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	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-08-10T06:55:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blindfold&amp;diff=182668</id>
		<title>Blindfold</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blindfold&amp;diff=182668"/>
		<updated>2026-08-08T02:08:55Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Prisoner management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Blindfold&lt;br /&gt;
| image = Blindfold.png&lt;br /&gt;
| description = A long strip of cloth that is wrapped over the eyes to block vision.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| hp = 80&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| work to make = 1200&lt;br /&gt;
| work speed stat = General Labor Speed &lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| stuff tags = Fabric&lt;br /&gt;
| insulationheatfactor = 0&lt;br /&gt;
| insulationcoldfactor = 0.35&lt;br /&gt;
| armorsharpfactor = 0.1&lt;br /&gt;
| armorbluntfactor = 0.1&lt;br /&gt;
| armorheatfactor = 0.1&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Left Eye, Right Eye&lt;br /&gt;
| layer = Eyes&lt;br /&gt;
| has quality = true&lt;br /&gt;
| mass base = 0.07&lt;br /&gt;
| equipdelay = 0.8&lt;br /&gt;
| tradeTags = Clothing&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
'''Blindfolds''' are a form of [[clothing]] added by the [[Ideology DLC]] that reduces [[Sight]] and pleases [[ideoligion]]s that venerate blindness.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Blindfolds can only be crafted by a pawn with the [[Blindsight]] meme. {{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Wearing a blindfold inflicts the &amp;quot;Blindfolded&amp;quot; hediff, setting [[Sight]] to a maximum of {{Bad|20%}}. Note that this only sets a maximum bound, it does not set the actual value - if other conditions would force wearer's Sight below {{Bad|20%}}, they will still do so while wearing the blindfold. &lt;br /&gt;
&lt;br /&gt;
While pawns normally get a bonus to [[psychic sensitivity]] if their [[Sight]] drops below 50% this isn't the case for blindfolds as this bonus will ignore off sets and post modifiers to the pawn's eye sight.&lt;br /&gt;
&lt;br /&gt;
Wearing a blindfold will satisfy a pawn with a [[Blindsight]] ideology. Pawns who believe in the blindsight meme will get a {{+|2}} [[mood]] offset from wearing a blindfold.&lt;br /&gt;
&lt;br /&gt;
The blindfold is also unique in that it occupies the [[Apparel layers|eye layer]], which no other apparel does. This allows it to stack protection with Headgear layer items that also cover the eyes, such as [[power armor]] helmets. As the Eye layer is considered to be over the Headgear layer, the blindfold will attempt to [[Apparel#Protection|mitigate or negate]] damage, and thus take damage to its {{HP}}, before headgear items do.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Blindfold will not get much use outside of colonies using the blindsight meme. The {{Bad|-80%}} sight offset is crippling in battle and significantly impairs a pawn's ability to work. Psycasters will not benefit from it either as it doesn't affect a pawn's [[psychic sensitivity]]. Beyond using the blindsight ideology, only colonists with less than 20% sight (ex: [[blindness|blind pawns]]) will benefit from blindfolds due to the additional if unremarkable armor and cold insulation.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner management ===&lt;br /&gt;
While working [[slaves]] would be hindered greatly by a blindfold, blindfolds can be given to [[prisoner]]s intended for recruitment, sale, or [[hemogen]],{{BiotechIcon}} as it will render them largely ineffective without reducing their value, or needing future replacement parts to restore function.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Can now be worn by pawns without eyes.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Apparel covering just eyes does not count as &amp;quot;headgear&amp;quot; for pawn generation purposes.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=182572</id>
		<title>Void touched</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=182572"/>
		<updated>2026-08-05T05:42:21Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Pawn choice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=Missing some mechanical detail  could use formatting/headings/colours/etc, two way links, etc}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Void touched''' is a special condition acquired from touching the [[Void node]] after [[Endings#Embrace_the_void|embracing the void]]. A Void touched pawn receives the following effects:&lt;br /&gt;
* The pawn's [[rest]] and [[comfort]] [[need]]s are disabled.&lt;br /&gt;
* ×200% [[Psychic Sensitivity]].&lt;br /&gt;
* ×200% [[Study Efficiency]].&lt;br /&gt;
* The pawn gains a healing factor of 100 hp/day, similarly to that of a [[ghoul]] and including the ability to heal [[scar]]s and regenerate missing body parts. This stacks with ghoul regeneration, resulting in a factor of 200 hp/day.&lt;br /&gt;
** Void touched healing will prioritize immediately healing up one injury at a time. Depending on the order of wounds received, this means a pawn can potentially survive [[Organ harvesting|misplacing]] both of their [[lung]]s (or [[kidney]]s) at once.&lt;br /&gt;
* If retaining their [[talking]] [[capacities]], they will start having [[strange chat]]s and random inhuman rambling. Inhuman rambling causes {{Thought|value=-2|stack=4|label=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; rambling|desc=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; is talking nonsense. Is he/she insane?|duration=1}}.&lt;br /&gt;
** Unlike [[insane ramblings]], inhuman rambling is not a [[mental break]], so it does not affect their own performance.&lt;br /&gt;
* Their hair will immediately be ([[styling station|reversibly]]{{IdeologyIcon}}) bleached white, and their eyes will become white.&lt;br /&gt;
&lt;br /&gt;
Additionally, embracing the void will also grant the [[inhumanized]] hediff, four charges of [[death refusal]], five charges of a special ability &amp;quot;Void terror,&amp;quot; and gives {{Thought|value=14|stack=1|label=Embraced the void|desc=This is just the beginning.|duration=60}}.&lt;br /&gt;
&lt;br /&gt;
Because the Void node can only be interacted with once, it is not possible for multiple pawns to gain Void touched through traditional methods, though it is possible to clone Void touched pawns using a [[corrupted obelisk]] in order to get multiple. Once obtained, Void touched can not be removed, not even through a [[brainwipe]]. Erasing the colonist's mind may still be worthwhile if one wishes to avoid the consequences of inhumanization, though this will also erase the significant [[mood]] bonus in the process.&lt;br /&gt;
&lt;br /&gt;
== Void terror ==&lt;br /&gt;
{| {{STDT| text-valign:top}} style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
! Ability !! Description &lt;br /&gt;
|- id=&amp;quot;Void terror&amp;quot;&lt;br /&gt;
! Void Terror&amp;lt;br/&amp;gt;[[File:Void terror.png|left|100px]]&lt;br /&gt;
|''Psychically induce terrifying hallucinations, causing a person to flee in terror.''&lt;br /&gt;
----&lt;br /&gt;
Applies the &amp;quot;[[Terrifying hallucinations]]&amp;quot; [[mental break]] on the selected human pawn for {{Ticks|40000}} to {{Ticks|60000}}, causing them to cower away:&lt;br /&gt;
* Range: 31.9 tiles from the caster.&lt;br /&gt;
* Warmup: {{Ticks|30}}&lt;br /&gt;
* Cooldown: {{Ticks/gametime|7500}}&lt;br /&gt;
* Charges: 5&lt;br /&gt;
* Requires [[line of sight]].&lt;br /&gt;
* Ignores [[psychic sensitivity]].&lt;br /&gt;
* Can't target [[downed]] pawns.&lt;br /&gt;
|}&lt;br /&gt;
The '''Terrifying Hallucinations''' mental break will not be interrupted by taking damage, but can end early from starvation or sleep deprivation. The affected pawn will also ramble every {{Ticks|600}} to {{Ticks|1800}}, similar to the [[Insane ramblings]] mental break. Once recovered, the pawn will gain the {{Good|+30}} Void Catharsis thought instead of the regular {{Good|+40}}.&lt;br /&gt;
&lt;br /&gt;
Anyone affected actively flees any human it can see within a 21 tile radius at maximum speed, ignoring any other type of pawn.&lt;br /&gt;
&lt;br /&gt;
It's considered a &amp;quot;Harmful ability&amp;quot;, and will incur a [[goodwill]] penalty of {{Bad|-25}} when cast on pawns from a neutral or allied [[faction]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Void touched is a very powerful condition for a pawn to have. The extreme healing factor makes them extremely difficult to kill, and it's much harder to wear them down over the course of a long fight. Even if the Void touched pawn does die, it can resurrect itself up to four times. As such, these pawns should be strongly considered as a frontline fighter to draw fire away from more vulnerable pawns. Additionally, the ×200% [[Psychic Sensitivity]] multiplier provides incredible support for [[psycast]]ing,{{RoyaltyIcon}} especially for pawns who are already sensitive, though one should be careful not to let your pawn suffer psychic attacks in return, as they will be extremely vulnerable.&lt;br /&gt;
&lt;br /&gt;
Because the pawn no longer needs to sleep or experience comfort, they can work for much longer periods of time, while avoiding the consciousness penalty of a [[Circadian half-cycler]]. {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
As a void touched pawn will grow back body parts, use of the [[Deathless]]{{BiotechIcon}} gene and duplication from a [[corrupted obelisk]] can [[Organ harvesting|provide the colony with a renewable source of organs]] that are normally lethal to remove, such as [[heart]]s and [[liver]]s.&lt;br /&gt;
&lt;br /&gt;
Although the ×200% Study efficiency bonus is significant, it is actually the least useful of the bonuses by far, mostly due to the fact that a colony which has managed to awaken the Void Monolith has likely already researched all Anomaly projects. This does, however, remain helpful for restudying entities which leave the map and then must be restudied upon their return, such as the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
=== Pawn choice ===&lt;br /&gt;
Due to the Psychic Sensitivity boost, [[psycast]]ers{{RoyaltyIcon}} are very strong choices for void touched.&lt;br /&gt;
&lt;br /&gt;
Otherwise, generally valuable pawns will most benefit from the regeneration, lack of Rest need, and death refusal. Also, duplicating said pawns with a [[corrupted obelisk]] will copy both the void touched hediff and that pawn's good stats, traits, [[psylink]],{{RoyaltyIcon}} [[gene]]s,{{BiotechIcon}} etc.&lt;br /&gt;
&lt;br /&gt;
The [[Sleepy]] and [[Very sleepy]] [[gene]]s{{BiotechIcon}} have no downside on a void touched pawn, so these can be used to save on food either before or after gaining void touched.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category:Anomaly]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=182571</id>
		<title>Void touched</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=182571"/>
		<updated>2026-08-05T05:39:30Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=Missing some mechanical detail  could use formatting/headings/colours/etc, two way links, etc}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Void touched''' is a special condition acquired from touching the [[Void node]] after [[Endings#Embrace_the_void|embracing the void]]. A Void touched pawn receives the following effects:&lt;br /&gt;
* The pawn's [[rest]] and [[comfort]] [[need]]s are disabled.&lt;br /&gt;
* ×200% [[Psychic Sensitivity]].&lt;br /&gt;
* ×200% [[Study Efficiency]].&lt;br /&gt;
* The pawn gains a healing factor of 100 hp/day, similarly to that of a [[ghoul]] and including the ability to heal [[scar]]s and regenerate missing body parts. This stacks with ghoul regeneration, resulting in a factor of 200 hp/day.&lt;br /&gt;
** Void touched healing will prioritize immediately healing up one injury at a time. Depending on the order of wounds received, this means a pawn can potentially survive [[Organ harvesting|misplacing]] both of their [[lung]]s (or [[kidney]]s) at once.&lt;br /&gt;
* If retaining their [[talking]] [[capacities]], they will start having [[strange chat]]s and random inhuman rambling. Inhuman rambling causes {{Thought|value=-2|stack=4|label=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; rambling|desc=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; is talking nonsense. Is he/she insane?|duration=1}}.&lt;br /&gt;
** Unlike [[insane ramblings]], inhuman rambling is not a [[mental break]], so it does not affect their own performance.&lt;br /&gt;
* Their hair will immediately be ([[styling station|reversibly]]{{IdeologyIcon}}) bleached white, and their eyes will become white.&lt;br /&gt;
&lt;br /&gt;
Additionally, embracing the void will also grant the [[inhumanized]] hediff, four charges of [[death refusal]], five charges of a special ability &amp;quot;Void terror,&amp;quot; and gives {{Thought|value=14|stack=1|label=Embraced the void|desc=This is just the beginning.|duration=60}}.&lt;br /&gt;
&lt;br /&gt;
Because the Void node can only be interacted with once, it is not possible for multiple pawns to gain Void touched through traditional methods, though it is possible to clone Void touched pawns using a [[corrupted obelisk]] in order to get multiple. Once obtained, Void touched can not be removed, not even through a [[brainwipe]]. Erasing the colonist's mind may still be worthwhile if one wishes to avoid the consequences of inhumanization, though this will also erase the significant [[mood]] bonus in the process.&lt;br /&gt;
&lt;br /&gt;
== Void terror ==&lt;br /&gt;
{| {{STDT| text-valign:top}} style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
! Ability !! Description &lt;br /&gt;
|- id=&amp;quot;Void terror&amp;quot;&lt;br /&gt;
! Void Terror&amp;lt;br/&amp;gt;[[File:Void terror.png|left|100px]]&lt;br /&gt;
|''Psychically induce terrifying hallucinations, causing a person to flee in terror.''&lt;br /&gt;
----&lt;br /&gt;
Applies the &amp;quot;[[Terrifying hallucinations]]&amp;quot; [[mental break]] on the selected human pawn for {{Ticks|40000}} to {{Ticks|60000}}, causing them to cower away:&lt;br /&gt;
* Range: 31.9 tiles from the caster.&lt;br /&gt;
* Warmup: {{Ticks|30}}&lt;br /&gt;
* Cooldown: {{Ticks/gametime|7500}}&lt;br /&gt;
* Charges: 5&lt;br /&gt;
* Requires [[line of sight]].&lt;br /&gt;
* Ignores [[psychic sensitivity]].&lt;br /&gt;
* Can't target [[downed]] pawns.&lt;br /&gt;
|}&lt;br /&gt;
The '''Terrifying Hallucinations''' mental break will not be interrupted by taking damage, but can end early from starvation or sleep deprivation. The affected pawn will also ramble every {{Ticks|600}} to {{Ticks|1800}}, similar to the [[Insane ramblings]] mental break. Once recovered, the pawn will gain the {{Good|+30}} Void Catharsis thought instead of the regular {{Good|+40}}.&lt;br /&gt;
&lt;br /&gt;
Anyone affected actively flees any human it can see within a 21 tile radius at maximum speed, ignoring any other type of pawn.&lt;br /&gt;
&lt;br /&gt;
It's considered a &amp;quot;Harmful ability&amp;quot;, and will incur a [[goodwill]] penalty of {{Bad|-25}} when cast on pawns from a neutral or allied [[faction]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Void touched is a very powerful condition for a pawn to have. The extreme healing factor makes them extremely difficult to kill, and it's much harder to wear them down over the course of a long fight. Even if the Void touched pawn does die, it can resurrect itself up to four times. As such, these pawns should be strongly considered as a frontline fighter to draw fire away from more vulnerable pawns. Additionally, the ×200% [[Psychic Sensitivity]] multiplier provides incredible support for [[psycast]]ing,{{RoyaltyIcon}} especially for pawns who are already sensitive, though one should be careful not to let your pawn suffer psychic attacks in return, as they will be extremely vulnerable.&lt;br /&gt;
&lt;br /&gt;
Because the pawn no longer needs to sleep or experience comfort, they can work for much longer periods of time, while avoiding the consciousness penalty of a [[Circadian half-cycler]]. {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
As a void touched pawn will grow back body parts, use of the [[Deathless]]{{BiotechIcon}} gene and duplication from a [[corrupted obelisk]] can [[Organ harvesting|provide the colony with a renewable source of organs]] that are normally lethal to remove, such as [[heart]]s and [[liver]]s.&lt;br /&gt;
&lt;br /&gt;
Although the ×200% Study efficiency bonus is significant, it is actually the least useful of the bonuses by far, mostly due to the fact that a colony which has managed to awaken the Void Monolith has likely already researched all Anomaly projects. This does, however, remain helpful for restudying entities which leave the map and then must be restudied upon their return, such as the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
=== Pawn choice ===&lt;br /&gt;
Due to the Psychic Sensitivity boost, [[psycast]]ers{{RoyaltyIcon}} are very strong choices for void touched.&lt;br /&gt;
&lt;br /&gt;
Otherwise, generally valuable pawns will appreciate the regeneration and death refusal, and duplicating said pawn with a [[corrupted obelisk]] will copy both the void touched hediff and that pawn's good stats and traits.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category:Anomaly]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=182570</id>
		<title>Void touched</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=182570"/>
		<updated>2026-08-05T05:37:55Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=Missing some mechanical detail  could use formatting/headings/colours/etc, two way links, etc}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Void touched''' is a special condition acquired from touching the [[Void node]] after [[Endings#Embrace_the_void|embracing the void]]. A Void touched pawn receives the following effects:&lt;br /&gt;
* The pawn's [[rest]] and [[comfort]] [[need]]s are disabled.&lt;br /&gt;
* ×200% [[Psychic Sensitivity]].&lt;br /&gt;
* ×200% [[Study Efficiency]].&lt;br /&gt;
* The pawn gains a healing factor of 100 hp/day, similarly to that of a [[ghoul]] and including the ability to heal [[scar]]s and regenerate missing body parts. This stacks with ghoul regeneration, resulting in a factor of 200 hp/day.&lt;br /&gt;
** Void touched healing will prioritize immediately healing up one injury at a time. Depending on the order of wounds received, this means a pawn can potentially survive [[Organ harvesting|misplacing]] both of their [[lung]]s (or [[kidney]]s) at once.&lt;br /&gt;
* If retaining their [[talking]] [[capacities]], they will start having [[strange chat]]s and random inhuman rambling. Inhuman rambling causes {{Thought|value=-2|stack=4|label=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; rambling|desc=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; is talking nonsense. Is he/she insane?|duration=1}}.&lt;br /&gt;
** Unlike [[insane ramblings]], inhuman rambling is not a [[mental break]], so it does not affect their own performance.&lt;br /&gt;
* Their hair will immediately be ([[styling station|reversibly]]{{IdeologyIcon}}) bleached white, and their eyes will become white.&lt;br /&gt;
&lt;br /&gt;
Additionally, embracing the void will also grant the [[inhumanized]] hediff, four charges of [[death refusal]], five charges of a special ability &amp;quot;Void terror,&amp;quot; and gives {{Thought|value=14|stack=1|label=Embraced the void|desc=This is just the beginning.|duration=60}}.&lt;br /&gt;
&lt;br /&gt;
Because the Void node can only be interacted with once, it is not possible for multiple pawns to gain Void touched through traditional methods, though it is possible to clone Void touched pawns using a [[corrupted obelisk]] in order to get multiple. Once obtained, Void touched can not be removed, not even through a [[brainwipe]]. Erasing the colonist's mind may still be worthwhile if one wishes to avoid the consequences of inhumanization, though this will also erase the significant [[mood]] bonus in the process.&lt;br /&gt;
&lt;br /&gt;
== Void terror ==&lt;br /&gt;
{| {{STDT| text-valign:top}} style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
! Ability !! Description &lt;br /&gt;
|- id=&amp;quot;Void terror&amp;quot;&lt;br /&gt;
! Void Terror&amp;lt;br/&amp;gt;[[File:Void terror.png|left|100px]]&lt;br /&gt;
|''Psychically induce terrifying hallucinations, causing a person to flee in terror.''&lt;br /&gt;
----&lt;br /&gt;
Applies the &amp;quot;[[Terrifying hallucinations]]&amp;quot; [[mental break]] on the selected human pawn for {{Ticks|40000}} to {{Ticks|60000}}, causing them to cower away:&lt;br /&gt;
* Range: 31.9 tiles from the caster.&lt;br /&gt;
* Warmup: {{Ticks|30}}&lt;br /&gt;
* Cooldown: {{Ticks/gametime|7500}}&lt;br /&gt;
* Charges: 5&lt;br /&gt;
* Requires [[line of sight]].&lt;br /&gt;
* Ignores [[psychic sensitivity]].&lt;br /&gt;
* Can't target [[downed]] pawns.&lt;br /&gt;
|}&lt;br /&gt;
The '''Terrifying Hallucinations''' mental break will not be interrupted by taking damage, but can end early from starvation or sleep deprivation. The affected pawn will also ramble every {{Ticks|600}} to {{Ticks|1800}}, similar to the [[Insane ramblings]] mental break. Once recovered, the pawn will gain the {{Good|+30}} Void Catharsis thought instead of the regular {{Good|+40}}.&lt;br /&gt;
&lt;br /&gt;
Anyone affected actively flees any human it can see within a 21 tile radius at maximum speed, ignoring any other type of pawn.&lt;br /&gt;
&lt;br /&gt;
It's considered a &amp;quot;Harmful ability&amp;quot;, and will incur a [[goodwill]] penalty of {{Bad|-25}} when cast on pawns from a neutral or allied [[faction]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Void touched is a very powerful condition for a pawn to have. The extreme healing factor makes them extremely difficult to kill, and it's much harder to wear them down over the course of a long fight. Even if the Void touched pawn does die, it can resurrect itself up to four times. As such, these pawns should be strongly considered as a frontline fighter to draw fire away from more vulnerable pawns. Additionally, the ×200% [[Psychic Sensitivity]] multiplier provides incredible support for [[psycast]]ing,{{RoyaltyIcon}} especially for pawns who are already sensitive, though one should be careful not to let your pawn suffer psychic attacks in return, as they will be extremely vulnerable.&lt;br /&gt;
&lt;br /&gt;
Because the pawn no longer needs to sleep or experience comfort, they can work for much longer periods of time, while avoiding the consciousness penalty of a [[Circadian half-cycler]]. {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
As a void touched pawn will grow back body parts, use of the [[Deathless]]{{BiotechIcon}} gene and duplication from a [[corrupted obelisk]] can [[Organ harvesting|provide the colony with a renewable source of organs]] that are normally lethal to remove, such as [[heart]]s and [[liver]]s.&lt;br /&gt;
&lt;br /&gt;
Although the ×200% Study efficiency bonus is significant, it is actually the least useful of the bonuses by far, mostly due to the fact that a colony which has managed to awaken the Void Monolith has likely already researched all Anomaly projects. This does, however, remain helpful for restudying entities which leave the map and then must be restudied upon their return, such as the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
=== Pawn choice ===&lt;br /&gt;
Due to the Psychic Sensitivity boost, [[psycast]]ers{{RoyaltyIcon}} are very strong choices for void touched.&lt;br /&gt;
&lt;br /&gt;
Otherwise, generally valuable pawns will appreciate the regeneration and death refusal, and can be duplicated by a [[corrupted obelisk]] to copy both the void touched hediff as well as that pawn's good skills/traits.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category:Anomaly]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=182569</id>
		<title>Void touched</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=182569"/>
		<updated>2026-08-05T05:31:00Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */ w/o Royalty the psysense boost doesn't help combat that much&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=Missing some mechanical detail  could use formatting/headings/colours/etc, two way links, etc}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Void touched''' is a special condition acquired from touching the [[Void node]] after [[Endings#Embrace_the_void|embracing the void]]. A Void touched pawn receives the following effects:&lt;br /&gt;
* The pawn's [[rest]] and [[comfort]] [[need]]s are disabled.&lt;br /&gt;
* ×200% [[Psychic Sensitivity]].&lt;br /&gt;
* ×200% [[Study Efficiency]].&lt;br /&gt;
* The pawn gains a healing factor of 100 hp/day, similarly to that of a [[ghoul]] and including the ability to heal [[scar]]s and regenerate missing body parts. This stacks with ghoul regeneration, resulting in a factor of 200 hp/day.&lt;br /&gt;
** Void touched healing will prioritize immediately healing up one injury at a time. Depending on the order of wounds received, this means a pawn can potentially survive [[Organ harvesting|misplacing]] both of their [[lung]]s (or [[kidney]]s) at once.&lt;br /&gt;
* If retaining their [[talking]] [[capacities]], they will start having [[strange chat]]s and random inhuman rambling. Inhuman rambling causes {{Thought|value=-2|stack=4|label=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; rambling|desc=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; is talking nonsense. Is he/she insane?|duration=1}}.&lt;br /&gt;
** Unlike [[insane ramblings]], inhuman rambling is not a [[mental break]], so it does not affect their own performance.&lt;br /&gt;
* Their hair will immediately be ([[styling station|reversibly]]{{IdeologyIcon}}) bleached white, and their eyes will become white.&lt;br /&gt;
&lt;br /&gt;
Additionally, embracing the void will also grant the [[inhumanized]] hediff, four charges of [[death refusal]], five charges of a special ability &amp;quot;Void terror,&amp;quot; and gives {{Thought|value=14|stack=1|label=Embraced the void|desc=This is just the beginning.|duration=60}}.&lt;br /&gt;
&lt;br /&gt;
Because the Void node can only be interacted with once, it is not possible for multiple pawns to gain Void touched through traditional methods, though it is possible to clone Void touched pawns using a [[corrupted obelisk]] in order to get multiple. Once obtained, Void touched can not be removed, not even through a [[brainwipe]]. Erasing the colonist's mind may still be worthwhile if one wishes to avoid the consequences of inhumanization, though this will also erase the significant [[mood]] bonus in the process.&lt;br /&gt;
&lt;br /&gt;
== Void terror ==&lt;br /&gt;
{| {{STDT| text-valign:top}} style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
! Ability !! Description &lt;br /&gt;
|- id=&amp;quot;Void terror&amp;quot;&lt;br /&gt;
! Void Terror&amp;lt;br/&amp;gt;[[File:Void terror.png|left|100px]]&lt;br /&gt;
|''Psychically induce terrifying hallucinations, causing a person to flee in terror.''&lt;br /&gt;
----&lt;br /&gt;
Applies the &amp;quot;[[Terrifying hallucinations]]&amp;quot; [[mental break]] on the selected human pawn for {{Ticks|40000}} to {{Ticks|60000}}, causing them to cower away:&lt;br /&gt;
* Range: 31.9 tiles from the caster.&lt;br /&gt;
* Warmup: {{Ticks|30}}&lt;br /&gt;
* Cooldown: {{Ticks/gametime|7500}}&lt;br /&gt;
* Charges: 5&lt;br /&gt;
* Requires [[line of sight]].&lt;br /&gt;
* Ignores [[psychic sensitivity]].&lt;br /&gt;
* Can't target [[downed]] pawns.&lt;br /&gt;
|}&lt;br /&gt;
The '''Terrifying Hallucinations''' mental break will not be interrupted by taking damage, but can end early from starvation or sleep deprivation. The affected pawn will also ramble every {{Ticks|600}} to {{Ticks|1800}}, similar to the [[Insane ramblings]] mental break. Once recovered, the pawn will gain the {{Good|+30}} Void Catharsis thought instead of the regular {{Good|+40}}.&lt;br /&gt;
&lt;br /&gt;
Anyone affected actively flees any human it can see within a 21 tile radius at maximum speed, ignoring any other type of pawn.&lt;br /&gt;
&lt;br /&gt;
It's considered a &amp;quot;Harmful ability&amp;quot;, and will incur a [[goodwill]] penalty of {{Bad|-25}} when cast on pawns from a neutral or allied [[faction]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Void touched is a very powerful condition for a pawn to have. The extreme healing factor makes them extremely difficult to kill, and it's much harder to wear them down over the course of a long fight. Even if the Void touched pawn does die, it can resurrect itself up to four times. As such, these pawns should be strongly considered as a frontline fighter to draw fire away from more vulnerable pawns. Additionally, the ×200% [[Psychic Sensitivity]] multiplier provides incredible support for [[psycast]]ing,{{RoyaltyIcon}} especially for pawns who are already sensitive, though one should be careful not to let your pawn suffer psychic attacks in return, as they will be extremely vulnerable.&lt;br /&gt;
&lt;br /&gt;
Because the pawn no longer needs to sleep or experience comfort, they can work for much longer periods of time, while avoiding the consciousness penalty of a [[Circadian half-cycler]]. {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
As a void touched pawn will grow back body parts, use of the [[Deathless]]{{BiotechIcon}} gene and duplication from a [[corrupted obelisk]] can [[Organ harvesting|provide the colony with a renewable source of organs]] that are normally lethal to remove, such as [[heart]]s and [[liver]]s.&lt;br /&gt;
&lt;br /&gt;
Although the ×200% Study efficiency bonus is significant, it is actually the least useful of the bonuses by far, mostly due to the fact that a colony which has managed to awaken the Void Monolith has likely already researched all Anomaly projects. This does, however, remain helpful for restudying entities which leave the map and then must be restudied upon their return, such as the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category:Anomaly]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mass_chaos_skip&amp;diff=182568</id>
		<title>Mass chaos skip</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mass_chaos_skip&amp;diff=182568"/>
		<updated>2026-08-05T05:30:03Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Mass chaos skip&lt;br /&gt;
| image = MassChaosSkip.png&lt;br /&gt;
| type = Psycast&lt;br /&gt;
| description = Skip everyone in an area to random positions nearby. Objects which are too large cannot be teleported.&lt;br /&gt;
| psylink level = 6&lt;br /&gt;
| casting time = 60&lt;br /&gt;
| ability range = 25&lt;br /&gt;
| psyfocus cost = 0.03&lt;br /&gt;
| neural heat gain = 40&lt;br /&gt;
| effect radius = 7.9&lt;br /&gt;
| duration =&lt;br /&gt;
| duration multiplier = &lt;br /&gt;
| goodwill impact = -5&lt;br /&gt;
| caster must be capable of violence = false&lt;br /&gt;
}}&lt;br /&gt;
'''Mass chaos skip''' is a level {{P|Psylink Level}} [[psycast]] that uses [[chaos skip]]ping to teleport multiple pawns in its area of effect to a random location within its radius. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Mass chaos skip radius.png|thumb|left|200px|Radius in which mass chaos skip can teleport from. Sterile tiles = targetable area. Gold tiles = outside of targetable area but still within the psycasts cast area grid meaning pawns will still be affected.]]&lt;br /&gt;
&lt;br /&gt;
Upon casting, mass chaos skip will teleport all eligible pawns inside the targeted area (including the caster if in the radius) to random tiles within a 7-25 tile radius, into a tile that was in their original line of sight. Upon arriving at their destination, pawns will be very briefly stunned for between 70-120 ticks, preventing them from moving or taking action for the duration. Note that despite having a body size of 1, [[Apocriton]]s{{BiotechIcon}} cannot be targeted by Skip, by reason of &amp;quot;Psychic Resistance&amp;quot;. Only pawns with a [[body size]] of 3.5 for less can be skipped. For a list of pawns of body size ≤3.5, see {{#ask: [[Body Size::≤3.5]] | ?Body Size | ?Type | sort = Type, Type2, Name | limit = 0 | searchlabel = here}}. &lt;br /&gt;
&lt;br /&gt;
Additionally, note that skipping is considered a harmful ability, and will incur a goodwill penalty of {{Bad|−7}} when cast on pawns from a neutral or allied faction. However, mass chaos skip will not apply a goodwill penalty if used on temporary colonists, such as quest lodgers or an imperial laborer gang.&lt;br /&gt;
&lt;br /&gt;
[[Psychic sensitivity]] has no impact on being skipped, [[psychically deaf]] raiders and [[hunter drone]]s{{OdysseyIcon}} are just as vulnerable to being skipped around as any other valid pawn.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Mass chaos skip is middling for a level 6 psycast. It is random and therefore liable to backfire, and costs a lot of neural heat. Still, it has a number of uses.&lt;br /&gt;
&lt;br /&gt;
One of its main uses is to bring enemy pawns out of [[cover]] or the radius of a [[low-shield pack]]. However, doing so on a large group is dangerous as enemies can be teleported behind your colonists. Another potential use is to avoid explosions. While using mass chaos skip on your own pawns is also risky, due to the lack of cover and random positioning, this psycast is very likely to get pawns out of an explosion radius. The [[diabolus]]'{{BiotechIcon}} [[hellsphere cannon]] is especially dangerous and is worth skipping against in an emergency.&lt;br /&gt;
&lt;br /&gt;
Other than that, it can be used on single targets or small groups as a more expensive [[chaos skip]] or [[skip]] if neither psycast is available. For example, it can be used to gain distance from a [[predator]] or [[hunter drone]]{{OdysseyIcon}} chasing a psycaster that has this psycast.&lt;br /&gt;
&lt;br /&gt;
Note that mass chaos skip's AOE can affect pawns behind walls, but the pawns can only be teleported in areas within their line of sight, meaning it cannot be used to teleport pawns through the other side of a solid wall.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Now has a maximum [[body size]] of 3.5.&lt;br /&gt;
&lt;br /&gt;
{{Nav|psycasts|wide}}&lt;br /&gt;
[[Category: Psycasts]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=182567</id>
		<title>Void touched</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Void_touched&amp;diff=182567"/>
		<updated>2026-08-05T05:27:43Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=Missing some mechanical detail  could use formatting/headings/colours/etc, two way links, etc}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Void touched''' is a special condition acquired from touching the [[Void node]] after [[Endings#Embrace_the_void|embracing the void]]. A Void touched pawn receives the following effects:&lt;br /&gt;
* The pawn's [[rest]] and [[comfort]] [[need]]s are disabled.&lt;br /&gt;
* ×200% [[Psychic Sensitivity]].&lt;br /&gt;
* ×200% [[Study Efficiency]].&lt;br /&gt;
* The pawn gains a healing factor of 100 hp/day, similarly to that of a [[ghoul]] and including the ability to heal [[scar]]s and regenerate missing body parts. This stacks with ghoul regeneration, resulting in a factor of 200 hp/day.&lt;br /&gt;
** Void touched healing will prioritize immediately healing up one injury at a time. Depending on the order of wounds received, this means a pawn can potentially survive [[Organ harvesting|misplacing]] both of their [[lung]]s (or [[kidney]]s) at once.&lt;br /&gt;
* If retaining their [[talking]] [[capacities]], they will start having [[strange chat]]s and random inhuman rambling. Inhuman rambling causes {{Thought|value=-2|stack=4|label=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; rambling|desc=&amp;lt;nowiki&amp;gt;&amp;lt;name&amp;gt;&amp;lt;/nowiki&amp;gt; is talking nonsense. Is he/she insane?|duration=1}}.&lt;br /&gt;
** Unlike [[insane ramblings]], inhuman rambling is not a [[mental break]], so it does not affect their own performance.&lt;br /&gt;
* Their hair will immediately be ([[styling station|reversibly]]{{IdeologyIcon}}) bleached white, and their eyes will become white.&lt;br /&gt;
&lt;br /&gt;
Additionally, embracing the void will also grant the [[inhumanized]] hediff, four charges of [[death refusal]], five charges of a special ability &amp;quot;Void terror,&amp;quot; and gives {{Thought|value=14|stack=1|label=Embraced the void|desc=This is just the beginning.|duration=60}}.&lt;br /&gt;
&lt;br /&gt;
Because the Void node can only be interacted with once, it is not possible for multiple pawns to gain Void touched through traditional methods, though it is possible to clone Void touched pawns using a [[corrupted obelisk]] in order to get multiple. Once obtained, Void touched can not be removed, not even through a [[brainwipe]]. Erasing the colonist's mind may still be worthwhile if one wishes to avoid the consequences of inhumanization, though this will also erase the significant [[mood]] bonus in the process.&lt;br /&gt;
&lt;br /&gt;
== Void terror ==&lt;br /&gt;
{| {{STDT| text-valign:top}} style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
! Ability !! Description &lt;br /&gt;
|- id=&amp;quot;Void terror&amp;quot;&lt;br /&gt;
! Void Terror&amp;lt;br/&amp;gt;[[File:Void terror.png|left|100px]]&lt;br /&gt;
|''Psychically induce terrifying hallucinations, causing a person to flee in terror.''&lt;br /&gt;
