the minigun, but a ''much'' longer cooldown. In addition, the blaster is slightly more accurate and has {{+|7%}} {{AP}}, but 4 tiles less range. &lt;br /&gt;
&lt;br /&gt;
This results in the gunner having more ''sustained'' {{DPS}} than the blaster, while the blaster has a faster ''time to kill'' against targets that will be killed before the blaster's burst finishes (regardless of whether that it is from the blaster alone, many blasters firing together, or other damage sources). This time to kill can be very important in some [[killbox]] setups. If all your colonists, armed with {{ticks|60}} warmup time [[charge rifle]]s, are generally killing raiders in the first burst, then either centipede should only shoot if an enemy gets lucky and survives all your colonist's attacks. In this case, centipede blasters will be the preferred option, due to the lowered warm up and higher per-shot damage. In contrast, the gunner's higher average {{DPS}} is preferred if the mechs are constantly firing, such as in minigun killbox setups. For the same reasons, gunners are better when fighting outside of a killbox, like when against [[sapper]]s and [[breacher]]s.&lt;br /&gt;
&lt;br /&gt;
===Compared to mech commanders===&lt;br /&gt;
[[War queen]]s are more durable than any centipede, both in health and health per bandwidth.  Centipedes have {{%|4.32 / 5.6 round 2}} the health and ''very'' slightly less armor ({{--|3%}} Sharp / Blunt armor rating) than the war queen. War queens are even better for defense when considering [[war urchin]]s, which can act as valuable distractions. If a [[doomsday rocket launcher]] is aimed at a war urchin, then little is lost. Centipedes are cheaper, require less research, and take 1 less bandwidth. They also come with (more) standard armament - which can be useful for its firepower. A possible niche is to use 1 war queen as a distraction, then have a squad of centipedes, with dual purpose of damage dealers and secondary tanks.&lt;br /&gt;
&lt;br /&gt;
The [[diabolus]] has a radically different niche to the centipedes. Its hellsphere cannon can blow up your [[killbox]], but can be an equally devasting weapon against your enemies. A diabolus is only slightly bulkier than a centipede. Therefore, you should build diaboli if its cannon is desired, or centipedes if the cannon is not desired.&lt;br /&gt;
&lt;br /&gt;
==Health==&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|MechanicalCentipede}}&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - The base [[centipede]], which could wield a charge blaster or inferno cannon, was split into [[centipede blaster|blaster]], [[centipede burner|burner]], and gunner.&lt;br /&gt;
*[[Biotech DLC]] - Introduced ability to create and control centipedes. &lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Centipede_burner&amp;diff=142270</id>
		<title>Centipede burner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Centipede_burner&amp;diff=142270"/>
		<updated>2024-02-25T13:55:07Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added body parts table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|none|&lt;br /&gt;
| name = Centipede burner&lt;br /&gt;
| image = CentipedeBurner east.png&lt;br /&gt;
| description  = {{Q|Centipede|Description}}&lt;br /&gt;
| type         = Mechanoid&lt;br /&gt;
| marketvalue  = {{Q|Centipede|Market Value Base}}&lt;br /&gt;
| combatPower = {{Q|Centipede|Combat Power}}&lt;br /&gt;
| flammability = {{Q|Centipede|Flammability Base}}&lt;br /&gt;
| movespeed    = {{Q|Centipede|Move Speed Base}}&lt;br /&gt;
| armorblunt   = {{Q|Centipede|Armor - Blunt}}&lt;br /&gt;
| armorsharp   = {{Q|Centipede|Armor - Sharp}}&lt;br /&gt;
| armorheat    = {{Q|Centipede|Armor - Heat}}&lt;br /&gt;
| min comfortable temperature = {{Q|Centipede|Min Comfortable Temperature}}&lt;br /&gt;
| max comfortable temperature = {{Q|Centipede|Max Comfortable Temperature}}&lt;br /&gt;
| bandwidth = {{Q|Centipede|Bandwidth}}&lt;br /&gt;
| bodysize    = {{Q|Centipede|Body Size}}&lt;br /&gt;
| healthscale = {{Q|Centipede|Health Scale}}&lt;br /&gt;
| lifespan    = {{Q|Centipede|Life Expectancy}}&lt;br /&gt;
| attack1dmg  = {{Q|Centipede|Attack 1 Damage}}&lt;br /&gt;
| attack1type = {{Q|Centipede|Attack 1 Type}}&lt;br /&gt;
| attack1cool = {{Q|Centipede|Attack 1 Cooldown}}&lt;br /&gt;
| attack1part = {{Q|Centipede|Attack 1 Part}}&lt;br /&gt;
| weaponTags = InfernoCannonGun&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 6&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 255&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 255&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 8&lt;br /&gt;
| resource 4 = High subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Centipede burners''' are a variant of [[centipede]] that wield the [[inferno cannon]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect heavy mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||100}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{Main|Centipede}}&lt;br /&gt;
As mechanoids, centipedes are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by [[EMP]] attacks and will &amp;quot;adapt&amp;quot; for {{Ticks|2200}}, starting from the stun, rendering them immune to further EMP strikes.&lt;br /&gt;
&lt;br /&gt;
Centipedes have a [[Psychic Sensitivity]] of 75%, reducing the duration of certain [[psycast]]s.{{RoyaltyIcon}} However, most other mechanoids have a psychic sensitivity of 50%, making centipedes more vulnerable than their contemporaries.&lt;br /&gt;
&lt;br /&gt;
Dead centipedes may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||30}} [[steel]] and {{Icon Small|Plasteel||10}} [[plasteel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as missing parts on the centipede.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Centipede burners are always equipped with a [[inferno cannon]]. It creates explosions of [[fire]], which can ignite pawns. They are also able to engage in (less effective) melee combat with colonists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_06 text-center}}&lt;br /&gt;
! Melee Attacks !! Damage Amount !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Blunt|Blunt]]&lt;br /&gt;
| 11.7&lt;br /&gt;
| 2.6 sec&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The inferno cannon has a Forced Miss Radius of 3.5 tiles, where blasts will always land. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
===As an ally===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Mechs under player control require power: centipedes use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[large mech recharger]] (constant 400W), for 50% power/day, creating 20 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{stub|section=1|reason=As an ally}}&lt;br /&gt;
Centipede burners are high-tier threats due to the [[fire]] they create. Fire causes pawns to run around wildly, ignore orders, and get out of cover, which can all lead to death. [[Firefoam pop pack]]s are helpful to protect against their attacks.&lt;br /&gt;
&lt;br /&gt;
As mechanoids are not hurt by fire damage, centipede burners are not great targets for [[psychic insanity lance]]s. However, using one will still take the burner out of combat for an extended time.&lt;br /&gt;
&lt;br /&gt;
==Health==&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|MechanicalCentipede}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CentipedeBurnerClean east.png| Age 0-99 Centipede burner facing east&lt;br /&gt;
CentipedeBurnerClean north.png| Age 0-99 Centipede burner facing north&lt;br /&gt;
CentipedeBurnerClean south.png| Age 0-99 Centipede burner facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
CentipedeBurner east.png| Age 100+ Centipede burner facing east&lt;br /&gt;
CentipedeBurner north.png| Age 100+ Centipede burner facing north&lt;br /&gt;
CentipedeBurner south.png| Age 100+ Centipede burner facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - The base [[centipede]], which could wield both the charge blaster and inferno cannon, was split into [[centipede blaster|blaster]], burner, and [[centipede gunner|gunner]].&lt;br /&gt;
*[[Biotech DLC]] - Introduced ability to create and control centipedes. &lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Centipede_blaster&amp;diff=142269</id>
		<title>Centipede blaster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Centipede_blaster&amp;diff=142269"/>
		<updated>2024-02-25T13:54:40Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added body parts table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|the mechanoid|for the [[weapon]] that it carries|heavy charge blaster}}{{infobox main|none|&lt;br /&gt;
| name = Centipede blaster&lt;br /&gt;
| image = Centipede east.png&lt;br /&gt;
| description  = {{Q|Centipede|Description}}&lt;br /&gt;
| type         = Mechanoid&lt;br /&gt;
| marketvalue  = {{Q|Centipede|Market Value Base}}&lt;br /&gt;
| combatPower = {{Q|Centipede|Combat Power}}&lt;br /&gt;
| flammability = {{Q|Centipede|Flammability Base}}&lt;br /&gt;
| movespeed    = {{Q|Centipede|Move Speed Base}}&lt;br /&gt;
| armorblunt   = {{Q|Centipede|Armor - Blunt}}&lt;br /&gt;
| armorsharp   = {{Q|Centipede|Armor - Sharp}}&lt;br /&gt;
| armorheat    = {{Q|Centipede|Armor - Heat}}&lt;br /&gt;
| min comfortable temperature = {{Q|Centipede|Min Comfortable Temperature}}&lt;br /&gt;
| max comfortable temperature = {{Q|Centipede|Max Comfortable Temperature}}&lt;br /&gt;
| bandwidth = {{Q|Centipede|Bandwidth}}&lt;br /&gt;
| bodysize    = {{Q|Centipede|Body Size}}&lt;br /&gt;
| healthscale = {{Q|Centipede|Health Scale}}&lt;br /&gt;
| lifespan    = {{Q|Centipede|Life Expectancy}}&lt;br /&gt;
| attack1dmg  = {{Q|Centipede|Attack 1 Damage}}&lt;br /&gt;
| attack1type = {{Q|Centipede|Attack 1 Type}}&lt;br /&gt;
| attack1cool = {{Q|Centipede|Attack 1 Cooldown}}&lt;br /&gt;
| attack1part = {{Q|Centipede|Attack 1 Part}}&lt;br /&gt;
| weaponTags = ChargeBlasterHeavyGun&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Ultra mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 6&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 255&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 355&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 8&lt;br /&gt;
| resource 4 = High subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Centipede blasters''' are a variant of [[centipede]] that wield the [[heavy charge blaster]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect heavy mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||100}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Main|Centipede}}&lt;br /&gt;
As mechanoids, centipedes are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by [[EMP]] attacks and will &amp;quot;adapt&amp;quot; for {{Ticks|2200}}, starting from the stun, rendering them immune to further EMP strikes.&lt;br /&gt;
&lt;br /&gt;
Centipedes have a [[Psychic Sensitivity]] of 75%, reducing the duration of certain [[psycast]]s.{{RoyaltyIcon}} However, most other mechanoids have a psychic sensitivity of 50%, making centipedes more vulnerable than their contemporaries.&lt;br /&gt;
&lt;br /&gt;
Dead centipedes may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||30}} [[steel]] and {{Icon Small|Plasteel||10}} [[plasteel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as missing parts on the centipede.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Centipedes are always equipped with a [[heavy charge blaster]]. It fires very similarly to a [[minigun]], firing inaccurate but powerful spray of bullets. In comparison, the blaster has more {{AP}} and deals 50% more damage per shot, but has a much longer cooldown than the wieldable minigun. They are also able to engage in (less effective) melee combat with colonists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_06 text-center}}&lt;br /&gt;
! Melee Attacks !! Damage Amount !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Blunt|Blunt]]&lt;br /&gt;
| 11.7&lt;br /&gt;
| 2.6 sec&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Centipedes have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Mechs under player control require power: centipedes use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[large mech recharger]] (constant 400W), for 50% power/day, creating 20 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{stub|reason=As an enemy. Tactics to fight (if any), threat level compared to burners/gunners/other mechs.}}&lt;br /&gt;
&lt;br /&gt;
===As an ally===&lt;br /&gt;
In general, centipedes are the tanks of the [[mechanitor]]'s arsenal - slow, with decent to great firepower, but incredibly bulky. This is due to 2 key factors:&lt;br /&gt;