----&lt;br /&gt;
Applies the &amp;quot;[[Terrifying hallucinations]]&amp;quot; [[mental break]] on the selected human pawn for {{Ticks|40000}} to {{Ticks|60000}}, causing them to cower away:&lt;br /&gt;
* Range: 31.9 tiles from the caster.&lt;br /&gt;
* Warmup: {{Ticks|30}}&lt;br /&gt;
* Cooldown: {{Ticks/gametime|7500}}&lt;br /&gt;
* Charges: 5&lt;br /&gt;
* Requires [[line of sight]].&lt;br /&gt;
* Ignores [[psychic sensitivity]].&lt;br /&gt;
* Can't target [[downed]] pawns.&lt;br /&gt;
|}&lt;br /&gt;
The '''Terrifying Hallucinations''' mental break will not be interrupted by taking damage, but can end early from starvation or sleep deprivation. The affected pawn will also ramble every {{Ticks|600}} to {{Ticks|1800}}, similar to the [[Insane ramblings]] mental break. Once recovered, the pawn will gain the {{Good|+30}} Void Catharsis thought instead of the regular {{Good|+40}}.&lt;br /&gt;
&lt;br /&gt;
Anyone affected actively flees any human it can see within a 21 tile radius at maximum speed, ignoring any other type of pawn.&lt;br /&gt;
&lt;br /&gt;
It's considered a &amp;quot;Harmful ability&amp;quot;, and will incur a [[goodwill]] penalty of {{Bad|-25}} when cast on pawns from a neutral or allied [[faction]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Void touched is a very powerful condition for a pawn to have. The extreme healing factor makes them extremely difficult to kill, and it's much harder to wear them down over the course of a long fight. Even if the Void touched pawn does die, it can resurrect itself up to four times. As such, these pawns should be strongly considered as a frontline fighter to draw fire away from more vulnerable pawns. Additionally, the ×200% Psychic sensitivity multiplier provides incredible support during combat, especially for pawns who are already sensitive, though one should be careful not to let your pawn suffer psychic attacks in return, as they will be extremely vulnerable.&lt;br /&gt;
&lt;br /&gt;
Because the pawn no longer needs to sleep or experience comfort, they can work for much longer periods of time, while avoiding the consciousness penalty of a [[Circadian half-cycler]]. {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
As a void touched pawn will grow back body parts, use of the [[Deathless]]{{BiotechIcon}} gene and duplication from a [[Corrupted obelisk]] can [[Organ harvesting|provide the colony with a renewable source of organs]] that are normally lethal to remove, such as [[heart]]s and [[liver]]s.&lt;br /&gt;
&lt;br /&gt;
Although the ×200% Study efficiency bonus is significant, it is actually the least useful of the bonuses by far, mostly due to the fact that a colony which has managed to awaken the Void Monolith has likely already researched all Anomaly projects. This does, however, remain helpful for restudying entities which leave the map and then must be restudied upon their return, such as the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
[[Category:Anomaly]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fungus_darktorch&amp;diff=182560</id>
		<title>Fungus darktorch</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fungus_darktorch&amp;diff=182560"/>
		<updated>2026-08-04T16:59:09Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Fungus darktorch&lt;br /&gt;
| image = Fungus_darktorch.png&lt;br /&gt;
| description = A specially-treated fungus torch that produces a dim light over a large area. People who prefer darklight work best with this light source. Can be automatically refueled with raw fungus. Produces a small amount of heat.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.15&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 75&lt;br /&gt;
| glowradius = 7&lt;br /&gt;
| glowcolor = (78, 226, 229)&lt;br /&gt;
| heatpersecond = 3.5&lt;br /&gt;
| maxheattemperature = 23&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| styledominance = 5&lt;br /&gt;
| work to make = 100&lt;br /&gt;
| resource 1 = Raw fungus&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| deconstruct yield = nothing&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
| fuel filter = Raw fungus&lt;br /&gt;
| fuel capacity = 20.0&lt;br /&gt;
| fuel consumption rate = 1.5&lt;br /&gt;
| initial fuel percent = 1 &amp;lt;!-- 100% --&amp;gt;&lt;br /&gt;
| fuel consumption per tick in rain = 0.0006&lt;br /&gt;
| page verified for version = 1.3.3117&lt;br /&gt;
}}&lt;br /&gt;
The '''fungus darktorch''' is a piece of [[furniture]] that burns [[raw fungus]] to [[light]] an area with [[darklight]], while also generating a small amount of [[Temperature|heat]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Fungus darktorch illumination area.png|300px|thumb|left|The white area (4 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (5th tile) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]&lt;br /&gt;
&lt;br /&gt;
The fungus darktorch outputs [[light]] in a 7 tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. It heats the room to a maximum [[temperature]] of {{Temperature|{{P|Max Heat Temperature}} }} at a rate of {{P|Heat Per Second}} heat per second.&lt;br /&gt;
It consumes {{Icon Small|raw fungus}} 1.5 [[raw fungus]] per day as long as it is lit. It can hold up to {{Icon Small|raw fungus}} 20 raw fungus at a time, for a maximum run time of {{#expr:20/1.5 round 2}} days. It is constructed with a full fuel capacity. Fuel is delivered to the torch lamp by a [[Work#Haul|haulers]] as long as refueling is enabled. It cannot be &amp;quot;turned off&amp;quot; or paused, only deconstructed, in which case no material is recovered, regardless of any &amp;quot;fuel&amp;quot; remaining.&lt;br /&gt;
&lt;br /&gt;
If under the [[rain]] and unroofed, it consumes an additional {{Icon Small|raw fungus}} 0.0006 raw fungus per {{Ticks|1}}, or {{#expr: 1.5+ (0.0006*60000) round 2}} fungus per day. It therefore lasts for {{#expr:20/37.5 round 2}} days if in constant rain.&lt;br /&gt;
&lt;br /&gt;
{{Pyromaniac Building Note}}&lt;br /&gt;
&lt;br /&gt;
The fungus darktorch differs from the [[torch lamp]] in that it puts out [[darklight]] that does not count as &amp;quot;bright light&amp;quot; for the [[Ideoligion#Lighting|Lighting: Darklight Preferred]] precept. Instead, it gives those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, and prevents [[surgery]] penalties for being in darkness. It is identical to the [[darktorch]] except in that it burns raw fungus instead of [[wood]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
It is generally not resource and work-time efficient to use compared to [[standing lamp]]s once [[Electricity]] has been researched. Its grid independence and immunity to power outages and [[solar flare]]s make it very useful in niche applications even beyond this point.&lt;br /&gt;
&lt;br /&gt;
Fungus darktorches consume 1.5 raw fungus per day, and regular [[darktorch]]es burn 1.5 [[wood]] per day. When actively growing crops, [[nutrifungus]] takes much less work per unit fuel than virtually any tree. While cutting wild trees ''already near colonists'' would take less work, fungal torches also has the advantage of travel time: a base deep inside a mountain would have to walk a long distance for the nearest tree, even in a rainforest, making fungus more efficient.&lt;br /&gt;
&lt;br /&gt;
[[Torch lamp]]s consume more wood than darktorches, though are still more efficient when wood is reasonably available.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Description no longer incorrectly states it is refueled with wood.&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Lamp]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Low-shield_pack&amp;diff=182559</id>
		<title>Low-shield pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Low-shield_pack&amp;diff=182559"/>
		<updated>2026-08-04T16:53:40Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Enemy shield packs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Low-shield pack&lt;br /&gt;
| image = BroadshieldPack.png&lt;br /&gt;
| description = A single-use man-portable low-shield projector. Deployed on the ground, it generates a circular shield that allows bullets out but not in. The unit is designed to last only a short time before burning out.&amp;lt;br/&amp;gt;Many ultratech combat squads owe their lives to a shield pack deployed at just the right time.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 100&lt;br /&gt;
| marketvalue  = 430&lt;br /&gt;
| flammability = 0.4&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Shields&lt;br /&gt;
| work to make = 14000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Shield core&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| defName = Apparel_PackBroadshield&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq, RewardStandardQualitySuper&lt;br /&gt;
| tags = BeltDefensePop&lt;br /&gt;
| tradeTags = ExoticMisc, Armor&lt;br /&gt;
| page verified for version = 1.2.2900&lt;br /&gt;
}}&lt;br /&gt;
The '''low-shield pack''' is a single-use accessory added by [[Royalty DLC]]. It allows the user to deploy a circular shield that stops incoming projectiles but does not affect outgoing projectiles, or prevent pawns from moving through it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} Shield cores are only available from [[mechanoid cluster]]s and trading.&lt;br /&gt;
&lt;br /&gt;
Alternatively, this item can be received as a quest reward, bought, or found on [[Raiders]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Low shield pack radius.jpg|thumb|left|175px|Radius of the shield with unshielded area denoted in red, partially shielded areas in gold (see Note right).&amp;lt;br&amp;gt; Note that despite the shield visually extends into the red tiles, it does not protect them.]]&lt;br /&gt;
&lt;br /&gt;
The low-shield pack is a single-use item that deploys a temporary structure called a '''burnout low-shield'''. This, in turn, projects a shield with a radius of 4.9 tiles for a duration of {{Ticks|1800}}, after which it burns out and is destroyed. There is no delay between the use of the item and the deployment of the shield, it will even project the shield if used while paused. The burnout low-shield has 250 {{HP}}, and can be manually targeted and destroyed.&lt;br /&gt;
&lt;br /&gt;
During that time, the shield stops all incoming ground-level fire from passing into the bubble, and detonating explosive projectiles at the point of impact with the shield radius. In contrast to the otherwise similar [[Skipshield]] psycast, which prevents all incoming and outgoing projectiles, the low shield does not prevent pawns 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. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] will not be blocked by the shield, nor will explosions crossing the boundary including those from intercepted projectiles.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Pawns on the tiles shown in [[gold tile|gold]] in the image to the left are shielded from attacks directly targeted at them, however, due to a bug, they can still be hit by attacks aimed at other nearby pawns that miss. &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. Projectiles from [[EMP grenades]] and [[EMP launcher|launchers]] from outside hitting the shield or [[EMP]] damage from any source done to the burnout low-shield object itself, will disable the shield for {{Ticks|600}}, during which time the burnout timer will still count down. Note that {{Hover title|Version/1.6.4630|as of the time of writing}}, projectiles [[unique weapons]] with the [[EMP rounds]]{{OdysseyIcon}} trait do not disable the shield when striking it. It is currently unknown whether this is intended or considered a bug. It is also currently unknown if striking the burnout low-shield object disables the shield.{{Check Tag|Verify}} Furthermore, unlike [[Mechanoid]]s, the shield projector will not adapt to the EMP effect. Its therefore possible to continuously disable the shield until the projector burns out. 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;
NPCs equipped with the shield pack will deploy them when an enemy-fired projectile travels past them. Friendly ranged fire will not trigger the pack. Note also that NPCs will occasionally end up walking outside of the effect of the shield.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Short, but also specific attention to how to adapt to and use the explosions on the edge - soemtimes you change positions and sometimes it means you use a large AOE to still hit the target.}}&lt;br /&gt;
The low-shield pack is incredibly powerful in the right circumstances, as it allows pawns to fire without needing to fear non-explosive projectiles. Pawns equipped with shield packs can stand toe-to-toe against entire [[centipede]] raids on open ground. Their use can be also be integrated with other tactics, such as chokepoints with melee blockers to prevent being overrun with melee, while the shield protects colonists from ranged attacks.&lt;br /&gt;
&lt;br /&gt;
In addition to acquiring them from [[mechanoid cluster]]s and traders, packs can be obtained from raiders. The ideal way to get them without deploying is to use melee pawns and either not used ranged or micromanage your ranged pawns to ensure that they don't target anyone near or behind the pawn with the shield pack. [[Bionic leg|Bionic]] or [[archotech leg]]s and/or a [[jump pack]], [[locust armor]], or [[longjump legs]] paired with a strong melee weapon are recommended if the pawn is to be rushed, however use of the [[Skip]] psycast allows the wearer to be teleported into the middle of as many as 8 melee pawns and quickly downed.&lt;br /&gt;
&lt;br /&gt;
=== Enemy shield packs ===&lt;br /&gt;
The enemy AI is not particularly smart about using low-shields or conscious about their radius. In many cases, when a shield pack is deployed, it is easy to just retreat and let the enemy advance outside the shield radius. This is particularly viable when out in the open, but is still possible in a [[killbox]]. When in close quarters, another option is to advance inside the shield pack. &lt;br /&gt;
&lt;br /&gt;
Explosive AOEs can hit enemies behind a low-shield pack, so [[frag grenades]], [[grenadier armor]], the [[hellsphere cannon]] of a [[diabolus]],{{BiotechIcon}} and other explosions can be tactically useful. [[EMP grenade]]s can fully disable the shield, although EMP weapons won't be useful against most other human raiders.&lt;br /&gt;
&lt;br /&gt;
Similarly, [[psycast]]s can affect those behind a shield - [[vertigo pulse]] and [[berserk pulse]] can easily disable any enemy within the shield's radius, psycasts like [[beckon]], [[skip]], and [[mass chaos skip]] can move pawns outside of the shield's radius, and [[wallraise]] can prevent pawns inside the shield from firing out.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BroadshieldProjector.png|The deployed shield projector&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Renamed from '''Broadshield pack''' to '''Low-shield pack'''. Broadshield Projector renamed to burnout low-shield. Gave the broadshield pack a smaller drawsize, so that its icon/map-icon is more congruent with its appearance on a pawn. AI will now only deploy an NPC's Broadshield pack if the offending attacker is hostile to prevents friendly-fire causing activation.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.&lt;br /&gt;
&lt;br /&gt;
== See Also == &lt;br /&gt;
* [[Skipshield]] - A 6th level psycast with that stops all incoming ''and'' outgoing ranged attacks in a similar radius but with a shorter duration.&lt;br /&gt;
* [[Mech low-shield]] - a [[mechanoid cluster]] building that produces the same effect but larger.&lt;br /&gt;
* [[Mech high-shield]] - a [[mechanoid cluster]] building that produces a similar effect but larger and tuned to mortar rounds, [[orbital bombardment targeter|orbital bombardments]], and [[Titles#Permits|aerodrone strikes]] only.&lt;br /&gt;
&lt;br /&gt;
{{Nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mass_chaos_skip&amp;diff=182558</id>
		<title>Mass chaos skip</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mass_chaos_skip&amp;diff=182558"/>
		<updated>2026-08-04T16:52:42Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Mass chaos skip&lt;br /&gt;
| image = MassChaosSkip.png&lt;br /&gt;
| type = Psycast&lt;br /&gt;
| description = Skip everyone in an area to random positions nearby. Objects which are too large cannot be teleported.&lt;br /&gt;
| psylink level = 6&lt;br /&gt;
| casting time = 60&lt;br /&gt;
| ability range = 25&lt;br /&gt;
| psyfocus cost = 0.03&lt;br /&gt;
| neural heat gain = 40&lt;br /&gt;
| effect radius = 7.9&lt;br /&gt;
| duration =&lt;br /&gt;
| duration multiplier = &lt;br /&gt;
| goodwill impact = -5&lt;br /&gt;
| caster must be capable of violence = false&lt;br /&gt;
}}&lt;br /&gt;
'''Mass chaos skip''' is a level {{P|Psylink Level}} [[psycast]] that uses [[chaos skip]]ping to teleport multiple pawns in its area of effect to a random location within its radius. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Mass chaos skip radius.png|thumb|left|200px|Radius in which mass chaos skip can teleport from. Sterile tiles = targetable area. Gold tiles = outside of targetable area but still within the psycasts cast area grid meaning pawns will still be affected.]]&lt;br /&gt;
&lt;br /&gt;
Upon casting, mass chaos skip will teleport all eligible pawns inside the targeted area (including the caster if in the radius) to random tiles within a 7-25 tile radius, into a tile that was in their original line of sight. Upon arriving at their destination, pawns will be very briefly stunned for between 70-120 ticks, preventing them from moving or taking action for the duration. Note that despite having a body size of 1, [[Apocriton]]s{{BiotechIcon}} cannot be targeted by Skip, by reason of &amp;quot;Psychic Resistance&amp;quot;. Only pawns with a [[body size]] of 3.5 for less can be skipped. For a list of pawns of body size ≤3.5, see {{#ask: [[Body Size::≤3.5]] | ?Body Size | ?Type | sort = Type, Type2, Name | limit = 0 | searchlabel = here}}. &lt;br /&gt;
&lt;br /&gt;
Additionally, note that skipping is considered a harmful ability, and will incur a goodwill penalty of {{Bad|−7}} when cast on pawns from a neutral or allied faction. However, mass chaos skip will not apply a goodwill penalty if used on temporary colonists, such as quest lodgers or an imperial laborer gang.&lt;br /&gt;
&lt;br /&gt;
[[Psychic sensitivity]] has no impact on being skipped, [[psychically deaf]] raiders and [[hunter drone]]s{{OdysseyIcon}} are just as vulnerable to being skipped around as any other valid pawn.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Mass chaos skip is middling for a level 6 psycast. It is random and therefore liable to backfire, and costs a lot of neural heat. Still, it has a number of uses.&lt;br /&gt;
&lt;br /&gt;
One of its main uses is to bring enemy pawns out of [[cover]] or [[low shield pack]]. However, doing so on a large group is dangerous as enemies can be teleported behind your colonists. Another potential use is to avoid explosions. While using mass chaos skip on your own pawns is also risky, due to the lack of cover and random positioning, this psycast is very likely to get pawns out of an explosion radius. The [[diabolus]]'{{BiotechIcon}} [[hellsphere cannon]] is especially dangerous and is worth skipping against in an emergency.&lt;br /&gt;
&lt;br /&gt;
Other than that, it can be used on single targets or small groups as a more expensive [[chaos skip]] or [[skip]] if neither psycast is available. For example, it can be used to gain distance from a [[predator]] or [[hunter drone]]{{OdysseyIcon}} chasing a psycaster that has this psycast.&lt;br /&gt;
&lt;br /&gt;
Note that mass chaos skip's AOE can affect pawns behind walls, but the pawns can only be teleported in areas within their line of sight, meaning it cannot be used to teleport pawns through the other side of a solid wall.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Now has a maximum [[body size]] of 3.5.&lt;br /&gt;
&lt;br /&gt;
{{Nav|psycasts|wide}}&lt;br /&gt;
[[Category: Psycasts]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Low-shield_pack&amp;diff=182557</id>
		<title>Low-shield pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Low-shield_pack&amp;diff=182557"/>
		<updated>2026-08-04T16:50:54Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */ some more anti-shield tactics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Low-shield pack&lt;br /&gt;
| image = BroadshieldPack.png&lt;br /&gt;
| description = A single-use man-portable low-shield projector. Deployed on the ground, it generates a circular shield that allows bullets out but not in. The unit is designed to last only a short time before burning out.&amp;lt;br/&amp;gt;Many ultratech combat squads owe their lives to a shield pack deployed at just the right time.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 100&lt;br /&gt;
| marketvalue  = 430&lt;br /&gt;
| flammability = 0.4&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Shields&lt;br /&gt;
| work to make = 14000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Shield core&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| defName = Apparel_PackBroadshield&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq, RewardStandardQualitySuper&lt;br /&gt;
| tags = BeltDefensePop&lt;br /&gt;
| tradeTags = ExoticMisc, Armor&lt;br /&gt;
| page verified for version = 1.2.2900&lt;br /&gt;
}}&lt;br /&gt;
The '''low-shield pack''' is a single-use accessory added by [[Royalty DLC]]. It allows the user to deploy a circular shield that stops incoming projectiles but does not affect outgoing projectiles, or prevent pawns from moving through it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} Shield cores are only available from [[mechanoid cluster]]s and trading.&lt;br /&gt;
&lt;br /&gt;
Alternatively, this item can be received as a quest reward, bought, or found on [[Raiders]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Low shield pack radius.jpg|thumb|left|175px|Radius of the shield with unshielded area denoted in red, partially shielded areas in gold (see Note right).&amp;lt;br&amp;gt; Note that despite the shield visually extends into the red tiles, it does not protect them.]]&lt;br /&gt;
&lt;br /&gt;
The low-shield pack is a single-use item that deploys a temporary structure called a '''burnout low-shield'''. This, in turn, projects a shield with a radius of 4.9 tiles for a duration of {{Ticks|1800}}, after which it burns out and is destroyed. There is no delay between the use of the item and the deployment of the shield, it will even project the shield if used while paused. The burnout low-shield has 250 {{HP}}, and can be manually targeted and destroyed.&lt;br /&gt;
&lt;br /&gt;
During that time, the shield stops all incoming ground-level fire from passing into the bubble, and detonating explosive projectiles at the point of impact with the shield radius. In contrast to the otherwise similar [[Skipshield]] psycast, which prevents all incoming and outgoing projectiles, the low shield does not prevent pawns 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. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] will not be blocked by the shield, nor will explosions crossing the boundary including those from intercepted projectiles.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Pawns on the tiles shown in [[gold tile|gold]] in the image to the left are shielded from attacks directly targeted at them, however, due to a bug, they can still be hit by attacks aimed at other nearby pawns that miss. &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. Projectiles from [[EMP grenades]] and [[EMP launcher|launchers]] from outside hitting the shield or [[EMP]] damage from any source done to the burnout low-shield object itself, will disable the shield for {{Ticks|600}}, during which time the burnout timer will still count down. Note that {{Hover title|Version/1.6.4630|as of the time of writing}}, projectiles [[unique weapons]] with the [[EMP rounds]]{{OdysseyIcon}} trait do not disable the shield when striking it. It is currently unknown whether this is intended or considered a bug. It is also currently unknown if striking the burnout low-shield object disables the shield.{{Check Tag|Verify}} Furthermore, unlike [[Mechanoid]]s, the shield projector will not adapt to the EMP effect. Its therefore possible to continuously disable the shield until the projector burns out. 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;
NPCs equipped with the shield pack will deploy them when an enemy-fired projectile travels past them. Friendly ranged fire will not trigger the pack. Note also that NPCs will occasionally end up walking outside of the effect of the shield.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Short, but also specific attention to how to adapt to and use the explosions on the edge - soemtimes you change positions and sometimes it means you use a large AOE to still hit the target.}}&lt;br /&gt;
The low-shield pack is incredibly powerful in the right circumstances, as it allows pawns to fire without needing to fear non-explosive projectiles. Pawns equipped with shield packs can stand toe-to-toe against entire [[centipede]] raids on open ground. Their use can be also be integrated with other tactics, such as chokepoints with melee blockers to prevent being overrun with melee, while the shield protects colonists from ranged attacks.&lt;br /&gt;
&lt;br /&gt;
In addition to acquiring them from [[mechanoid cluster]]s and traders, packs can be obtained from raiders. The ideal way to get them without deploying is to use melee pawns and either not used ranged or micromanage your ranged pawns to ensure that they don't target anyone near or behind the pawn with the shield pack. [[Bionic leg|Bionic]] or [[archotech leg]]s and/or a [[jump pack]], [[locust armor]], or [[longjump legs]] paired with a strong melee weapon are recommended if the pawn is to be rushed, however use of the [[Skip]] psycast allows the wearer to be teleported into the middle of as many as 8 melee pawns and quickly downed.&lt;br /&gt;
&lt;br /&gt;
=== Enemy shield packs ===&lt;br /&gt;
The enemy AI is not particularly smart about using low-shields or conscious about their radius. In many cases, when a shield pack is deployed, it is easy to just retreat and let the enemy advance outside the shield radius. This is particularly viable when out in the open, but is still possible in a [[killbox]]. When in close quarters, another option is to advance inside the shield pack. &lt;br /&gt;
&lt;br /&gt;
Explosive AOEs can hit enemies behind a low-shield pack, so [[frag grenades]], [[grenadier armor]], the [[hellsphere cannon]] of a [[diabolus]],{{BiotechIcon}} and other explosions can be tactically useful. [[EMP grenade]]s can fully disable the shield, but EMP weapons are generally not worth using against humans.&lt;br /&gt;
&lt;br /&gt;
Similarly, [[psycast]]s can affect those behind a shield - [[vertigo pulse]] and [[berserk pulse]] can easily disable any enemy within the shield's radius, psycasts like [[beckon]], [[skip]], and [[mass chaos skip]] can move pawns outside of the shield's radius, and [[wallraise]] can prevent pawns inside the shield from firing out.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BroadshieldProjector.png|The deployed shield projector&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Renamed from '''Broadshield pack''' to '''Low-shield pack'''. Broadshield Projector renamed to burnout low-shield. Gave the broadshield pack a smaller drawsize, so that its icon/map-icon is more congruent with its appearance on a pawn. AI will now only deploy an NPC's Broadshield pack if the offending attacker is hostile to prevents friendly-fire causing activation.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.&lt;br /&gt;
&lt;br /&gt;
== See Also == &lt;br /&gt;
* [[Skipshield]] - A 6th level psycast with that stops all incoming ''and'' outgoing ranged attacks in a similar radius but with a shorter duration.&lt;br /&gt;
* [[Mech low-shield]] - a [[mechanoid cluster]] building that produces the same effect but larger.&lt;br /&gt;
* [[Mech high-shield]] - a [[mechanoid cluster]] building that produces a similar effect but larger and tuned to mortar rounds, [[orbital bombardment targeter|orbital bombardments]], and [[Titles#Permits|aerodrone strikes]] only.&lt;br /&gt;
&lt;br /&gt;
{{Nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cyclops&amp;diff=182556</id>
		<title>Cyclops</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cyclops&amp;diff=182556"/>
		<updated>2026-08-04T16:42:14Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* As an enemy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Cyclops&lt;br /&gt;
| image = Cyclops Ancient east.png&lt;br /&gt;
| description = A front-line combat mechanoid named for its large optical array. The cyclops specializes in counter-shield attacks. It takes a long time to lock onto a target, but once locked on, it fires a near endless barrage of shield-piercing beams.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| marketvalue = 1170&lt;br /&gt;
| combatPower = 110&lt;br /&gt;
| movespeed = 4.5&lt;br /&gt;
| basemeatamount = 0&lt;br /&gt;
| baseleatheramount = 0&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;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| bandwidth cost = 2&lt;br /&gt;
| healthscale = 0.9&lt;br /&gt;
| bodysize =  1&lt;br /&gt;
| lifespan = 2500&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;
| weaponTags = WeaponBeamRepeater&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 = 120&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 40&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 5&lt;br /&gt;
| resource 4 = Standard subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Cyclopes'''&amp;lt;!--Cyclopes is the correct plural both in game, and in real life, do not &amp;quot;correct&amp;quot;--&amp;gt; a type of [[mechanoid]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly cyclopes 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 {{PAGENAME}}, {{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 cyclopes may be shredded at a [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as any missing parts on the cyclops.&lt;br /&gt;
&lt;br /&gt;
Mechs under player control{{BiotechIcon}} require power: cyclopes 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 10 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
Cyclopes march into position towards the front lines with their moderately short range until they have a clear line of sight with a pawn or turret, and will then fire their weapon. If their target is downed, they will keep firing until all shots of the burst were shot, meaning a downed entity could take a few extra hits after being downed. The Cyclopes will, however, stop shooting immediately if their target is destroyed or killed, if their target leaves their range, or if their line of sight is blocked.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Cyclopes are always equipped with a [[beam repeater]] of Normal [[quality]], which they do not drop upon death. See the [[beam repeater]] page for further information.&lt;br /&gt;
&lt;br /&gt;
Cyclopes 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;
Alone, a Cyclops doesn't pose much of a threat. Its very long aiming time of {{Ticks|{{Q|Beam repeater|Aiming Time Base}}}} and cooldown of {{Ticks|{{Q|Beam repeater|Ranged Cooldown Base}}}} mean a pawn wielding a regular firearm such as a [[heavy SMG]], an [[assault rifle]], or any gun with a relatively short shooting cycle has the time to fire and leave the Cyclops' range before it can fire on your pawns, making it an easy target to kite.&lt;br /&gt;
&lt;br /&gt;
In a group of mechanoids, or if kiting is not possible, a single burst of a cyclops can cause tremendous damage and pain to pawns that do not have reliable armor against heat attacks or cover, adding 6% pain for every wound. Since cyclopes are not as inaccurate as [[centipede]]s, they are more than capable of downing an unprotected pawn in a single burst of their beam repeater. Their health, being the same as a [[pikeman]]'s, combined with their shorter reach make cyclopes relatively frail and easy to take down.&lt;br /&gt;
&lt;br /&gt;
Should you encounter cyclopes, consider kiting them if possible, take cover, and take them down before they get in a troublesome position. If you do not allow them to fire, they pose little threat to your pawns. Note that since their beam repeater ignores any form of shield, items like [[low-shield pack]]s{{RoyaltyIcon}} will not protect pawns stuck in an entrenched position. &lt;br /&gt;
&lt;br /&gt;
Uniquely, the beam repeater dealing less damage to buildings may give them trouble when taking down turrets is required, as they only deal 40% of their usual damage on passable structures.&lt;br /&gt;
&lt;br /&gt;
===As an ally===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Cyclopes wield [[beam repeater]]s that are identical to the human-wieldable version of normal [[quality]]. As a weapon, the beam repeater has a short range and very long warm-up and cooldown, but fires 30 shots at once, resulting in high theoretical {{DPS}} that is lower in practice due to overkill waste (pawns have to reset aiming/firing if their target is killed early). They are also relatively unique as they deal Beam damage - which checks Heat armor - making them good against heavily armored humans but almost useless against mechanoids. In addition, beam repeaters can fire past shields.&lt;br /&gt;
&lt;br /&gt;
Overall, cyclopes can be worthwhile if used in a colony/strategy that relies specifically on beam repeaters, e.g., using [[skipshield]]{{RoyaltyIcon}} so that cyclopes and other beam wielders can fire through but regular enemies cannot. Even then, they should be compared to colonists who can wield higher quality beam repeaters and swap weapons if needed, and compared to building other mechs that are more versatile. For general purposes, cyclopes are poor due to their long warm-up/cooldown cycle and ineffectiveness against enemy mechs.&lt;br /&gt;
&lt;br /&gt;
[[Tesseron]]s also deal Beam damage and ignore shields, but their main purpose is to flush enemies out of cover, a niche that is rarely useful to a colony. Meanwhile, a cyclops is specialized for dealing {{DPS}} against high HP single targets, which ''could'' be useful, also they are 1 less [[bandwidth]] than a tesseron.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Cyclops}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table|weapon=Beam repeater}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The cyclops, Polyphemus, plays a pivotal role in Homer's Odyssey, the epic of ancient Greek literature from which the name of the DLC that added this mechanoid comes.&lt;br /&gt;
* Despite the name of this mechanoid, cyclopes still have two eyes or &amp;quot;sight sensors&amp;quot;.&lt;br /&gt;
** Additionally, every light mechanoid ([[Militor]]s,{{BiotechIcon}} [[Lifter]]s,{{BiotechIcon}} [[Constructoid]]s,{{BiotechIcon}} [[Fabricor]]s,{{BiotechIcon}} [[Agrihand]]s,{{BiotechIcon}} [[Cleansweeper]]s,{{BiotechIcon}} [[War urchin]]s,{{BiotechIcon}} and [[Paramedic]]s{{BiotechIcon}}) only have one sight sensor.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cyclops_east.png| Age 0-99 Cyclops facing east&lt;br /&gt;
Cyclops_north.png| Age 0-99 Cyclops facing north&lt;br /&gt;
Cyclops_south.png| Age 0-99 Cyclops facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cyclops_Ancient_east.png| Age 100+ Cylcops facing east&lt;br /&gt;
Cyclops_Ancient_north.png| Age 100+ Cylcops facing north&lt;br /&gt;
Cyclops_Ancient_south.png| Age 100+ Cylcops facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=182555</id>
		<title>Beam repeater</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=182555"/>
		<updated>2026-08-04T14:47:27Z</updated>

		<summary type="html">&lt;p&gt;Hordes: shuffle around dlc icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{For|the [[Unique weapons|unique variant]] of this weapon|Unique beam repeater}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Beam repeater&lt;br /&gt;
| image = BeamRepeater.png&lt;br /&gt;
| description = An ultratech weapon that emits gamma ray laser bursts in a rapid sequence. The tight gamma beams can pierce shields.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| damage = 5&lt;br /&gt;
| damage type = Beam&lt;br /&gt;
| armorPenetration = 50&lt;br /&gt;
| range = 21.9&lt;br /&gt;
| accuracyTouch = 65&lt;br /&gt;
| accuracyShort = 72&lt;br /&gt;
| accuracyMedium = 65&lt;br /&gt;
| accuracyLong = 60&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 30&lt;br /&gt;
| burstTicks = 10	&lt;br /&gt;
| warmup = 240&lt;br /&gt;
| cooldown = 180&lt;br /&gt;
| velocity = 70&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Beam weapons&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| marketvalue = 1235&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 11.7&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, GunHeavy, UltratechGun, WeaponBeamRepeater&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
The '''beam repeater''' is an ultratech [[weapon]] that fires 30-round bursts, the largest burst of all weapons. It has low damage per shot and a long warm-up and cooldown time, but has excellent armor penetration, slightly below-average range, and moderate accuracy.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Beam repeaters can also be generated as [[unique weapons]]. In addition, [[Empire#Cataphract|cataphract imperials]] {{RoyaltyIcon}} may appear wielding them.&lt;br /&gt;
&lt;br /&gt;
Beam grasers also spawn on all [[cyclopes]], including those [[Mechanoid creation|gestated]]{{BiotechIcon}} by a colony. However, it is not possible to obtain one from them as they will not drop it on [[death]], [[downing]], or complete loss of [[manipulation]] like other weapons.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Beam repeaters deal Beam damage, which checks Heat armor for damage calculation but does not ignite pawns on [[fire]]. Also, their projectiles will ignore and pass through shields, including: [[shield belt]]s worn by other pawns, [[low-shield pack]]s,{{RoyaltyIcon}} [[mech low-shield]]s,{{RoyaltyIcon}} [[skipshield]],{{RoyaltyIcon}} [[legionary]]{{BiotechIcon}} and [[centurion]]{{BiotechIcon}} shields,{{BiotechIcon}} [[remote shield]]s,{{BiotechIcon}} and [[gravship shield generator]]s.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the beam repeater is fired like any ordinary ranged weapon; it does ''not'' share the unique firing mechanics of a [[beam graser]].{{BiotechIcon}} Notably, it cannot be fired while wearing a [[shield belt]].&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|0.25}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The beam repeater has great single target {{DPS}} in theory, penetrates [[shield]]s, and its {{AP}} is enough to shred through the armor of just about any non-mechanoid enemy. For reference, regular beam repeaters almost completely pierce through normal [[marine armor]], and legendary beam repeaters almost completely pierce through excellent [[cataphract armor]]{{RoyaltyIcon}} - the best armor worn by raiders. However, it has a very long warm-up, burst, and cooldown time. If the intended target dies, the beam repeater immediately stops firing, resulting in wasted DPS. In addition, while mechs are not compltely immune to Beam damage, they have 200% Heat armor, making beam repeaters do only 18.75% of their listed DPS. For reference, against a [[centipede]], a legendary [[greatbow]] will have more DPS than a legendary beam repeater.&lt;br /&gt;
&lt;br /&gt;
The beam repeater is typically best aimed at whatever enemy has the largest HP pool or the best armor, as this minimizes the chance of wasted damage. Swarms of small manhunting animals such as squirrels, rats, or crows present perhaps the absolute worst use case for a beam repeater. This can be mitigated to an extent by aiming at at a target at the back of a group, allowing missed shots to hit other targets, increasing the time to kill the nominal target but ensuring more damage is done as a whole.&lt;br /&gt;
&lt;br /&gt;
Overall, the beam repeater is a relatively niche weapon, as it is clunky and slow, and the long burst times will result in wasted damage. Even if the DPS waste wasn't an issue, such as when fighting against large targets, it competes with the [[charge rifle]]. Charge rifles have a significantly higher max range, shorter firing times, and do not slow their wielder down.&lt;br /&gt;
&lt;br /&gt;
Beam repeaters can pierce through [[shield]]s. While their building damage penalty means they are poor at taking out [[mech low-shield]]s{{RoyaltyIcon}} and enemy [[low-shield pack]]s,{{RoyaltyIcon}} they can be combined with [[skipshield]]s{{RoyaltyIcon}} in order to fire at enemies without taking return fire.&lt;br /&gt;
&lt;br /&gt;
=== Comparisons ===&lt;br /&gt;
&lt;br /&gt;
==== Comparison to [[minigun]] ====&lt;br /&gt;
The beam repeater and minigun are similar as they fire massive bursts and have large warmups/cooldowns. The beam repeater has less range and takes more time to fire, but is much more accurate. Despite their similarities, due to the beam repeater's accuracy, they perform different roles. The beam repeater is better for single targets, while the minigun excels versus groups of targets.&lt;br /&gt;
&lt;br /&gt;
==== Comparison to [[charge rifle]]s ====&lt;br /&gt;
On paper, beam repeaters and [[charge rifle]]s have comparable raw {{DPS}}, with the beam repeater being even stronger in theory. Beam repeaters also perform better against groups of highly armored enemies, shielded enemies, or high HP targets. Note that charge rifles do have respectable {{AP}}, but a beam repeater will still be better at ignoring armor. For reference, a normal [[flak vest]] will reduce a legendary charge rifle's damage on torso hits by ~36% on average. Beam repeaters can also be stronger against clumped up enemies as missed shots can hit other nearby enemies.&lt;br /&gt;
&lt;br /&gt;
Still, charge rifles are more practical. A [[killbox]] would seemingly be a great place for a beam repeater, as a killbox would mitigate many of the repeater's disadvantages (low range, movement speed debuff). However, charge rifles would perform better in that setting - a well-designed killbox should restrict enemies to coming in one at a time, and with enough colonists raiders should die immediately before a beam repeater would even have a chance to warmup. Charge rifles also perform better out in the open and/or when being mobile, due to their higher range and lack of a move speed penalty. This is before considering that beam repeaters are terrible against mechs, which become increasingly more common in the late game.&lt;br /&gt;
&lt;br /&gt;
Thus, beam repeaters are primarily restricted to fighting large organic targets like [[hive queen]]s or being used with [[skipshield]]{{RoyaltyIcon}} to get free attacks in. Heavily armored humans and [[shield belt]]s are not very common, enemy [[low-shield pack]]s{{RoyaltyIcon}} are usually very easy to mitigate by retreating, and high HP enemies are generally [[animal]]s which can be handled by [[melee block]]ing even with a worse-performing charge rifle.&lt;br /&gt;
&lt;br /&gt;
==== Comparison to industrial weapons ====&lt;br /&gt;
[[Assault rifle]]s are essentially worse charge rifles with 3 tiles more range. Thus, the comparison is similar: assault rifles are better in a lot of general cases to their flexibility. Also, they are much cheaper and are unlocked earlier.&lt;br /&gt;
&lt;br /&gt;
[[Heavy SMG]]s deal similar damage at the close range band. Heavy SMGs are more accurate and have a shorter warmup, and are also more accessible. By the time beam repeaters are craftable, heavy SMGs are usually reserved by low skill pawns for impromptu self defense and drafting, such as against mad animals, center [[drop pod]] raids, and  [[sightstealer]]s.{{AnomalyIcon}} In this role, the heavy SMG is more likely to get a volley off before the enemy closes to melee, which makes it superior in the aforementioend cases.&lt;br /&gt;
&lt;br /&gt;
The [[chain shotgun]] has superior pre-armor DPS at all ranges it can shoot at. Specifically, it beats the beam repeater until ~49% armor at masterwork, and ~61% armor at legendary. This means that [[flak vest]]+ drop pod raiders will be better handled by repeaters with micro management used to avoid overkill. Without carefully controlled fire to avoid massively overkilling single pawns, chain shotguns are more effective. Chain shotguns are also better at clearing out insect hives, as all bugs other than the low hp [[megascarab]] have low sharp armor. While beam repeaters are more effective at 20 tiles, it doesn't make much sense to bring a chain shotgun to a medium ranged encounter.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Beam weapons were creating VFX in the wrong location (only affects mods).&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Spacer Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=182554</id>
		<title>Beam repeater</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=182554"/>
		<updated>2026-08-04T14:46:58Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{For|the [[Unique weapons|unique variant]] of this weapon|Unique beam repeater}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Beam repeater&lt;br /&gt;
| image = BeamRepeater.png&lt;br /&gt;
| description = An ultratech weapon that emits gamma ray laser bursts in a rapid sequence. The tight gamma beams can pierce shields.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| damage = 5&lt;br /&gt;
| damage type = Beam&lt;br /&gt;
| armorPenetration = 50&lt;br /&gt;
| range = 21.9&lt;br /&gt;
| accuracyTouch = 65&lt;br /&gt;
| accuracyShort = 72&lt;br /&gt;
| accuracyMedium = 65&lt;br /&gt;
| accuracyLong = 60&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 30&lt;br /&gt;
| burstTicks = 10	&lt;br /&gt;
| warmup = 240&lt;br /&gt;
| cooldown = 180&lt;br /&gt;
| velocity = 70&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Beam weapons&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| marketvalue = 1235&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 11.7&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, GunHeavy, UltratechGun, WeaponBeamRepeater&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
The '''beam repeater''' is an ultratech [[weapon]] that fires 30-round bursts, the largest burst of all weapons. It has low damage per shot and a long warm-up and cooldown time, but has excellent armor penetration, slightly below-average range, and moderate accuracy.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Beam repeaters can also be generated as [[unique weapons]]. In addition, [[Empire#Cataphract|cataphract imperials]] {{RoyaltyIcon}} may appear wielding them.&lt;br /&gt;
&lt;br /&gt;
Beam grasers also spawn on all [[cyclopes]], including those [[Mechanoid creation|gestated]] by a colony.{{BiotechIcon}} However, it is not possible to obtain one from them as they will not drop it on [[death]], [[downing]], or complete loss of [[manipulation]] like other weapons.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Beam repeaters deal Beam damage, which checks Heat armor for damage calculation but does not ignite pawns on [[fire]]. Also, their projectiles will ignore and pass through shields, including: [[shield belt]]s worn by other pawns, [[low-shield pack]]s,{{RoyaltyIcon}} [[mech low-shield]]s,{{RoyaltyIcon}} [[skipshield]],{{RoyaltyIcon}} [[legionary]]{{BiotechIcon}} and [[centurion]]{{BiotechIcon}} shields,{{BiotechIcon}} [[remote shield]]s,{{BiotechIcon}} and [[gravship shield generator]]s.{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Otherwise, the beam repeater is fired like any ordinary ranged weapon; it does ''not'' share the unique firing mechanics of a [[beam graser]].{{BiotechIcon}} Notably, it cannot be fired while wearing a [[shield belt]].&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|0.25}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The beam repeater has great single target {{DPS}} in theory, penetrates [[shield]]s, and its {{AP}} is enough to shred through the armor of just about any non-mechanoid enemy. For reference, regular beam repeaters almost completely pierce through normal [[marine armor]], and legendary beam repeaters almost completely pierce through excellent [[cataphract armor]]{{RoyaltyIcon}} - the best armor worn by raiders. However, it has a very long warm-up, burst, and cooldown time. If the intended target dies, the beam repeater immediately stops firing, resulting in wasted DPS. In addition, while mechs are not compltely immune to Beam damage, they have 200% Heat armor, making beam repeaters do only 18.75% of their listed DPS. For reference, against a [[centipede]], a legendary [[greatbow]] will have more DPS than a legendary beam repeater.&lt;br /&gt;
&lt;br /&gt;
The beam repeater is typically best aimed at whatever enemy has the largest HP pool or the best armor, as this minimizes the chance of wasted damage. Swarms of small manhunting animals such as squirrels, rats, or crows present perhaps the absolute worst use case for a beam repeater. This can be mitigated to an extent by aiming at at a target at the back of a group, allowing missed shots to hit other targets, increasing the time to kill the nominal target but ensuring more damage is done as a whole.&lt;br /&gt;
&lt;br /&gt;
Overall, the beam repeater is a relatively niche weapon, as it is clunky and slow, and the long burst times will result in wasted damage. Even if the DPS waste wasn't an issue, such as when fighting against large targets, it competes with the [[charge rifle]]. Charge rifles have a significantly higher max range, shorter firing times, and do not slow their wielder down.&lt;br /&gt;
&lt;br /&gt;
Beam repeaters can pierce through [[shield]]s. While their building damage penalty means they are poor at taking out [[mech low-shield]]s{{RoyaltyIcon}} and enemy [[low-shield pack]]s,{{RoyaltyIcon}} they can be combined with [[skipshield]]s{{RoyaltyIcon}} in order to fire at enemies without taking return fire.&lt;br /&gt;
&lt;br /&gt;
=== Comparisons ===&lt;br /&gt;
&lt;br /&gt;
==== Comparison to [[minigun]] ====&lt;br /&gt;
The beam repeater and minigun are similar as they fire massive bursts and have large warmups/cooldowns. The beam repeater has less range and takes more time to fire, but is much more accurate. Despite their similarities, due to the beam repeater's accuracy, they perform different roles. The beam repeater is better for single targets, while the minigun excels versus groups of targets.&lt;br /&gt;
&lt;br /&gt;
==== Comparison to [[charge rifle]]s ====&lt;br /&gt;
On paper, beam repeaters and [[charge rifle]]s have comparable raw {{DPS}}, with the beam repeater being even stronger in theory. Beam repeaters also perform better against groups of highly armored enemies, shielded enemies, or high HP targets. Note that charge rifles do have respectable {{AP}}, but a beam repeater will still be better at ignoring armor. For reference, a normal [[flak vest]] will reduce a legendary charge rifle's damage on torso hits by ~36% on average. Beam repeaters can also be stronger against clumped up enemies as missed shots can hit other nearby enemies.&lt;br /&gt;
&lt;br /&gt;
Still, charge rifles are more practical. A [[killbox]] would seemingly be a great place for a beam repeater, as a killbox would mitigate many of the repeater's disadvantages (low range, movement speed debuff). However, charge rifles would perform better in that setting - a well-designed killbox should restrict enemies to coming in one at a time, and with enough colonists raiders should die immediately before a beam repeater would even have a chance to warmup. Charge rifles also perform better out in the open and/or when being mobile, due to their higher range and lack of a move speed penalty. This is before considering that beam repeaters are terrible against mechs, which become increasingly more common in the late game.&lt;br /&gt;
&lt;br /&gt;
Thus, beam repeaters are primarily restricted to fighting large organic targets like [[hive queen]]s or being used with [[skipshield]]{{RoyaltyIcon}} to get free attacks in. Heavily armored humans and [[shield belt]]s are not very common, enemy [[low-shield pack]]s{{RoyaltyIcon}} are usually very easy to mitigate by retreating, and high HP enemies are generally [[animal]]s which can be handled by [[melee block]]ing even with a worse-performing charge rifle.&lt;br /&gt;
&lt;br /&gt;
==== Comparison to industrial weapons ====&lt;br /&gt;
[[Assault rifle]]s are essentially worse charge rifles with 3 tiles more range. Thus, the comparison is similar: assault rifles are better in a lot of general cases to their flexibility. Also, they are much cheaper and are unlocked earlier.&lt;br /&gt;
&lt;br /&gt;
[[Heavy SMG]]s deal similar damage at the close range band. Heavy SMGs are more accurate and have a shorter warmup, and are also more accessible. By the time beam repeaters are craftable, heavy SMGs are usually reserved by low skill pawns for impromptu self defense and drafting, such as against mad animals, center [[drop pod]] raids, and  [[sightstealer]]s.{{AnomalyIcon}} In this role, the heavy SMG is more likely to get a volley off before the enemy closes to melee, which makes it superior in the aforementioend cases.&lt;br /&gt;
&lt;br /&gt;
The [[chain shotgun]] has superior pre-armor DPS at all ranges it can shoot at. Specifically, it beats the beam repeater until ~49% armor at masterwork, and ~61% armor at legendary. This means that [[flak vest]]+ drop pod raiders will be better handled by repeaters with micro management used to avoid overkill. Without carefully controlled fire to avoid massively overkilling single pawns, chain shotguns are more effective. Chain shotguns are also better at clearing out insect hives, as all bugs other than the low hp [[megascarab]] have low sharp armor. While beam repeaters are more effective at 20 tiles, it doesn't make much sense to bring a chain shotgun to a medium ranged encounter.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Beam weapons were creating VFX in the wrong location (only affects mods).&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Spacer Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=182553</id>
		<title>Beam repeater</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=182553"/>
		<updated>2026-08-04T14:45:20Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{For|the [[Unique weapons|unique variant]] of this weapon|Unique beam repeater}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Beam repeater&lt;br /&gt;
| image = BeamRepeater.png&lt;br /&gt;
| description = An ultratech weapon that emits gamma ray laser bursts in a rapid sequence. The tight gamma beams can pierce shields.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| damage = 5&lt;br /&gt;
| damage type = Beam&lt;br /&gt;
| armorPenetration = 50&lt;br /&gt;
| range = 21.9&lt;br /&gt;
| accuracyTouch = 65&lt;br /&gt;
| accuracyShort = 72&lt;br /&gt;
| accuracyMedium = 65&lt;br /&gt;
| accuracyLong = 60&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 30&lt;br /&gt;
| burstTicks = 10	&lt;br /&gt;
| warmup = 240&lt;br /&gt;
| cooldown = 180&lt;br /&gt;
| velocity = 70&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Beam weapons&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| marketvalue = 1235&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 11.7&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, GunHeavy, UltratechGun, WeaponBeamRepeater&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
The '''beam repeater''' is an ultratech [[weapon]] that fires 30-round bursts, the largest burst of all weapons. It has low damage per shot and a long warm-up and cooldown time, but has excellent armor penetration, slightly below-average range, and moderate accuracy.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Beam repeaters can also be generated as [[unique weapons]]. In addition, [[Empire#Cataphract|cataphract imperials]] {{RoyaltyIcon}} may appear wielding them.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Beam repeaters deal Beam damage, which checks Heat armor for damage calculation but does not ignite pawns on [[fire]]. Also, their projectiles will ignore and pass through shields, including: [[shield belt]]s worn by other pawns, [[low-shield pack]]s,{{RoyaltyIcon}} [[mech low-shield]]s,{{RoyaltyIcon}} [[skipshield]],{{RoyaltyIcon}} [[legionary]]{{BiotechIcon}} and [[centurion]]{{BiotechIcon}} shields,{{BiotechIcon}} [[remote shield]]s,{{BiotechIcon}} and [[gravship shield generator]]s.{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Otherwise, the beam repeater is fired like any ordinary ranged weapon; it does ''not'' share the unique firing mechanics of a [[beam graser]].{{BiotechIcon}} Notably, it cannot be fired while wearing a [[shield belt]].&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|0.25}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The beam repeater has great single target {{DPS}} in theory, penetrates [[shield]]s, and its {{AP}} is enough to shred through the armor of just about any non-mechanoid enemy. For reference, regular beam repeaters almost completely pierce through normal [[marine armor]], and legendary beam repeaters almost completely pierce through excellent [[cataphract armor]]{{RoyaltyIcon}} - the best armor worn by raiders. However, it has a very long warm-up, burst, and cooldown time. If the intended target dies, the beam repeater immediately stops firing, resulting in wasted DPS. In addition, while mechs are not compltely immune to Beam damage, they have 200% Heat armor, making beam repeaters do only 18.75% of their listed DPS. For reference, against a [[centipede]], a legendary [[greatbow]] will have more DPS than a legendary beam repeater.&lt;br /&gt;
&lt;br /&gt;
The beam repeater is typically best aimed at whatever enemy has the largest HP pool or the best armor, as this minimizes the chance of wasted damage. Swarms of small manhunting animals such as squirrels, rats, or crows present perhaps the absolute worst use case for a beam repeater. This can be mitigated to an extent by aiming at at a target at the back of a group, allowing missed shots to hit other targets, increasing the time to kill the nominal target but ensuring more damage is done as a whole.&lt;br /&gt;
&lt;br /&gt;
Overall, the beam repeater is a relatively niche weapon, as it is clunky and slow, and the long burst times will result in wasted damage. Even if the DPS waste wasn't an issue, such as when fighting against large targets, it competes with the [[charge rifle]]. Charge rifles have a significantly higher max range, shorter firing times, and do not slow their wielder down.&lt;br /&gt;
&lt;br /&gt;
Beam repeaters can pierce through [[shield]]s. While their building damage penalty means they are poor at taking out [[mech low-shield]]s{{RoyaltyIcon}} and enemy [[low-shield pack]]s,{{RoyaltyIcon}} they can be combined with [[skipshield]]s{{RoyaltyIcon}} in order to fire at enemies without taking return fire.&lt;br /&gt;
&lt;br /&gt;
=== Comparisons ===&lt;br /&gt;
&lt;br /&gt;
==== Comparison to [[minigun]] ====&lt;br /&gt;
The beam repeater and minigun are similar as they fire massive bursts and have large warmups/cooldowns. The beam repeater has less range and takes more time to fire, but is much more accurate. Despite their similarities, due to the beam repeater's accuracy, they perform different roles. The beam repeater is better for single targets, while the minigun excels versus groups of targets.&lt;br /&gt;
&lt;br /&gt;
==== Comparison to [[charge rifle]]s ====&lt;br /&gt;
On paper, beam repeaters and [[charge rifle]]s have comparable raw {{DPS}}, with the beam repeater being even stronger in theory. Beam repeaters also perform better against groups of highly armored enemies, shielded enemies, or high HP targets. Note that charge rifles do have respectable {{AP}}, but a beam repeater will still be better at ignoring armor. For reference, a normal [[flak vest]] will reduce a legendary charge rifle's damage on torso hits by ~36% on average. Beam repeaters can also be stronger against clumped up enemies as missed shots can hit other nearby enemies.&lt;br /&gt;
&lt;br /&gt;
Still, charge rifles are more practical. A [[killbox]] would seemingly be a great place for a beam repeater, as a killbox would mitigate many of the repeater's disadvantages (low range, movement speed debuff). However, charge rifles would perform better in that setting - a well-designed killbox should restrict enemies to coming in one at a time, and with enough colonists raiders should die immediately before a beam repeater would even have a chance to warmup. Charge rifles also perform better out in the open and/or when being mobile, due to their higher range and lack of a move speed penalty. This is before considering that beam repeaters are terrible against mechs, which become increasingly more common in the late game.&lt;br /&gt;
&lt;br /&gt;
Thus, beam repeaters are primarily restricted to fighting large organic targets like [[hive queen]]s or being used with [[skipshield]]{{RoyaltyIcon}} to get free attacks in. Heavily armored humans and [[shield belt]]s are not very common, enemy [[low-shield pack]]s{{RoyaltyIcon}} are usually very easy to mitigate by retreating, and high HP enemies are generally [[animal]]s which can be handled by [[melee block]]ing even with a worse-performing charge rifle.&lt;br /&gt;
&lt;br /&gt;
==== Comparison to industrial weapons ====&lt;br /&gt;
[[Assault rifle]]s are essentially worse charge rifles with 3 tiles more range. Thus, the comparison is similar: assault rifles are better in a lot of general cases to their flexibility. Also, they are much cheaper and are unlocked earlier.&lt;br /&gt;
&lt;br /&gt;
[[Heavy SMG]]s deal similar damage at the close range band. Heavy SMGs are more accurate and have a shorter warmup, and are also more accessible. By the time beam repeaters are craftable, heavy SMGs are usually reserved by low skill pawns for impromptu self defense and drafting, such as against mad animals, center [[drop pod]] raids, and  [[sightstealer]]s.{{AnomalyIcon}} In this role, the heavy SMG is more likely to get a volley off before the enemy closes to melee, which makes it superior in the aforementioend cases.&lt;br /&gt;
&lt;br /&gt;
The [[chain shotgun]] has superior pre-armor DPS at all ranges it can shoot at. Specifically, it beats the beam repeater until ~49% armor at masterwork, and ~61% armor at legendary. This means that [[flak vest]]+ drop pod raiders will be better handled by repeaters with micro management used to avoid overkill. Without carefully controlled fire to avoid massively overkilling single pawns, chain shotguns are more effective. Chain shotguns are also better at clearing out insect hives, as all bugs other than the low hp [[megascarab]] have low sharp armor. While beam repeaters are more effective at 20 tiles, it doesn't make much sense to bring a chain shotgun to a medium ranged encounter.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Beam weapons were creating VFX in the wrong location (only affects mods).&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Spacer Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=182552</id>
		<title>Beam repeater</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=182552"/>
		<updated>2026-08-04T14:44:55Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{For|the [[Unique weapons|unique variant]] of this weapon|Unique beam repeater}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Beam repeater&lt;br /&gt;
| image = BeamRepeater.png&lt;br /&gt;
| description = An ultratech weapon that emits gamma ray laser bursts in a rapid sequence. The tight gamma beams can pierce shields.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| damage = 5&lt;br /&gt;
| damage type = Beam&lt;br /&gt;
| armorPenetration = 50&lt;br /&gt;
| range = 21.9&lt;br /&gt;
| accuracyTouch = 65&lt;br /&gt;
| accuracyShort = 72&lt;br /&gt;
| accuracyMedium = 65&lt;br /&gt;
| accuracyLong = 60&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 30&lt;br /&gt;
| burstTicks = 10	&lt;br /&gt;
| warmup = 240&lt;br /&gt;
| cooldown = 180&lt;br /&gt;
| velocity = 70&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Beam weapons&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| marketvalue = 1235&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 11.7&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, GunHeavy, UltratechGun, WeaponBeamRepeater&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
The '''beam repeater''' is an ultratech [[weapon]] that fires 30-round bursts, the largest burst of all weapons. It has low damage per shot and a long warm-up and cooldown time, but has excellent armor penetration, slightly below-average range, and moderate accuracy.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Beam repeaters can also be generated as [[unique weapons]]. In addition, [[Empire#Cataphract|cataphract imperials]] {{RoyaltyIcon}} may appear wielding them.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Beam repeaters deal Beam damage, which checks Heat armor for damage calculation but does not ignite pawns on [[fire]]. Also, their projectiles will ignore and pass through shields, including: [[shield belt]]s worn by other pawns, [[low-shield pack]]s,{{RoyaltyIcon}} [[mech low-shield]]s,{{RoyaltyIcon}} [[skipshield]],{{RoyaltyIcon}} [[legionary]]{{BiotechIcon}} and [[centurion]]{{BiotechIcon}} shields,{{BiotechIcon}} [[remote shield]]s,{{BiotechIcon}} and [[gravship shield generator]]s.{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Otherwise, the beam repeater is fired like any ordinary ranged weapon; it does ''not'' share the unique mechanics of a [[beam graser]].{{BiotechIcon}} Notably, it cannot be fired while wearing a [[shield belt]].&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|0.25}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The beam repeater has great single target {{DPS}} in theory, penetrates [[shield]]s, and its {{AP}} is enough to shred through the armor of just about any non-mechanoid enemy. For reference, regular beam repeaters almost completely pierce through normal [[marine armor]], and legendary beam repeaters almost completely pierce through excellent [[cataphract armor]]{{RoyaltyIcon}} - the best armor worn by raiders. However, it has a very long warm-up, burst, and cooldown time. If the intended target dies, the beam repeater immediately stops firing, resulting in wasted DPS. In addition, while mechs are not compltely immune to Beam damage, they have 200% Heat armor, making beam repeaters do only 18.75% of their listed DPS. For reference, against a [[centipede]], a legendary [[greatbow]] will have more DPS than a legendary beam repeater.&lt;br /&gt;
&lt;br /&gt;
The beam repeater is typically best aimed at whatever enemy has the largest HP pool or the best armor, as this minimizes the chance of wasted damage. Swarms of small manhunting animals such as squirrels, rats, or crows present perhaps the absolute worst use case for a beam repeater. This can be mitigated to an extent by aiming at at a target at the back of a group, allowing missed shots to hit other targets, increasing the time to kill the nominal target but ensuring more damage is done as a whole.&lt;br /&gt;
&lt;br /&gt;
Overall, the beam repeater is a relatively niche weapon, as it is clunky and slow, and the long burst times will result in wasted damage. Even if the DPS waste wasn't an issue, such as when fighting against large targets, it competes with the [[charge rifle]]. Charge rifles have a significantly higher max range, shorter firing times, and do not slow their wielder down.&lt;br /&gt;
&lt;br /&gt;
Beam repeaters can pierce through [[shield]]s. While their building damage penalty means they are poor at taking out [[mech low-shield]]s{{RoyaltyIcon}} and enemy [[low-shield pack]]s,{{RoyaltyIcon}} they can be combined with [[skipshield]]s{{RoyaltyIcon}} in order to fire at enemies without taking return fire.&lt;br /&gt;
&lt;br /&gt;
=== Comparisons ===&lt;br /&gt;
&lt;br /&gt;
==== Comparison to [[minigun]] ====&lt;br /&gt;
The beam repeater and minigun are similar as they fire massive bursts and have large warmups/cooldowns. The beam repeater has less range and takes more time to fire, but is much more accurate. Despite their similarities, due to the beam repeater's accuracy, they perform different roles. The beam repeater is better for single targets, while the minigun excels versus groups of targets.&lt;br /&gt;
&lt;br /&gt;
==== Comparison to [[charge rifle]]s ====&lt;br /&gt;
On paper, beam repeaters and [[charge rifle]]s have comparable raw {{DPS}}, with the beam repeater being even stronger in theory. Beam repeaters also perform better against groups of highly armored enemies, shielded enemies, or high HP targets. Note that charge rifles do have respectable {{AP}}, but a beam repeater will still be better at ignoring armor. For reference, a normal [[flak vest]] will reduce a legendary charge rifle's damage on torso hits by ~36% on average. Beam repeaters can also be stronger against clumped up enemies as missed shots can hit other nearby enemies.&lt;br /&gt;
&lt;br /&gt;
Still, charge rifles are more practical. A [[killbox]] would seemingly be a great place for a beam repeater, as a killbox would mitigate many of the repeater's disadvantages (low range, movement speed debuff). However, charge rifles would perform better in that setting - a well-designed killbox should restrict enemies to coming in one at a time, and with enough colonists raiders should die immediately before a beam repeater would even have a chance to warmup. Charge rifles also perform better out in the open and/or when being mobile, due to their higher range and lack of a move speed penalty. This is before considering that beam repeaters are terrible against mechs, which become increasingly more common in the late game.&lt;br /&gt;
&lt;br /&gt;
Thus, beam repeaters are primarily restricted to fighting large organic targets like [[hive queen]]s or being used with [[skipshield]]{{RoyaltyIcon}} to get free attacks in. Heavily armored humans and [[shield belt]]s are not very common, enemy [[low-shield pack]]s{{RoyaltyIcon}} are usually very easy to mitigate by retreating, and high HP enemies are generally [[animal]]s which can be handled by [[melee block]]ing even with a worse-performing charge rifle.&lt;br /&gt;
&lt;br /&gt;
==== Comparison to industrial weapons ====&lt;br /&gt;
[[Assault rifle]]s are essentially worse charge rifles with 3 tiles more range. Thus, the comparison is similar: assault rifles are better in a lot of general cases to their flexibility. Also, they are much cheaper and are unlocked earlier.&lt;br /&gt;
&lt;br /&gt;
[[Heavy SMG]]s deal similar damage at the close range band. Heavy SMGs are more accurate and have a shorter warmup, and are also more accessible. By the time beam repeaters are craftable, heavy SMGs are usually reserved by low skill pawns for impromptu self defense and drafting, such as against mad animals, center [[drop pod]] raids, and  [[sightstealer]]s.{{AnomalyIcon}} In this role, the heavy SMG is more likely to get a volley off before the enemy closes to melee, which makes it superior in the aforementioend cases.&lt;br /&gt;
&lt;br /&gt;
The [[chain shotgun]] has superior pre-armor DPS at all ranges it can shoot at. Specifically, it beats the beam repeater until ~49% armor at masterwork, and ~61% armor at legendary. This means that [[flak vest]]+ drop pod raiders will be better handled by repeaters with micro management used to avoid overkill. Without carefully controlled fire to avoid massively overkilling single pawns, chain shotguns are more effective. Chain shotguns are also better at clearing out insect hives, as all bugs other than the low hp [[megascarab]] have low sharp armor. While beam repeaters are more effective at 20 tiles, it doesn't make much sense to bring a chain shotgun to a medium ranged encounter.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Beam weapons were creating VFX in the wrong location (only affects mods).&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Spacer Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=182551</id>
		<title>Beam repeater</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=182551"/>
		<updated>2026-08-04T14:36:34Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Summary */ tested most sources of shields in the game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{For|the [[Unique weapons|unique variant]] of this weapon|Unique beam repeater}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Beam repeater&lt;br /&gt;
| image = BeamRepeater.png&lt;br /&gt;
| description = An ultratech weapon that emits gamma ray laser bursts in a rapid sequence. The tight gamma beams can pierce shields.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| damage = 5&lt;br /&gt;
| damage type = Beam&lt;br /&gt;
| armorPenetration = 50&lt;br /&gt;
| range = 21.9&lt;br /&gt;
| accuracyTouch = 65&lt;br /&gt;
| accuracyShort = 72&lt;br /&gt;
| accuracyMedium = 65&lt;br /&gt;
| accuracyLong = 60&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 30&lt;br /&gt;
| burstTicks = 10	&lt;br /&gt;
| warmup = 240&lt;br /&gt;
| cooldown = 180&lt;br /&gt;
| velocity = 70&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Beam weapons&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| marketvalue = 1235&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 11.7&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, GunHeavy, UltratechGun, WeaponBeamRepeater&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
The '''beam repeater''' is an ultratech [[weapon]] that fires 30-round bursts, the largest burst of all weapons. It has low damage per shot and a long warm-up and cooldown time, but has excellent armor penetration, slightly below-average range, and moderate accuracy.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Beam repeaters can also be generated as [[unique weapons]]. In addition, [[Empire#Cataphract|cataphract imperials]] {{RoyaltyIcon}} may appear wielding them.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Damage type mechanics, formatting}}&lt;br /&gt;
* Deals Beam damage, which checks Heat Armor for damage calculation. It does not light pawns on [[fire]].&lt;br /&gt;
* Projectiles ignore shields, including [[shield belt]]s worn by other pawns, [[low-shield pack]]s,{{RoyaltyIcon}} [[mech low-shield]]s,{{RoyaltyIcon}} [[skipshield]],{{RoyaltyIcon}} [[legionary]]{{BiotechIcon}} and [[centurion]]{{BiotechIcon}} shields,{{BiotechIcon}} [[remote shield]]s,{{BiotechIcon}} and [[gravship shield generator]]s.{{OdysseyIcon}}&lt;br /&gt;