*High raw bulk. Centipedes have good armor, but a massive health scale of 4.32. Centipedes have much higher bulk than 4 [[bandwidth]] of any lighter mech combined, even considering the [[tunneler]]'s shield belt.&lt;br /&gt;
*Superior physiology. Most light mechs are bipedal, with 1 torso and 2 legs. Centipedes have 6 body rings, all with a roughly equal chance of being shot. While the head is more likely to be hit, due to its higher health scale, a single headshot won't kill a centipede like it would a [[lancer]]. &lt;br /&gt;
&lt;br /&gt;
And like all mechanoids, centipedes are disposable - able to be repaired and resurrected for a rather cheap cost. A centipede placed in the front of your line can take a [[doomsday rocket launcher]] that would otherwise kill or dismember multiple colonists, and come out largely intact. While [[war queen]]s may be better in the tank role, centipedes are cheaper, cost less bandwidth, and have &amp;quot;regular&amp;quot; armament. See the [[#Compared to mech commanders|Comparisons]] section for more detail.&lt;br /&gt;
&lt;br /&gt;
==Comparisons (ally)==&lt;br /&gt;
=== Compared to other centipedes ===&lt;br /&gt;
Compared to [[centipede gunner]]s, blasters cost {{icon small|plasteel}} 100 [[plasteel]] more and are unlocked at [[Research#Ultra mechtech|Ultra mechtech]]. The [[heavy charge blaster]] has {{Good|x150%}} damage per shot, but fires bursts {{Bad|x{{%| (150 + 138 + (5*25) ) / (75 + 444 + (5*24) ) round 3}}}} slower, and fires 1 less shot. Overall, the minigun actually has slightly more raw {{DPS}}. The blaster has a shorter warmup than  minigun, but a ''much'' longer cooldown. In addition, the blaster is slightly more accurate and has {{+|7%}} {{AP}}, but 4 tiles less range. &lt;br /&gt;
&lt;br /&gt;
This results in the gunner having more ''sustained'' {{DPS}} than the blaster, while the blaster has a faster ''time to kill'' against targets that will be killed before the blaster's burst finishes (regardless of whether that it is from the blaster alone, many blasters firing together, or other damage sources). This time to kill can be very important in some [[killbox]] setups. If all your colonists, armed with {{ticks|60}} warmup time [[charge rifle]]s, are generally killing raiders in the first burst, then either centipede should only shoot if an enemy gets lucky and survives all your colonist's attacks. In this case, centipede blasters will be the preferred option, due to the lowered warm up and higher per-shot damage. In contrast, the gunner's higher average {{DPS}} is preferred if the mechs are constantly firing, such as in minigun killbox setups. For the same reasons, gunners are better when fighting outside of a killbox, like when against [[sapper]]s and [[breacher]]s.&lt;br /&gt;
&lt;br /&gt;
===Compared to mech commanders===&lt;br /&gt;
[[War queen]]s are more durable than any centipede, both in health and health per bandwidth.  Centipedes have {{%|4.32 / 5.6 round 2}} the health and ''very'' slightly less armor ({{--|3%}} Sharp / Blunt armor rating) than the war queen. This bulk is further bolstered by its [[war urchin]]s, which can act as valuable distractions. If a [[doomsday rocket launcher]] is aimed at a war urchin, then little is lost. Centipedes are cheaper, require less research, and take 1 less bandwidth. They also come with (more) standard armament - which can be useful for its firepower. A possible niche is to use 1 war queen as a distraction, then have a squad of centipedes, with dual purpose of damage dealers and secondary tanks.&lt;br /&gt;
&lt;br /&gt;
The [[diabolus]] has a radically different niche to the centipedes. Its hellsphere cannon can blow up your [[killbox]], but can be an equally devasting weapon against your enemies. A diabolus is only slightly bulkier than a centipede. Therefore, you should build diaboli if its cannon is desired, or centipedes if the cannon is not desired.&lt;br /&gt;
&lt;br /&gt;
==Health==&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|MechanicalCentipede}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CentipedeClean east.png| Age 0-99 Centipede blaster facing east&lt;br /&gt;
CentipedeClean north.png| Age 0-99 Centipede blaster facing north&lt;br /&gt;
CentipedeClean south.png| Age 0-99 Centipede blaster facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Centipede east.png| Age 100+ Centipede blaster facing east&lt;br /&gt;
Centipede north.png| Age 100+ Centipede blaster facing north&lt;br /&gt;
Centipede south.png| Age 100+ Centipede blaster facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - The base [[centipede]], which could wield both the charge blaster and inferno cannon, was split into blaster, [[centipede burner|burner]], and [[centipede gunner|gunner]].&lt;br /&gt;
* [[Biotech DLC]] - Introduced ability to create and control centipedes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Centipede&amp;diff=142268</id>
		<title>Centipede</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Centipede&amp;diff=142268"/>
		<updated>2024-02-25T13:53:01Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: /* Body Parts (Summary) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|none|&lt;br /&gt;
| name = Centipede&lt;br /&gt;
| image = Centipede_east.png&lt;br /&gt;
| description = Heavy combat mechanoids that glide on dozens of tiny legs. Their thick carapace and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| combatPower = 400&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| movespeed = 1.9&lt;br /&gt;
| armorblunt = 22&lt;br /&gt;
| armorsharp = 72&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 4&lt;br /&gt;
| bodysize = 3.0&lt;br /&gt;
| healthscale = 4.32&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 17&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = head&lt;br /&gt;
}}&lt;br /&gt;
'''Centipedes''' are heavily armored, slow [[mechanoid]]s designed as siege units.&lt;br /&gt;
&lt;br /&gt;
They have 3 variants, each with their own armament:&lt;br /&gt;
* [[Centipede blaster]] armed with a [[heavy charge blaster]].&lt;br /&gt;
* [[Centipede burner]] armed with an [[inferno cannon]].&lt;br /&gt;
* [[Centipede gunner]] armed with a [[minigun]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Centipedes have a [[Psychic Sensitivity]] of 75%, reducing the duration of certain [[psycast]]s.{{RoyaltyIcon}} However, most other mechanoids have a psychic sensitivity of 50%, making centipedes more vulnerable than their contemporaries.&lt;br /&gt;
&lt;br /&gt;
Dead centipedes may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||30}} [[steel]] and {{Icon Small|Plasteel||10}} [[plasteel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as missing parts on the centipede.&lt;br /&gt;
&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
Mechanoids can be found sealed in ancient ruins in all biomes, which spawn inside mountains or outside on the landscape. They may also raid the player's base through [[events]] and can also be found in most [[Crashed Ship Part#Poison Ship|poison ships]] and [[Crashed Ship Part#Psychic Ship|psychic ships]]. Centipedes are often supported by [[scyther]]s or [[lancer]]s, though they usually outpace the centipedes by a great margin and won't stop to wait for them.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Centipedes are always equipped with either an [[heavy charge blaster]], [[inferno cannon]], or [[minigun]], but are also able to engage in (less effective) melee combat with colonists.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_06 text-center}}&lt;br /&gt;
! Melee Attacks !! Damage Amount !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Blunt|Blunt]]&lt;br /&gt;
| 11.7&lt;br /&gt;
| 2.6 sec&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Centipedes have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. Note that the inferno cannon has a forced miss radius that their shots will always land within, and so their accuracy has no bearing on their lethality with that weapon. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== As an ally ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{PAGENAME}}s are heavy mechanoids. They are created from a [[large mech gestator]], taking up 4 [[bandwidth]] from a [[mechanitor]]. &lt;br /&gt;
&lt;br /&gt;
Centipede burners and gunners require the [[Research#High Mechtech|High Mechtech]] research, and are created with {{Required Resources|Centipede burner}}. Centipede blasters require the [[Research#Ultra Mechtech|Ultra Mechtech]] research and take {{icon small|plasteel}} 100 more [[plasteel]]. They take 1800 [[ticks]] to initially craft, and then it must gestate for 6 cycles. Mechanoids can be fully repaired at the cost of power and nothing else. A dead centipede can be resurrected for 100 [[steel]] and 1 gestation cycle so long as the corpse is extant.&lt;br /&gt;
&lt;br /&gt;
Mechs under player control require power: centipedes use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[large mech recharger]] (constant 400W), for 50% power/day, creating 20 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Centipedes are slow-moving and highly resistant to sharp damage, which includes bullets, so they require many shots to take down with guns. Centipedes are always equipped with an inaccurate, but powerful ranged weapon, with a range of 27 tiles. &lt;br /&gt;
&lt;br /&gt;
===As an enemy===&lt;br /&gt;
Centipedes have two major weaknesses: they are slow, and are ineffective against melee and scattered forces. They will target doors, walls, base production tables and furniture. &lt;br /&gt;
&lt;br /&gt;
[[Scyther]]s and [[lancer]]s are much faster than Centipedes, so they are easy to separate. Once separated, a pawn with a default movement speed using a long-ranged weapon ([[sniper rifle]] or [[charge lance]]) should be able to safely take a shot and move away before the Centipede is able to respond. &lt;br /&gt;
&lt;br /&gt;
Centipedes in melee range are much less of a threat, provided pawns can safely close the distance. [[Shield belt]]s or simply spreading out your pawns will draw their fire. Jumping (from [[jump pack]]s{{RoyaltyIcon}}, [[locust armor]]{{RoyaltyIcon}}, the skip [[psycast]]{{RoyaltyIcon}}, or the longjump [[gene]]{{BiotechIcon}}) lets you come in quickly. With multiple centipedes, all must be engaged so none can use their weapons. Micromanagement should make sure that weaker fighters are targeted first, so that better ones can fight for longer before passing out from bruise pain.&lt;br /&gt;
&lt;br /&gt;
Centipedes are good at crowd control, but struggle against single or widely scattered targets. One effective way of distracting fire from them (if they are not equipped with the inferno cannon or supported by lancers) is to simply let a colonist with a [[shield belt]] stand in front of other colonists; the centipedes will focus fire on the shielded colonist, allowing your other colonists to fire at the centipedes while taking less damage.&lt;br /&gt;
&lt;br /&gt;
*'''Other Tactics'''&lt;br /&gt;
If you can spare the resources, [[uranium slug turret]]s can be effective against Centipedes, as they outrange them greatly and their shots are powerful enough to pierce their thick armor. Their tendency to stay at range keeps them roughly within the slug turret's effective range.&lt;br /&gt;
&lt;br /&gt;
Centipedes are prime targets for [[psychic insanity lance]]s. A berserk Centipede will draw the attention of other mechanoids, and will continue to attack its compatriots until it or the others are dead. As the [[inferno cannon]] does no damage to other mechanoids, use it against those equipped with the [[heavy charge blaster]]. As Centipedes are very well armored, it will generally result several in dead mechanoids, depending on the composition of the mechanoid force.&lt;br /&gt;
&lt;br /&gt;
Assault rifles outrange centipede blasters and burners by three tiles. Due to the slow movement of the centipede, this allows for kitting. To kite a centipede, wait for you pawns to fire, then as soon as they fire, move back a few tiles.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
In general, centipedes are the tanks of the [[mechanitor]]'s arsenal - slow, with decent to great firepower, but incredibly bulky. This is due to 2 key factors:&lt;br /&gt;
*High raw bulk. Centipedes have good armor, but a massive health scale of 4.32. Centipedes have much higher bulk than 4 [[bandwidth]] of any lighter mech combined, even considering the [[tunneler]]'s shield belt. In effective HP, centipedes are only beaten by the [[diabolus]] and [[war queen]], which both take 5 bandwidth and require boss [[signal chip|mech]] [[nano structuring chip|chips]] to create.&lt;br /&gt;