* Unlike the [[beam graser]], the beam repeater fires like a regular ranged weapon, and cannot be fired when wearing a [[shield belt]].&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|0.25}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The beam repeater has great single target {{DPS}} in theory, penetrates [[shield]]s, and its {{AP}} is enough to shred through the armor of just about any non-mechanoid enemy. For reference, regular beam repeaters almost completely pierce through normal [[marine armor]], and legendary beam repeaters almost completely pierce through excellent [[cataphract armor]]{{RoyaltyIcon}} - the best armor worn by raiders. However, it has a very long warm-up, burst, and cooldown time. If the intended target dies, the beam repeater immediately stops firing, resulting in wasted DPS. In addition, while mechs are not compltely immune to Beam damage, they have 200% Heat armor, making beam repeaters do only 18.75% of their listed DPS. For reference, against a [[centipede]], a legendary [[greatbow]] will have more DPS than a legendary beam repeater.&lt;br /&gt;
&lt;br /&gt;
The beam repeater is typically best aimed at whatever enemy has the largest HP pool or the best armor, as this minimizes the chance of wasted damage. Swarms of small manhunting animals such as squirrels, rats, or crows present perhaps the absolute worst use case for a beam repeater. This can be mitigated to an extent by aiming at at a target at the back of a group, allowing missed shots to hit other targets, increasing the time to kill the nominal target but ensuring more damage is done as a whole.&lt;br /&gt;
&lt;br /&gt;
Overall, the beam repeater is a relatively niche weapon, as it is clunky and slow, and the long burst times will result in wasted damage. Even if the DPS waste wasn't an issue, such as when fighting against large targets, it competes with the [[charge rifle]]. Charge rifles have a significantly higher max range, shorter firing times, and do not slow their wielder down.&lt;br /&gt;
&lt;br /&gt;
Beam repeaters can pierce through [[shield]]s. While their building damage penalty means they are poor at taking out [[mech low-shield]]s{{RoyaltyIcon}} and enemy [[low-shield pack]]s,{{RoyaltyIcon}} they can be combined with [[skipshield]]s{{RoyaltyIcon}} in order to fire at enemies without taking return fire.&lt;br /&gt;
&lt;br /&gt;
=== Comparisons ===&lt;br /&gt;
&lt;br /&gt;
==== Comparison to [[minigun]] ====&lt;br /&gt;
The beam repeater and minigun are similar as they fire massive bursts and have large warmups/cooldowns. The beam repeater has less range and takes more time to fire, but is much more accurate. Despite their similarities, due to the beam repeater's accuracy, they perform different roles. The beam repeater is better for single targets, while the minigun excels versus groups of targets.&lt;br /&gt;
&lt;br /&gt;
==== Comparison to [[charge rifle]]s ====&lt;br /&gt;
On paper, beam repeaters and [[charge rifle]]s have comparable raw {{DPS}}, with the beam repeater being even stronger in theory. Beam repeaters also perform better against groups of highly armored enemies, shielded enemies, or high HP targets. Note that charge rifles do have respectable {{AP}}, but a beam repeater will still be better at ignoring armor. For reference, a normal [[flak vest]] will reduce a legendary charge rifle's damage on torso hits by ~36% on average. Beam repeaters can also be stronger against clumped up enemies as missed shots can hit other nearby enemies.&lt;br /&gt;
&lt;br /&gt;
Still, charge rifles are more practical. A [[killbox]] would seemingly be a great place for a beam repeater, as a killbox would mitigate many of the repeater's disadvantages (low range, movement speed debuff). However, charge rifles would perform better in that setting - a well-designed killbox should restrict enemies to coming in one at a time, and with enough colonists raiders should die immediately before a beam repeater would even have a chance to warmup. Charge rifles also perform better out in the open and/or when being mobile, due to their higher range and lack of a move speed penalty. This is before considering that beam repeaters are terrible against mechs, which become increasingly more common in the late game.&lt;br /&gt;
&lt;br /&gt;
Thus, beam repeaters are primarily restricted to fighting large organic targets like [[hive queen]]s or being used with [[skipshield]]{{RoyaltyIcon}} to get free attacks in. Heavily armored humans and [[shield belt]]s are not very common, enemy [[low-shield pack]]s{{RoyaltyIcon}} are usually very easy to mitigate by retreating, and high HP enemies are generally [[animal]]s which can be handled by [[melee block]]ing even with a worse-performing charge rifle.&lt;br /&gt;
&lt;br /&gt;
==== Comparison to industrial weapons ====&lt;br /&gt;
[[Assault rifle]]s are essentially worse charge rifles with 3 tiles more range. Thus, the comparison is similar: assault rifles are better in a lot of general cases to their flexibility. Also, they are much cheaper and are unlocked earlier.&lt;br /&gt;
&lt;br /&gt;
[[Heavy SMG]]s deal similar damage at the close range band. Heavy SMGs are more accurate and have a shorter warmup, and are also more accessible. By the time beam repeaters are craftable, heavy SMGs are usually reserved by low skill pawns for impromptu self defense and drafting, such as against mad animals, center [[drop pod]] raids, and  [[sightstealer]]s.{{AnomalyIcon}} In this role, the heavy SMG is more likely to get a volley off before the enemy closes to melee, which makes it superior in the aforementioend cases.&lt;br /&gt;
&lt;br /&gt;
The [[chain shotgun]] has superior pre-armor DPS at all ranges it can shoot at. Specifically, it beats the beam repeater until ~49% armor at masterwork, and ~61% armor at legendary. This means that [[flak vest]]+ drop pod raiders will be better handled by repeaters with micro management used to avoid overkill. Without carefully controlled fire to avoid massively overkilling single pawns, chain shotguns are more effective. Chain shotguns are also better at clearing out insect hives, as all bugs other than the low hp [[megascarab]] have low sharp armor. While beam repeaters are more effective at 20 tiles, it doesn't make much sense to bring a chain shotgun to a medium ranged encounter.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Beam weapons were creating VFX in the wrong location (only affects mods).&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Spacer Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apparel&amp;diff=182550</id>
		<title>Apparel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apparel&amp;diff=182550"/>
		<updated>2026-08-04T14:35:10Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Protection */ update heat section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{imagemargin|[[File:apparel_preview.png|140px|right]]|40px}}'''Apparel''' is worn by your colonists to protect them from extreme temperatures or from [[Damage|damage]] in combat.&lt;br /&gt;
See a pawn's Gear tab to see what apparel they are wearing.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Clothing vs Armor ==&lt;br /&gt;
There are two main types of apparel, [[clothing]] and [[armor]]. Both clothing and armor use the same basic mechanics and the distinction is largely arbitrary beyond its use in sorting items. They can be mixed and matched, as far as [[Apparel layers]] allow.&lt;br /&gt;
&lt;br /&gt;
Clothing usually:&lt;br /&gt;
* is made from light materials (fabrics and leathers);&lt;br /&gt;
* offers good insulation from extreme temperatures;&lt;br /&gt;
* offers lower protection from damage (with the right materials, clothing can be a worthwhile &amp;quot;light&amp;quot; armor).&lt;br /&gt;
&lt;br /&gt;
Armor usually:&lt;br /&gt;
* is made from solid materials (metal);&lt;br /&gt;
* offers less insulation from extreme temperatures;&lt;br /&gt;
* offers good protection from damage;&lt;br /&gt;
* gives penalties to movement speed (from wearing the armor) and to carrying capacity (from the weight of the armor).&lt;br /&gt;
[[File:Apparel examples.png|350px|thumb|center|Examples of different apparel, including both [[clothing]] and [[armor]]]]&amp;lt;!-- This image relates to this intro section; any larger and this image will block text until below TOC --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Layers and coverage ==&lt;br /&gt;
{{:Apparel layers}}&lt;br /&gt;
&lt;br /&gt;
== Protection ==&lt;br /&gt;
Colonists wearing protective apparel have a chance of outright avoiding all damage from an attack, as the item can sometimes utterly deflect a bullet or a [[Melee]] strike. This will be represented by a &amp;quot;tink&amp;quot; sound and a spark particle effect. They may also receive a mitigated blow, for only half of the damage.&lt;br /&gt;
&lt;br /&gt;
There are several types of armor ratings. They are expressed as percentages. The maximum armor rating per type is 200%.&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_08 text-center}}&lt;br /&gt;
! Name !! Label !! Description&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Sharp|Sharp]]&lt;br /&gt;
| Armor - Sharp || Protection against piercing damage like bullets, knife stabs, and animal bites. These attacks will cause cuts, stabs or gunshot wounds, which in turn are prone to cause [[Bleeding]]. Even the lightest clothing material seems to offer some protection against sharp damage.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Blunt|Blunt]]&lt;br /&gt;
| Armor - Blunt || Protection against blunt damage like fist and [[club]] attacks, rock falls, explosions, and strikes with ranged weapons at melee range. This protection is generally limited, and blunt weapons will generally have to deal with less armor than an equivalent tier sharp weapon.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Heat|Heat]]&lt;br /&gt;
| Armor - Heat || Protection against fire damage from natural fires, fire weapons such as [[molotov cocktail]]s, as well as [[lightning|lightning strikes]] and [[Damage Types#Beam|Beam]] damage. Not to be mistaken with Heat Insulation.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
=== Calculation ===&lt;br /&gt;
Each pawn [[body part]] has its own '''armor rating''', which is affected by every '''layer''' of worn apparel covering that body part. &lt;br /&gt;
Incoming attack damage is first applied to the outermost layer of apparel at a body part and proceeds sequentially through all layers of apparel before finally damaging the pawn. Damage passes through a layer completely if no armor is found there. Note that some attacks can damage multiple body parts at once.&lt;br /&gt;
&lt;br /&gt;
So if a pawn wearing only a [[duster]], [[flak vest]], and [[tribalwear]] were struck in the torso, the final damage to the torso would be calculated thus:&lt;br /&gt;
# First, the armor effects of the outermost apparel layer (in this example, the duster) are applied to the total damage of the attack.&lt;br /&gt;
# If there is residual attack damage, then the effects of the next layer (the flak vest on the middle layer) are applied to the attack damage.&lt;br /&gt;
# If there is still residual damage, the armor of the next layer, the tribalwear, is applied.&lt;br /&gt;
# If no layers of apparel remain, any residual damage is applied to the skin of the body part.&lt;br /&gt;
&lt;br /&gt;
If this same pawn were hit in the arm, the only armor effects would come from their duster, as neither the vest nor tribalwear cover the arm. If they were struck in the head, then the damage would be directly applied to the head, as they aren't wearing anything that covers their head.&lt;br /&gt;
&lt;br /&gt;
Some items occupy multiple apparel layers, such as [[Marine armor]] which occupies both the middle and outer layer. In such cases, damage is only calculated against the item one time, leaving the other occupied layer(s) technically unarmored. A strike to the torso would be calculated against the marine armor only once, with residual damage passing to the next apparel item. Armor that occupies multiple layers typically has much higher armor values and armor penetration resistance, though, to more than make up for the loss of an apparel layer.&lt;br /&gt;
&lt;br /&gt;
''See the [[#Analysis|Analysis]] section below for details.''&lt;br /&gt;
&lt;br /&gt;
In-game, Armor rating is calculated as follows:&lt;br /&gt;
#The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the &amp;quot;effective armor rating&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
'''Note''': While armor penetration is given as a percentage, it is ''subtracted'' from the target's armor, not used as a multiplier. E.g. if a target with 150% armor is attacked using a weapon with 50% armor penetration, the result is 150% - 50% = 100% effective armor rating, ''not'' 150% * (1 - 50%) = 75% effective armor rating.&lt;br /&gt;
#The effective armor rating is then compared against a random number from 0 to 100:&lt;br /&gt;
#*If the random number is under half the armor rating, the damage deflects harmlessly.&lt;br /&gt;
#*If the random number is over half the armor rating, but not higher than the armor rating, the damage is halved.&lt;br /&gt;
#*If the random number is greater than the armor rating, the armor has no effect.&lt;br /&gt;
#If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage.&lt;br /&gt;
&lt;br /&gt;
==== Sharp damage ====&lt;br /&gt;
If the damage is Sharp and any layer halves the damage, then any remaining damage to the pawn will be changed to Blunt damage.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Despite the common misconception, the armor effect of layers below will still be calculated against the ''sharp armor rating'' of those layers, '''not''' against the blunt armor rating. For example,  if a pawn wears a duster over a flak vest, and the duster halves the damage of an incoming sharp attack, converting it to blunt damage in the process, the flak vest will still use its sharp armor rating for its attempt at mitigating the damage.&lt;br /&gt;
&lt;br /&gt;
==== Flame damage ====&lt;br /&gt;
Heat armor works to prevent [[Damage Types#Flame|Flame]] damage from injuring the pawn using the same process as any other armor and damage type, but any Flame damage that actually deals damage to the pawn has a chance to set the pawn on [[fire]]. This ignition chance is the same regardless of the damage dealt to the pawn, so long as some damage is actually dealt. Thus if the Heat Armor does not outright negate the damage, it otherwise does nothing to prevent the pawn from being ignited. &lt;br /&gt;
&lt;br /&gt;
While [[Damage Types#Burn|Burn]] damage is otherwise identical to Flame damage, including its interaction with heat armor, it cannot ignite pawns.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
The formula for the average residual damage for an ''effective'' armor value ''A'' is: max(100%-A, 0%) + (min(A, 100%) - A/2)/2&lt;br /&gt;
&lt;br /&gt;
Thus each ''effective'' point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage that has 0% AP; this currently works only on heat damage, as all other kinds of damage have armor penetration.&lt;br /&gt;
&lt;br /&gt;
Armor is calculated per item of apparel, from the item occupying the outermost layer in. Armor mitigation does stack multiplicatively, e.g. two pieces of armor layered on top of each other can each mitigate the damage by 50%, reducing it to 25% of the base damage. Each layer also has an independent chance to entirely negate the damage, using the above calculation steps.&lt;br /&gt;
&lt;br /&gt;
Armor Penetration is applied identically to each layer.  This means that, while multiple layers of armor each have more chances to mitigate the damage, layering apparel with low armor values may do little or nothing against projectiles with high armor penetration, while a single layer of high armor value may be able to mitigate it. For example a pawn with both a [[devilstrand]] [[Button-down shirt|shirt]] with sharp armor of 28% and a [[toughskin gland]] with sharp armor 35% would always receive full damage from a [[charge rifle]], as its armor penetration of 35% completely nullifies the protection of both items. This is why higher armor values may be preferable over multiple layers of much lower armor values. However there is little reason not to stack the best protection on your pawns when the items not mutually exclusive. A hyperweave shirt might still stop an assault rifle bullet that penetrates a flak vest, and it could be the only thing protecting the pawns arm.&lt;br /&gt;
&lt;br /&gt;
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.&lt;br /&gt;
&lt;br /&gt;
Because most damage in combat is sharp, unless you are planning to fight a specific threat with blunt or heat damage, it's better to focus on sharp armor alone. Counterintuitively, the most protection from sharp damage in the game is not provided by legendary [[cataphract armor]], but by legendary thrumbofur [[duster]] and [[flak vest]] under it. But the cataphract armor gives better protection for the limbs&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
Apparel, including armor, takes damage from several factors. It takes 1 HP of damage for every 4 points of damage dealt to the wearer, provided the damage is applied to that layer and location. Thus, if an attack hits a pawn's torso and is stopped by apparel on the Outer layer, such as a [[Duster]], the duster will receive damage, but a torso-covering item on Middle layer, such as a [[Flak vest]] will receive no damage. If the duster were to halve the damage instead, then the flak vest would receive half of the durability damage, while the duster would receive full damage.&lt;br /&gt;
&lt;br /&gt;
The damage to the item is the same regardless of whether it deflects all the damage, half the damage, or no damage, just so long as the attack is calculated against that item.  The durability damage is calculated off of the raw damage as it reaches that layer, before that layer's mitigation is applied. Therefore, as [[quality]] does not affect an item's HP, high-quality armor lasts about as long as low-quality armor in combat, but will better protect lower layers from damage.&lt;br /&gt;
&lt;br /&gt;
Apparel also takes damage when the pawn wearing it is on fire.  Each time the fire deals damage to the pawn, it deals the same amount of damage to a random piece of worn apparel.&lt;br /&gt;
&lt;br /&gt;
All apparel worn by a pawn has a 40% chance to take 1 HP of damage each day (so on average, each piece of apparel takes about 0.4 HP of damage per day).  This effect is only applied to pawns in a map - pawns in caravans, transport pods etc do not suffer apparel damage in this way. This damage is not modified by the [[Quality#General|deterioration rate factor]] applied by [[quality]] - worn clothing is damaged at the same average rate regardless of quality.&lt;br /&gt;
&lt;br /&gt;
Finally, when a pawn is killed by an attack, all worn apparel takes anywhere between 15% and 40% of its current hit points in damage.&lt;br /&gt;
&lt;br /&gt;
=== Damaged apparel ===&lt;br /&gt;
A colonist wearing badly damaged apparel will have one of the following thoughts. These debuffs do not stack, only one is given based on the apparel with the worst condition.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 24em&amp;quot;&lt;br /&gt;
! HP !! Thought !! Debuff&lt;br /&gt;
|-&lt;br /&gt;
| 20% - 50% || &amp;quot;Ratty apparel&amp;quot; || style=&amp;quot;text-align: center;&amp;quot; | -3&lt;br /&gt;
|-&lt;br /&gt;
| below 20% || &amp;quot;Tattered apparel&amp;quot; || style=&amp;quot;text-align: center;&amp;quot; | -5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Durability does not affect stats such as protection and insulation.&lt;br /&gt;
&lt;br /&gt;
== Insulation ==&lt;br /&gt;
[[File:Legendary muffalo wool parka.png|500px|thumb|right|In-game insulation stats from a legendary muffalo wool parka]]&lt;br /&gt;
Insulation offers protection against extreme temperatures like freezing cold and scorching heat. Every pawn and every animal has a natural range of acceptable temperatures.  By default a naked human has a very narrow acceptable temperature range of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}, so you'll need to wear apparel to survive in the harsh environment of a rimworld.&lt;br /&gt;
&lt;br /&gt;
=== Insulation from a single piece of apparel ===&lt;br /&gt;
Apparel can offer &amp;quot;'''Insulation - Cold'''&amp;quot;, which protects from extremely cold temperatures, and &amp;quot;'''Insulation - Heat'''&amp;quot; which protects from extremely hot temperatures.&lt;br /&gt;
The amount of insulation a piece of apparel offers is equal to:&lt;br /&gt;
&lt;br /&gt;
  Insulation = Material insulation * Apparel insulation_factor * Quality multiplier&lt;br /&gt;
&lt;br /&gt;
* '''Material insulation''': the material used to create an article of apparel has a large impact on how much insulation a piece of apparel offers.  For example, [[muffalo wool]] offers {{Temperature|{{Q|Muffalo wool|Insulation - Cold Factor}}||delta}} of insulation from cold, while [[birdskin]] only offers {{Temperature|{{Q|Birdskin|Insulation - Cold Factor}}||delta}}. See [[textile]]s for a full comparison of clothing options.&lt;br /&gt;
* '''Apparel insulation factor''': each type of apparel has an insulation factor associated with it. For example, [[parka]]s have an insulation factor - cold of {{Q|Parka|Insulation Factor - Cold}}, so a normal muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}}}||delta}} of insulation from cold. See [[clothing]] for a full comparison.&lt;br /&gt;
* '''Quality multiplier''': the [[quality]] of an item influences its insulation as well. For example, legendary quality offers a 1.8x increase in insulation, so a legendary muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}*1.8}}||delta}} of insulation from cold. See [[quality]] for a full comparison.&lt;br /&gt;
&lt;br /&gt;
=== Total insulation for a pawn ===&lt;br /&gt;
[[File:Total insulation cold.png|500px|thumb|right|Total cold insulation for a pawn wearing a legendary muffalo wool parka and a poor quality cloth button-down shirt]]&lt;br /&gt;
The total insulation for a pawn is the sum of the insulation from each piece of apparel.  A pawn's minimum comfortable temperature is reduced by their total '''Insulation - Cold''', while their maximum comfortable temperature is increased by their '''Insulation - Heat'''.&lt;br /&gt;
&lt;br /&gt;
For example, consider a pawn wearing a legendary [[muffalo wool]] [[parka]] and a poor quality [[cloth]] [[button-down shirt]].  By default, humans have an acceptable temperature range of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}. We can find the new temperature range by computing the insulation from the clothing, then adding to the base insulation:&lt;br /&gt;
&lt;br /&gt;
'''Computing insulation from clothing'''&lt;br /&gt;
  '''Parka cold insulation''' = muffalo wool cold insulation * parka cold insulation factor * legendary modifier&lt;br /&gt;
  = {{Q|Muffalo wool|Insulation - Cold Factor}}°C * {{#expr:100*{{Q|Parka|Insulation Factor - Cold}}}}% * 1.8&lt;br /&gt;
  = '''{{#expr: {{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Parka heat insulation''' = muffalo wool heat insulation * parka heat insulation factor * legendary modifier&lt;br /&gt;
  = {{Q|Muffalo wool|Insulation - Heat Factor}}°C * {{#expr:100*{{Q|Parka|Insulation Factor - Heat}}}}% * 1.8&lt;br /&gt;
  = '''{{#expr: {{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Shirt cold insulation''' = cloth cold insulation * shirt modifier * poor modifier&lt;br /&gt;
  = {{Q|Cloth|Insulation - Cold Factor}}°C * {{#expr:100*{{Q|Button-down shirt|Insulation Factor - Cold}}}}% * 0.9&lt;br /&gt;
  = '''{{#expr: {{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9 round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Shirt heat insulation''' = cloth heat insulation * shirt modifier * poor modifier&lt;br /&gt;
  = {{Q|Cloth|Insulation - Heat Factor}}°C * {{#expr:100*{{Q|Button-down shirt|Insulation Factor - Heat}}}}% * 0.9&lt;br /&gt;
  = '''{{#expr: {{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9 round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
'''Adding to base insulation'''&lt;br /&gt;
  '''Minimum acceptable temperature''' = default minimum acceptable temperature - parka cold insulation - shirt cold insulation&lt;br /&gt;
  = 16 - {{#expr: {{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8}} - {{#expr: {{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9 round 1}}&lt;br /&gt;
  = '''{{#expr: 16 - ({{Q|Muffalo wool|Insulation - Cold Factor}} * {{Q|Parka|Insulation Factor - Cold}} * 1.8) - ({{Q|Cloth|Insulation - Cold Factor}} * {{Q|Button-down shirt|Insulation Factor - Cold}} * 0.9) round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
  '''Maximum acceptable temperature''' = default maximum acceptable temperature + parka heat insulation + shirt heat insulation&lt;br /&gt;
  = 26 + {{#expr: {{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8}} + {{#expr: {{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9 round 1}}&lt;br /&gt;
  = '''{{#expr: 26 + ({{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8) + ({{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9) round 1}}°C'''&lt;br /&gt;
&lt;br /&gt;
So the new comfortable range is: '''-89°C to 27.6°C'''&lt;br /&gt;
&lt;br /&gt;
== Flammability ==&lt;br /&gt;
How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependent on the material.&lt;br /&gt;
&lt;br /&gt;
It has no effect on the chance of a pawn to catch fire while wearing the item.&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
{| {{STDT| left c_08}}&lt;br /&gt;
! Quality !! Armor&amp;lt;br&amp;gt;Factor  !! Insulation&amp;lt;br&amp;gt;Factor !! Market Value !! Max Market Value Gain !! Deterioration Rate !! Beauty &lt;br /&gt;
|-&lt;br /&gt;
|Awful      || style=&amp;quot;text-align:center;&amp;quot; | 0.6 || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || 0.5 || - || 2 || -0.1&lt;br /&gt;
|-&lt;br /&gt;
|Poor       || style=&amp;quot;text-align:center;&amp;quot; |  0.8 || style=&amp;quot;text-align:center;&amp;quot; |  0.9 || 0.75 || - || 1.5 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Normal     || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || style=&amp;quot;text-align:center;&amp;quot; |  1.0 || 1.0 || - || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Good       || style=&amp;quot;text-align:center;&amp;quot; |  1.15 || style=&amp;quot;text-align:center;&amp;quot; |  1.1 || 1.25 || 500 || 0.8 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Excellent  || style=&amp;quot;text-align:center;&amp;quot; |  1.3 || style=&amp;quot;text-align:center;&amp;quot; |  1.2 || 1.5 || 1000 || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork || style=&amp;quot;text-align:center;&amp;quot; |  1.45 || style=&amp;quot;text-align:center;&amp;quot; |  1.5 || 2.5 || 2000 || 0.3 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Legendary  || style=&amp;quot;text-align:center;&amp;quot; | 1.8 || style=&amp;quot;text-align:center;&amp;quot; |  1.8 || 5 || 3000 || 0.1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nudity ==&lt;br /&gt;
In RimWorld Core, male colonists are considered naked when their legs are not covered, while female colonists are considered naked when either their legs or chest are not covered.  &lt;br /&gt;
Most colonists will receive a {{--|6}} mood penalty from being naked, triggering an alert prompting the player to seek suitable clothing.&lt;br /&gt;
&lt;br /&gt;
For Nudists the opposite is true - they receive a {{+|20}} mood bonus while naked and a {{--|3}} mood penalty while wearing any clothes other than [[sash]]es, [[heavy bandolier]]s, and headgear. They have no negative or positive social opinions about nudity.&lt;br /&gt;
&lt;br /&gt;
With the [[Ideology (DLC)]] installed and active, mood for being naked and opinion of others who are naked depend on the [[Ideoligion]]{{IdeologyIcon}} of the pawn and its precepts. Nudists are completely unaffected by ideoligion clothing standards, both for mood and for social opinions of others being nude. They do however get the {{+|1}} mood bonus for ideoligion preferred apparel, but unless that apparel is nudist acceptable they will still lose the {{+|20}} mood bonus and gain the {{--|3}} mood penalty.&lt;br /&gt;
&lt;br /&gt;
== Special values ==&lt;br /&gt;
Clothing can have very specific secondary values. The more common ones are:&lt;br /&gt;
* Negative movement Speed. This is mostly seen with armor&lt;br /&gt;
* Bonus to social skills. This is a extremely common stat for any form of headwear that is not armor&lt;br /&gt;
* Pain Threshold. Specific to Tribal clothing, this increases when a character will collapse from damage&lt;br /&gt;
&lt;br /&gt;
== Tainted apparel ==&lt;br /&gt;
Apparel that is worn by a human as they die becomes tainted. The clothing must be worn, not merely carried, to become tainted. All tainted items have names suffixed with single letter ''T''. [[Utility]] items never become tainted. &lt;br /&gt;
&lt;br /&gt;
Most pawns wearing tainted apparel gain a persistent [[mood]] debuff as long as they're wearing it that scales with the number of items worn - colonists with [[Bloodlust]] trait or [[Inhuman]] meme{{IdeologyIcon}}{{AnomalyIcon}} are unaffected by tainted clothing. Tainted clothes also have their [[market value]] decreased by 90%. [[Trade]]rs and [[faction base]]s do not buy tainted apparel nor accept them as gifts, but tainted clothing may be sent to them via [[transport pod]] for [[goodwill]] at their reduced market value. &lt;br /&gt;
&lt;br /&gt;
The apparel that is worn by a pawn as they are resurrected by a [[resurrector mech serum]] become untainted. There is no other way to untaint apparel.&lt;br /&gt;
&lt;br /&gt;
While tainted apparel does give a mood debuff, [[#Insulation|insulation]], [[#Protection|protection]], and [[#Nudity|nudity]] concerns may take precedence over the comparatively minor penalty. &lt;br /&gt;
&lt;br /&gt;
If truly unwanted, tainted apparel can be [[#Disposal|disposed of]] via a variety of means - one easy way is to create an outdoor stockpile for tainted apparel where they will deteriorate over time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 14em&amp;quot;&lt;br /&gt;
! Num. Items !! Debuff&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 2 &lt;br /&gt;
| {{--|8}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 3 &lt;br /&gt;
| {{--|11}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! 4+ &lt;br /&gt;
| {{--|14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Disposal ==&lt;br /&gt;
Apparel can also be destroyed via a &amp;quot;Burn apparel&amp;quot; bill at a [[crematorium]] or a [[campfire]] or destroyed at an electric smelter. Apparel containing [[metallic]] resources can instead be smelted at an [[electric smelter]], for a return of 25% of the metallic resources used to create them. Note that things such as [[component]]s will similarly be reduced to their base metals. In either case care must be taken in selecting the allowed items to destroyed. &lt;br /&gt;
&lt;br /&gt;
A ''burn pit'' provides a quick way to dispose of large quantities of burnable apparel. Place a [[stockpile zone]] on non-flammable [[terrain]] or [[floor]]ing, designate the zone for all apparel you wish to dispose of - suggested settings are tainted and non-smeltable apparel only, remove the automatically created [[home zone]] around the stockpile to prevent colonists extinguishing the fire, and manually attack the pile with an incendiary weapon such as a [[Molotov cocktail]]. [[Fire]] will spread from item to item and the unwanted apparel will be destroyed with minimal colonist work.&lt;br /&gt;
&lt;br /&gt;
Another alternative is to simply dump all unwanted apparel onto water or marsh tiles, which will rapidly speed up its [[deterioration]] rate.&lt;br /&gt;
&lt;br /&gt;
Finally, unwanted apparel can be sold or gifted for [[goodwill]] if [[#Tainted apparel|untainted]]. If disposing of apparel because it becomes worn, disposal at 60% HP will retain significantly more market value than waiting for 50% and the first worn moodlet to apply. Any item, including tainted items, can be sent as gifts via [[transport pod]]s to [[faction base]]s. For the majority of items, the reduction in market value from tainting makes this not worth the resources to make and launch the transport pod. For items with high base values, like hyperweave clothes occasionally found on raiders, it can still be worthwhile.&lt;br /&gt;
&lt;br /&gt;
== Outfit selection ==&lt;br /&gt;
{{Stub|section=1|reason=General and also how the automatic apparel selection works. most info commented out below}}&lt;br /&gt;
Colonists can be instructed to automatically equip items from a whitelist selected in the [[apparel policies]]. Pawns will attempt to select items based on a number of factors and the stats of the items available for selection - they will occasionally update their selection as &amp;quot;better&amp;quot; options become available or they are required to remove items per the apparel policy. Pawns can also be instructed to &amp;quot;force&amp;quot; wear an item, in which case they will continue to wear the item regardless of apparel policy or the statistics. &lt;br /&gt;
&lt;br /&gt;
The logic for the apparel selection is based on a numerical value given to all apparel on the map at the time the selection check is made. This check is made between every 0.1 - 0.15 days.{{Check Tag|Verify}} The apparel item with the highest selection value is selected for wearing.{{Check Tag|Worn clothes?|Does it check the clothes that its wearing?}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
The selection value is calculated as follows:&lt;br /&gt;
* If the pawn is physically capable of wearing the item, the value has a base value of 0.1&lt;br /&gt;
* If the apparel has the &amp;lt;code&amp;gt;&amp;lt;MechanitorApparel&amp;gt;True&amp;lt;MechanitorApparel&amp;gt;&amp;lt;/code&amp;gt; tag, and the pawn is not a [[mechanitor]],{{BiotechIcon}} the value is set to -10.&lt;br /&gt;
* If the apparel has the &amp;lt;code&amp;gt;&amp;lt;slaveApparel&amp;gt;True&amp;lt;slaveApparel&amp;gt;&amp;lt;/code&amp;gt; tag, and the pawn is not a [[slave]],{{IdeologyIcon}} the value is set to -10&lt;br /&gt;
* Some apparel then defines a &amp;lt;code&amp;gt;&amp;lt;scoreOffset&amp;gt;&amp;lt;/code&amp;gt; that is added to the score. For example, most{{Check Tag|Verify}} [[utility]] items, [[airwire headset]],{{BiotechIcon}} [[array headset]],{{BiotechIcon}} [[mechcommander helmet]],{{BiotechIcon}} [[mechlord helmet]],{{BiotechIcon}} [[locust armor]],{{RoyaltyIcon}} [[grenadier armor]],{{RoyaltyIcon}} and [[phoenix armor]],{{RoyaltyIcon}} all have a bonus of +4, while the [[torture crown]] has a malus of -10. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the sharp + blunt armor rating is added to the score. Note this is done as a value from 0-1, not 0-100, which means the bonus of 4 makes it 4x more &amp;quot;valuable&amp;quot; than an apparel piece that gives 50% sharp and 50% blunt armor.&lt;br /&gt;
If the apparel is damaged to the point of being considered frayed, the score is multiplied by some value between 0.2-0.3. If it's tattered, this drops to between 0 and 0.2. The exact value depends on how damaged it is.&lt;br /&gt;
Shield belts get a bonus between 0.25 and approximately 2.0, depending on how much max charge they can hold.&lt;br /&gt;
If it's going to be cold, apparel that gives insulation against the cold gets a bonus score between 1 point and 8 points (for 30 degrees celsius of insulation)If it's tainted, the score is decreased by 0.5 and then multiplied by 0.1 if it's still positive.&lt;br /&gt;
If it's human leather and the pawn doesn't like human leather, again -0.5 then x0.1&lt;br /&gt;
If it's considered &amp;quot;wrong gender&amp;quot; apparel the score is multiplied by 0.01.&lt;br /&gt;
If there is apparel that is required for e.g. royal title, its score is multiplied by 25. If it's &amp;quot;allowed&amp;quot; by some special circumstance (allowedTags in various places like royal titles) it's multiplied by 10.&lt;br /&gt;
If the pawn's royal title defines a min quality, and the apparel is below that quality, the score is multiplied by 0.25.&lt;br /&gt;
if the score the pawn would gain by switching apparel (i.e. the score of the new apparel - the sum of scores of any apparel that needs to be taken off to wear it) is &amp;lt; 0.05, the pawn &amp;quot;doesn't care&amp;quot; and doesn't switch&lt;br /&gt;
if apparel can be equipped without replacing anything, its relative score is multiplied by x10 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;if it's going to be cold&amp;quot; is specifically defined as &amp;quot;if the average temperature in the current twelfth is more than 4 degrees (celsius) below my comfortable min temperature&amp;quot;  twelfth = month = 5 days --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
A number of Materials are available for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor and insulation of clothing actually comes from the used material, rather than something unique to the item.&lt;br /&gt;
&lt;br /&gt;
=== Armor materials ===&lt;br /&gt;
These materials are primarily used for armor. It includes any metal and in rare cases, even wood. (Note that even though jade has armor and insulation modifiers, it can't be used for any type of apparel.)&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Stuff Category::Metallic]] OR [[Stuff Category::Woody]]&lt;br /&gt;
| ?Stuff Category&lt;br /&gt;
| ?Market Value Base = Market Value&lt;br /&gt;
| ?Beauty Factor&lt;br /&gt;