*Superior physiology. Most light mechs are bipedal, with 1 torso and 2 legs. Centipedes have 6 body rings, all with a roughly equal chance of being shot. This prevents death from torso loss. While the head is more likely to be hit, due to its higher health scale, a single headshot won't kill a centipede like it would a [[lancer]]. &lt;br /&gt;
&lt;br /&gt;
Centipedes are incredibly slow, which must be taken into account when gestating a centipede and using it in battle. This makes them poor against [[breacher]] and [[drop pod]] raids, which can attack from any angle. Their main value is their incredible durability, so they are good in all sorts of blocking tactics. Centipedes are best at the front of defensive formations, blocking shots and dealing significant crowd-relevant damage. Note that player mechanoids can use [[cover]], making them even better than their enemy counterparts.&lt;br /&gt;
&lt;br /&gt;
In terms of firepower, both centipede blasters and gunners offer good {{DPS}} / bandwidth, however they are not nearly as mobile as mechs like [[militor]]s and [[lancer]]s. In addition, as their weapons have high cooldowns, they are not as flexible in combat. Note that 4 militors technically out-damage 1 centipede, but militors have only 12 tiles of range.&lt;br /&gt;
&lt;br /&gt;
One really good use for centipedes is for tanking doomsday (or triple) rocket launchers. If a raid carries these and its a breach, it can be very deadly, as a rocket can wipe out and entire colony in one shot. Placing a centipede in front of your colonists is useful because a centipede can survive multiple doomsday shot and still be mostly fine, the centipede is also good at tanking other enemy fire.&lt;br /&gt;
&lt;br /&gt;
=== Centipede variants ===&lt;br /&gt;
* [[Centipede blaster]]s and gunners are very similar in practice, with minigun-like weapons that fire a burst of shots. The centipede blaster has a much faster warmup than a gunner but a much slower cooldown, which makes it great in a [[killbox]] where single-file enemies are expected to die as fast as possible. In addition, the blaster has a higher {{AP}}. &lt;br /&gt;
* [[Centipede gunner]]s are cheaper, have a superior &amp;quot;true&amp;quot; {{DPS}} and has higher range. This makes centipede gunners best in target-rich environments, like in &amp;quot;kill-zones&amp;quot; where a [[minigun]] would be preferred over a [[charge rifle]].&lt;br /&gt;
* [[Centipede burner]]s fire an explosive bolt, much like a [[molotov cocktail]]. This offers a much different weapon profile. Against single targets, the burner is very inaccurate, due to the Forced Miss Radius of its [[inferno cannon]]. Fire can cause pawns to run around wildly, but is poor for actual damage. Note that enemy mechanoids are immune to fire, so a centipede burner would just act as a damage sponge.&lt;br /&gt;
&lt;br /&gt;
Every Centipede in a mixed standard Mech raid, or in a Mech Breach Raid, will always be a Centipede Blaster. Inferno and Minigun Centipedes only appear in all Centipede threats and in Mech Clusters.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
=== Biology ===&lt;br /&gt;
Centipedes consist entirely of mechanical parts, and are mostly composed of very large 'rings' that make their appearance similar to that of a real-life centipede. Despite being somewhat sluggish (in movement and appearance), they are immensely durable and can absorb a significant amount of fire before they are killed. Like pirates, they have a hostile appearance to every faction in the world (including [[ancients]] and [[insectoids]]).&lt;br /&gt;
&lt;br /&gt;
Centipedes have six body rings, several sensors for hearing, sight, and smell, and an artificial brain that drives them. Interestingly enough, they lack any sort of communication parts and always spawn with their communication indicated as 'None', or no ability to. The only other external body part a centipede has other than its rings is its head, making it very difficult to actually kill a centipede.&lt;br /&gt;
&lt;br /&gt;
List of body parts:&lt;br /&gt;
{{Animal Health Table|MechanicalCentipede}}&lt;br /&gt;
&lt;br /&gt;
=== Diet ===&lt;br /&gt;
Centipedes are machines, and machines don't need to eat - but they do need some source of power.&lt;br /&gt;
&lt;br /&gt;
In the [[Biotech DLC]]{{BiotechIcon}}, centipedes use standard electric [[power]] from a [[large mech recharger]], creating [[toxic wastepack]]s in the process. However, enemy mechs get their power from a unknown source, and even player mechs can enter dormant self-charging from an independent power source.&lt;br /&gt;
&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|MechanicalCentipede}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*[[Version/0.4.460|0.4.460]] -  Added&lt;br /&gt;
* Beta 19/1.0 - Now dies when downed.&lt;br /&gt;
* ? - Health scale increased from 2.0 to 4.32&lt;br /&gt;
* ? - No longer spawns with [[minigun]]s.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Centipedes, which previously could spawn with either an [[inferno cannon]] or [[heavy charge blaster]], are now split into three subtypes based on their armament: inferno cannons are now carried by [[Centipede burner]]s, heavy charge blasters are now carried by [[Centipede blaster]]s, and the reintroduction of [[minigun]]s carried by [[Centipede gunner]]s.&lt;br /&gt;
*[[Biotech DLC]] - Introduced ability to create and control centipedes. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Centipede old.png|Old texture prior to at least 24 December 2018 or earlier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Centipede&amp;diff=142267</id>
		<title>Centipede</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Centipede&amp;diff=142267"/>
		<updated>2024-02-25T13:52:08Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added body parts table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|none|&lt;br /&gt;
| name = Centipede&lt;br /&gt;
| image = Centipede_east.png&lt;br /&gt;
| description = Heavy combat mechanoids that glide on dozens of tiny legs. Their thick carapace and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| combatPower = 400&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| movespeed = 1.9&lt;br /&gt;
| armorblunt = 22&lt;br /&gt;
| armorsharp = 72&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 4&lt;br /&gt;
| bodysize = 3.0&lt;br /&gt;
| healthscale = 4.32&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 17&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = head&lt;br /&gt;
}}&lt;br /&gt;
'''Centipedes''' are heavily armored, slow [[mechanoid]]s designed as siege units.&lt;br /&gt;
&lt;br /&gt;
They have 3 variants, each with their own armament:&lt;br /&gt;
* [[Centipede blaster]] armed with a [[heavy charge blaster]].&lt;br /&gt;
* [[Centipede burner]] armed with an [[inferno cannon]].&lt;br /&gt;
* [[Centipede gunner]] armed with a [[minigun]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Centipedes have a [[Psychic Sensitivity]] of 75%, reducing the duration of certain [[psycast]]s.{{RoyaltyIcon}} However, most other mechanoids have a psychic sensitivity of 50%, making centipedes more vulnerable than their contemporaries.&lt;br /&gt;
&lt;br /&gt;
Dead centipedes may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||30}} [[steel]] and {{Icon Small|Plasteel||10}} [[plasteel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as missing parts on the centipede.&lt;br /&gt;
&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
Mechanoids can be found sealed in ancient ruins in all biomes, which spawn inside mountains or outside on the landscape. They may also raid the player's base through [[events]] and can also be found in most [[Crashed Ship Part#Poison Ship|poison ships]] and [[Crashed Ship Part#Psychic Ship|psychic ships]]. Centipedes are often supported by [[scyther]]s or [[lancer]]s, though they usually outpace the centipedes by a great margin and won't stop to wait for them.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Centipedes are always equipped with either an [[heavy charge blaster]], [[inferno cannon]], or [[minigun]], but are also able to engage in (less effective) melee combat with colonists.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_06 text-center}}&lt;br /&gt;
! Melee Attacks !! Damage Amount !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Blunt|Blunt]]&lt;br /&gt;
| 11.7&lt;br /&gt;
| 2.6 sec&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Centipedes have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. Note that the inferno cannon has a forced miss radius that their shots will always land within, and so their accuracy has no bearing on their lethality with that weapon. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== As an ally ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{PAGENAME}}s are heavy mechanoids. They are created from a [[large mech gestator]], taking up 4 [[bandwidth]] from a [[mechanitor]]. &lt;br /&gt;
&lt;br /&gt;
Centipede burners and gunners require the [[Research#High Mechtech|High Mechtech]] research, and are created with {{Required Resources|Centipede burner}}. Centipede blasters require the [[Research#Ultra Mechtech|Ultra Mechtech]] research and take {{icon small|plasteel}} 100 more [[plasteel]]. They take 1800 [[ticks]] to initially craft, and then it must gestate for 6 cycles. Mechanoids can be fully repaired at the cost of power and nothing else. A dead centipede can be resurrected for 100 [[steel]] and 1 gestation cycle so long as the corpse is extant.&lt;br /&gt;
&lt;br /&gt;
Mechs under player control require power: centipedes use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[large mech recharger]] (constant 400W), for 50% power/day, creating 20 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Centipedes are slow-moving and highly resistant to sharp damage, which includes bullets, so they require many shots to take down with guns. Centipedes are always equipped with an inaccurate, but powerful ranged weapon, with a range of 27 tiles. &lt;br /&gt;
&lt;br /&gt;
===As an enemy===&lt;br /&gt;
Centipedes have two major weaknesses: they are slow, and are ineffective against melee and scattered forces. They will target doors, walls, base production tables and furniture. &lt;br /&gt;
&lt;br /&gt;
[[Scyther]]s and [[lancer]]s are much faster than Centipedes, so they are easy to separate. Once separated, a pawn with a default movement speed using a long-ranged weapon ([[sniper rifle]] or [[charge lance]]) should be able to safely take a shot and move away before the Centipede is able to respond. &lt;br /&gt;
&lt;br /&gt;
Centipedes in melee range are much less of a threat, provided pawns can safely close the distance. [[Shield belt]]s or simply spreading out your pawns will draw their fire. Jumping (from [[jump pack]]s{{RoyaltyIcon}}, [[locust armor]]{{RoyaltyIcon}}, the skip [[psycast]]{{RoyaltyIcon}}, or the longjump [[gene]]{{BiotechIcon}}) lets you come in quickly. With multiple centipedes, all must be engaged so none can use their weapons. Micromanagement should make sure that weaker fighters are targeted first, so that better ones can fight for longer before passing out from bruise pain.&lt;br /&gt;
&lt;br /&gt;
Centipedes are good at crowd control, but struggle against single or widely scattered targets. One effective way of distracting fire from them (if they are not equipped with the inferno cannon or supported by lancers) is to simply let a colonist with a [[shield belt]] stand in front of other colonists; the centipedes will focus fire on the shielded colonist, allowing your other colonists to fire at the centipedes while taking less damage.&lt;br /&gt;
&lt;br /&gt;
*'''Other Tactics'''&lt;br /&gt;
If you can spare the resources, [[uranium slug turret]]s can be effective against Centipedes, as they outrange them greatly and their shots are powerful enough to pierce their thick armor. Their tendency to stay at range keeps them roughly within the slug turret's effective range.&lt;br /&gt;
&lt;br /&gt;
Centipedes are prime targets for [[psychic insanity lance]]s. A berserk Centipede will draw the attention of other mechanoids, and will continue to attack its compatriots until it or the others are dead. As the [[inferno cannon]] does no damage to other mechanoids, use it against those equipped with the [[heavy charge blaster]]. As Centipedes are very well armored, it will generally result several in dead mechanoids, depending on the composition of the mechanoid force.&lt;br /&gt;