| ?Beauty Offset&lt;br /&gt;
| ?Work To Make Factor&lt;br /&gt;
| ?Max Hit Points Factor&lt;br /&gt;
| ?Flammability Factor&lt;br /&gt;
| ?Armor - Sharp Factor&lt;br /&gt;
| ?Armor - Blunt Factor&lt;br /&gt;
| ?Armor - Heat Factor&lt;br /&gt;
| ?Insulation - Cold Factor = Insulation - Cold (&amp;amp;deg;C)&lt;br /&gt;
| ?Insulation - Heat Factor = Insulation - Heat (&amp;amp;deg;C)&lt;br /&gt;
| limit = 100&lt;br /&gt;
| link = subject&lt;br /&gt;
| mainlabel = Material&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Clothing materials ===&lt;br /&gt;
See [[Textiles#Material Effects]].&lt;br /&gt;
&lt;br /&gt;
== Common combinations ==&lt;br /&gt;
{{Rewrite|section=1|reason=Currently a C&amp;amp;P from clothing. Needs adaption to all apparel, general analysis, suggested combos need some TLC. Whole section needs TLC}}&lt;br /&gt;
Apparel combinations are limited by layer and coverage, and this selective incompatibility leads to trends in combinations that are discussed and compared here.&lt;br /&gt;
&lt;br /&gt;
=== Skin Layer ===&lt;br /&gt;
In the early game, this layer is dominated by two options: [[tribalwear]] or [[button-down shirt]] + [[pants]].  The [[t-shirt]] is an inferior (and negligibly cheaper) version of the button-down shirt and should be avoided.&lt;br /&gt;
&lt;br /&gt;
[[Tribalwear]] offers the best thermal insulation and is cheaper.  [[Button-down shirt]] + [[pants]] has the same armor values but also covers the shoulders, arms, and neck.  When made of the weakest textiles like [[cloth]], the armor is so low that enemy weapons' AP completely nullifies it, making the coverage irrelevant, so you might as well use the cheaper tribalwear.  But as you acquire stronger textiles, the armor coverage becomes more valuable, and insulation becomes more plentiful as you give everyone a full set of clothing, so the button-down combo becomes the better choice usually early to mid game.  Note that, if you're using [[duster]]s/[[cape]]s/[[jacket]]s—which have higher armor values—then your strongest textiles are best spent on upgrading the outerwear first.  (For example, a [[thrumbofur]] duster and [[plainleather]] shirt+pants protects better than a plainleather duster and thrumbofur shirt+pants.)&lt;br /&gt;
&lt;br /&gt;
[[Flak pants]] are available mid-game; they give 40% sharp protection, about the same as [[hyperweave]] and [[thrumbofur]] pants, but are cheaper and easier to source (note again that you should spend those textiles on dusters first—hyperweave dusters give 60% sharp protection to legs)—at the cost of -0.12 move speed.  Whether this is worthwhile depends on your combat style.  Flak pants also occupy the Middle layer for legs, making them incompatible with power armor, and therefore not used in the late game.&lt;br /&gt;
&lt;br /&gt;
The [[formal shirt]]{{RoyaltyIcon}} will replace the button-down for [[noble]]s{{RoyaltyIcon}} of a certain rank, but provides no benefit to other pawns. The rare [[eltex shirt]]{{RoyaltyIcon}} is useful for [[psycast]]ers{{RoyaltyIcon}} but provides little protection.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} have three options: [[kid tribalwear]], [[kid shirt]] + [[kid pants]], and [[kid romper]].  All have the same armor values; kid tribalwear provides the best insulation and the least armor coverage, kid romper is the opposite, and shirt+pants is in between; material costs are 30, 40, 30 respectively.  So it's a similar tradeoff as for adults, but children's needs are somewhat different.  First, heat insulation is more difficult for children because there is (currently) no kid duster or jacket, although there is a [[kid parka]].  Second, players will usually keep children out of combat situations to the extent possible (though unusual events and social fights do happen), so the armor values on their clothing will matter much more rarely than for adults.  Thus, the case for tribalwear is stronger in children's clothing, especially in hot climates.&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
The middle layer is primarily the realm of Armor, with the [[Eltex vest]] {{RoyaltyIcon}} and [[Corset]]/[[Formal vest]] {{RoyaltyIcon}} being the only Clothing items that use it. What option is selected here will depend on the stage of the game and military strategies employed.&lt;br /&gt;
&lt;br /&gt;
=== Head Layer ===&lt;br /&gt;
This layer can mostly be divided into three categories: hats (textile), masks (wood/metal), and helmets.&lt;br /&gt;
&lt;br /&gt;
Among textile-based hats, the [[hood]] gives the best social impact of +20%, as well as 0.2x armor.  The [[broadwrap]]{{IdeologyIcon}} offers the highest armor value among textile hats (0.25x, tied with [[headwrap]]{{IdeologyIcon}}), and also gives the widest coverage of all headwear, protecting even the neck and shoulders.&lt;br /&gt;
&lt;br /&gt;
The [[visage mask]]{{IdeologyIcon}} has generally higher armor values than textile hats (although [[devilstrand]] or [[hyperweave]] broadwrap beats it in sharp protection).  The [[war mask]] is a more expensive version of a wooden visage mask, but also gives +10% pain shock threshold.&lt;br /&gt;
&lt;br /&gt;
Helmets have the highest armor values; even the most basic [[steel]] [[simple helmet]] is stronger than [[plasteel]] visage masks, and is comparable to hyperweave broadwrap; though they don't cover the eyes, nose, or jaw.  Power armor helmets do cover the full head, and, once you have the tech and the resources, the [[marine helmet]]—or [[cataphract helmet]],{{RoyaltyIcon}} if you can get it—is the best.  (Broadwrap still provides wider coverage than power helmets—to the neck and shoulders—but that can be addressed with a [[flak vest]] or other armor.)  The prestige versions of the power helmets are useful for psycasters.&lt;br /&gt;
&lt;br /&gt;
Temperature-wise, the [[tuque]], its equivalent [[flophat]],{{IdeologyIcon}} and its [[leather]]-based equivalent [[tailcap]]{{IdeologyIcon}} protect best against cold, while the [[cowboy hat]] and [[shadecone]]{{IdeologyIcon}} protect best against heat.  The cowboy hat is better than the shadecone for colonists, though since it decreases slave suppression you might give slaves the shadecone.&lt;br /&gt;
&lt;br /&gt;
For pawns that require noble apparel, the prestige power helmets give the best armor, while if you want a social impact bonus you may need to use the [[top hat]]/[[ladies hat]], or the [[coronet]] for royal pawns.&lt;br /&gt;
&lt;br /&gt;
There's a variety of special-purpose hats, most of which provide little to no armor (and all of which are weaker than [[recon helmet]]s).  [[Eltex]]{{RoyaltyIcon}} hats boost psychic abilities, [[psychic foil helmet]]s reduce them, the [[gunlink]]{{RoyaltyIcon}} increases shooting, there are several mech-bandwidth-enhancing hats, etc.  Whether the special abilities are worth the armor reduction depends on the situation.&lt;br /&gt;
&lt;br /&gt;
=== Outer ===&lt;br /&gt;
The Outer layer is primarily for armor and additional clothing layers. They can be combined with shirts, [[flak pants]], and [[flak vest]]s.&lt;br /&gt;
&lt;br /&gt;
The [[Parka]] is the perfect option for Cold Resistance, as it outright doubles the material values. Accordingly, it should be always made from whatever material has the highest base values. &lt;br /&gt;
&lt;br /&gt;
The [[Duster]] is a cowboy attire. Aside from good heat insulation, it also offers decent protection. The [[Cape]] is the Noble apparel statistical equal of the duster.&lt;br /&gt;
&lt;br /&gt;
The [[Jacket]] is a common item. Crashlanded survivors start with one. It is a good balance between protection and insulation.&lt;br /&gt;
&lt;br /&gt;
For slaves, the slave body strap occupies this slot, unless the biome is extremely cold or hot, due to it increasing the slaves suppression, while providing nearly no protection.&lt;br /&gt;
&lt;br /&gt;
=== Suggested apparel progression ===&lt;br /&gt;
What constitutes the &amp;quot;correct&amp;quot; apparel for pawns depends on a variety of factors including game-stage, [[biome]] both for available [[materials]] and [[temperature]] concerns, [[difficulty]], strategies employed, the presence or absence of [[DLC]] and even what a player considers acceptable risk. &lt;br /&gt;
The suggested loadouts presented below represent a rough timeline suitable for [[Biomes#Warm Biomes|comfortable biomes]] and moderate difficulty, and with some common sense modifications will fit most playstyles.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Early''':&lt;br /&gt;
The [[synthread]] apparel you start with should suffice for the early game. Start hunting and begin crafting [[button-down shirt]]s and [[duster]]s.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Mid''':&lt;br /&gt;
The best apparel combo for this stage of the game is [[button-down shirt]] and a pair of [[pants]] on the skin layer, a [[flak vest]] in the middle, and a [[duster]] on the top. This combination offers good amounts of protection without significantly compromising the movement speed of a pawn.&lt;br /&gt;
&lt;br /&gt;
'''Industrial - Late''':&lt;br /&gt;
The best combo for the late game is a pair of pants and a button down shirt on the bottom layer,  a [[marine armor]] set for ranged pawns, or a set of [[recon armor]] with a [[shield belt]] for melee pawns. For [[Royalty]] {{RoyaltyIcon}} owners, [[cataphract armor]] is recommended for ranged fighters, and a set of [[locust armor]] and a shield belt is suggested for melee brawlers because of the installed [[jump pack]] that frees up an utility slot for the shield belt.&lt;br /&gt;
&lt;br /&gt;
For pawns with 2 arm replacements, flak vest with devilstrand duster is generally better than marine armor. With hyperweave or thrumbofur dusters, it's better than cataphract armor. This assumes that they all have the same quality level.&lt;br /&gt;
&lt;br /&gt;
'''Royal Fighter {{RoyaltyIcon}}''':&lt;br /&gt;
Royal pawns that are also fighters should wear the [[prestige armor|prestige]] versions of the Industrial - Late combo.&lt;br /&gt;
&lt;br /&gt;
'''Royal Psycaster {{RoyaltyIcon}}''':&lt;br /&gt;
Pawns that are [[title|nobles]] and have fighting as a secondary priority, equip the pawn with full eltex gear. The recommended combo is: an [[eltex skullcap]], an [[eltex robe]], an [[eltex vest]], and an [[eltex shirt]]. This is full eltex set is hard to acquire, so they can use the Royal Fighter combo or just the normal clothing requirements for the title, such as the prestige robe and formal vest.&lt;br /&gt;
&lt;br /&gt;
== Comparison tables ==&lt;br /&gt;
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers. &lt;br /&gt;
&lt;br /&gt;
As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. For example, [[flak pants]] and the [[flak vest]] which both occupy the middle layer do not cover the same body parts, and thus can be worn together.&lt;br /&gt;
&lt;br /&gt;
The hands and feet, across all layers, are NOT covered by any apparel present in base game.&lt;br /&gt;
&lt;br /&gt;
Since some armor covers multiple layers, they are present in multiple tables as well.&lt;br /&gt;
&lt;br /&gt;
=== Headgear ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Headgear}}&lt;br /&gt;
&lt;br /&gt;
=== Eyes ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Eyes}}&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Skin}}&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Middle}}&lt;br /&gt;
&lt;br /&gt;
=== Outer ===&lt;br /&gt;
{{Apparel Table | type=Apparel | layer=Outer}}&lt;br /&gt;
&lt;br /&gt;
=== Internal ===&lt;br /&gt;
{{Apparel Table | type=Body Parts | layer=Internal}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Apparel insulation introduced with temperature system.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Apparel becomes damaged when owner dies from violence, takes the damage it absorbs as armor and wears out over very long periods of use. Tattered apparel [[mood|thought]] added.&lt;br /&gt;
* Beta 19 or earlier - Traders will no longer accept tainted apparel.&lt;br /&gt;
* Beta 19 - System changed d100 system. Previously each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).&lt;br /&gt;
*  Beta 19/1.0 - Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Apparel scoring algorithm no longer ignores heat armor, significantly shifting upgrading priorities e.g. pawns &amp;quot;upgrading&amp;quot; to [[Devilstrand]] [[duster]]s over [[Thrumbofur]], despite the significant detriment to Sharp protection.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Pawns now try a lot harder to avoid wearing tattered apparel.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Pawns won't automatically remove their vacuum-resistant apparel if they’re in a dangerous vacuum.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Pawns would attempt to remove their vacsuit in space if their policy didn't allow for it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gear]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=182549</id>
		<title>Beam repeater</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=182549"/>
		<updated>2026-08-04T14:26:22Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Summary */ beam repeaters don't ignite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{For|the [[Unique weapons|unique variant]] of this weapon|Unique beam repeater}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Beam repeater&lt;br /&gt;
| image = BeamRepeater.png&lt;br /&gt;
| description = An ultratech weapon that emits gamma ray laser bursts in a rapid sequence. The tight gamma beams can pierce shields.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| damage = 5&lt;br /&gt;
| damage type = Beam&lt;br /&gt;
| armorPenetration = 50&lt;br /&gt;
| range = 21.9&lt;br /&gt;
| accuracyTouch = 65&lt;br /&gt;
| accuracyShort = 72&lt;br /&gt;
| accuracyMedium = 65&lt;br /&gt;
| accuracyLong = 60&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 30&lt;br /&gt;
| burstTicks = 10	&lt;br /&gt;
| warmup = 240&lt;br /&gt;
| cooldown = 180&lt;br /&gt;
| velocity = 70&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Beam weapons&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| marketvalue = 1235&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 11.7&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, GunHeavy, UltratechGun, WeaponBeamRepeater&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
The '''beam repeater''' is an ultratech [[weapon]] that fires 30-round bursts, the largest burst of all weapons. It has low damage per shot and a long warm-up and cooldown time, but has excellent armor penetration, slightly below-average range, and moderate accuracy.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Beam repeaters can also be generated as [[unique weapons]]. In addition, [[Empire#Cataphract|cataphract imperials]] {{RoyaltyIcon}} may appear wielding them.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Shield interactions mechanics, damage type mechanics, clarify beam graser mechanics are different and note how}}&lt;br /&gt;
* Deals Beam damage, which checks Heat armor. It does not light pawns on [[fire]].&lt;br /&gt;
* Ignores [[shield belt]]s and [[low-shield pack]]s{{RoyaltyIcon}}&lt;br /&gt;
* Unlike the [[beam graser]], the beam repeater fires like a regular ranged weapon, and cannot be fired when wearing a [[shield belt]].&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|0.25}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The beam repeater has great single target {{DPS}} in theory, penetrates [[shield]]s, and its {{AP}} is enough to shred through the armor of just about any non-mechanoid enemy. For reference, regular beam repeaters almost completely pierce through normal [[marine armor]], and legendary beam repeaters almost completely pierce through excellent [[cataphract armor]]{{RoyaltyIcon}} - the best armor worn by raiders. However, it has a very long warm-up, burst, and cooldown time. If the intended target dies, the beam repeater immediately stops firing, resulting in wasted DPS. In addition, while mechs are not compltely immune to Beam damage, they have 200% Heat armor, making beam repeaters do only 18.75% of their listed DPS. For reference, against a [[centipede]], a legendary [[greatbow]] will have more DPS than a legendary beam repeater.&lt;br /&gt;
&lt;br /&gt;
The beam repeater is typically best aimed at whatever enemy has the largest HP pool or the best armor, as this minimizes the chance of wasted damage. Swarms of small manhunting animals such as squirrels, rats, or crows present perhaps the absolute worst use case for a beam repeater. This can be mitigated to an extent by aiming at at a target at the back of a group, allowing missed shots to hit other targets, increasing the time to kill the nominal target but ensuring more damage is done as a whole.&lt;br /&gt;
&lt;br /&gt;
Overall, the beam repeater is a relatively niche weapon, as it is clunky and slow, and the long burst times will result in wasted damage. Even if the DPS waste wasn't an issue, such as when fighting against large targets, it competes with the [[charge rifle]]. Charge rifles have a significantly higher max range, shorter firing times, and do not slow their wielder down.&lt;br /&gt;
&lt;br /&gt;
Beam repeaters can pierce through [[shield]]s. While their building damage penalty means they are poor at taking out [[mech low-shield]]s{{RoyaltyIcon}} and enemy [[low-shield pack]]s,{{RoyaltyIcon}} they can be combined with [[skipshield]]s{{RoyaltyIcon}} in order to fire at enemies without taking return fire.&lt;br /&gt;
&lt;br /&gt;
=== Comparisons ===&lt;br /&gt;
&lt;br /&gt;
==== Comparison to [[minigun]] ====&lt;br /&gt;
The beam repeater and minigun are similar as they fire massive bursts and have large warmups/cooldowns. The beam repeater has less range and takes more time to fire, but is much more accurate. Despite their similarities, due to the beam repeater's accuracy, they perform different roles. The beam repeater is better for single targets, while the minigun excels versus groups of targets.&lt;br /&gt;
&lt;br /&gt;
==== Comparison to [[charge rifle]]s ====&lt;br /&gt;
On paper, beam repeaters and [[charge rifle]]s have comparable raw {{DPS}}, with the beam repeater being even stronger in theory. Beam repeaters also perform better against groups of highly armored enemies, shielded enemies, or high HP targets. Note that charge rifles do have respectable {{AP}}, but a beam repeater will still be better at ignoring armor. For reference, a normal [[flak vest]] will reduce a legendary charge rifle's damage on torso hits by ~36% on average. Beam repeaters can also be stronger against clumped up enemies as missed shots can hit other nearby enemies.&lt;br /&gt;
&lt;br /&gt;
Still, charge rifles are more practical. A [[killbox]] would seemingly be a great place for a beam repeater, as a killbox would mitigate many of the repeater's disadvantages (low range, movement speed debuff). However, charge rifles would perform better in that setting - a well-designed killbox should restrict enemies to coming in one at a time, and with enough colonists raiders should die immediately before a beam repeater would even have a chance to warmup. Charge rifles also perform better out in the open and/or when being mobile, due to their higher range and lack of a move speed penalty. This is before considering that beam repeaters are terrible against mechs, which become increasingly more common in the late game.&lt;br /&gt;
&lt;br /&gt;
Thus, beam repeaters are primarily restricted to fighting large organic targets like [[hive queen]]s or being used with [[skipshield]]{{RoyaltyIcon}} to get free attacks in. Heavily armored humans and [[shield belt]]s are not very common, enemy [[low-shield pack]]s{{RoyaltyIcon}} are usually very easy to mitigate by retreating, and high HP enemies are generally [[animal]]s which can be handled by [[melee block]]ing even with a worse-performing charge rifle.&lt;br /&gt;
&lt;br /&gt;
==== Comparison to industrial weapons ====&lt;br /&gt;
[[Assault rifle]]s are essentially worse charge rifles with 3 tiles more range. Thus, the comparison is similar: assault rifles are better in a lot of general cases to their flexibility. Also, they are much cheaper and are unlocked earlier.&lt;br /&gt;
&lt;br /&gt;
[[Heavy SMG]]s deal similar damage at the close range band. Heavy SMGs are more accurate and have a shorter warmup, and are also more accessible. By the time beam repeaters are craftable, heavy SMGs are usually reserved by low skill pawns for impromptu self defense and drafting, such as against mad animals, center [[drop pod]] raids, and  [[sightstealer]]s.{{AnomalyIcon}} In this role, the heavy SMG is more likely to get a volley off before the enemy closes to melee, which makes it superior in the aforementioend cases.&lt;br /&gt;
&lt;br /&gt;
The [[chain shotgun]] has superior pre-armor DPS at all ranges it can shoot at. Specifically, it beats the beam repeater until ~49% armor at masterwork, and ~61% armor at legendary. This means that [[flak vest]]+ drop pod raiders will be better handled by repeaters with micro management used to avoid overkill. Without carefully controlled fire to avoid massively overkilling single pawns, chain shotguns are more effective. Chain shotguns are also better at clearing out insect hives, as all bugs other than the low hp [[megascarab]] have low sharp armor. While beam repeaters are more effective at 20 tiles, it doesn't make much sense to bring a chain shotgun to a medium ranged encounter.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Beam weapons were creating VFX in the wrong location (only affects mods).&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Spacer Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gold_tile&amp;diff=182506</id>
		<title>Gold tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gold_tile&amp;diff=182506"/>
		<updated>2026-08-01T22:31:15Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|structure&lt;br /&gt;
| name = Gold tile&lt;br /&gt;
| image = ground gold tile.png&lt;br /&gt;
| description = For overbearing extravagance, nothing beats gold tiles. They are exceptionally expensive, and exceptionally beautiful, and people will think you're exceptionally snobbish if you actually live on them.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Floor&lt;br /&gt;
| marketvalue = 705&lt;br /&gt;
| beauty = 11&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| placeable = True&lt;br /&gt;
| cleanliness = +0.2&lt;br /&gt;
| cleaning time factor = 0.6&lt;br /&gt;
| filth multiplier = 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Smithing&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| resource 1 = Gold&lt;br /&gt;
| resource 1 amount = 70&lt;br /&gt;
| deconstructable = true&lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
}}&lt;br /&gt;
'''Gold tile''' is one of several types of [[floor]] that can be constructed.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Gold tiles gives {{+|{{P|Beauty Base}}}} [[beauty]], the highest of any floor in the game, and has a [[cleanliness]] of {{+|{{P|Cleanliness}}}}. It also takes {{Good|{{%|{{P|Cleaning Time Factor}}}}}} the time to clean [[filth]] on it. It is not [[flammable]] and does not penalize walk speed.&lt;br /&gt;
&lt;br /&gt;
Gold tiles also count as a [[fine floor]] for the purposes of [[noble]]s.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Gold tiles are generally impractical to use. A normal [[quality]] gold [[small sculpture]] provides a [[beauty]] of {{#expr:({{Q|Gold|Beauty Factor}}*{{Q|Small sculpture|Beauty Base}}+{{Q|Gold|Beauty Offset}})/{{P|Beauty}} round 1}} gold tiles, for {{#expr:10*{{Q|Small sculpture|Resource 1 Amount}}/{{P|Resource 1 Amount}} round 1}} tiles worth of gold. Creating [[silver]], [[marble blocks|marble]], or even [[wood]] sculptures are even more cost efficient than using gold. &lt;br /&gt;
&lt;br /&gt;
Gold tiles do have a few advantages compared to sculptures: gold tiles are non-flammable, cannot be destroyed by [[raider]]s, and do not take any space. These factors are rarely an issue for interior decoration, but gives a theoretical use for defensive areas, where the beauty can help prevent [[mental break]]s from occurring. The clean time also helps when dealing with blood. However, even for those purposes, [[silver tile]] is a more practical choice. Silver is also a [[fine floor]], has the same clean time, and gives {{%|{{Q|Silver tile|Beauty}}/{{Q|Gold tile|Beauty}} round 2}} of the beauty, while only being wrorth {{%|{{Q|Silver tile|Market Value Base}}/{{Q|Gold tile|Market Value Base}} round 2}} of the market value. Even with 0% [[Trade Price Improvement]], it is far more economical to sell the gold and make silver tiles and statues.&lt;br /&gt;
&lt;br /&gt;
For endgame colonies, gold tiles are the statistically best floor. Other floors can add to [[style]]{{IdeologyIcon}} dominance, but many buildings also contribute to style. If resources aren't an issue, and you have already reached the [[raid points]] cap, then there's no reason ''not'' to use gold.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
* [[Version/1.1.2562|1.1.2562]] - Now considered fine floor.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Cleaning time factor added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;br /&gt;
[[Category:Fine floor]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gold_tile&amp;diff=182505</id>
		<title>Gold tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gold_tile&amp;diff=182505"/>
		<updated>2026-08-01T22:30:33Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|structure&lt;br /&gt;
| name = Gold tile&lt;br /&gt;
| image = ground gold tile.png&lt;br /&gt;
| description = For overbearing extravagance, nothing beats gold tiles. They are exceptionally expensive, and exceptionally beautiful, and people will think you're exceptionally snobbish if you actually live on them.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Floor&lt;br /&gt;
| marketvalue = 705&lt;br /&gt;
| beauty = 11&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| placeable = True&lt;br /&gt;
| cleanliness = +0.2&lt;br /&gt;
| cleaning time factor = 0.6&lt;br /&gt;
| filth multiplier = 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Smithing&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| resource 1 = Gold&lt;br /&gt;
| resource 1 amount = 70&lt;br /&gt;
| deconstructable = true&lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
}}&lt;br /&gt;
'''Gold tile''' is one of several types of [[floor]] that can be constructed.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Gold tiles gives {{+|{{P|Beauty Base}}}} [[beauty]], the highest of any floor in the game, and has a [[cleanliness]] of {{+|{{P|Cleanliness}}}}. It also takes {{Good|{{%|{{P|Cleaning Time Factor}}}}}} the time to clean [[filth]] on it. It is not [[flammable]] and does not penalize walk speed.&lt;br /&gt;
&lt;br /&gt;
Gold tiles also count as a [[fine floor]] for the purposes of [[noble]]s.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Gold tiles are generally impractical to use. A normal [[quality]] gold [[small sculpture]] provides a [[beauty]] of {{#expr:({{Q|Gold|Beauty Factor}}*{{Q|Small sculpture|Beauty Base}}+{{Q|Gold|Beauty Offset}})/{{P|Beauty}} round 1}} gold tiles, for {{#expr:10*{{Q|Small sculpture|Resource 1 Amount}}/{{P|Resource 1 Amount}} round 1}} tiles worth of gold. Creating [[silver]], [[marble blocks|marble]], or even [[wood]] sculptures are even more cost efficient than using gold. &lt;br /&gt;
&lt;br /&gt;
Gold tiles do have a few advantages compared to sculptures: gold tiles are non-flammable, cannot be destroyed by [[raider]]s, and do not take any space. These factors are rarely an issue for interior decoration, but gives a theoretical use for defensive areas, where the beauty can help prevent [[mental break]]s from occurring. The clean time also helps when dealing with blood. However, even for those purposes, [[silver tile]] is a more practical choice. Silver is also a [[fine floor]], has the same clean time, and gives {{%|{{Q|Silver tile|Beauty}}/{{Q|Gold tile|Beauty}} round 2}} of the beauty, for only {{%|{{Q|Silver tile|Market Value Base}}/{{Q|Gold tile|Market Value Base}} round 2}} of the market value. Even with 0% [[Trade Price Improvement]], you are better off just selling the gold and making silver tiles and statues.&lt;br /&gt;
&lt;br /&gt;
For endgame colonies, gold tiles are the statistically best floor. Other floors can add to [[style]]{{IdeologyIcon}} dominance, but many buildings also contribute to style. If resources aren't an issue, and you have already reached the [[raid points]] cap, then there's no reason ''not'' to use gold.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
* [[Version/1.1.2562|1.1.2562]] - Now considered fine floor.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Cleaning time factor added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;br /&gt;
[[Category:Fine floor]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gold_tile&amp;diff=182504</id>
		<title>Gold tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gold_tile&amp;diff=182504"/>
		<updated>2026-08-01T22:28:25Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|structure&lt;br /&gt;
| name = Gold tile&lt;br /&gt;
| image = ground gold tile.png&lt;br /&gt;
| description = For overbearing extravagance, nothing beats gold tiles. They are exceptionally expensive, and exceptionally beautiful, and people will think you're exceptionally snobbish if you actually live on them.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Floor&lt;br /&gt;
| marketvalue = 705&lt;br /&gt;
| beauty = 11&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| placeable = True&lt;br /&gt;
| cleanliness = +0.2&lt;br /&gt;
| cleaning time factor = 0.6&lt;br /&gt;
| filth multiplier = 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Smithing&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| resource 1 = Gold&lt;br /&gt;
| resource 1 amount = 70&lt;br /&gt;
| deconstructable = true&lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
}}&lt;br /&gt;
'''Gold tile''' is one of several types of [[floor]] that can be constructed.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Gold tiles gives {{+|{{P|Beauty Base}}}} [[beauty]], the highest of any floor in the game, and has a [[cleanliness]] of {{+|{{P|Cleanliness}}}}. It also takes {{Good|{{%|{{P|Cleaning Time Factor}}}}}} the time to clean [[filth]] on it. It is not [[flammable]] and does not penalize walk speed.&lt;br /&gt;
&lt;br /&gt;
Gold tiles also count as a [[fine floor]] for the purposes of [[noble]]s.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Gold tiles are generally impractical for most colonies. A normal [[quality]] gold [[small sculpture]] provides a [[beauty]] of {{#expr:({{Q|Gold|Beauty Factor}}*{{Q|Small sculpture|Beauty Base}}+{{Q|Gold|Beauty Offset}})/{{P|Beauty}} round 1}} gold tiles, for {{#expr:10*{{Q|Small sculpture|Resource 1 Amount}}/{{P|Resource 1 Amount}} round 1}} tiles worth of gold. Creating [[silver]], [[marble blocks|marble]], or even [[wood]] sculptures are even more cost efficient than using gold. Compared to sculptures, tiles are non-flammable, cannot be destroyed by [[raider]]s, and do not take any space. These factors are rarely an issue for interior decoration, but gives a theoretical use for defensive areas, where the beauty can help prevent [[mental break]]s from occurring. The clean time also helps when dealing with blood.&lt;br /&gt;
&lt;br /&gt;
However, for any use of flooring, [[silver tile]] is a more practical choice. Silver is also a [[fine floor]], has the same clean time, and gives {{%|{{Q|Silver tile|Beauty}}/{{Q|Gold tile|Beauty}} round 2}} of the beauty, for only {{%|{{Q|Silver tile|Market Value Base}}/{{Q|Gold tile|Market Value Base}} round 2}} of the market value. Even with 0% [[Trade Price Improvement]], you are better off just selling the gold and making silver tiles and statues.&lt;br /&gt;
&lt;br /&gt;
For endgame colonies, gold tiles are the statistically best floor. Other floors can add to [[style]]{{IdeologyIcon}} dominance, but many buildings also contribute to style. If resources aren't an issue, and you have already reached the [[raid points]] cap, then there's no reason ''not'' to use gold.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
* [[Version/1.1.2562|1.1.2562]] - Now considered fine floor.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Cleaning time factor added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;br /&gt;
[[Category:Fine floor]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Silver_tile&amp;diff=182503</id>
		<title>Silver tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Silver_tile&amp;diff=182503"/>
		<updated>2026-08-01T22:28:02Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Fine flooring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|structure&lt;br /&gt;
| name = Silver tile&lt;br /&gt;
| image = ground silver tile.png&lt;br /&gt;
| description = For a futuristic but royal look, silver tiles fit perfectly into luxurious rooms. They are quick to clean and get a bonus to cleanliness.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Floor&lt;br /&gt;
| marketvalue = 73&lt;br /&gt;
| beauty = 4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| placeable = True&lt;br /&gt;
| cleanliness = +0.2&lt;br /&gt;
| cleaning time factor = 0.6&lt;br /&gt;
| filth multiplier = 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
&amp;lt;!-- Creaton --&amp;gt;&lt;br /&gt;
| research = Smithing&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| resource 1 = Silver&lt;br /&gt;
| resource 1 amount= 70&lt;br /&gt;
| skill 1 = Construction &lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| deconstructable = true&lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
}}&lt;br /&gt;
'''Silver tile''' is a type of [[floor]]. It is inherently [[cleanliness|clean]], non-flammable, and quite [[beauty|beautiful]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Silver tiles gives {{+|{{P|Beauty Base}}}} [[beauty]] and has a [[cleanliness]] of {{+|{{P|Cleanliness}}}}. It also takes {{Good|{{%|{{P|Cleaning Time Factor}}}}}} the time to clean [[filth]] on it. It is not [[flammable]] and does not penalize walk speed.&lt;br /&gt;
&lt;br /&gt;
Silver tiles also count as a [[fine floor]] for the purposes of [[noble]]s.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Compared to other general floors, they are quite beautiful, but resource intensive and add a significant amount of [[wealth management|Wealth]] to the colony. While it is a trivial-to-defend way to improve area [[beauty]] and [[cleanliness]], its practical use as flooring is limited. It is considerably more efficient to construct [[sculptures]] to improve [[room stats|room beauty]] in most circumstances. &lt;br /&gt;
&lt;br /&gt;
There may be some merit to its use in defensive areas, such as killboxes, where non-flammability is important, where more beauty will improve the mood of colonists in combat and help prevent [[mental break]]s occurring at inopportune times, but where sculptures would be at risk of destruction. The clean time factor can also help against [[blood]].&lt;br /&gt;
&lt;br /&gt;
=== Fine flooring ===&lt;br /&gt;
Silver tiles are surprisingly competitive as a [[fine floor]],{{RoyaltyIcon}} which are all resource intensive. [[Impressiveness]] weighs heavily towards the lowest stat, so the small Cleanliness bonus of silver and [[gold tile]]s help. Gold tiles are 10x more expensive - while more beautiful, [[sculpture]]s are usually a superior form of beauty.&lt;br /&gt;
&lt;br /&gt;
* Silver tiles have the same beauty of [[fine carpet]]s, while only being 6 {{Icon Small|silver}} [[Market Value]] higher. Meanwhile, silver tiles are ''much'' faster to construct, have +0.2 Cleanliness, are 333% faster to clean, and are non-flammable. However, [[cloth]] is easier to grow in massive quantities when the [[biome]] supports it. If the cloth needs to be bought, then silver tile usually comes out ahead. &lt;br /&gt;
* [[Fine stone tiles]] are also nonflammable, but only have +3 beauty and no Cleanliness. Stone takes longer than even fine carpet to construct, and creating [[stone block]]s is a time-consuming task. The main appeal is that stone is very cheap; stone is nearly always available, and fine stone has half the [[wealth]] of silver. Fine stone floor also has a cleaning time of 80% (25% more than silver). &lt;br /&gt;
&lt;br /&gt;
Note that carpet requires the separate [[Research#Carpet making|Carpet making]] research. Both silver and fine stone require the [[Research#{{P|Required Research}}|{{P|Required Research}}]] instead, a pre-requsite for many other essential projects.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2562|1.1.2562]] - Now considered fine floor.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Beauty decreased from 5 to 4 and cleaning time factor added. Description changed from ''For a futuristic but royal look, silver tiles fit perfectly into luxurious rooms. They get a bonus to cleanliness.'' to ''For a futuristic but royal look, silver tiles fit perfectly into luxurious rooms. They are quick to clean and get a bonus to cleanliness.''&lt;br /&gt;
&lt;br /&gt;
{{Nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;br /&gt;
[[Category:Fine floor]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Silver&amp;diff=182502</id>
		<title>Silver</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Silver&amp;diff=182502"/>
		<updated>2026-08-01T22:26:12Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|metallic&lt;br /&gt;
| name = Silver&lt;br /&gt;
| image = Silver c.png&lt;br /&gt;
| description = This metal is mostly used as a commodity currency. It can also be used for making decorations.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = Metal&lt;br /&gt;
| stuff category = Metallic&lt;br /&gt;
| marketvalue = 1&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.008&lt;br /&gt;
| stack limit = 500&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| terrain affordance = Medium&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 2&lt;br /&gt;
| beauty offset = 6&lt;br /&gt;
| work to make factor = 1&lt;br /&gt;
| work to build factor = 1&lt;br /&gt;
| max hit points factor = 0.7&lt;br /&gt;
| flammability factor = 0.4&lt;br /&gt;
| armor - sharp factor = 0.72&lt;br /&gt;
| armor - blunt factor = 0.36&lt;br /&gt;
| armor - heat factor = 0.36&lt;br /&gt;
| insulation - cold factor = 3&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 1.0&lt;br /&gt;
| melee sharp damage factor = 0.85&lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Silver&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (180,173,150)&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Silver&lt;br /&gt;
| label = silver&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout always show = true&lt;br /&gt;
| resource readout priority = First&lt;br /&gt;
| selectable = true&lt;br /&gt;
| small volume = true&lt;br /&gt;
| sound drop = Silver_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Silver_Drop&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| volume = 0.1&lt;br /&gt;
}}&lt;br /&gt;
{{info|'''Silver''' is a precious, uncommon [[materials|material]]. It is recognized as a [[trade]] currency which all traders will readily accept.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Tiles of silver ore can be found on any map, but must be [[mine]]d before they can be used. Once you've completed the [[Research#Deep drilling|research]] necessary to construct a [[deep drill]], it can also be found in midsize deposits underground.&lt;br /&gt;
&lt;br /&gt;
All traders carry a significant amount of silver on them, and will happily trade it for your goods. Non-tribal [[raiders]] may carry silver with them when they attack.&lt;br /&gt;
&lt;br /&gt;
== Ore ==&lt;br /&gt;
[[File:Silver_ore.png|frameless|left|Silver ore]]&lt;br /&gt;
&lt;br /&gt;
'''Silver ore''' tiles have 1,500 health each, making them one of the faster ores to mine. They can be found in midsize veins, ranging from 4 to 12 tiles in size. Each mined block has a base yield of 40 silver, however this is modified by factors such as the [[Difficulty]] setting and the [[Mining_Yield|mining yield]] of the pawn. &lt;br /&gt;
&lt;br /&gt;
Despite being literally made of RimWorld's currency, silver ore has the smallest monetary yield per tile of any ore. All other ores except [[Component#Ore|compacted machinery]] have the same base yield of 40 per tile of ore but produce resources worth more than {{Icon Small|silver||1}} each, while compacted machinery makes up for its much smaller yield with a significantly more valuable resource. However, silver as a currency is accepted by all traders at 100% value, and is lighter than most other metals.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Silver is the primary trade currency, also represented by the dollar symbol ($).&lt;br /&gt;
&lt;br /&gt;
In the [[trade]] menu, it will always appear as the topmost item, separated from the rest of the items. It cannot be bought or sold directly, but buying other items will cost silver and selling items will give the colony silver. Traders will always carry a finite amount of silver, and if they owe more than they have, any excess items are given for free.{{Check Tag|Goodwill?|Is the goodwill boost for overtrading equal that of regular gifitng?}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Silver can be used as a material for [[stuff]]able items with the [[Metallic]] stuff tag, however as a [[small volume material]] (SVM), you need x10 the silver as you would non-SVM materials.&lt;br /&gt;
&lt;br /&gt;
Silver can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
In addition, silver within the range of an [[orbital trade beacon]] is required for the following:&lt;br /&gt;
* 1500 silver is required to request a [[persona core]] location at a [[comms console]]. There must also be a faction with at least 40 [[goodwill]].&lt;br /&gt;
* A specified amount of silver is required to pay [[Events/Incidental#Ransom_.28Time_remaining.29|ransoms]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{For|advice on acquiring silver|Money making guide}}&lt;br /&gt;
&lt;br /&gt;
For trading, silver is useful as a light and universal currency. For example, not all traders buy [[duster]]s, but you can sell dusters for silver at a [[faction base]] and use that to buy goods. Certain items like [[gold]] are also universally accepted while being more valuable, but since there is a [[trade price improvement|penalty for buying and selling]], it would be more economical to keep already obtained silver than to buy gold. Silver specifically is also required to create [[sterile tile]], to pay for ransoms and [[persona core]] locations over a [[comms console]], and less importantly, to create [[silver tile]].&lt;br /&gt;
&lt;br /&gt;
In extreme [[difficulties]] (Losing is Fun and higher), hoarding silver just because you ''might'' need it to buy a rare item is unwise, as the extra [[wealth]] will increase the difficulty of raids. This applies to all money making items, not just silver itself - see [[wealth management]] for details.&lt;br /&gt;
&lt;br /&gt;
=== As a material ===&lt;br /&gt;
Silver is beautiful as furniture and art, but in most cases, it is more efficient to use [[jade]] instead. Jade buildings require half the market value (each jade is worth {{Q|Jade|Market Value Base}}{{Icon Small|Silver}}, but requires 10x less materials) and are more beautiful than silver. Even when considering the [[Trade Price Improvement|colony trading disadvantage]], buying jade for building is cheaper than using silver directly. Jade is heavier and not always available to buy, but if making silver buildings, it is likely that the colony is advanced enough to not worry about that.&lt;br /&gt;
&lt;br /&gt;
[[Silver tile]]s do have the niche of taking up no space and having increased [[cleanliness]], making them a strong option to boost room impressiveness when space is limited. They are also a [[fine floor]]{{RoyaltyIcon}} and competitive in that role. Compared to [[fine stone tiles]],{{RoyaltyIcon}} silver tiles take less work, are more beautiful and cleaner, and are faster to clean. Compared to [[fine carpet]],{{RoyaltyIcon}} silver tile is similar wealth while being nonflammable and faster to clean.&lt;br /&gt;
&lt;br /&gt;
For weapons and armor, silver is equal to or worse than [[steel]] while being significantly more expensive.&lt;br /&gt;
&lt;br /&gt;
When starting out on the [[sea ice]], silver can be used to build [[wall]]s to save on [[steel]].&lt;br /&gt;
&lt;br /&gt;
=== Gallery ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Silver a.png|One silver&lt;br /&gt;
Silver b.png|Partial stack&lt;br /&gt;
Silver c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Silver old.png|Old texture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Metal]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Obsidian&amp;diff=182501</id>
		<title>Obsidian</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Obsidian&amp;diff=182501"/>
		<updated>2026-08-01T22:21:33Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Obsidian&lt;br /&gt;
| image = Obsidian c.png&lt;br /&gt;
| description = A dark, glossy volcanic rock. Brittle but sharp, it makes for intimidating decor or vicious blades&lt;br /&gt;
| type = Material&lt;br /&gt;
| stuff category = Stony, Metallic&lt;br /&gt;
| marketvalue = 5&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 2&lt;br /&gt;
| beauty offset = 8&lt;br /&gt;
| work to make factor = 1.5&lt;br /&gt;
| work to build factor = 5.5&lt;br /&gt;
| max hit points factor = 0.5&lt;br /&gt;
| flammability factor = 0&lt;br /&gt;
| armor - sharp factor = 0.85&lt;br /&gt;
| armor - blunt factor = 0.40&lt;br /&gt;
| armor - heat factor =  0.70&lt;br /&gt;
| insulation - cold factor = 3.0&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 1&lt;br /&gt;
| melee sharp damage factor = 1.4&lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 0.9&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Obsidian&lt;br /&gt;
| thingCategories = ResourcesRaw&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (50,50,50)&lt;br /&gt;
}}&lt;br /&gt;
'''Obsidian''' is a [[stony]] and [[metallic]] [[material]] added by the [[Odyssey DLC]]. It is [[beauty|beautiful]] and offers tremendous sharp damage, but is fragile.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Obsidian veins occur on some lava field maps, and must be mined before they can be used. It is common on maps with the obsidian deposits features. On maps with obsidian deposits veins can contain up to 35 tiles of obsidian ore.{{Check Tag|Verify amount|Per ore}}{{Check Tag|Vein size?}}&lt;br /&gt;
&lt;br /&gt;
It can also be [[Trade|purchased]] from [[faction base]]s and [[caravan]]s.{{Check Tag|Which?}}&lt;br /&gt;
&lt;br /&gt;
== Ore ==&lt;br /&gt;
Obsidian tiles have 1,200 health each, making them one of the faster ores to mine. They can be found in large veins, similar in size to [[compacted steel]] veins, ranging from ? to ? tiles in size.{{Check Tag|Detail needed|Exact size range}} Each mined block has a base yield of 40 obsidian, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Obsidian can be used as a material for [[stuff]]able items with the [[Stony]] and [[Metallic]] stuff tags.&lt;br /&gt;
&lt;br /&gt;
Obsidian can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Thanks to its melee sharp damage factor, obsidian makes the highest {{DPS}} craftable melee sharp weapon in the game. Obsidian [[longsword]]s generally have comparable base {{DPS}} but inferior {{AP}} to [[monosword]]s{{RoyaltyIcon}} of similar quality, with the exception of the legendary obsidian longswords which are superior in base {{DPS}} to all monoswords and to all but masterwork and legendary [[persona monosword]]s due to the melee verb system neglecting handle attacks at that quality. Note that it still remains inferior in {{AP}} to all but a normal monosword and [[Melee Damage Factor]]s can change verb selection significantly.&lt;br /&gt;
&lt;br /&gt;
While not as beautiful as jade, obsidian still has high beauty (slightly more than [[silver]]) and can be found in large quantity in volcanic biomes. It can be used for [[wall]]s and furniture to improve the beauty of your base. However, obsidian's x0.50 multiplier to max HP means that obsidian walls and furniture will be weak and easy to destroy; obsidian is tied with jade as the weakest building material in the game in terms of structure HP. If obsidian is in short supply, it is generally better to use it to create sharp weapons or sculptures over furniture and other structures.&lt;br /&gt;
&lt;br /&gt;
Obsidian has the exact same market value, stack size, and weight as jade.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Obsidian a.png|One obsidian&lt;br /&gt;
Obsidian b.png|Partial stack&lt;br /&gt;
Obsidian c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Stone]] [[Category:Metal]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Obsidian&amp;diff=182500</id>
		<title>Obsidian</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Obsidian&amp;diff=182500"/>
		<updated>2026-08-01T22:20:55Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Obsidian&lt;br /&gt;
| image = Obsidian c.png&lt;br /&gt;
| description = A dark, glossy volcanic rock. Brittle but sharp, it makes for intimidating decor or vicious blades&lt;br /&gt;
| type = Material&lt;br /&gt;
| stuff category = Stony, Metallic&lt;br /&gt;
| marketvalue = 5&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 2&lt;br /&gt;
| beauty offset = 8&lt;br /&gt;
| work to make factor = 1.5&lt;br /&gt;
| work to build factor = 5.5&lt;br /&gt;
| max hit points factor = 0.5&lt;br /&gt;
| flammability factor = 0&lt;br /&gt;
| armor - sharp factor = 0.85&lt;br /&gt;
| armor - blunt factor = 0.40&lt;br /&gt;
| armor - heat factor =  0.70&lt;br /&gt;
| insulation - cold factor = 3.0&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 1&lt;br /&gt;
| melee sharp damage factor = 1.4&lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 0.9&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Obsidian&lt;br /&gt;
| thingCategories = ResourcesRaw&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (50,50,50)&lt;br /&gt;
}}&lt;br /&gt;
'''Obsidian''' is a [[stony]] and [[metallic]] [[material]] added by the [[Odyssey DLC]]. It is [[beauty|beautiful]] and offers tremendous sharp damage, but is fragile.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Obsidian veins occur on some lava field maps, and must be mined before they can be used. It is common on maps with the obsidian deposits features. On maps with obsidian deposits veins can contain up to 35 tiles of obsidian ore.{{Check Tag|Verify amount|Per ore}}{{Check Tag|Vein size?}}&lt;br /&gt;
&lt;br /&gt;
It can also be [[Trade|purchased]] from [[faction base]]s and [[caravan]]s.{{Check Tag|Which?}}&lt;br /&gt;
&lt;br /&gt;
== Ore ==&lt;br /&gt;
Obsidian tiles have 1,200 health each, making them one of the faster ores to mine. They can be found in large veins, similar in size to [[compacted steel]] veins, ranging from ? to ? tiles in size.{{Check Tag|Detail needed|Exact size range}} Each mined block has a base yield of 40 obsidian, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Obsidian can be used as a material for [[stuff]]able items with the [[Stony]] and [[Metallic]] stuff tags.&lt;br /&gt;
&lt;br /&gt;
Obsidian can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Thanks to its melee sharp damage factor, obsidian makes the highest {{DPS}} craftable melee sharp weapon in the game. Obsidian [[longsword]]s generally have comparable base {{DPS}} but inferior {{AP}} to [[monosword]]s{{RoyaltyIcon}} of similar quality, with the exception of the legendary obsidian longswords which are superior in base {{DPS}} to all monoswords and to all but masterwork and legendary [[persona monosword]]s due to the melee verb system neglecting handle attacks at that quality. Note that it still remains inferior in {{AP}} to all but a normal monosword and [[Melee Damage Factor]]s can change verb selection significantly.&lt;br /&gt;
&lt;br /&gt;
While not as beautiful as jade, obsidian is more beautiful than [[silver]] and can be found in large quantity in volcanic biomes. It can be used for [[wall]]s and furniture to improve the beauty of your base. However, obsidian's x0.50 multiplier to max HP means that obsidian walls and furniture will be weak and easy to destroy; obsidian is tied with jade as the weakest building material in the game in terms of structure HP. If obsidian is in short supply, it is generally better to use it to create sharp weapons or sculptures over furniture and other structures.&lt;br /&gt;
&lt;br /&gt;
Obsidian has the exact same market value, stack size, and weight as jade.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Obsidian a.png|One obsidian&lt;br /&gt;
Obsidian b.png|Partial stack&lt;br /&gt;
Obsidian c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Stone]] [[Category:Metal]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hunter_trap&amp;diff=182499</id>
		<title>Hunter trap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hunter_trap&amp;diff=182499"/>
		<updated>2026-08-01T21:44:49Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Hostile hunter traps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason= Analysis information on: locations, strategies for preparing for hidden and active drones, defense utility with and vs turrets and mines }}&lt;br /&gt;
{{Odyssey}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Hunter trap&lt;br /&gt;
| image = HunterTrap.png&lt;br /&gt;
| description = A dormant hunter drone that activates when it detects a threat. The hunter drone closes with the target and detonates. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = true&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 50&lt;br /&gt;
| beauty = -15&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Hunter drones&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 3600&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Chemfuel&lt;br /&gt;
| resource 2 amount = 40&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| mass base = 10&lt;br /&gt;
}}&lt;br /&gt;
The '''hunter trap''' is a [[trap]] that triggers when it detects an enemy in its line of sight at a maximum distance of 20 tiles. It self-destructs on activation, releasing an explosive [[hunter drone]] targeting the pawn who triggered it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Hostile hunter traps belonging to the Hostile [[Ancients]] faction can also be encountered in [[landmarks]], such as an [[ancient garrison]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=Detection radius in the [[:Category: Images - Graphics|standard style]]}}&lt;br /&gt;
{{Stub|section=1|reason=Mechanical detail lacking - for some specific notes see check tags also do sappers avoid?}}&lt;br /&gt;
The hunter trap is activated when a pawn hostile to its faction enters its line of sight within a 20 tile radius. This happens automatically and cannot be avoided by dodging or by nimble pawns. However the trap is incapable of detecting invisible pawns. Friendlies cannot trigger the trap, even by stepping on it. Player-owned hunter traps do not react to prisoners or downed pawns.&lt;br /&gt;
&lt;br /&gt;
Hunter traps can be constructed by the player colony to detect and target any enemies of the colony. In this case the &amp;quot;auto rearm&amp;quot; option, when enabled, produces a blueprint to replace the trap when triggered. Hostile hunter traps can be triggered by anyone hostile to the [[Ancients]] in turn, including the player's colonists.&lt;br /&gt;
&lt;br /&gt;
Activation releases a [[hunter drone]], destroying the hunter trap. The hunter drone beelines for the triggerer, or the nearest hostile if it can't find a path to the triggerer,{{Check Tag|Does it change targets?}} and activates detonation when it comes within a 1.5 tile distance of any enemy. It explodes after throwing sparks for {{Ticks|120}}, or instantly when it is killed. &lt;br /&gt;
&lt;br /&gt;
If an inactive Hunter Trap building is spotted, it can be safely stunned from cover with [[EMP]] weapons and destroyed before it activates. Traps destroyed in the duration of an EMP stun will drop 10 steel and 10 chemfuel. The trap itself does not explode, but always deploys the drone if destroyed or activated otherwise. Activating the drone always consumes the trap. The drone explodes on death, even when stunned.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Unlike the traditional [[spike trap]]s, hunter traps are better treated as [[IED trap]]s, benefitting from being placed in the open, some distance away from the main defensive line. As they are effectively a homing projectile, raiders often don't have the time to take the trap down before it reaches them. &lt;br /&gt;
&lt;br /&gt;
A hunter drone's [[bomb]] damage can easily destroy most non-[[stone]] [[wall]]s, which can create openings in defensive structures.&lt;br /&gt;
&lt;br /&gt;
=== Hostile hunter traps ===&lt;br /&gt;
{{See also|Hunter drone}}&lt;br /&gt;
Hunter traps are frequently found in Odyssey's landmarks and quests, and drones can be dangerous especially to unarmored colonists.&lt;br /&gt;
&lt;br /&gt;
Having colonists with [[shield belt]]s explore is a good way to lure out hunter traps, as, so long as the shield belt is above 0 charge, it will block the entire explosion. Note that a normal [[quality]] or lower shield belt will be broken by 1 hunter drone explosion, so multiple drones can be an issue. In a similar manner, [[friendly mechanoids]]{{BiotechIcon}} and [[ghoul]]s{{AnomalyIcon}} can be used to intiate exploration as they do not take permanent damage.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:HunterTrap.png|Trap prior to activation&lt;br /&gt;
File:HunterDrone_east.png|Drone facing east post activation, note extended legs&lt;br /&gt;
File:HunterDrone_north.png|Drone facing north east post activation, note extended legs&lt;br /&gt;
File:HunterDrone_south.png|Drone facing south east post activation, note extended legs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category:Security]] [[Category:Trap]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hunter_trap&amp;diff=182498</id>
		<title>Hunter trap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hunter_trap&amp;diff=182498"/>
		<updated>2026-08-01T21:43:51Z</updated>

		<summary type="html">&lt;p&gt;Hordes: some anti-drone info taken from the drone page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason= Analysis information on: locations, strategies for preparing for hidden and active drones, defense utility with and vs turrets and mines }}&lt;br /&gt;
{{Odyssey}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Hunter trap&lt;br /&gt;
| image = HunterTrap.png&lt;br /&gt;
| description = A dormant hunter drone that activates when it detects a threat. The hunter drone closes with the target and detonates. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = true&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 50&lt;br /&gt;
| beauty = -15&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Hunter drones&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 3600&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Chemfuel&lt;br /&gt;
| resource 2 amount = 40&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| mass base = 10&lt;br /&gt;
}}&lt;br /&gt;
The '''hunter trap''' is a [[trap]] that triggers when it detects an enemy in its line of sight at a maximum distance of 20 tiles. It self-destructs on activation, releasing an explosive [[hunter drone]] targeting the pawn who triggered it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Hostile hunter traps belonging to the Hostile [[Ancients]] faction can also be encountered in [[landmarks]], such as an [[ancient garrison]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=Detection radius in the [[:Category: Images - Graphics|standard style]]}}&lt;br /&gt;
{{Stub|section=1|reason=Mechanical detail lacking - for some specific notes see check tags also do sappers avoid?}}&lt;br /&gt;
The hunter trap is activated when a pawn hostile to its faction enters its line of sight within a 20 tile radius. This happens automatically and cannot be avoided by dodging or by nimble pawns. However the trap is incapable of detecting invisible pawns. Friendlies cannot trigger the trap, even by stepping on it. Player-owned hunter traps do not react to prisoners or downed pawns.&lt;br /&gt;
&lt;br /&gt;
Hunter traps can be constructed by the player colony to detect and target any enemies of the colony. In this case the &amp;quot;auto rearm&amp;quot; option, when enabled, produces a blueprint to replace the trap when triggered. Hostile hunter traps can be triggered by anyone hostile to the [[Ancients]] in turn, including the player's colonists.&lt;br /&gt;
&lt;br /&gt;
Activation releases a [[hunter drone]], destroying the hunter trap. The hunter drone beelines for the triggerer, or the nearest hostile if it can't find a path to the triggerer,{{Check Tag|Does it change targets?}} and activates detonation when it comes within a 1.5 tile distance of any enemy. It explodes after throwing sparks for {{Ticks|120}}, or instantly when it is killed. &lt;br /&gt;
&lt;br /&gt;
If an inactive Hunter Trap building is spotted, it can be safely stunned from cover with [[EMP]] weapons and destroyed before it activates. Traps destroyed in the duration of an EMP stun will drop 10 steel and 10 chemfuel. The trap itself does not explode, but always deploys the drone if destroyed or activated otherwise. Activating the drone always consumes the trap. The drone explodes on death, even when stunned.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Unlike the traditional [[spike trap]]s, hunter traps are better treated as [[IED trap]]s, benefitting from being placed in the open, some distance away from the main defensive line. As they are effectively a homing projectile, raiders often don't have the time to take the trap down before it reaches them. &lt;br /&gt;
&lt;br /&gt;
A hunter drone's [[bomb]] damage can easily destroy most non-[[stone]] [[wall]]s, which can create openings in defensive structures.&lt;br /&gt;
&lt;br /&gt;
=== Hostile hunter traps ===&lt;br /&gt;
{{See also|Hunter drone}}&lt;br /&gt;
Hunter traps are frequently found in Odyssey's landmarks and quests, and drones can be dangerous especially to unarmored colonists.&lt;br /&gt;
&lt;br /&gt;
Having colonists with [[shield belt]]s explore is a good way to lure out hunter traps, as, so long as the shield belt is above 0 charge, it will block the entire explosion. Note that a normal [[quality]] or lower shield belt will be broken by 1 hunter drone explosion, so multiple drones can be an issue. In a similar manner, [[friendly mechanoid]]s{{BiotechIcon}} and [[ghoul]]s{{AnomalyIcon}} can be used to intiate exploration as they do not take permanent damage.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:HunterTrap.png|Trap prior to activation&lt;br /&gt;
File:HunterDrone_east.png|Drone facing east post activation, note extended legs&lt;br /&gt;
File:HunterDrone_north.png|Drone facing north east post activation, note extended legs&lt;br /&gt;
File:HunterDrone_south.png|Drone facing south east post activation, note extended legs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category:Security]] [[Category:Trap]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rocketswarm_launcher&amp;diff=182497</id>
		<title>Rocketswarm launcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rocketswarm_launcher&amp;diff=182497"/>
		<updated>2026-08-01T21:01:15Z</updated>

		<summary type="html">&lt;p&gt;Hordes: you can partial reload, but can't partial fire.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|security&lt;br /&gt;
| name = Rocketswarm launcher&lt;br /&gt;
| image = TurretRocket_MenuIcon.png&lt;br /&gt;
| description = An emergency-defense launcher that fires a single barrage of rockets covering a large area. The turret does not fire until someone activates it. It is very effective against large groups of weaker combatants, but less effective against small numbers of armored targets. Once fired, it must cool off for hours and be reloaded to fire again.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2 * 2&lt;br /&gt;
| mass base = 8 &lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hp = 200&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| power = -150&lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| research = Rocketswarm launcher&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = 10000&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 200 &lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| resource 4 = Chemfuel&lt;br /&gt;
| resource 4 amount = 180&lt;br /&gt;
| damage = 24&lt;br /&gt;
| damage type = Bomb&lt;br /&gt;
| armorPenetration = 36&lt;br /&gt;
| range = 29.9&lt;br /&gt;
| missRadius = 5.75&lt;br /&gt;
| blastRadius = 2.9&lt;br /&gt;
| accuracyTouch = 28&lt;br /&gt;
| accuracyShort = 75&lt;br /&gt;
| accuracyMedium = 66&lt;br /&gt;
| accuracyLong = 50&lt;br /&gt;
| mode = Single-Use&lt;br /&gt;
| burst = 12&lt;br /&gt;
| burstTicks = 10&lt;br /&gt;
| warmup = 0&lt;br /&gt;
| cooldown = 210&lt;br /&gt;
| velocity = 38&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = 180&lt;br /&gt;
| fuel consumption rate = 180&lt;br /&gt;
}}&lt;br /&gt;
'''Rocketswarm launchers''' are [[security]] [[turret]]s that fire a barrage of rockets at a designated point when activated by a pawn.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=Webm of use would be instructive and allow playing on the page}}&lt;br /&gt;
[[File:Rocketswarm_blast.png|thumb|left|300px|Blast of 1 rocket, and the radius where blasts can hit.]]&lt;br /&gt;
Rocketswarm launchers fire a volley of {{P|Burst Count}} rockets in {{Ticks|{{#expr:{{P|Burst Ticks}} * ({{P|Burst Count}}-1)}}}}. Unlike most other turrets, it must be activated by a pawn, and then manually targeted by the player. &lt;br /&gt;
&lt;br /&gt;
It can target any tile within its {{P|Range}} tile range and within [[line of sight]]. It fires at the targeted tile, even if a pawn is on the tile at the time of targeting. As such it is unaffected by [[blind smoke]] and the pawn will not adjust the point of aim if the pawn moves after target selection. Pawns that are [[incapable]] of violence cannot activate the launcher. Unlike the [[mortar]], it must be powered to fire. &lt;br /&gt;
&lt;br /&gt;
There is a delay of {{Ticks|60}} between targeting and firing. Note that the rocketswarm launcher fires in a straight path like a traditional projectile, it does not travel over walls or other obstructions like a mortar.&lt;br /&gt;
&lt;br /&gt;
Each rocket will land in a {{P|Miss Radius}} tile radius of the selected tile and deals {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage with an {{AP}} of {{P|Armor Penetration}}% in a {{P|Blast Radius}} tile radius. Note that per explosion, this is significantly less than the default of 50 damage of other Bomb type weapons, although it is made up for by the volume of fire. Additionally, unlike other forced miss radius effects, each rocket will hit a different target tile unless every possible tile has been hit. This ensures that the projectiles are dispersed over the target radius. Note that the blast radii of the rockets can still overlap.&amp;lt;!--forcedMissEvenDispersal  forcedMissEvenDispersal is used purely by the rocketswarm turret in vanilla and uses an internal tile cache so that within the range of all possible forced miss tiles it will not repeat a tile until it's hit all of them. i.e. as the name suggests, it evenly disperses each individual projectile over the entire target area.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The launcher can be activated once before needing to be reloaded at the cost of {{Icon Small|Chemfuel||180}} [[chemfuel]]. It is possible to partially reload the launcher, but it can only be fired with a full load. After launching, there is a {{Ticks|7200}} cooldown before it can be fired again, and it cannot be reloaded during this time. &lt;br /&gt;
&lt;br /&gt;
When damaged beyond ?%{{Check Tag|Value?}} of its health, a rocketswarm launcher will spark and emit a hissing sound shortly before exploding {{Ticks|240}} later, dealing 50 [[Damage Type#Bomb|Bomb]] damage in a 6.9 tile radius around itself.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Strategies, bunker/pillbox design for non-water bases, etc}}&lt;br /&gt;
Rocketswarm launchers are highly effective against high quantity, lightly armored targets such as tribals, manhunting animals, [[fleshbeasts]],{{AnomalyIcon}} and [[horax cult]]ists.{{AnomalyIcon}} Each enemy is likely to be hit by multiple rockets, which is enough to cripple or kill them. However, rocketswarm launchers have clunky firing mechanics and a hefty research cost, so they are not a high priority for most colonies:&lt;br /&gt;
&lt;br /&gt;
* Rocketswarm launchers require a colonist to manually aim them, and each launcher only has one volley before needing to cooldown.&lt;br /&gt;
* Their rockets are inaccurate and deal great damage to buildings, so any defensive fortifications need to be built around the rockets' radii. It is possible to build these launchers out in the open to avoid building damage while still getting a lot out of the explosions, but this usually requires building turrets at multiple angles, and risks them being destroyed by high range enemies like [[pikemen]].&lt;br /&gt;
* Raiders tend to spread out naturally, with many pawns lagging behind and with faster pawns like [[jogger]]s ahead of the the rest of the pack. Structures and natural terrain can be used to clump up raiders, although structures can be destroyed and natural terrain is not available in all maps.&lt;br /&gt;
* Rocketswarm launchers can damage friendly structures, animals, visitors, and colonists.&lt;br /&gt;
&lt;br /&gt;
By the time Microelectronics is researched, the resource cost required to build and refuel rocketswarm launchers should not be prohibitively expensive. They are actually cheaper than [[autocannon turret]]s to build. The [[chemfuel]] cost is high, but chemfuel can be trivially produced in most biomes by growing more food. They can provide high value for their resource cost when in the right circumstances, but their high research and need for specialized base designs requires extra effort from the colony, said base designs are less effective for other weapons, and multiple rocketswarm launchers are typically needed against large raids.&lt;br /&gt;
&lt;br /&gt;
Their rockets are great at destroying buildings as they deal [[Bomb]] damage, but under normal situations, this property is hard to use offensively as these launchers cannot be uninstalled. For example, if wanting to deal with a [[mech cluster]],{{RoyaltyIcon}} a new launcher would need to be built for each new location. However, when on a [[gravship]],{{OdysseyIcon}} rocketswarm launchers can be brought along for attacks, making them an effective tool at dealing with turrets and enemy cover.&lt;br /&gt;
&lt;br /&gt;
=== Usage strategy ===&lt;br /&gt;
Usually, it is not necessary to lead the shots by more than a few tiles, as rocketswarm launchers fire quickly and the blast radius is large. When aiming at a crowd, it is is better to aim at the standard speed pawns if possible, not the [[jogger]]s and [[go-juice]] pawns that will lead the front. Having melee pawns and/or using [[trap]]s may help prevent fast pawns from advancing and attacking your rocketswarm launchers.&lt;br /&gt;
&lt;br /&gt;
If placed outside of a base, consider having pawns ready with [[jump pack]]s,{{RoyaltyIcon}} [[locust armor]],{{RoyaltyIcon}} [[longjump legs]],{{BiotechIcon}} or [[moving]] and [[move speed]] enhancements ready to ensure they can get in position to trigger the launcher in time. &lt;br /&gt;
&lt;br /&gt;
=== Defense structures ===&lt;br /&gt;
One way to take advantage of the rocketswarm launcher is by using water, which can slow down enemies, clump them up, and naturally funnel them (via pathing AI) without needing to build structures. This is easier to set up when settling on water-related [[landmark]]s,{{OdysseyIcon}} such as [[archipelago]] or [[coastal atoll]]. Rivers may be used in the base game, but are more awkward and enemies can come from the opposite direction from the river.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Rocketswarm water1.png|'''Water being used to clump up and slow down raiders.'''&lt;br /&gt;
File:Rocketswarm water2.png|'''After 2 rocketswarm volleys, the raid ends.'''&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]] - Added.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Pawns that are incapable of violence can no longer activate rocketswarm launchers.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Rocketswarm turret cannot be reloaded nor fired if not fully fueled.&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category:Security]] [[Category:Turret]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Scyther&amp;diff=182495</id>
		<title>Scyther</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Scyther&amp;diff=182495"/>
		<updated>2026-08-01T05:23:41Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* As an ally */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|none|&lt;br /&gt;
| name = Scyther&lt;br /&gt;
| image = Scyther east.png&lt;br /&gt;
| description = Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but they mostly use their two arm blades to lop off limbs or gut their victims alive.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| combatPower = 150&lt;br /&gt;
| movespeed = 4.7&lt;br /&gt;
| basemeatamount = 0&lt;br /&gt;
| baseleatheramount = 0&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;
| psychic sensitivity = 0.5&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| bandwidth cost = 2&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1.32&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 20&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left blade&lt;br /&gt;
| attack2dmg = 20&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = left blade&lt;br /&gt;
| attack3dmg = 20&lt;br /&gt;
| attack3type = Cut&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = right blade&lt;br /&gt;
| attack4dmg = 20&lt;br /&gt;
| attack4type = Stab&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = right blade&lt;br /&gt;
| attack5dmg = 9&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = head&lt;br /&gt;
| attack5chancefactor = 0.2&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 = 75&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 75&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| resource 4 = Standard subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Scythers''' are fast-moving [[mechanoids]] that are powerful in melee.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Acquisition}}&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 medium mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{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 scythers may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as missing parts on the scyther.&lt;br /&gt;