&lt;br /&gt;
Assault rifles outrange centipede blasters and burners by three tiles. Due to the slow movement of the centipede, this allows for kitting. To kite a centipede, wait for you pawns to fire, then as soon as they fire, move back a few tiles.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
In general, centipedes are the tanks of the [[mechanitor]]'s arsenal - slow, with decent to great firepower, but incredibly bulky. This is due to 2 key factors:&lt;br /&gt;
*High raw bulk. Centipedes have good armor, but a massive health scale of 4.32. Centipedes have much higher bulk than 4 [[bandwidth]] of any lighter mech combined, even considering the [[tunneler]]'s shield belt. In effective HP, centipedes are only beaten by the [[diabolus]] and [[war queen]], which both take 5 bandwidth and require boss [[signal chip|mech]] [[nano structuring chip|chips]] to create.&lt;br /&gt;
*Superior physiology. Most light mechs are bipedal, with 1 torso and 2 legs. Centipedes have 6 body rings, all with a roughly equal chance of being shot. This prevents death from torso loss. While the head is more likely to be hit, due to its higher health scale, a single headshot won't kill a centipede like it would a [[lancer]]. &lt;br /&gt;
&lt;br /&gt;
Centipedes are incredibly slow, which must be taken into account when gestating a centipede and using it in battle. This makes them poor against [[breacher]] and [[drop pod]] raids, which can attack from any angle. Their main value is their incredible durability, so they are good in all sorts of blocking tactics. Centipedes are best at the front of defensive formations, blocking shots and dealing significant crowd-relevant damage. Note that player mechanoids can use [[cover]], making them even better than their enemy counterparts.&lt;br /&gt;
&lt;br /&gt;
In terms of firepower, both centipede blasters and gunners offer good {{DPS}} / bandwidth, however they are not nearly as mobile as mechs like [[militor]]s and [[lancer]]s. In addition, as their weapons have high cooldowns, they are not as flexible in combat. Note that 4 militors technically out-damage 1 centipede, but militors have only 12 tiles of range.&lt;br /&gt;
&lt;br /&gt;
One really good use for centipedes is for tanking doomsday (or triple) rocket launchers. If a raid carries these and its a breach, it can be very deadly, as a rocket can wipe out and entire colony in one shot. Placing a centipede in front of your colonists is useful because a centipede can survive multiple doomsday shot and still be mostly fine, the centipede is also good at tanking other enemy fire.&lt;br /&gt;
&lt;br /&gt;
=== Centipede variants ===&lt;br /&gt;
* [[Centipede blaster]]s and gunners are very similar in practice, with minigun-like weapons that fire a burst of shots. The centipede blaster has a much faster warmup than a gunner but a much slower cooldown, which makes it great in a [[killbox]] where single-file enemies are expected to die as fast as possible. In addition, the blaster has a higher {{AP}}. &lt;br /&gt;
* [[Centipede gunner]]s are cheaper, have a superior &amp;quot;true&amp;quot; {{DPS}} and has higher range. This makes centipede gunners best in target-rich environments, like in &amp;quot;kill-zones&amp;quot; where a [[minigun]] would be preferred over a [[charge rifle]].&lt;br /&gt;
* [[Centipede burner]]s fire an explosive bolt, much like a [[molotov cocktail]]. This offers a much different weapon profile. Against single targets, the burner is very inaccurate, due to the Forced Miss Radius of its [[inferno cannon]]. Fire can cause pawns to run around wildly, but is poor for actual damage. Note that enemy mechanoids are immune to fire, so a centipede burner would just act as a damage sponge.&lt;br /&gt;
&lt;br /&gt;
Every Centipede in a mixed standard Mech raid, or in a Mech Breach Raid, will always be a Centipede Blaster. Inferno and Minigun Centipedes only appear in all Centipede threats and in Mech Clusters.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
=== Biology ===&lt;br /&gt;
Centipedes consist entirely of mechanical parts, and are mostly composed of very large 'rings' that make their appearance similar to that of a real-life centipede. Despite being somewhat sluggish (in movement and appearance), they are immensely durable and can absorb a significant amount of fire before they are killed. Like pirates, they have a hostile appearance to every faction in the world (including [[ancients]] and [[insectoids]]).&lt;br /&gt;
&lt;br /&gt;
Centipedes have six body rings, several sensors for hearing, sight, and smell, and an artificial brain that drives them. Interestingly enough, they lack any sort of communication parts and always spawn with their communication indicated as 'None', or no ability to. The only other external body part a centipede has other than its rings is its head, making it very difficult to actually kill a centipede.&lt;br /&gt;
&lt;br /&gt;
List of body parts:&lt;br /&gt;
{{Animal Health Table|MechanicalCentipede}}&lt;br /&gt;
&lt;br /&gt;
=== Diet ===&lt;br /&gt;
Centipedes are machines, and machines don't need to eat - but they do need some source of power.&lt;br /&gt;
&lt;br /&gt;
In the [[Biotech DLC]]{{BiotechIcon}}, centipedes use standard electric [[power]] from a [[large mech recharger]], creating [[toxic wastepack]]s in the process. However, enemy mechs get their power from a unknown source, and even player mechs can enter dormant self-charging from an independent power source.&lt;br /&gt;
&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|Mech_Termite}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*[[Version/0.4.460|0.4.460]] -  Added&lt;br /&gt;
* Beta 19/1.0 - Now dies when downed.&lt;br /&gt;
* ? - Health scale increased from 2.0 to 4.32&lt;br /&gt;
* ? - No longer spawns with [[minigun]]s.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Centipedes, which previously could spawn with either an [[inferno cannon]] or [[heavy charge blaster]], are now split into three subtypes based on their armament: inferno cannons are now carried by [[Centipede burner]]s, heavy charge blasters are now carried by [[Centipede blaster]]s, and the reintroduction of [[minigun]]s carried by [[Centipede gunner]]s.&lt;br /&gt;
*[[Biotech DLC]] - Introduced ability to create and control centipedes. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Centipede old.png|Old texture prior to at least 24 December 2018 or earlier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Termite&amp;diff=142266</id>
		<title>Termite</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Termite&amp;diff=142266"/>
		<updated>2024-02-25T13:50:52Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added body parts table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|none|&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
| name = Termite&lt;br /&gt;
| image = Termite.png|Termite&lt;br /&gt;
| description = A medium-sized mechanoid. Termites specialize in burrowing, digging, and breaking through defensive structures. Defenders need to decide whether to try to eliminate the termite before it can dig through their defenses, or take it where it emerges.&lt;br /&gt;
| combatPower = 110&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 2.1&lt;br /&gt;
| basemeatamount = 0&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| armorblunt = 22&lt;br /&gt;
| armorsharp = 56&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1.6&lt;br /&gt;
| healthscale = 2.16&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 17&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = head&lt;br /&gt;
}}&lt;br /&gt;
'''Termites''' are [[mechanoid]]s that specialize in destroying [[wall]]s and other impassible structures.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead termites may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||30}} [[steel]] and {{Icon Small|Plasteel||10}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the termite.&lt;br /&gt;
&lt;br /&gt;
Along with [[apocriton]]s,{{BiotechIcon}} termites are the only mechanoids that can't be [[mechanoid creation|gestated]] in the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
Termites are primarily found in [[Raid#Breachers|breach raid]]s, and don't typically appear outside of them. They aim to destroy nearby [[wall]]s, if no pawns are in range.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Termites wield the [[thump cannon]]. While it only deals moderate damage to living targets, it can easily destroy buildings and [[walls]]. A single shot deals {{#expr: {{Q|Thump cannon|Damage Base}}*30}} damage to walls in a 3-tile wide stretch, enough to destroy [[wood|wooden]] walls in one shot, [[stone block]] walls in two, [[uranium]] in three, and [[plasteel]] in four. In melee, they have a fairly weak attack with no special quirks:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_06 text-center}}&lt;br /&gt;
! Melee Attacks !! Damage Amount !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
! [[Injury#Blunt|Blunt]]&lt;br /&gt;
| 11.7&lt;br /&gt;
| 2.6 sec&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The thump cannon can down unarmored pawns in five hits on average, and most often kill from brain damage.&lt;br /&gt;
&lt;br /&gt;
Termites have a [[shooting accuracy]] of 96%, though this is entirely negated by the Forced Miss Radius of their only weapon, the thump cannon. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Termites are exclusive to [[breacher]] raids. Defending against termites, in terms of base design, is like defending against any other breacher. Make [[cover]] in multiple separate locations, so that you can be prepared to fight anywhere. Contain termites before they can disassemble your defenses and cover, which will allow more deadly [[mechanoid]]s to go through. Unlike with regular raids, faster mechs like [[lancer]]s will remain behind the breachers, and wait for them to catch up. If the termites are killed, it does not necessarily mean that the other mechs will stop breaching, but it does mean less damage to your walls.&lt;br /&gt;
&lt;br /&gt;
When compared to other mechs, the thump cannon is not especially deadly. However, it can injure multiple pawns clumped together. Spread out. You can use weapons with high range, such as [[assault rifle]]s and [[bolt action rifle]]s, to outrange the termite completely. Alternatively, you can use melee and/or [[EMP]] to prevent the termite from firing at all.&lt;br /&gt;
&lt;br /&gt;
If available, combining the melee with the use of the [[Psycast#Skip|Skip]] psycast {{RoyaltyIcon}} is ideal. Bring the termites closer to you, rather than bring your melee pawns closer to the mechanoids. Use of [[Low-shield pack]]s {{RoyaltyIcon}} or the [[Psycast#Skipshield|Skipshield]] psycast {{RoyaltyIcon}} can also prevent their shots from hitting their, but both shields come with their own cost.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|Mech_Termite}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - [[Damage types#Thump|Thump damage]] multiplier versus [[wall]]s reduced from 4x to 2x, reducing termite effectivenes.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=War_queen&amp;diff=142265</id>
		<title>War queen</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=War_queen&amp;diff=142265"/>
		<updated>2024-02-25T13:44:57Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{See also|War urchin}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = War queen&lt;br /&gt;
| image = Warqueen east.png&lt;br /&gt;
| description = An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small war urchin combat mechs within its massive carapace and deploy them into combat. Even more than other mechanoids, the war queen resembles a giant, living insect. All war mechs can be terrifying, but humans tend to find the war queen disturbing on a deeper level.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 1.6&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| combatPower = 600&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 5&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 5.2&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 4&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack1chancefactor = 0.2 &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Ultra mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 12&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 600&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 300&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| resource 4 = Nano structuring chip&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
| resource 5 = High subcore&lt;br /&gt;
| resource 5 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''war queen''' is a [[mechanoid commander]] added by the [[Biotech DLC]]. It drops the [[powerfocus chip]], required to research further [[mechanitor]] technology.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
One or more war queens can spawn in mechanoid raids when sufficient [[raid point]]s are available for them, however they are also involved in the [[mechanitor]] progression and can be specifically summoned by the player.&lt;br /&gt;
&lt;br /&gt;
Summoning a hostile war queen requires a [[mechanitor]] and a [[mechband antenna]], destroying the antenna in the process. Constructing a mechband antenna requires the [[Research#{{Q|Mechband antenna|Required Research}}|{{Q|Mechband antenna|Required Research}}]] research.&lt;br /&gt;
&lt;br /&gt;
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned a War queen before, but is independent of wealth, time, or colony progress. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and &amp;quot;prepare&amp;quot; before launching their assault.&lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
# 1x War queen with heavy shield unit, 5x [[pikeman]], 2x [[scyther]]&lt;br /&gt;
# 1x War queen with heavy shield unit, 7x [[militor]], 2x [[centipede]] (burner)&lt;br /&gt;
# 1x War queen with heavy shield unit, 5x [[pikeman]], 2x [[tesseron]], 3x [[Tunneler (Mechanoid)|tunneler]]&lt;br /&gt;
# 2x War queen with heavy shield unit, 8x [[militor]], 4x [[lancer]], 2x [[centipede]] (burner)&lt;br /&gt;
# 2x War queen with heavy shield unit, 5x [[pikeman]], 5x [[lancer]], 3x [[legionary]], 3x [[centipede]] (burner)&lt;br /&gt;
# 2x War queen with heavy shield unit, 14x [[scyther]], 4x [[centipede]] (burner), 1x [[centurion]]&lt;br /&gt;
# 2x War queen with heavy shield unit, 8x [[centipede]] (burner), 18x [[scorcher]]&lt;br /&gt;
# 3x War queen with heavy shield unit, 6x [[scyther]], 6x [[lancer]], 3x [[legionary]], 8x [[centipede]] (burner), 1x [[centurion]]&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3. The wave count is per playthrough, not per colony or map. If the war queen is summoned once on one map, summoning another on a second map will bring the second wave. [[Endings#The_Archonexus|The Archonexus]] colony reset does reset this progression.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect ultraheavy mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||150}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Mechanoid Summary}} War queens have a 70% [[EMP]] resistance, meaning they are stunned for 70% less time.&lt;br /&gt;
&lt;br /&gt;
Dead war queens may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||50}} [[steel]] and {{Icon Small|Plasteel||20}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the war queen.&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile War queen rewards the player with a [[Powerfocus chip]]. Studying one is required to research [[Research#High_Mechtech|High Mechtech]], and they can also be used to create various mechanitor gear.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
* Equipped with a [[charge blaster turret]].&lt;br /&gt;
* Spawns [[war urchin]]s; the queen can make up to 3 war urchins at a time. Each war urchin costs 25 [[steel]] to make. The war queen generates with 600 steel.&lt;br /&gt;
** This steel is not recovered upon killing the queen or shredding her at a [[Machining table]]&lt;br /&gt;
** If the queen is killed before the urchins, they all die immediately&lt;br /&gt;
* May come with an energy shield. 300 HP, recharges at a 0.5 rate.&lt;br /&gt;
* MeleeDoorDamageFactor = 1.5&lt;br /&gt;
&lt;br /&gt;
When used by the player, deploying a batch of urchins has a 15 second cooldown. &lt;br /&gt;
&lt;br /&gt;
Player urchins cannot be operated manually, nor can they be [[allowed area|zoned]], but they respect forbidden doors. Otherwise they just behave like ally pawns from NPC factions.&lt;br /&gt;
&lt;br /&gt;
War queens cannot release war urchins while dormant self-charging, and the operation mode of a mech cannot be changed when the overseer is unavailable. However, a war queen moving due to factors like zoning restrictions are not considered as dormant self-charging and can release war urchins.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
It costs 25 steel to create each [[war urchin]]. Dead war urchins can be shredded at a [[machining table]] for up to 10 steel, so the actual cost of single urchin is closer to 15 steel, assuming you can retrieve their corpses intact.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Physical strategies and/or building structures in order to fight.}}&lt;br /&gt;
===As an enemy===&lt;br /&gt;
Despite their description in a [https://store.steampowered.com/news/app/294100/view/3319740412995640186 Biotech preview], rushing the war queen is generally not the best strategy.  The war queen will only begin to deploy urchins when she is within range of an enemy, so it can be advantageous to let her come to you.  Furthermore, the war queen can only build a finite number of urchins, so it is quite viable to hunker down and win a battle of attrition. Aiming for the queen can help, but you'll need to use [[EMP]] and rush it down ''very'' quickly, lest the swarm takes you out. Letting all the urchins be deployed allows for more steel to be recovered, as they can be shredded after, but any remaining steel inside the queen is lost. &lt;br /&gt;
&lt;br /&gt;
The real threat isn't so much the war queen as the escorts she spawns with. The first summon comes with 5(!!) pikemen, and later fights only get harder. Pikemen in particular can snipe from a long range, making it extra difficult to interrupt the constant flow of war urchins. You might want to construct a close quarter combat arena in order to counter this.&lt;br /&gt;
&lt;br /&gt;
===As an ally===&lt;br /&gt;
The war queen is the single most durable mech you can gestate, boasting the highest health scale and 2nd highest armor in the game. Even if the war queen never fires, it makes for an amazing distraction. This is further enhanced by the [[war urchin]]s it can deploy. If a [[doomsday rocket launcher]] hits a war urchin, little is lost. War urchins aren't nearly as durable, but due to their small body size, they are hard to hit.&lt;br /&gt;
&lt;br /&gt;
In terms of raw firepower, the war queen is lacking, especially for an ultra-heavy mech. Instead, it relies on the swarm of urchins. Individual urchins are not effective against large enemy forces, so you may want to bunch them up. In order to bunch up your urchins, deploy them inside a room where its [[door]]s are forbidden. Once all the urchins are ready, unforbid the doors and unleash the swarm. This can be an effective but expensive way to deploy a lot of firepower.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|Mech_Warqueen}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Warqueen east.png| Age 0-99 War queen facing east&lt;br /&gt;
Warqueen north.png| Age 0-99 War queen facing north&lt;br /&gt;
Warqueen south.png| Age 0-99 War queen facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
WarqueenAncient east.png| Age 100+ War queen facing east&lt;br /&gt;
WarqueenAncient north.png| Age 100+ War queen facing north&lt;br /&gt;
WarqueenAncient south.png| Age 100+ War queen facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Increased EMP resistance from 45% to 70%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled. Fix: War urchins are not newborn when created by a war queen.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Now immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Super-mechanoids cannot be called when there is already another super-mechanoid on the way.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Warqueen&amp;diff=142264</id>
		<title>Template:Animal Health Table/Mech Warqueen</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Warqueen&amp;diff=142264"/>
		<updated>2024-02-25T13:43:50Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT first body ring&amp;quot;&lt;br /&gt;
! [[#First body ring|First body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*55}} || 1 || 100% || 10% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || - || [[#BPT first body ring|First body ring]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial brain|Artificial brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || - || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT visual sensor&amp;quot;&lt;br /&gt;
! [[#Sight sensor|Sight sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || - || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT sound sensor&amp;quot;&lt;br /&gt;
! [[#Hearing sensor|Hearing sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || - || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Chemical analyzer|Chemical analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 8% || - || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Bulb turret|Bulb turret]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 5% || - || [[#BPT first body ring|First body ring]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT second body ring&amp;quot;&lt;br /&gt;
! [[#Second body ring|Second body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*55}} || 1 || 75% || - || [[#BPT first body ring|First body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 5% || - || [[#BPT second body ring|Second body ring]] || {{Check}} || [[Blood Pumping|Power Generation]] || Death.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT third body ring&amp;quot;&lt;br /&gt;
! [[#Third body ring|Third body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*50}} || 1 || 80% || - || [[#BPT second body ring|Second body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fourth body ring&amp;quot;&lt;br /&gt;
! [[#Fourth body ring|Fourth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*45}} || 1 || 70% || - || [[#BPT third body ring|Third body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fifth body ring&amp;quot;&lt;br /&gt;
! [[#Fifth body ring|Fifth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 60% || - || [[#BPT fourth body ring|Fourth body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid reprocessor|Fluid reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 1 || 5% || - || [[#BPT fifth body ring|Fifth body ring]] || {{Check}} || [[Fluid Reprocessing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT forming sack&amp;quot;&lt;br /&gt;
! [[#Forming sack|Forming sack]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*200}} || 1 || 50% || - || [[#BPT fifth body ring|Fifth body ring]] || {{Check}} || - ||  Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Warqueen&amp;diff=142263</id>
		<title>Template:Animal Health Table/Mech Warqueen</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Warqueen&amp;diff=142263"/>
		<updated>2024-02-25T13:41:41Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT first body ring&amp;quot;&lt;br /&gt;
! [[#First body ring|First body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*55}} || 1 || 100% || 10% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || - || [[#BPT first body ring|First body ring]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial brain|Artificial brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || - || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT visual sensor&amp;quot;&lt;br /&gt;
! [[#Sight sensor|Sight sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || - || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT sound sensor&amp;quot;&lt;br /&gt;
! [[#Hearing sensor|Hearing sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || - || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Chemical analyzer|Chemical analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 8% || - || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Bulb turret|Bulb turret]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 5% || - || [[#BPT first body ring|First body ring]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT second body ring&amp;quot;&lt;br /&gt;
! [[#Second body ring|Second body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*55}} || 1 || 75% || - || [[#BPT first body ring|First body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 5% || - || [[#BPT second body ring|Second body ring]] || {{Check}} || [[Blood Pumping|Power Generation]] || Death.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT third body ring&amp;quot;&lt;br /&gt;