&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
Scythers have no fear for their life, and will charge directly at colonists without regard to cover. As part of a raid, scythers will go ahead. But mechanoids part of a stationary threat, like a psychic ship, will only chase if a colonist continues to be within a certain radius, or for [[mech cluster]]s,{{RoyaltyIcon}} if a building falls below 50% HP.&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}}. Scythers are often supported by heavier mechanoids like [[centipede]]s, but will charge ahead without letting them catch up.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Mechs under player control require power: scythers 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 10 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Scythers are never equipped with any weapons, and instead exclusively use their body part attacks.&lt;br /&gt;
&lt;br /&gt;
Scythers have a 62% [[melee hit chance]], 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;
{{main|Defense tactics#Scythers}}&lt;br /&gt;
&lt;br /&gt;
Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious. Melee fighters are essential in guarding against scythers, being able to 'peel' them off from more vulnerable allies. Even then, a scyther's blades can often result in permanent scars and even cut off limbs.&lt;br /&gt;
&lt;br /&gt;
Scythers are vulnerable to [[spike trap]]s, being more readily lured into them due to their melee nature.&lt;br /&gt;
&lt;br /&gt;
===As an ally===&lt;br /&gt;
{{Biotech|section-1}}&lt;br /&gt;
Scythers are one of the few melee-focused mechanoids that a [[mechanitor]] can control. The only other melee mech is the [[tunneler]], which is much slower (but more durable). Mechanoids in general are much more disposable than standard colonists, making them well suited for melee: they are immune to pain, are slightly faster than an ordinary pawn, tend to remain fast after damage due to said pain immunity, and can repair &amp;quot;permanent&amp;quot; injuries or be resurrected for a fairly cheap cost. Scythers pale in comparison to [[strong melee damage]] colonists wielding high [[quality]] weapons, but are fairly cheap to repair and revive.&lt;br /&gt;
&lt;br /&gt;
Most enemy pawns with a ranged weapon will not fire it once engaged with melee combat. This makes scythers great at targeting specific, deadly threats in the back, like [[frag grenade]]s and [[sniper rifle]]s. This also makes them helpful against enemy [[centipede]]s, assuming your other colonists can dish out firepower. Against the [[diabolus]] or [[war queen]], a mere scyther won't stop their ranged attacks, but the former's flame burst has no effect against machines. Against other mechanoids, watch out when using [[EMP]]. However, it's generally worth stunning your scyther in order to stun a centipede in the process.&lt;br /&gt;
&lt;br /&gt;
If playing with the [[Anomaly DLC]], scythers compete heavily with [[ghoul]]s{{AnomalyIcon}} as a disposable melee pawn. Scythers are faster than a base ghoul, but ghouls are cheaper, both stronger and tankier with implants ([[ghoul barbs]], [[ghoul plating]] and a [[body part weapon]]), and are worth less [[raid points]]. Therefore, ghouls are usually the superior option, provided the colony engages with Anomaly content and has a source of meat.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Scyther}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Scythers have a unique slashing sound when they use their melee attacks.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ScytherClean east.png| Age 0-99 Scyther facing east&lt;br /&gt;
ScytherClean north.png| Age 0-99 Scyther facing north&lt;br /&gt;
ScytherClean south.png| Age 0-99 Scyther facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Scyther east.png| Age 100+ Scyther facing east&lt;br /&gt;
Scyther north.png| Age 100+ Scyther facing north&lt;br /&gt;
Scyther south.png| Age 100+ Scyther facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.5.492|0.5.492]] -  Added.&lt;br /&gt;
* Beta 19 - Scythers, who could previously use melee or wield [[charge lance]]s, were split into scythers and [[lancer]]s. Downed scythers can no longer be be salvaged through a medical operation to obtain their [[Scyther blade|blades]] if they are intact after the battle.&lt;br /&gt;
* Beta 19/1.0 - Now dies when downed.&lt;br /&gt;
* ? -  Fix typo in description. Description changed from ''{{Hover title|Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but their mostly use two arm blades to lop off limbs or gut their victims alive.|&amp;quot;[...] but their mostly use two arm blades [...]&amp;quot;}}'' changed to ''{{Hover title|Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but they mostly use their two arm blades to lop off limbs or gut their victims alive|&amp;quot;[...] but they mostly use their two arm blades  [...]&amp;quot;}}''.&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced ability to create and control scythers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MechanoidScyther.png|Scyther from Alpha 6&lt;br /&gt;
Scyther1557.png|Charge lance wielding scyther before Beta 19&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;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>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Scyther&amp;diff=182494</id>
		<title>Scyther</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Scyther&amp;diff=182494"/>
		<updated>2026-08-01T05:22:27Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* As an enemy */ mech cluster AI&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|none|&lt;br /&gt;
| name = Scyther&lt;br /&gt;
| image = Scyther east.png&lt;br /&gt;
| description = Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but they mostly use their two arm blades to lop off limbs or gut their victims alive.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| combatPower = 150&lt;br /&gt;
| movespeed = 4.7&lt;br /&gt;
| basemeatamount = 0&lt;br /&gt;
| baseleatheramount = 0&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;
| psychic sensitivity = 0.5&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| bandwidth cost = 2&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1.32&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 20&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left blade&lt;br /&gt;
| attack2dmg = 20&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = left blade&lt;br /&gt;
| attack3dmg = 20&lt;br /&gt;
| attack3type = Cut&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = right blade&lt;br /&gt;
| attack4dmg = 20&lt;br /&gt;
| attack4type = Stab&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = right blade&lt;br /&gt;
| attack5dmg = 9&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = head&lt;br /&gt;
| attack5chancefactor = 0.2&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 = 75&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 75&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| resource 4 = Standard subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Scythers''' are fast-moving [[mechanoids]] that are powerful in melee.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Acquisition}}&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 medium mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{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 scythers may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as missing parts on the scyther.&lt;br /&gt;
&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
Scythers have no fear for their life, and will charge directly at colonists without regard to cover. As part of a raid, scythers will go ahead. But mechanoids part of a stationary threat, like a psychic ship, will only chase if a colonist continues to be within a certain radius, or for [[mech cluster]]s,{{RoyaltyIcon}} if a building falls below 50% HP.&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}}. Scythers are often supported by heavier mechanoids like [[centipede]]s, but will charge ahead without letting them catch up.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Mechs under player control require power: scythers 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 10 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Scythers are never equipped with any weapons, and instead exclusively use their body part attacks.&lt;br /&gt;
&lt;br /&gt;
Scythers have a 62% [[melee hit chance]], 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;
{{main|Defense tactics#Scythers}}&lt;br /&gt;
&lt;br /&gt;
Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious. Melee fighters are essential in guarding against scythers, being able to 'peel' them off from more vulnerable allies. Even then, a scyther's blades can often result in permanent scars and even cut off limbs.&lt;br /&gt;
&lt;br /&gt;
Scythers are vulnerable to [[spike trap]]s, being more readily lured into them due to their melee nature.&lt;br /&gt;
&lt;br /&gt;
===As an ally===&lt;br /&gt;
{{Biotech|section-1}}&lt;br /&gt;
Scythers are one of the few melee-focused mechanoids that a [[mechanitor]] can control. The only other melee mech is the [[tunneler]], which is much slower (but more durable). Mechanoids in general are much more disposable than standard colonists, making them well suited for melee: they are immune to pain, are slightly faster than an ordinary pawn, tend to remain fast after damage due to said pain immunity, and can repair &amp;quot;permanent&amp;quot; injuries or be resurrected for a fairly cheap cost. Scythers pale in comparison to [[strong melee damage]] colonists wielding high [[quality]] weapons, but are fairly cheap to repair and revive.&lt;br /&gt;
&lt;br /&gt;
Most pawns with a ranged weapon are unable to fire once engaged with melee combat. This makes scythers great at targeting specific, deadly threats in the back, like [[frag grenade]]s and [[sniper rifle]]s. This also makes them helpful against enemy [[centipede]]s, assuming your other colonists can dish out firepower. Against the [[diabolus]] or [[war queen]], a mere scyther won't stop their ranged attacks, but the former's flame burst has no effect against machines. Against other mechanoids, watch out when using [[EMP]]. However, it's generally worth stunning your scyther in order to stun a centipede in the process.&lt;br /&gt;
&lt;br /&gt;
If playing with the [[Anomaly DLC]], scythers compete heavily with [[ghoul]]s{{AnomalyIcon}} as a disposable melee pawn. Scythers are faster than a base ghoul, but ghouls are cheaper, both stronger and tankier with implants ([[ghoul barbs]], [[ghoul plating]] and a [[body part weapon]]), and are worth less [[raid points]]. Therefore, ghouls are usually the superior option, provided the colony engages with Anomaly content and has a source of meat.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Scyther}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Scythers have a unique slashing sound when they use their melee attacks.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ScytherClean east.png| Age 0-99 Scyther facing east&lt;br /&gt;
ScytherClean north.png| Age 0-99 Scyther facing north&lt;br /&gt;
ScytherClean south.png| Age 0-99 Scyther facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Scyther east.png| Age 100+ Scyther facing east&lt;br /&gt;
Scyther north.png| Age 100+ Scyther facing north&lt;br /&gt;
Scyther south.png| Age 100+ Scyther facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.5.492|0.5.492]] -  Added.&lt;br /&gt;
* Beta 19 - Scythers, who could previously use melee or wield [[charge lance]]s, were split into scythers and [[lancer]]s. Downed scythers can no longer be be salvaged through a medical operation to obtain their [[Scyther blade|blades]] if they are intact after the battle.&lt;br /&gt;
* Beta 19/1.0 - Now dies when downed.&lt;br /&gt;
* ? -  Fix typo in description. Description changed from ''{{Hover title|Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but their mostly use two arm blades to lop off limbs or gut their victims alive.|&amp;quot;[...] but their mostly use two arm blades [...]&amp;quot;}}'' changed to ''{{Hover title|Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but they mostly use their two arm blades to lop off limbs or gut their victims alive|&amp;quot;[...] but they mostly use their two arm blades  [...]&amp;quot;}}''.&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced ability to create and control scythers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MechanoidScyther.png|Scyther from Alpha 6&lt;br /&gt;
Scyther1557.png|Charge lance wielding scyther before Beta 19&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;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>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cyclops&amp;diff=182493</id>
		<title>Cyclops</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cyclops&amp;diff=182493"/>
		<updated>2026-08-01T05:20:28Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* As an ally */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Cyclops&lt;br /&gt;
| image = Cyclops Ancient east.png&lt;br /&gt;
| description = A front-line combat mechanoid named for its large optical array. The cyclops specializes in counter-shield attacks. It takes a long time to lock onto a target, but once locked on, it fires a near endless barrage of shield-piercing beams.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| marketvalue = 1170&lt;br /&gt;
| combatPower = 110&lt;br /&gt;
| movespeed = 4.5&lt;br /&gt;
| basemeatamount = 0&lt;br /&gt;
| baseleatheramount = 0&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;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| bandwidth cost = 2&lt;br /&gt;
| healthscale = 0.9&lt;br /&gt;
| bodysize =  1&lt;br /&gt;
| lifespan = 2500&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;
| weaponTags = WeaponBeamRepeater&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 = 120&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 40&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 5&lt;br /&gt;
| resource 4 = Standard subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Cyclopes'''&amp;lt;!--Cyclopes is the correct plural both in game, and in real life, do not &amp;quot;correct&amp;quot;--&amp;gt; a type of [[mechanoid]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly cyclopes 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 {{PAGENAME}}, {{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 cyclopes may be shredded at a [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as any missing parts on the cyclops.&lt;br /&gt;
&lt;br /&gt;
Mechs under player control{{BiotechIcon}} require power: cyclopes 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 10 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
Cyclopes march into position towards the front lines with their moderately short range until they have a clear line of sight with a pawn or turret, and will then fire their weapon. If their target is downed, they will keep firing until all shots of the burst were shot, meaning a downed entity could take a few extra hits after being downed. The Cyclopes will, however, stop shooting immediately if their target is destroyed or killed, if their target leaves their range, or if their line of sight is blocked.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Cyclopes are always equipped with a [[beam repeater]] of Normal [[quality]], which they do not drop upon death. See the [[beam repeater]] page for further information.&lt;br /&gt;
&lt;br /&gt;
Cyclopes 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;
Alone, a Cyclops doesn't pose much of a threat. Its very long aiming time of {{Ticks|{{Q|Beam repeater|Aiming Time Base}}}} and cooldown of {{Ticks|{{Q|Beam repeater|Ranged Cooldown Base}}}} mean a pawn wielding a regular firearm such as a [[heavy SMG]], an [[assault rifle]], or any gun with a relatively short shooting cycle has the time to fire and leave the Cyclops' range before it can fire on your pawns, making it an easy target to kite.&lt;br /&gt;
&lt;br /&gt;
In a group of mechanoids, or if kiting is not possible, a single burst of a Cyclops can cause tremendous damage and pain to pawns that do not have reliable armor against heat attacks or cover, adding 6% pain for every wound. Since Cyclopes are not as inaccurate as [[centipede]]s, they are more than capable of downing an unprotected pawn in a single burst of their beam repeater. Their health, being the same as a [[Pikeman]]'s, combined with their shorter reach make Cyclopes relatively frail and easy to take down.&lt;br /&gt;
&lt;br /&gt;
Should you encounter Cyclopes, consider kiting them if possible, take cover, and take them down before they get in a troublesome position. If you do not allow them to fire, they pose little threat to your pawns.&lt;br /&gt;
&lt;br /&gt;
Uniquely, the beam repeater dealing less damage to buildings may give them trouble when taking down turrets is required, as they only deal 40% of their usual damage on passable structures.&lt;br /&gt;
&lt;br /&gt;
===As an ally===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Cyclopes wield [[beam repeater]]s that are identical to the human-wieldable version of normal [[quality]]. As a weapon, the beam repeater has a short range and very long warm-up and cooldown, but fires 30 shots at once, resulting in high theoretical {{DPS}} that is lower in practice due to overkill waste (pawns have to reset aiming/firing if their target is killed early). They are also relatively unique as they deal Beam damage - which checks Heat armor - making them good against heavily armored humans but almost useless against mechanoids. In addition, beam repeaters can fire past shields.&lt;br /&gt;
&lt;br /&gt;
Overall, cyclopes can be worthwhile if used in a colony/strategy that relies specifically on beam repeaters, e.g., using [[skipshield]]{{RoyaltyIcon}} so that cyclopes and other beam wielders can fire through but regular enemies cannot. Even then, they should be compared to colonists who can wield higher quality beam repeaters and swap weapons if needed, and compared to building other mechs that are more versatile. For general purposes, cyclopes are poor due to their long warm-up/cooldown cycle and ineffectiveness against enemy mechs.&lt;br /&gt;
&lt;br /&gt;
[[Tesseron]]s also deal Beam damage and ignore shields, but their main purpose is to flush enemies out of cover, a niche that is rarely useful to a colony. Meanwhile, a cyclops is specialized for dealing {{DPS}} against high HP single targets, which ''could'' be useful, also they are 1 less [[bandwidth]] than a tesseron.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Cyclops}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table|weapon=Beam repeater}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The cyclops, Polyphemus, plays a pivotal role in Homer's Odyssey, the epic of ancient Greek literature from which the name of the DLC that added this mechanoid comes.&lt;br /&gt;
* Despite the name of this mechanoid, cyclopes still have two eyes or &amp;quot;sight sensors&amp;quot;.&lt;br /&gt;
** Additionally, every light mechanoid ([[Militor]]s,{{BiotechIcon}} [[Lifter]]s,{{BiotechIcon}} [[Constructoid]]s,{{BiotechIcon}} [[Fabricor]]s,{{BiotechIcon}} [[Agrihand]]s,{{BiotechIcon}} [[Cleansweeper]]s,{{BiotechIcon}} [[War urchin]]s,{{BiotechIcon}} and [[Paramedic]]s{{BiotechIcon}}) only have one sight sensor.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cyclops_east.png| Age 0-99 Cyclops facing east&lt;br /&gt;
Cyclops_north.png| Age 0-99 Cyclops facing north&lt;br /&gt;
Cyclops_south.png| Age 0-99 Cyclops facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cyclops_Ancient_east.png| Age 100+ Cylcops facing east&lt;br /&gt;
Cyclops_Ancient_north.png| Age 100+ Cylcops facing north&lt;br /&gt;
Cyclops_Ancient_south.png| Age 100+ Cylcops facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shield_belt&amp;diff=182492</id>
		<title>Shield belt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shield_belt&amp;diff=182492"/>
		<updated>2026-08-01T05:17:55Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Shield belt&lt;br /&gt;
| image = ShieldBelt.png&lt;br /&gt;
| description = A projectile-repulsion device. It will attempt to stop incoming projectiles or shrapnel, but does nothing against melee attacks or heat. It prevents the wearer from firing out, and shuts down instantly if hit by EMP.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 100&lt;br /&gt;
| marketvalue = 390&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Shields&lt;br /&gt;
| work to make = 14000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| lifestage = Child, Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| has quality = true&lt;br /&gt;
| defName = Apparel_ShieldBelt&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
| tags = BeltDefense&lt;br /&gt;
| tradeTags = Armor&lt;br /&gt;
}}&lt;br /&gt;
The '''shield belt''' is a defensive [[utility]] item that generates a bubble of energy to absorb projectiles. It blocks projectile attacks both from the outside and from within, meaning colonists will not fire ranged weapons with an equipped shield belt, and instead are limited to melee weapons only.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, they can be received as a [[quest]] reward, purchased from [[traders]], or found on [[raider]]s. [[Flesh sack]]s{{AnomalyIcon}} also have a small ~1.95% chance of dropping a shield belt after being destroyed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Shield belt widget.png|thumb|left|Shield strength widget]]&lt;br /&gt;
Shield belts are worn at the waist, and use their own charge to stop damage from incoming ranged attacks and explosions (except flame explosions, the ignition from [[beam graser]]s,{{BiotechIcon}} and [[beam repeater]]s{{OdysseyIcon}} which penetrate). The amount of charge is dependent on the belt's [[quality]], with the default being 110 points. This charge is depleted at a rate of 3.3 charge per 1 point of damage from attacks. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield will temporarily shutdown. The shield does not prevent pawns from being set on fire, explosions from detonating, or from being staggered by weapons with sufficient [[stopping power]]. &lt;br /&gt;
&lt;br /&gt;
Active shield belts constantly recharge at a rate dependent on their quality. However, once a shield's charge is completely depleted, the shield will be disabled temporarily before beginning to recharge. Any [[EMP]] damage will also immediately deplete an active shield belt's charge. In either case, it takes {{Ticks|3200}} for a disabled shield belt to begin charging again. They will recharge starting from 20 hit points, meaning they can be easily overloaded once again.&lt;br /&gt;
&lt;br /&gt;
Wearing a shield belt prevents the user from firing, but not equipping, most ranged weapons (including thrown weapons, such as [[grenades]] or [[pila]], but excluding the [[beam graser]],{{BiotechIcon}} [[incinerator]],{{AnomalyIcon}} and [[beam repeater]],{{OdysseyIcon}} which function normally). They can still use them as blunt melee weapons. The ranged weapons integrated into the [[grenadier armor]]{{RoyaltyIcon}} and [[phoenix armor]]{{RoyaltyIcon}} are also disabled, though a [[sanguophage]]'s{{BiotechIcon}} piercing spine and [[hellcat rifle]]{{AnomalyIcon}} burner is not. Note that shield belt wearers will not fire even if a shield belt is deactivated by damage or EMP.&lt;br /&gt;
&lt;br /&gt;
Enemies can also wear shield belts and use them. For example, even upon being resurrected as a [[shambler]],{{AnomalyIcon}} pawns with a shield belt equipped will still use it as normal.&lt;br /&gt;
&lt;br /&gt;
Active shield belts will completely protect pawns from the damage caused by a [[Hunter drone]]{{OdysseyIcon}} explosion. Any shield belt below good quality will immediately be depleted from the explosion damage however.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
=== Quality table ===&lt;br /&gt;
The following table lists how much protection a shield belt provides at each [[quality]] level.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basecharge|1.1}}{{#vardefine:baseregen|0.13}}&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Maximum charge&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.6*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.8*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.2*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.4*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.7*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*2.1*100 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Damage capacity&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.6*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.8*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.2*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.4*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.7*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*2.1*(100/3.3) round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Recharge rate (energy per second)&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*0.9*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*0.95*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.00*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.05*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.10*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.2*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.3*100 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Market Value&lt;br /&gt;
| {{#expr: {{Market Value|{{P|Market Value Base}}*0.5}} }} {{Icon Small|silver}}&lt;br /&gt;
| {{#expr: {{Market Value|{{P|Market Value Base}}*0.75}} }} {{Icon Small|silver}}&lt;br /&gt;
| {{#expr: {{Market Value|{{P|Market Value Base}}}} }} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.25}}&amp;gt;{{P|Market Value Base}}+500 |{{#expr:{{P|Market Value Base}}+500 }}| {{Market Value|{{P|Market Value Base}}*1.25}}}} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.50}}&amp;gt;{{P|Market Value Base}}+1000|{{#expr:{{P|Market Value Base}}+1000}}| {{Market Value|{{P|Market Value Base}}*1.50}}}} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*2.50}}&amp;gt;{{P|Market Value Base}}+2000|{{#expr:{{P|Market Value Base}}+2000}}| {{Market Value|{{P|Market Value Base}}*2.50}}}} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*5.00}}&amp;gt;{{P|Market Value Base}}+3000|{{#expr:{{P|Market Value Base}}+3000}}| {{Market Value|{{P|Market Value Base}}*5.00}}}} {{Icon Small|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visuals ===&lt;br /&gt;
The shield takes the form of a white bubble around them, which will shrink and diminish as the charge reduces and will vanish if the shield is downed. It shows up when the colonist is drafted, or under ranged attack.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;210px&amp;quot; heights=&amp;quot;210px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Shielded colonists example.png|Shielded colonists (left) and unshielded ones (right).&lt;br /&gt;
File:Depleted shield.png|Full shield (left) compared to nearly depleted shield (right).&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:Shield belt bait.png|left|thumb|A pawn wearing shield belt attracts fire from a pikeman while other pawns shoot]]&lt;br /&gt;
&lt;br /&gt;
A shield belt is a valuable piece of equipment for melee fighters and noncombatants. Shield belts provide a constant, regenerating source of HP, and notably prevent lucky headshots from killing pawns so long as the shield remains up. They can protect against friendly fire as well as enemy fire. Caution should be used, as charging head-on into a large raid will end up breaking the belt. It is especially useful when attacking turrets in melee, or facing [[hunter drone]]s,{{OdysseyIcon}} as an active shield belt will block explosions caused by them.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that shield belts are not limited to &amp;quot;pure&amp;quot; melee pawns.  Pawns intended for luring strategies should wear a shield belt. Pacifists and nonfighting [[children]]{{BiotechIcon}} should wear a shield belt, as they can't use ranged weapons or most utility items anyways, and the shield can help protect the pawn in case of a [[mental break]], but they are typically the least important pawns to shield. [[Incinerator]]s{{AnomalyIcon}} are an effective weapon that allows shield belt use. In addition, shield belts can make it easier to rescue pawns, although this should not be the only reason to wear a shield belt. &lt;br /&gt;
&lt;br /&gt;
Dedicated [[psycast]]ers{{RoyaltyIcon}} can wear a shield belt to safely engage combat, especially if wearing low protection psycaster gear.&lt;br /&gt;
&lt;br /&gt;
===Strategies===&lt;br /&gt;
It is ideal for shield belts to not break. If you have multiple colonists with shield belts, one way to do this is to &amp;quot;rotate&amp;quot; them, sending pawns away once the shield belt is about to break or has broken. A way to jump or skip ([[#Comparisons|see below]]) is recommended for this strategy as shield belts do not prevent staggering.&lt;br /&gt;
&lt;br /&gt;
Shield belt pawns can be used as cover, protecting other pawns from bullets. One way to do this is to have 2 rows of cover, putting the melee pawns in the first row, and ranged pawns in the second.&lt;br /&gt;
&lt;br /&gt;
To avoid EMPing your own pawns, you can use EMP on a group of mechs, have melee pawns approach once the mechs are stunned, and have the EMP thrower target a different area.&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
Shields belts offer a substantial and unique buff to melee fighters. Depending on the ratio of melee : ranged colonists, it can be entirely viable to have every melee fighter wear a shield belt, and have ranged colonists wear [[psychic shock lance]]s, [[firefoam pop pack]]s, [[low-shield pack]]s,{{RoyaltyIcon}} and so on. If the colony is mostly or entirely melee, it can be wise to have at least one colonist wear a shock lance, one colonist wear a low-shield pack, etc., since these items can be useful to have on ''someone'' in certain situations. If there are a healthy supply of ranged attackers, they can be the ones wearing those utility items.&lt;br /&gt;
&lt;br /&gt;
Still, certain items warrant comparison due to also being particularly useful to melee fighters. Shield belts are relatively better without any DLC, as the utility options available in Core are limited and most good items are rare and nonrechargable.&lt;br /&gt;
&lt;br /&gt;
[[Smokepop belt]]s can be used to reduce ranged accuracy, helping melee fighters and making repositioning/rescuing easier. However, blind smoke also reduces the accuracy of your own colonists, so shield belts are typically more practical if you rely on ranged attackers. In addition, since it creates smoke around the wearer, it is less appropriate for charing in against enemies.&lt;br /&gt;
&lt;br /&gt;
[[Firefoam pop pack]]s can immediately douse a pawn on [[fire]], preventing them from running around wildly. Since melee colonists may be distant from the ranged group, having melee fighters wear firefoam packs themselves can be a lifesaver. Still, shield belts are irreplacable when charging in, and in a [[melee block]]ing scenario it is easy to just have another colonist wear a pop pack.&lt;br /&gt;
&lt;br /&gt;
[[Jump pack]]s{{RoyaltyIcon}} enable melee fighters to enter and exit the fray, allowing them to take out high priority ranged targets, and do other important movement tasks. However, it is possible to jump while wearing a shield belt by using [[locust armor]]{{RoyaltyIcon}} or the [[longjump legs]] gene,{{BiotechIcon}} while the [[skip]] psycast{{RoyaltyIcon}} can be used for a similar effect. If one of those can be acquired, the jump pack is relatively redundant. The locust armor + shield belt combination should be compared to a heavy armor + jump pack combo; the locust armor is likely better against ranged attacks (due to shield belt's immunity to vital shots) but is worse against melee attacks.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Shield belts bear some similarity to shields in the ''Dune'' franchise, mainly in that they do not allow any high-speed object to enter ''or'' exit the shield, rendering guns useless to shield belt users, as well as nullifying explosions.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Added as the '''Personal shield'''.&lt;br /&gt;
* Alpha 17 - Renamed from '''Personal shield''' to '''Shield belt'''. Now has a crafting recipe and also gained a slight retexture.&lt;br /&gt;
* Beta 19 - its crafting cost and market value is greatly reduced.&lt;br /&gt;
* [[Version/1.2.2900|1.2.2900]] or earlier - Shields used to block attacks from [[Spike trap]]s as if they were ranged attacks, however this is no longer the case.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Wearing a shield belt now prevents firing the integrated launcher in the [[grenadier armor]] {{RoyaltyIcon}} and [[phoenix armor]] {{RoyaltyIcon}}. Previously they could be fired but could only target only adjacent squares (including diagonals).&lt;br /&gt;
* Unknown version after [[Version/1.3.3101]] - Shield belts are now defined as having Spacer [[tech level]]. Previously, they were defined as having an medieval [[tech level]] despite requiring an industrial research project and obviously being a high tech piece of equipment. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - [[Children]]{{BiotechIcon}} can now wear shield belts.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Error when shield belt on ground is hit by EMP explosion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PersonalShield.png|Original Personal Shield sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shield_belt&amp;diff=182491</id>
		<title>Shield belt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shield_belt&amp;diff=182491"/>
		<updated>2026-08-01T05:15:19Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Summary */ ignoring shield belt weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Shield belt&lt;br /&gt;
| image = ShieldBelt.png&lt;br /&gt;
| description = A projectile-repulsion device. It will attempt to stop incoming projectiles or shrapnel, but does nothing against melee attacks or heat. It prevents the wearer from firing out, and shuts down instantly if hit by EMP.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 100&lt;br /&gt;
| marketvalue = 390&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Shields&lt;br /&gt;
| work to make = 14000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| lifestage = Child, Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| has quality = true&lt;br /&gt;
| defName = Apparel_ShieldBelt&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
| tags = BeltDefense&lt;br /&gt;
| tradeTags = Armor&lt;br /&gt;
}}&lt;br /&gt;
The '''shield belt''' is a defensive [[utility]] item that generates a bubble of energy to absorb projectiles. It blocks projectile attacks both from the outside and from within, meaning colonists will not fire ranged weapons with an equipped shield belt, and instead are limited to melee weapons only.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, they can be received as a [[quest]] reward, purchased from [[traders]], or found on [[raider]]s. [[Flesh sack]]s{{AnomalyIcon}} also have a small ~1.95% chance of dropping a shield belt after being destroyed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Shield belt widget.png|thumb|left|Shield strength widget]]&lt;br /&gt;
Shield belts are worn at the waist, and use their own charge to stop damage from incoming ranged attacks and explosions (except flame explosions, [[beam graser]]s{{BiotechIcon}}, and [[beam repeater]]s{{OdysseyIcon}} which penetrate). The amount of charge is dependent on the belt's [[quality]], with the default being 110 points. This charge is depleted at a rate of 3.3 charge per 1 point of damage from attacks. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield will temporarily shutdown. The shield does not prevent pawns from being set on fire, explosions from detonating, or from being staggered by weapons with sufficient [[stopping power]]. &lt;br /&gt;
&lt;br /&gt;
Active shield belts constantly recharge at a rate dependent on their quality. However, once a shield's charge is completely depleted, the shield will be disabled temporarily before beginning to recharge. Any [[EMP]] damage will also immediately deplete an active shield belt's charge. In either case, it takes {{Ticks|3200}} for a disabled shield belt to begin charging again. They will recharge starting from 20 hit points, meaning they can be easily overloaded once again.&lt;br /&gt;
&lt;br /&gt;
Wearing a shield belt prevents the user from firing, but not equipping, most ranged weapons (including thrown weapons, such as [[grenades]] or [[pila]], but excluding the [[beam graser]],{{BiotechIcon}} [[incinerator]],{{AnomalyIcon}} and [[beam repeater]],{{OdysseyIcon}} which function normally). They can still use them as blunt melee weapons. The ranged weapons integrated into the [[grenadier armor]]{{RoyaltyIcon}} and [[phoenix armor]]{{RoyaltyIcon}} are also disabled, though a [[sanguophage]]'s{{BiotechIcon}} piercing spine and [[hellcat rifle]]{{AnomalyIcon}} burner is not. Note that shield belt wearers will not fire even if a shield belt is deactivated by damage or EMP.&lt;br /&gt;