! [[#Third body ring|Third body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*50}} || 1 || 70% || - || [[#BPT second body ring|Second body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fourth body ring&amp;quot;&lt;br /&gt;
! [[#Fourth body ring|Fourth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*45}} || 1 || 70% || - || [[#BPT third body ring|Third body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fifth body ring&amp;quot;&lt;br /&gt;
! [[#Fifth body ring|Fifth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 60% || - || [[#BPT fourth body ring|Fourth body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|20%}} Moving&amp;lt;br/&amp;gt;{{--|20%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid reprocessor|Fluid reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 1 || 5% || - || [[#BPT fifth body ring|Fifth body ring]] || {{Check}} || [[Fluid Reprocessing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT forming sack&amp;quot;&lt;br /&gt;
! [[#Forming sack|Forming sack]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*200}} || 1 || 50% || - || [[#BPT fifth body ring|Fifth body ring]] || {{Check}} || - ||  Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Diabolus&amp;diff=142262</id>
		<title>Template:Animal Health Table/Mech Diabolus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Diabolus&amp;diff=142262"/>
		<updated>2024-02-25T13:35:26Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT first body ring&amp;quot;&lt;br /&gt;
! [[#First body ring|First body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*55}} || 1 || 100% || 10% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || - || [[#BPT first body ring|First body ring]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial brain|Artificial brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || - || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT visual sensor&amp;quot;&lt;br /&gt;
! [[#Sight sensor|Sight sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || - || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT sound sensor&amp;quot;&lt;br /&gt;
! [[#Hearing sensor|Hearing sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || - || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Chemical analyzer|Chemical analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 8% || - || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT bulb turret&amp;quot;&lt;br /&gt;
! [[#Bulb turret|Bulb turret]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 5% || - || [[#BPT first body ring|First body ring]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT second body ring&amp;quot;&lt;br /&gt;
! [[#Second body ring|Second body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*55}} || 1 || 75% || - || [[#BPT first body ring|First body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 5% || - || [[#BPT second body ring|Second body ring]] || {{Check}} || [[Blood Pumping|Power Generation]] || Death.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT hypercapacitor&amp;quot;&lt;br /&gt;
! [[#Hypercapacitor|Hypercapacitor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*50}} || 2 || 10% || - || [[#BPT second body ring|Second body ring]] || {{Check}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT third body ring&amp;quot;&lt;br /&gt;
! [[#Third body ring|Third body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*50}} || 1 || 70% || - || [[#BPT second body ring|Second body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fourth body ring&amp;quot;&lt;br /&gt;
! [[#Fourth body ring|Fourth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*45}} || 1 || 70% || - || [[#BPT third body ring|Third body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fifth body ring&amp;quot;&lt;br /&gt;
! [[#Fifth body ring|Fifth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 60% || - || [[#BPT fourth body ring|Fourth body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT sixth body ring&amp;quot;&lt;br /&gt;
! [[#Sixth body ring|Sixth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*35}} || 1 || 50% || - || [[#BPT fifth body ring|Fifth body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid reprocessor|Fluid reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 1 || 5% || - || [[#BPT sixth body ring|Sixth body ring]] || {{Check}} || [[Fluid Reprocessing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Diabolus&amp;diff=142261</id>
		<title>Diabolus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Diabolus&amp;diff=142261"/>
		<updated>2024-02-25T13:24:59Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added body parts table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Image wanted|reason=Fire burst gizmo}}&lt;br /&gt;
{{Infobox main|none&lt;br /&gt;
| name = Diabolus&lt;br /&gt;
| image = Diabolus east.png&lt;br /&gt;
| description = An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. Made for siegebreaking, its hellsphere cannon takes time to charge up a shot, but can melt concrete and vaporize bone. The diabolus dissipates the hellsphere cannon's waste power in a heat column mounted on its back, which can pulse to ignite flammable objects nearby. &amp;lt;br/&amp;gt;This mech's name comes from a thousand-year-old poem written by a Haspian monk who survived the erasure of his monastery. His religiously-tinged work describes a razor-bodied fiend pulsing with flesh-searing heat as it crushed scorched bodies under massive claws. The few who have faced a diabolus and survived tend to agree with this depiction.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 2.4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| combatPower = 500&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 5&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 4.5&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 18&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = HellsphereCannonGun&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 12&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 300&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 300&lt;br /&gt;
| resource 3 = Signal chip&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| resource 4 = High subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''diabolus''' (pl. '''diaboli'''){{Ref label|Plural|1}} is a [[mechanoid commander]] added by the [[Biotech DLC]]. It drops the [[signal chip]], required to research further [[mechanitor]] technology.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
One or more diaboli can spawn in mechanoid raids when sufficient [[raid point]]s are available for them, however they are also involved in the [[mechanitor]] progression and can be specifically summoned by the player.&lt;br /&gt;
&lt;br /&gt;
Summoning a diabolus requires a [[mechanitor]] and a powered [[comms console]]. Constructing a comms console requires the [[Research#{{Q|Comms console|Required Research}}|{{Q|Comms console|Required Research}}]] research. Unlike the buildings used to summon the other mechanoid commanders, the console is not consumed in the process.&lt;br /&gt;
&lt;br /&gt;
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned a diabolus before, and is independent of wealth, time, or colony progress. Eventually, you'll have to face multiple diaboli at the same time. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and &amp;quot;prepare&amp;quot; before launching their assault. The maximum size is reached after summoning the diabolus 8 times.&lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
# 1x Diabolus, 3x [[militor]]&lt;br /&gt;
# 1x Diabolus, 4x [[militor]], 2x [[pikeman]]&lt;br /&gt;
# 1x Diabolus with [[heavy shield unit]], 7x [[militor]], 2x [[pikeman]], 1x [[tesseron]]&lt;br /&gt;
# 2x Diabolus with [[heavy shield unit]], 10x [[militor]], 3x [[legionary]], 1x [[centurion]]&lt;br /&gt;
# 2x Diabolus with [[heavy shield unit]], 10x [[militor]], 5x [[scyther]], 3x [[centipede]] (gunner) &lt;br /&gt;
# 2x Diabolus with [[heavy shield unit]], 15x [[militor]], 8x [[pikeman]], 4x [[centipede]] (gunner), 1x [[centurion]] &lt;br /&gt;
# 2x Diabolus with [[heavy shield unit]], 15x [[militor]], 10x [[lancer]], 5x [[centipede]] (gunner)&lt;br /&gt;
# 3x Diabolus with [[heavy shield unit]], 15x [[militor]], 10x [[tesseron]], 6x [[centipede]] (gunner), 1x [[centurion]]&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 6. The wave count is per playthrough, not per colony or map. If the Diabolus is summoned once on one map, summoning another on a second map will bring the second wave. [[Endings#The_Archonexus|The Archonexus]] colony reset does reset this progression.&lt;br /&gt;
&lt;br /&gt;
Every diabolus will drop a separate signal chip, it doesn't need to be &amp;quot;the boss&amp;quot; of a wave, or even to come as a summon.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Diaboli can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{Ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.&lt;br /&gt;
&lt;br /&gt;
Dead, friendly diaboli can also be resurrected at the {{lc:{{P|Production Facility 1}} }} using the &amp;quot;''Resurrect ultraheavy mechanoid''&amp;quot; bill. This requires the corpse of the friendly diabolus, {{Icon Small|Steel||150}} [[steel]], and 1 [[gestation cycle]] taking {{Ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The diabolus is an ultra-heavy mechanoid. {{Mechanoid Summary}} Diaboli have a 60% [[EMP]] resistance, meaning they are stunned for 60% less time.&lt;br /&gt;
&lt;br /&gt;
Dead diaboli may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||50}} [[steel]] and {{Icon Small|Plasteel||20}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the diabolus.&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile diabolus rewards the player with a [[signal chip]] regardless of whether they were summoned or came as part of a raid. Studying one is required to research [[Research#Standard_Mechtech|Standard Mechtech]], and they can also be used to create various mechanitor gear, or even your own diabolus.&lt;br /&gt;
&lt;br /&gt;
Friendly diaboli recharge in a [[large mech recharger]], creating 5 [[wastepack]]s to go from empty to full charge. This totals in 25 wastepacks whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
An enemy diabolus alternates between two long range attacks:&lt;br /&gt;
&lt;br /&gt;
# [[Hellsphere cannon]]. When using this attack, diabolus will create a red circle around a target. After a {{Ticks|450}} warmup, it explodes, leaving a large radius of [[fire]]. The blast is slightly larger than the visual circle, so err on the side of caution. This attack only has a range of {{Q|Hellsphere cannon|Range}} tiles, but also has a minimum range of {{Q|Hellsphere cannon|Minimum Range}} tiles.&lt;br /&gt;
#* It deals ''{{Q|Hellsphere cannon|Damage Base}}'' [[Damage_Types#Vaporize|Vaporize]] damage, increased to {{#expr:{{Q|Hellsphere cannon|Damage Base}}*2}} damage against passable structures and {{#expr:{{Q|Hellsphere cannon|Damage Base}}*4}} damage against impassable structures. As an explosive, it ignores cover and has 100% accuracy. This checks Heat armor, but has a massive {{Q|Hellsphere cannon|Armor Penetration}}% {{AP}}.&lt;br /&gt;
#* Unlike other ranged weapons, once initialized, it will continue to fire, even if the diabolus is engaged in melee in the meantime. Engaging in melee will prevent ''future'' shots being initialized, but will trigger the flame burst discussed below.&lt;br /&gt;
# [[Charge blaster turret]]. This fires a single shot at relatively low damage and is affected by cover, but can do so from a very long range (44.9 tiles). It can also be fired while moving, and has almost no warmup time.&lt;br /&gt;
&lt;br /&gt;
Diaboli have the ability to emit a &amp;quot;fire burst&amp;quot;. Over a few seconds,{{Check Tag|Detail needed}} it surrounds itself in roughly 5.9 tile radius of flammable [[Filth#Chemfuel puddle|chemfuel puddles]]. Once complete, it releases a [[Damage Types#Flame|Flame]] explosion of the same radius, dealing damage and igniting the puddles.{{Check Tag|Details needed|What is the damage of this attack? Confirm damage type. Does it have AP?}} Enemy diaboli will trigger the burst when engaged in melee, even by enemies that are immune to fire like other mechanoids. Friendly diaboli must have their fire burst manually triggered by the player,{{Check Tag|Verify}} and have both a 3 second warmup{{Check Tag|Verify friendly only|Verify that this time doesn't apply to hostile diaboli}} and a {{Ticks/gametime|2700}} cooldown after use.{{Check Tag|Verify friendly only|Verify that this time doesn't apply to hostile diaboli}} &lt;br /&gt;
&lt;br /&gt;
An enemy diabolus won't actively try to breach walls, and it will never appear in [[breacher]] raids. However, it will destroy buildings and objects, like any raider, if no pawns are accessible.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Kiting and spreading out is key to taking out the Diabolus. The biggest threat is by far its Hellsphere cannon, which can instakill almost anyone and anything. For reference, a pawn with the [[Tough]] trait, [[Genes#Resistance_and_sensitivity|fire resistant gene]], and wearing a legendary [[duster]], [[formal vest]] {{RoyaltyIcon}} / [[corset]] {{RoyaltyIcon}}, and [[button down shirt]] made of [[devilstrand]] still has a 28% chance of immediately dying from torso damage. Players should instead prioritize avoiding the shot in any way possible, either by moving pawns out of the way, staying out of range, or by being too close to target with the cannon.&lt;br /&gt;
&lt;br /&gt;
Be extra careful about [[fire]]; if not from the diabolus' blasts, then from the wildfires caused by them, or by the [[tesseron]]s alongside it. Pawns lit on fire can't be controlled, so you can't order them out of the blast range, which is nearly certain to be fatal. Also be wary of the ''Fleeing Fire'' [[mental break]], caused by being a [[children|child]] or having the pyrophobia [[gene]]. While short, it is still just as dangerous as any mental break with a diabolus. A [[firefoam pop pack]] is very helpful.&lt;br /&gt;
&lt;br /&gt;
You should manually move pawns away from the blast radius, always allowing yourself the option to retreat. Split up your pawns, which will allow more of them to focus on shooting instead of running. You can even use your own [[militor]]s to lure the cannon or flame burst; their range is short enough to justify staying close, anyway. It only has 1 non-flame attack, so even a [[cleansweeper]] can stall for some time.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
Melee can be an effective tactic. But with fire vulnerable pawns, it is ''highly'' advised to NOT use melee attacks, due to the close-ranged burst. Sufficient fire protection ([[devilstrand]] clothing, [[phoenix armor]],{{RoyaltyIcon}} [[impids]]' fire resistance) can help tank the flames, and your own mechanoids are completely immune to fire. [[Firefoam]] makes your organic pawns immune to being lit on fire, but heat damage still applies.&lt;br /&gt;
&lt;br /&gt;
=== Using EMP ===&lt;br /&gt;
Despite their resistance, diaboli are still vulnerable to [[EMP]] attacks. However because of the EMPs reduced uptime, you may want to use EMP damage tactically. Stunning the diabolus interrupts the hellsphere cannon, so EMPs can be timed to prevent the cannon from firing and potentially save a pawn's life. If the diabolus is still adapted while firing, and therefore temporarily immune to further EMP stuns, then this strategy cannot be used. EMP should thus be used sparingly, rather than fired at will. &lt;br /&gt;
&lt;br /&gt;
The exception to this is once diaboli spawn with [[Heavy shield unit|shields]], which can be broken instantly by EMP. In that case it is usually better to use EMPs immediately rather than attempt to interrupt a blast. This will kill the diabolus faster, which prevents more hellsphere shots overall.&lt;br /&gt;
&lt;br /&gt;
=== Psycasts {{RoyaltyIcon}} ===&lt;br /&gt;
Diabolus, with its 0.75 sensitivity, is vulnerable to certain [[Psycasts]]. Beckon will interrupt either of its charged attacks, even if immediately broken by damage. Berserk on its ally can cause it to waste a lot of time on charging a friendly fire attack, which it cannot interrupt on its own. If cast on the diabolus itself, berserk will interrupt its charged attacks and prevent their usage for the duration of the cast.&lt;br /&gt;
&lt;br /&gt;
Diabolus is too big to be affected by Skip psycast and its variants.&lt;br /&gt;
&lt;br /&gt;
=== When you should fight ===&lt;br /&gt;
The first diabolus battle is a major hurdle for any [[mechanitor]]. For a solo mechanitor playthrough, a mechanitor armed with an [[assault rifle]], 4-5 [[militor]]s, and a small crew of labor mechs like [[agrihand]]s are enough to take out the first diabolus, with the following strategies:&lt;br /&gt;
&lt;br /&gt;
* Spread out. Have each militor close enough to the enemies, and labor mechs ready to melee. Ideally, only 1 mech is in the hellsphere blast at a time.&lt;br /&gt;
* Have your mechanitor &amp;amp; militors focus fire each enemy militor until they die. The faster the small mechs die, the less damage you'll sustain. &lt;br /&gt;
* Have each labor mech melee a separate enemy. Militors in melee cannot fire their guns, reducing damage accordingly.&lt;br /&gt;
* With the diabolus inefficiently firing hellspheres / flame bursts at your mechanoids, take it down. The pulse turret can still hurt, especially for the labor mechs, but it should die.&lt;br /&gt;
&lt;br /&gt;
Alternatively, running the diabolus down 30-40 wood [[spike trap]]s, or 10-15 steel spike traps, is enough to do the trick. A [[triple rocket launcher]] can be handy, but don't harm your own mechs!&lt;br /&gt;
&lt;br /&gt;
With a multi-colonist colony, you can have each pawn wield a long-range weapon like the [[bolt-action rifle]] or assault rifle. Whenever you get into the hellsphere cannon's range, back off. You can combine this with the aforementioned mech strategies to be more successful. With just the pulse turret to worry about, the diabolus becomes about as strong as 2 [[pikemen]] (just with a lot more health).&lt;br /&gt;
&lt;br /&gt;
== Analysis - As an ally ==&lt;br /&gt;
{{Stub|section=1|reason=Why build the diabolus? Also tactics.}}&lt;br /&gt;
Slow and with a little more health &amp;amp; armor than a [[Centipede]], diaboli are best used against stationary threats like [[siege]]s, [[mech cluster]]s,{{RoyaltyIcon}} and other mech commanders as well as centipedes. The [[charge blaster turret]] is more of a gimmick, when the Diabolus slowly closes distance. It's faster than a Centipede, but not a lot: a speed of 2.4 c/s compared to 1.9 c/s.&lt;br /&gt;
&lt;br /&gt;
But when it's close, it's a tank killer. The [[Hellsphere cannon]] is a devastating tool. It does 800 [[Vaporize]] damage with an AP of 100%, about 2/3 more than a [[antigrain warhead]]. It can easily one-shot or at least massively soften up even the strongest enemy mechanoids. While you can dodge enemy hellsphere cannon shots with some micro management thanks to it's long wind-up time, the enemy won't. They just stand there and get destroyed.&lt;br /&gt;
&lt;br /&gt;
Watch out for the hellsphere cannon accidentally destroying items, including the chips dropped by all 3 mechanoid commanders.&lt;br /&gt;
&lt;br /&gt;
Due to the efficacy of fire against Insectoids, the Diabolus can be an effective way to eliminate infestations, though this risks the Diabolus' own body if the Insectoids manage to destroy it, potentially preventing resurrection and wasting resources, and anything in the room, especially if the floor is made of a flammable material like wood.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
{{Animal Health Table|Mech_Diabolus}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Diabolus east.png| Age 0-99 Diabolus facing east&lt;br /&gt;
Diabolus north.png| Age 0-99 Diabolus facing north&lt;br /&gt;
Diabolus south.png| Age 0-99 Diabolus facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
DiabolusAncient east.png| Age 100+ Diabolus facing east&lt;br /&gt;
DiabolusAncient north.png| Age 100+ Diabolus facing north&lt;br /&gt;
DiabolusAncient south.png| Age 100+ Diabolus facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: match diabolus fire burst range to its range overlay.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Diabolus has two 'first' body rings.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Comms console diabolus threat cannot be called by mechanitors if mech faction is disabled.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Increased EMP resistance from 30% to 60%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Diabolus' fire burst shoots fuel through the walls.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Now immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Super-mechanoids cannot be called when there is already another super-mechanoid on the way.&lt;br /&gt;
&lt;br /&gt;
{{Nav|mechanoid|wide}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Note|Plural|1}} - Cynapse - Ludeon Developer, Rimword Official Development Discord 22 Jan 2023&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Diabolus&amp;diff=142260</id>
		<title>Template:Animal Health Table/Mech Diabolus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Diabolus&amp;diff=142260"/>
		<updated>2024-02-25T13:23:18Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT first body ring&amp;quot;&lt;br /&gt;
! [[#First body ring|First body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*55}} || 1 || 100% || 15% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || - || [[#BPT first body ring|First body ring]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial brain|Artificial brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || - || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT visual sensor&amp;quot;&lt;br /&gt;
! [[#Sight sensor|Sight sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || - || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT sound sensor&amp;quot;&lt;br /&gt;
! [[#Hearing sensor|Hearing sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || - || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Chemical analyzer|Chemical analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 8% || - || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT second body ring&amp;quot;&lt;br /&gt;
! [[#Second body ring|Second body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*55}} || 1 || 75% || - || [[#BPT first body ring|First body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 5% || - || [[#BPT second body ring|Second body ring]] || {{Check}} || [[Blood Pumping|Power Generation]] || Death.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT hypercapacitor&amp;quot;&lt;br /&gt;
! [[#Hypercapacitor|Hypercapacitor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*50}} || 2 || 10% || - || [[#BPT second body ring|Second body ring]] || {{Check}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT third body ring&amp;quot;&lt;br /&gt;
! [[#Third body ring|Third body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*50}} || 1 || 70% || - || [[#BPT second body ring|Second body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fourth body ring&amp;quot;&lt;br /&gt;
! [[#Fourth body ring|Fourth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*45}} || 1 || 70% || - || [[#BPT third body ring|Third body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fifth body ring&amp;quot;&lt;br /&gt;
! [[#Fifth body ring|Fifth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 60% || - || [[#BPT fourth body ring|Fourth body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT sixth body ring&amp;quot;&lt;br /&gt;
! [[#Sixth body ring|Sixth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*35}} || 1 || 50% || - || [[#BPT fifth body ring|Fifth body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid reprocessor|Fluid reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 1 || 5% || - || [[#BPT sixth body ring|Sixth body ring]] || {{Check}} || [[Fluid Reprocessing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/MechanicalTermite&amp;diff=142259</id>
		<title>Template:Animal Health Table/MechanicalTermite</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/MechanicalTermite&amp;diff=142259"/>
		<updated>2024-02-25T13:21:17Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT first body ring&amp;quot;&lt;br /&gt;
! [[#First body ring|First body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*50}} || 1 || 100% || 14% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|33.3%}} Moving&amp;lt;br/&amp;gt;{{--|33.3%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 15% || - || [[#BPT first body ring|First body ring]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial brain|Artificial brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 5% || - || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT visual sensor&amp;quot;&lt;br /&gt;
! [[#Sight sensor|Sight sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || - || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT sound sensor&amp;quot;&lt;br /&gt;
! [[#Hearing sensor|Hearing sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || - || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Chemical analyzer|Chemical analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 8% || - || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT second body ring&amp;quot;&lt;br /&gt;
! [[#Second body ring|Second body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 71% || - || [[#BPT first body ring|First body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|33.3%}} Moving&amp;lt;br/&amp;gt;{{--|33.3%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 5% || - || [[#BPT second body ring|Second body ring]] || {{Check}} || [[Blood Pumping|Power Generation]] || Death.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT third body ring&amp;quot;&lt;br /&gt;
! [[#Third body ring|Third body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*35}} || 1 || 80% || - || [[#BPT second body ring|Second body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|33.3%}} Moving&amp;lt;br/&amp;gt;{{--|33.3%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor 1&amp;quot;&lt;br /&gt;
! [[#Fluid reprocessor|Fluid reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 1 || 5% || - || [[#BPT third body ring|Third body ring]] || {{Check}} || [[Fluid Reprocessing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/MechanicalCentipede&amp;diff=142258</id>
		<title>Template:Animal Health Table/MechanicalCentipede</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/MechanicalCentipede&amp;diff=142258"/>
		<updated>2024-02-25T13:20:42Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT first body ring&amp;quot;&lt;br /&gt;
! [[#First body ring|First body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*45}} || 1 || 100% || 14% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 15% || 8.3% || [[#BPT first body ring|First body ring]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial brain|Artificial brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 5% || 0.75% || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT visual sensor&amp;quot;&lt;br /&gt;
! [[#Sight sensor|Sight sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || 1.2% || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT sound sensor&amp;quot;&lt;br /&gt;
! [[#Hearing sensor|Hearing sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || 1.2% || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Chemical analyzer|Chemical analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 8% || 1.2% || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT second body ring&amp;quot;&lt;br /&gt;
! [[#Second body ring|Second body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 71% || 11% || [[#BPT first body ring|First body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 5% || 3.6% || [[#BPT second body ring|Second body ring]] || {{Check}} || [[Blood Pumping|Power Generation]] || Death.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT third body ring&amp;quot;&lt;br /&gt;
! [[#Third body ring|Third body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*35}} || 1 || 80% || 11% || [[#BPT second body ring|Second body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor 1&amp;quot;&lt;br /&gt;
! [[#Fluid reprocessor|Fluid reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 1 || 5% || 3.60% || [[#BPT third body ring|Third body ring]] || {{Check}} || [[Fluid Reprocessing]] || Death if both lost&amp;lt;br/&amp;gt;{{--|50%}} Fluid reprocessing&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fourth body ring&amp;quot;&lt;br /&gt;
! [[#Fourth body ring|Fourth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 75% || 12% || [[#BPT third body ring|Third body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || {{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor 2&amp;quot;&lt;br /&gt;
! [[#Fluid reprocessor|Fluid reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 1 || 6% || 2.60% || [[#BPT fourth body ring|Fourth body ring]] || {{Check}} || [[Fluid Reprocessing]] || Death if both lost&amp;lt;br/&amp;gt;{{--|50%}} Fluid reprocessing&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fifth body ring&amp;quot;&lt;br /&gt;
! [[#Fifth body ring|Fifth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*25}} || 1 || 66% || 14% || [[#BPT fourth body ring|Fourth body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || {{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT sixth body ring&amp;quot;&lt;br /&gt;
! [[#Sixth body ring|Sixth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 50% || 14% || [[#BPT fifth body ring|Fifth body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || {{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Diabolus&amp;diff=142257</id>
		<title>Template:Animal Health Table/Mech Diabolus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Diabolus&amp;diff=142257"/>
		<updated>2024-02-25T13:20:29Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT first body ring&amp;quot;&lt;br /&gt;
! [[#First body ring|First body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*45}} || 1 || 100% || 15% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || - || [[#BPT first body ring|First body ring]] || {{Cross}} || - || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial brain|Artificial brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || - || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT visual sensor&amp;quot;&lt;br /&gt;
! [[#Sight sensor|Sight sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || - || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT sound sensor&amp;quot;&lt;br /&gt;
! [[#Hearing sensor|Hearing sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || - || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Chemical analyzer|Chemical analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 8% || - || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT second body ring&amp;quot;&lt;br /&gt;
! [[#Second body ring|Second body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 75% || - || [[#BPT first body ring|First body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 5% || - || [[#BPT second body ring|Second body ring]] || {{Check}} || [[Blood Pumping|Power Generation]] || Death.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT hypercapacitor&amp;quot;&lt;br /&gt;
! [[#Hypercapacitor|Hypercapacitor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*50}} || 2 || 10% || - || [[#BPT second body ring|Second body ring]] || {{Check}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT third body ring&amp;quot;&lt;br /&gt;
! [[#Third body ring|Third body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*35}} || 1 || 70% || - || [[#BPT second body ring|Second body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fourth body ring&amp;quot;&lt;br /&gt;
! [[#Fourth body ring|Fourth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 70% || - || [[#BPT third body ring|Third body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fifth body ring&amp;quot;&lt;br /&gt;
! [[#Fifth body ring|Fifth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*25}} || 1 || 60% || - || [[#BPT fourth body ring|Fourth body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT sixth body ring&amp;quot;&lt;br /&gt;
! [[#Sixth body ring|Sixth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 50% || - || [[#BPT fifth body ring|Fifth body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid reprocessor|Fluid reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 1 || 5% || - || [[#BPT sixth body ring|Sixth body ring]] || {{Check}} || [[Fluid Reprocessing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Diabolus&amp;diff=142256</id>
		<title>Template:Animal Health Table/Mech Diabolus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Mech_Diabolus&amp;diff=142256"/>
		<updated>2024-02-25T13:19:17Z</updated>

		<summary type="html">&lt;p&gt;GingerWolf: Added page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{#vardefine: HealthScale | 1}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Part Name&lt;br /&gt;
! Health&lt;br /&gt;
! Quantity&lt;br /&gt;
! Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Subpart of&lt;br /&gt;
! Internal&lt;br /&gt;
! Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT first body ring&amp;quot;&lt;br /&gt;
! [[#First body ring|First body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*45}} || 1 || 100% || 15% || ''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt; || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
! [[#Head|Head]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 10% || - || [[#BPT first body ring|First body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT artificial brain&amp;quot;&lt;br /&gt;
! [[#Artificial brain|Artificial brain]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 10% || - || [[#BPT head|Head]] || {{Check}} || [[Data Processing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT visual sensor&amp;quot;&lt;br /&gt;
! [[#Sight sensor|Sight sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || - || [[#BPT head|Head]] || {{Cross}} || [[Sight]] || {{--|25%}} Sight. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT sound sensor&amp;quot;&lt;br /&gt;
! [[#Hearing sensor|Hearing sensor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 2 || 8% || - || [[#BPT head|Head]] || {{Cross}} || [[Hearing]] || {{--|25%}} Hearing. {{--|100%}} if both lost.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT chemical analyzer&amp;quot;&lt;br /&gt;
! [[#Chemical analyzer|Chemical analyzer]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*10}} || 1 || 8% || - || [[#BPT head|Head]] || {{Cross}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT second body ring&amp;quot;&lt;br /&gt;
! [[#Second body ring|Second body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*40}} || 1 || 75% || - || [[#BPT first body ring|First body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT reactor&amp;quot;&lt;br /&gt;
! [[#Reactor|Reactor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 5% || - || [[#BPT second body ring|Second body ring]] || {{Check}} || [[Blood Pumping|Power Generation]] || Death.&amp;lt;br/&amp;gt;Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT hypercapacitor&amp;quot;&lt;br /&gt;
! [[#Hypercapacitor|Hypercapacitor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*50}} || 2 || 10% || - || [[#BPT second body ring|Second body ring]] || {{Check}} || - || Will never take permanent injury.&lt;br /&gt;
|- id=&amp;quot;BPT third body ring&amp;quot;&lt;br /&gt;
! [[#Third body ring|Third body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*35}} || 1 || 70% || - || [[#BPT second body ring|Second body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] || Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fourth body ring&amp;quot;&lt;br /&gt;
! [[#Fourth body ring|Fourth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*30}} || 1 || 70% || - || [[#BPT third body ring|Third body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fifth body ring&amp;quot;&lt;br /&gt;
! [[#Fifth body ring|Fifth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*25}} || 1 || 60% || - || [[#BPT fourth body ring|Fourth body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT sixth body ring&amp;quot;&lt;br /&gt;
! [[#Sixth body ring|Sixth body ring]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*20}} || 1 || 50% || - || [[#BPT fifth body ring|Fifth body ring]] || {{Cross}} || [[Moving]]&amp;lt;br/&amp;gt;[[Manipulation]] ||  Death&amp;lt;br/&amp;gt;{{--|16.6%}} Moving&amp;lt;br/&amp;gt;{{--|16.6%}} Manipulation&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|- id=&amp;quot;BPT fluid reprocessor&amp;quot;&lt;br /&gt;
! [[#Fluid reprocessor|Fluid reprocessor]]&lt;br /&gt;
| {{#expr: {{#var:HealthScale|}}*15}} || 1 || 5% || - || [[#BPT sixth body ring|Sixth body ring]] || {{Check}} || [[Fluid Reprocessing]] || Death&amp;lt;br/&amp;gt;Will never take permanent injury&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|Template:Animal Health Table/doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GingerWolf</name></author>
	</entry>
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