&lt;br /&gt;
Enemies can also wear shield belts and use them. For example, even upon being resurrected as a [[shambler]],{{AnomalyIcon}} pawns with a shield belt equipped will still use it as normal.&lt;br /&gt;
&lt;br /&gt;
Active shield belts will completely protect pawns from the damage caused by a [[Hunter drone]]{{OdysseyIcon}} explosion. Any shield belt below good quality will immediately be depleted from the explosion damage however.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
=== Quality table ===&lt;br /&gt;
The following table lists how much protection a shield belt provides at each [[quality]] level.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basecharge|1.1}}{{#vardefine:baseregen|0.13}}&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Maximum charge&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.6*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.8*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.2*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.4*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.7*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*2.1*100 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Damage capacity&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.6*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*0.8*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.2*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.4*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.7*(100/3.3) round 1}}&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*2.1*(100/3.3) round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Recharge rate (energy per second)&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*0.9*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*0.95*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.00*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.05*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.10*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.2*100 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.3*100 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Market Value&lt;br /&gt;
| {{#expr: {{Market Value|{{P|Market Value Base}}*0.5}} }} {{Icon Small|silver}}&lt;br /&gt;
| {{#expr: {{Market Value|{{P|Market Value Base}}*0.75}} }} {{Icon Small|silver}}&lt;br /&gt;
| {{#expr: {{Market Value|{{P|Market Value Base}}}} }} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.25}}&amp;gt;{{P|Market Value Base}}+500 |{{#expr:{{P|Market Value Base}}+500 }}| {{Market Value|{{P|Market Value Base}}*1.25}}}} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.50}}&amp;gt;{{P|Market Value Base}}+1000|{{#expr:{{P|Market Value Base}}+1000}}| {{Market Value|{{P|Market Value Base}}*1.50}}}} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*2.50}}&amp;gt;{{P|Market Value Base}}+2000|{{#expr:{{P|Market Value Base}}+2000}}| {{Market Value|{{P|Market Value Base}}*2.50}}}} {{Icon Small|silver}}&lt;br /&gt;
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*5.00}}&amp;gt;{{P|Market Value Base}}+3000|{{#expr:{{P|Market Value Base}}+3000}}| {{Market Value|{{P|Market Value Base}}*5.00}}}} {{Icon Small|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visuals ===&lt;br /&gt;
The shield takes the form of a white bubble around them, which will shrink and diminish as the charge reduces and will vanish if the shield is downed. It shows up when the colonist is drafted, or under ranged attack.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;210px&amp;quot; heights=&amp;quot;210px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Shielded colonists example.png|Shielded colonists (left) and unshielded ones (right).&lt;br /&gt;
File:Depleted shield.png|Full shield (left) compared to nearly depleted shield (right).&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:Shield belt bait.png|left|thumb|A pawn wearing shield belt attracts fire from a pikeman while other pawns shoot]]&lt;br /&gt;
&lt;br /&gt;
A shield belt is a valuable piece of equipment for melee fighters and noncombatants. Shield belts provide a constant, regenerating source of HP, and notably prevent lucky headshots from killing pawns so long as the shield remains up. They can protect against friendly fire as well as enemy fire. Caution should be used, as charging head-on into a large raid will end up breaking the belt. It is especially useful when attacking turrets in melee, or facing [[hunter drone]]s,{{OdysseyIcon}} as an active shield belt will block explosions caused by them.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that shield belts are not limited to &amp;quot;pure&amp;quot; melee pawns.  Pawns intended for luring strategies should wear a shield belt. Pacifists and nonfighting [[children]]{{BiotechIcon}} should wear a shield belt, as they can't use ranged weapons or most utility items anyways, and the shield can help protect the pawn in case of a [[mental break]], but they are typically the least important pawns to shield. [[Incinerator]]s{{AnomalyIcon}} are an effective weapon that allows shield belt use. In addition, shield belts can make it easier to rescue pawns, although this should not be the only reason to wear a shield belt. &lt;br /&gt;
&lt;br /&gt;
Dedicated [[psycast]]ers{{RoyaltyIcon}} can wear a shield belt to safely engage combat, especially if wearing low protection psycaster gear.&lt;br /&gt;
&lt;br /&gt;
===Strategies===&lt;br /&gt;
It is ideal for shield belts to not break. If you have multiple colonists with shield belts, one way to do this is to &amp;quot;rotate&amp;quot; them, sending pawns away once the shield belt is about to break or has broken. A way to jump or skip ([[#Comparisons|see below]]) is recommended for this strategy as shield belts do not prevent staggering.&lt;br /&gt;
&lt;br /&gt;
Shield belt pawns can be used as cover, protecting other pawns from bullets. One way to do this is to have 2 rows of cover, putting the melee pawns in the first row, and ranged pawns in the second.&lt;br /&gt;
&lt;br /&gt;
To avoid EMPing your own pawns, you can use EMP on a group of mechs, have melee pawns approach once the mechs are stunned, and have the EMP thrower target a different area.&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
Shields belts offer a substantial and unique buff to melee fighters. Depending on the ratio of melee : ranged colonists, it can be entirely viable to have every melee fighter wear a shield belt, and have ranged colonists wear [[psychic shock lance]]s, [[firefoam pop pack]]s, [[low-shield pack]]s,{{RoyaltyIcon}} and so on. If the colony is mostly or entirely melee, it can be wise to have at least one colonist wear a shock lance, one colonist wear a low-shield pack, etc., since these items can be useful to have on ''someone'' in certain situations. If there are a healthy supply of ranged attackers, they can be the ones wearing those utility items.&lt;br /&gt;
&lt;br /&gt;
Still, certain items warrant comparison due to also being particularly useful to melee fighters. Shield belts are relatively better without any DLC, as the utility options available in Core are limited and most good items are rare and nonrechargable.&lt;br /&gt;
&lt;br /&gt;
[[Smokepop belt]]s can be used to reduce ranged accuracy, helping melee fighters and making repositioning/rescuing easier. However, blind smoke also reduces the accuracy of your own colonists, so shield belts are typically more practical if you rely on ranged attackers. In addition, since it creates smoke around the wearer, it is less appropriate for charing in against enemies.&lt;br /&gt;
&lt;br /&gt;
[[Firefoam pop pack]]s can immediately douse a pawn on [[fire]], preventing them from running around wildly. Since melee colonists may be distant from the ranged group, having melee fighters wear firefoam packs themselves can be a lifesaver. Still, shield belts are irreplacable when charging in, and in a [[melee block]]ing scenario it is easy to just have another colonist wear a pop pack.&lt;br /&gt;
&lt;br /&gt;
[[Jump pack]]s{{RoyaltyIcon}} enable melee fighters to enter and exit the fray, allowing them to take out high priority ranged targets, and do other important movement tasks. However, it is possible to jump while wearing a shield belt by using [[locust armor]]{{RoyaltyIcon}} or the [[longjump legs]] gene,{{BiotechIcon}} while the [[skip]] psycast{{RoyaltyIcon}} can be used for a similar effect. If one of those can be acquired, the jump pack is relatively redundant. The locust armor + shield belt combination should be compared to a heavy armor + jump pack combo; the locust armor is likely better against ranged attacks (due to shield belt's immunity to vital shots) but is worse against melee attacks.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Shield belts bear some similarity to shields in the ''Dune'' franchise, mainly in that they do not allow any high-speed object to enter ''or'' exit the shield, rendering guns useless to shield belt users, as well as nullifying explosions.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Added as the '''Personal shield'''.&lt;br /&gt;
* Alpha 17 - Renamed from '''Personal shield''' to '''Shield belt'''. Now has a crafting recipe and also gained a slight retexture.&lt;br /&gt;
* Beta 19 - its crafting cost and market value is greatly reduced.&lt;br /&gt;
* [[Version/1.2.2900|1.2.2900]] or earlier - Shields used to block attacks from [[Spike trap]]s as if they were ranged attacks, however this is no longer the case.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Wearing a shield belt now prevents firing the integrated launcher in the [[grenadier armor]] {{RoyaltyIcon}} and [[phoenix armor]] {{RoyaltyIcon}}. Previously they could be fired but could only target only adjacent squares (including diagonals).&lt;br /&gt;
* Unknown version after [[Version/1.3.3101]] - Shield belts are now defined as having Spacer [[tech level]]. Previously, they were defined as having an medieval [[tech level]] despite requiring an industrial research project and obviously being a high tech piece of equipment. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - [[Children]]{{BiotechIcon}} can now wear shield belts.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Error when shield belt on ground is hit by EMP explosion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PersonalShield.png|Original Personal Shield sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Monument_marker&amp;diff=182475</id>
		<title>Monument marker</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Monument_marker&amp;diff=182475"/>
		<updated>2026-07-31T15:14:56Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub|reason=General. Aquisition and Summary}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Monument marker&lt;br /&gt;
| image = Monument marker.png&lt;br /&gt;
| description = Marks the place where you intend to build a monument. Once placed, this cannot be moved.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| placeable = false&lt;br /&gt;
| rotatable = true&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 0&lt;br /&gt;
| thingCategories = BuildingsSpecial&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Main|Monument}}&lt;br /&gt;
&lt;br /&gt;
A monument marker is delivered to the colony when accepting a [[monument]] [[quest]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A monument marker can be placed to designate an area to build a monument, with the marker at the center. Once placed, selecting the marker will allow the player to automaticlaly place blueprints of the required structures. Once all required strucutres and floors are built, the quest will be completed. The marker can be moved after being placed.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|special|wide}}&lt;br /&gt;
[[Category:Special]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Monument_marker&amp;diff=182474</id>
		<title>Monument marker</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Monument_marker&amp;diff=182474"/>
		<updated>2026-07-31T15:13:34Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub|reason=General. Aquisition and Summary}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Monument marker&lt;br /&gt;
| image = Monument marker.png&lt;br /&gt;
| description = Marks the place where you intend to build a monument. Once placed, this cannot be moved.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| placeable = false&lt;br /&gt;
| rotatable = true&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 0&lt;br /&gt;
| thingCategories = BuildingsSpecial&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Main|Monument}}&lt;br /&gt;
&lt;br /&gt;
A monument marker is delivered to the colony when accepting a [[monument]] [[quest]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A monument market can be placed to designate an area to build a monument. Once placed, selecting the marker will allow the player to place blueprints of the required structures. Once all required strucutres and floors are built, the quest will be completed. The marker can be moved after being placed.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|special|wide}}&lt;br /&gt;
[[Category:Special]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Phoebe_Chillax&amp;diff=182463</id>
		<title>Phoebe Chillax</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Phoebe_Chillax&amp;diff=182463"/>
		<updated>2026-07-31T05:07:18Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center&lt;br /&gt;
| {{AI Storytellers Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox main|ai&lt;br /&gt;
| name = Phoebe Chillax&lt;br /&gt;
| image = Phoebe.png&lt;br /&gt;
| description = Phoebe gives lots of time between disasters to relax and build your colony. But beware - if she's set at a high challenge scale, she'll hit as hard as anyone.&lt;br /&gt;
| type = AI Storytellers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Phoebe Chillax''' is a storyteller whose main characteristic is the long break between challenges, leaving the player with enough time to rest and recover after an event, and live without much to worry about. This gives new players a more relaxed experience to get familiar with the game. However, long breaks between raids can lead to surprising spikes of difficulty.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Of the storytellers, Phoebe sends the fewest amount of [[Major threat|major threats]]. Her 16 day threat cycle means that she can never send 2 raids in quick succession, always taking anywhere from 8 to 24 days between major threats. While her description says she will &amp;quot;hit as hard as anyone&amp;quot;, this is in the sense that major threats will be sent at the same [[raid points]] as Cassandra and the same ''average'' size as Randy.&lt;br /&gt;
&lt;br /&gt;
Cassandra is a strictly more difficult storyteller. She sends major threats of the same size but on a more frequent 10.6 day cycle, and is able to send 2 major threats in a single on cycle.&lt;br /&gt;
&lt;br /&gt;
Randy is more difficult on average. He sends major threats at a strictly higher frequency, though it is occasionally possible for Randy to generate a period of lower major threat intensity than Phoebe by rolling a weak raid.&lt;br /&gt;
&lt;br /&gt;
Phoebe may be uniquely difficult as her less frequent major threats may cause overestimation of the colony's defenses: different types of major threat, even using the same threat calculations, may vary in practical difficulty. For example, a [[Manhunter pack|manhunter pack]] is generally much less difficult than a [[Raid#&amp;quot;Drop right on top of you&amp;quot; drop pods|center drop]].&lt;br /&gt;
&lt;br /&gt;
When playing with Phoebe, in the beginning its always likely to gain one or two more colonists, typically a wanderer. A trade caravan or two shall also arrive before completing a full season (15 days).&lt;br /&gt;
&lt;br /&gt;
== Code specifics == &lt;br /&gt;
{{Stub|section=1|reason=Add table of, say, the first 10 or 20 phases with dates to serve as reference and worked example for on/of phases}} &lt;br /&gt;
Major Threats&lt;br /&gt;
&lt;br /&gt;
Phoebe's cycle begins on day 13 in her 8 day &amp;quot;On&amp;quot; phase. During the &amp;quot;On&amp;quot; phase there is always 1 major threat sent. Phoebe alternates between 8 day &amp;quot;On&amp;quot; phases and 8 day &amp;quot;Off&amp;quot; phases. The dates of these phases are always the same. Phoebe always begins the first &amp;quot;On&amp;quot; phase on day 13 and the first &amp;quot;Off&amp;quot; phase begins on day 21. Rimworld days begin at hour 6.&lt;br /&gt;
&lt;br /&gt;
These On and Off cycles are the same after saving and reloading the game, on multiple map tiles, and when changing storytellers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!On Cycle Start || On Cycle End&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 13 || style=&amp;quot;text-align:right&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 29 || style=&amp;quot;text-align:right&amp;quot; | 37&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 45 || style=&amp;quot;text-align:right&amp;quot; | 53&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 61 || style=&amp;quot;text-align:right&amp;quot; | 69&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 77 || style=&amp;quot;text-align:right&amp;quot; | 85&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 93 || style=&amp;quot;text-align:right&amp;quot; | 101&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 109 || style=&amp;quot;text-align:right&amp;quot; | 117&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 125 || style=&amp;quot;text-align:right&amp;quot; | 133&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 141 || style=&amp;quot;text-align:right&amp;quot; | 149&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 157 || style=&amp;quot;text-align:right&amp;quot; | 165&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | Previous +16 || style=&amp;quot;text-align:right&amp;quot; | Previous +16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;minDaysPassed&amp;gt;13.0&amp;lt;/minDaysPassed&amp;gt;&lt;br /&gt;
 &amp;lt;onDays&amp;gt;8&amp;lt;/onDays&amp;gt;&lt;br /&gt;
 &amp;lt;offDays&amp;gt;8&amp;lt;/offDays&amp;gt;&lt;br /&gt;
 &amp;lt;numIncidentsRange&amp;gt;1~1&amp;lt;/numIncidentsRange&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Misc. Events&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;mtbDays&amp;gt;4.8&amp;lt;/mtbDays&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Phoebe was originally called &amp;quot;Phoebe Friendly&amp;quot;,&amp;lt;ref&amp;gt;Tynan Sylvester, [https://ludeon.com/blog/2014/01/phoebe-friendlys-portrait/ Phoebe Friendly’s portrait], January 17th, 2014&amp;lt;/ref&amp;gt; and her pet is called &amp;quot;Muad’Dib&amp;quot;.&amp;lt;ref&amp;gt;&amp;quot;We call it Muad’Dib &amp;lt;span class=&amp;quot;mw-no-invert&amp;quot;&amp;gt;😀&amp;lt;/span&amp;gt;&amp;quot; - Tynan Sylvester, [https://ludeon.com/blog/2014/01/phoebe-friendlys-portrait/#comment-6820 Ludeon blog comment], January 17th, 2014&amp;lt;/ref&amp;gt; The name is a reference to [https://en.wikipedia.org/wiki/Dune_(novel) Dune].&lt;br /&gt;
&lt;br /&gt;
Phoebe's artwork was drawn by Ricardo Tomé.&amp;lt;ref&amp;gt;[https://www.artstation.com/artwork/kGWV2 Ricardo Tomé's Artstation post]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{nav|ai}}&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Phoebe_Chillax&amp;diff=182462</id>
		<title>Phoebe Chillax</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Phoebe_Chillax&amp;diff=182462"/>
		<updated>2026-07-31T05:06:51Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center&lt;br /&gt;
| {{AI Storytellers Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox main|ai&lt;br /&gt;
| name = Phoebe Chillax&lt;br /&gt;
| image = Phoebe.png&lt;br /&gt;
| description = Phoebe gives lots of time between disasters to relax and build your colony. But beware - if she's set at a high challenge scale, she'll hit as hard as anyone.&lt;br /&gt;
| type = AI Storytellers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Phoebe Chillax''' is a storyteller whose main characteristic is the long break between challenges, leaving the player with enough time to rest and recover after an event, and live without much to worry about. This gives new players a more relaxed experience to get familiar with the game. However, long breaks between raids can lead to surprising spikes of difficulty.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Of the storytellers, Phoebe sends fewest amount of [[Major threat|major threats]]. Her 16 day threat cycle means that she can never send 2 raids in quick succession, always taking anywhere from 8 to 24 days between major threats. While her description says she will &amp;quot;hit as hard as anyone&amp;quot;, this is in the sense that major threats will be sent at the same [[raid points]] as Cassandra and the same ''average'' size as Randy.&lt;br /&gt;
&lt;br /&gt;
Cassandra is a strictly more difficult storyteller. She sends major threats of the same size but on a more frequent 10.6 day cycle, and is able to send 2 major threats in a single on cycle.&lt;br /&gt;
&lt;br /&gt;
Randy is more difficult on average. He sends major threats at a strictly higher frequency, though it is occasionally possible for Randy to generate a period of lower major threat intensity than Phoebe by rolling a weak raid.&lt;br /&gt;
&lt;br /&gt;
Phoebe may be uniquely difficult as her less frequent major threats may cause overestimation of the colony's defenses: different types of major threat, even using the same threat calculations, may vary in practical difficulty. For example, a [[Manhunter pack|manhunter pack]] is generally much less difficult than a [[Raid#&amp;quot;Drop right on top of you&amp;quot; drop pods|center drop]].&lt;br /&gt;
&lt;br /&gt;
When playing with Phoebe, in the beginning its always likely to gain one or two more colonists, typically a wanderer. A trade caravan or two shall also arrive before completing a full season (15 days).&lt;br /&gt;
&lt;br /&gt;
== Code specifics == &lt;br /&gt;
{{Stub|section=1|reason=Add table of, say, the first 10 or 20 phases with dates to serve as reference and worked example for on/of phases}} &lt;br /&gt;
Major Threats&lt;br /&gt;
&lt;br /&gt;
Phoebe's cycle begins on day 13 in her 8 day &amp;quot;On&amp;quot; phase. During the &amp;quot;On&amp;quot; phase there is always 1 major threat sent. Phoebe alternates between 8 day &amp;quot;On&amp;quot; phases and 8 day &amp;quot;Off&amp;quot; phases. The dates of these phases are always the same. Phoebe always begins the first &amp;quot;On&amp;quot; phase on day 13 and the first &amp;quot;Off&amp;quot; phase begins on day 21. Rimworld days begin at hour 6.&lt;br /&gt;
&lt;br /&gt;
These On and Off cycles are the same after saving and reloading the game, on multiple map tiles, and when changing storytellers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!On Cycle Start || On Cycle End&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 13 || style=&amp;quot;text-align:right&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 29 || style=&amp;quot;text-align:right&amp;quot; | 37&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 45 || style=&amp;quot;text-align:right&amp;quot; | 53&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 61 || style=&amp;quot;text-align:right&amp;quot; | 69&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 77 || style=&amp;quot;text-align:right&amp;quot; | 85&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 93 || style=&amp;quot;text-align:right&amp;quot; | 101&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 109 || style=&amp;quot;text-align:right&amp;quot; | 117&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 125 || style=&amp;quot;text-align:right&amp;quot; | 133&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 141 || style=&amp;quot;text-align:right&amp;quot; | 149&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 157 || style=&amp;quot;text-align:right&amp;quot; | 165&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | Previous +16 || style=&amp;quot;text-align:right&amp;quot; | Previous +16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;minDaysPassed&amp;gt;13.0&amp;lt;/minDaysPassed&amp;gt;&lt;br /&gt;
 &amp;lt;onDays&amp;gt;8&amp;lt;/onDays&amp;gt;&lt;br /&gt;
 &amp;lt;offDays&amp;gt;8&amp;lt;/offDays&amp;gt;&lt;br /&gt;
 &amp;lt;numIncidentsRange&amp;gt;1~1&amp;lt;/numIncidentsRange&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Misc. Events&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;mtbDays&amp;gt;4.8&amp;lt;/mtbDays&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Phoebe was originally called &amp;quot;Phoebe Friendly&amp;quot;,&amp;lt;ref&amp;gt;Tynan Sylvester, [https://ludeon.com/blog/2014/01/phoebe-friendlys-portrait/ Phoebe Friendly’s portrait], January 17th, 2014&amp;lt;/ref&amp;gt; and her pet is called &amp;quot;Muad’Dib&amp;quot;.&amp;lt;ref&amp;gt;&amp;quot;We call it Muad’Dib &amp;lt;span class=&amp;quot;mw-no-invert&amp;quot;&amp;gt;😀&amp;lt;/span&amp;gt;&amp;quot; - Tynan Sylvester, [https://ludeon.com/blog/2014/01/phoebe-friendlys-portrait/#comment-6820 Ludeon blog comment], January 17th, 2014&amp;lt;/ref&amp;gt; The name is a reference to [https://en.wikipedia.org/wiki/Dune_(novel) Dune].&lt;br /&gt;
&lt;br /&gt;
Phoebe's artwork was drawn by Ricardo Tomé.&amp;lt;ref&amp;gt;[https://www.artstation.com/artwork/kGWV2 Ricardo Tomé's Artstation post]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{nav|ai}}&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Phoebe_Chillax&amp;diff=182461</id>
		<title>Phoebe Chillax</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Phoebe_Chillax&amp;diff=182461"/>
		<updated>2026-07-31T05:05:34Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center&lt;br /&gt;
| {{AI Storytellers Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox main|ai&lt;br /&gt;
| name = Phoebe Chillax&lt;br /&gt;
| image = Phoebe.png&lt;br /&gt;
| description = Phoebe gives lots of time between disasters to relax and build your colony. But beware - if she's set at a high challenge scale, she'll hit as hard as anyone.&lt;br /&gt;
| type = AI Storytellers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Phoebe Chillax''' is a storyteller whose main characteristic is the long break between challenges, leaving the player with enough time to rest and recover after an event, and live without much to worry about. This gives new players a more relaxed experience to get familiar with the game. However, long breaks between raids can lead to surprising spikes of difficulty.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Of the storytellers, Phoebe sends fewest amount of [[Major threat|major threats]]. Her 16 day threat cycle means that she can never send 2 raids in quick succession, always taking anywhere from 8 to 24 days between major threats. While her description says she will &amp;quot;hit as hard as anyone&amp;quot;, this is in the sense that major threats will be sent at the same [[Raid points|raid points]] as Cassandra and the same ''average'' size as Randy.&lt;br /&gt;
&lt;br /&gt;
Cassandra is a strictly more difficult storyteller. She sends major threats of the same size but on a more frequent 10.6 day cycle, and is able to send 2 major threats in a single on cycle.&lt;br /&gt;
&lt;br /&gt;
Randy is more difficult on average. He sends major threats at a strictly higher frequency, though it is occasionally possible for Randy to generate a period of lower major threat intensity than Phoebe by rolling a weak raid.&lt;br /&gt;
&lt;br /&gt;
Phoebe may be uniquely difficult as her less frequent major threats may cause overestimation of the colony's defenses: different major threat, even using the same threat calculations may vary in practical difficulty. For example, a [[Manhunter pack|manhunter pack]] is generally much less difficult than a [[Raid#&amp;quot;Drop right on top of you&amp;quot; drop pods|center drop]].&lt;br /&gt;
&lt;br /&gt;
When playing with Phoebe, in the beginning its always likely to gain one or two more colonists, typically a wanderer. A trade caravan or two shall also arrive before completing a full season (15 days).&lt;br /&gt;
&lt;br /&gt;
== Code specifics == &lt;br /&gt;
{{Stub|section=1|reason=Add table of, say, the first 10 or 20 phases with dates to serve as reference and worked example for on/of phases}} &lt;br /&gt;
Major Threats&lt;br /&gt;
&lt;br /&gt;
Phoebe's cycle begins on day 13 in her 8 day &amp;quot;On&amp;quot; phase. During the &amp;quot;On&amp;quot; phase there is always 1 major threat sent. Phoebe alternates between 8 day &amp;quot;On&amp;quot; phases and 8 day &amp;quot;Off&amp;quot; phases. The dates of these phases are always the same. Phoebe always begins the first &amp;quot;On&amp;quot; phase on day 13 and the first &amp;quot;Off&amp;quot; phase begins on day 21. Rimworld days begin at hour 6.&lt;br /&gt;
&lt;br /&gt;
These On and Off cycles are the same after saving and reloading the game, on multiple map tiles, and when changing storytellers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!On Cycle Start || On Cycle End&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 13 || style=&amp;quot;text-align:right&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 29 || style=&amp;quot;text-align:right&amp;quot; | 37&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 45 || style=&amp;quot;text-align:right&amp;quot; | 53&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 61 || style=&amp;quot;text-align:right&amp;quot; | 69&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 77 || style=&amp;quot;text-align:right&amp;quot; | 85&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 93 || style=&amp;quot;text-align:right&amp;quot; | 101&lt;br /&gt;
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 &amp;lt;minDaysPassed&amp;gt;13.0&amp;lt;/minDaysPassed&amp;gt;&lt;br /&gt;
 &amp;lt;onDays&amp;gt;8&amp;lt;/onDays&amp;gt;&lt;br /&gt;
 &amp;lt;offDays&amp;gt;8&amp;lt;/offDays&amp;gt;&lt;br /&gt;
 &amp;lt;numIncidentsRange&amp;gt;1~1&amp;lt;/numIncidentsRange&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Misc. Events&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;mtbDays&amp;gt;4.8&amp;lt;/mtbDays&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Phoebe was originally called &amp;quot;Phoebe Friendly&amp;quot;,&amp;lt;ref&amp;gt;Tynan Sylvester, [https://ludeon.com/blog/2014/01/phoebe-friendlys-portrait/ Phoebe Friendly’s portrait], January 17th, 2014&amp;lt;/ref&amp;gt; and her pet is called &amp;quot;Muad’Dib&amp;quot;.&amp;lt;ref&amp;gt;&amp;quot;We call it Muad’Dib &amp;lt;span class=&amp;quot;mw-no-invert&amp;quot;&amp;gt;😀&amp;lt;/span&amp;gt;&amp;quot; - Tynan Sylvester, [https://ludeon.com/blog/2014/01/phoebe-friendlys-portrait/#comment-6820 Ludeon blog comment], January 17th, 2014&amp;lt;/ref&amp;gt; The name is a reference to [https://en.wikipedia.org/wiki/Dune_(novel) Dune].&lt;br /&gt;
&lt;br /&gt;
Phoebe's artwork was drawn by Ricardo Tomé.&amp;lt;ref&amp;gt;[https://www.artstation.com/artwork/kGWV2 Ricardo Tomé's Artstation post]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{nav|ai}}&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=182460</id>
		<title>Defense tactics</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=182460"/>
		<updated>2026-07-31T04:59:11Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Melee blocking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=This guide is outdated on some sections, lacking new content on others, focuses too much on specific scenarios without really giving general advice. It's also too long. It should be helpful, easy to understand and navigate for newer players. See Discussion for a detailed commentary}}&lt;br /&gt;
{{Image wanted|reason=New images are needed for mechanoids added in Biotech}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|defensive constructions against threats|Defense structures}}&lt;br /&gt;
&lt;br /&gt;
Getting attacked, whether by tribals, pirates, hordes of angry animals or by something more alien is a common event in the rimworlds. Defense against these attacks is one of the keys to having a successful colony.&lt;br /&gt;
&lt;br /&gt;
This page details different tactics for defense and visualizations of them, applicable to most stages of the game.&lt;br /&gt;
&lt;br /&gt;
= Core battle tactics =&lt;br /&gt;
&lt;br /&gt;
No matter what sort of defenses you use, these battle tactics may be useful.&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
Melee in RimWorld serves two main functions:&lt;br /&gt;
* Enemies that are engaged in melee combat will not fire their ranged weapons or move, allowing melee to take out ranged threats (who are usually feeble melee combatants) or fend off enemy melee fighters.&lt;br /&gt;
* Enemies cannot move beyond a [[draft]]ed colonist, allowing melee pawns in a chokepoint to block the advance of enemies.&lt;br /&gt;
&lt;br /&gt;
In addition to colonists, [[animal]]s, [[friendly mechanoids]],{{BiotechIcon}} and especially [[ghoul]]s{{AnomalyIcon}} can make great melee fighters.&lt;br /&gt;
&lt;br /&gt;
=== Melee blocking ===&lt;br /&gt;
Melee blocking is when melee fighters are placed in front of a chokepoint, preventing melee enemies from swarming on other colonists. Instead of engaging melee enemies on the frontline, ''retreat behind your walls, and open doors to use as chokepoints''. Leave up to three melee brawlers standing right outside (not in) the chokepoint, as the pictures below, so that the enemy must stand on the doorway and be forced in a 1v3 situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Melee_test_eleplants_normal.png|10 manhunter elephants vs 3 armored brawlers and 4 armored gunners; all colonists are downed while all elephants remain standing.&lt;br /&gt;
File:Melee_test_eleplants_block.png|Same situation but with melee blocking; only 1 colonist downed, and all elephants defeated.&lt;br /&gt;
Bodyblock_choke.png|thumb|right|You shall not pass.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overall, this is a horrifically effective way of dealing with most melee threats. Ranged fighters in the back can provide supporting fire, and replacement melee pawns can be rotated in once the frontline is damaged.&lt;br /&gt;
&lt;br /&gt;
[[Animal]]s (except [[pen animal]]s) can be used to melee block by creating an [[allowed area]] that is only one tile large immediately in front of the chokepoint/door, and do not need to be trained in Attack to do so. This often results in substantial injury or death to animals, of course, so ensure the animals used are expendable (ie. not bonded or otherwise critical to the colony), and don't use explosive animals like [[Boomalope]]s or [[Boomrat]]s.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Any corner of a hallway or corner outside a room can be used to &amp;quot;ambush&amp;quot; enemy ranged attackers, allowing melee fighters to approach much more easily. Simply place melee fighters behind a corner, and once enemies approach, rush the melee fighters in. This reduces the distance melee fighters need to travel.&lt;br /&gt;
&lt;br /&gt;
Any other means of breaking line of sight, such as [[door]]s placed within the colony, can also be used in order to perform an ambush. Outdoor structures and hills may be used too.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Melee ambush.png|Attacking a ranged opponent using a corner of a hallway.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melee rush ===&lt;br /&gt;
This involves charging melee fighters in, either a small group or a large mass, to take out a ranged threat, such as a sniper sitting in [[cover]] beyond your ranged colonist's reach. With large enough numbers and protection, they can overwhelm a group of enemy ranged fighters.&lt;br /&gt;
* [[Shield belt]]s and good armor are usually necessary for your colonists to close the gap between you and the enemy. &lt;br /&gt;
* Movement abilities, such as [[jump pack]]s,{{RoyaltyIcon}} the [[skip]] [[psycast]],{{RoyaltyIcon}} and the [[longjump legs]] [[gene]],{{BiotechIcon}} are a great way to approach enemies. Increasing movement speed with [[bionic leg]]s, [[go-juice]], etc. can also be helpful.&lt;br /&gt;
&lt;br /&gt;
If you aren't afraid of friendly fire, it can be combined with a firing squad from a distance for devastating effects. The brawlers cause chaos within the raiding party while the firing squad lays fire to destroy them, utilizing the fact that the raiders are trying to cope with your brawlers.&lt;br /&gt;
&lt;br /&gt;
Note that enemy melee rushes are not to be countered by your own melee rush; [[#Melee blocking|melee blocking]] is a much more effective tactic.&lt;br /&gt;
&lt;br /&gt;
=== Peeling ===&lt;br /&gt;
If a vulnerable gunner is or will be under attack by melee attackers, you can 'peel' them away using your brawlers. Have them engage the melee attackers, who will then focus on your brawlers, allowing your gunner to get to relative safety.&lt;br /&gt;
 &lt;br /&gt;
Trained animals automatically peel for their assigned masters, if 'Release animals' is Off. The animals will attack any hostiles coming close rather than straying off to attack distant targets. Setting 'Release animals' to On right when another colonist in distress near the trainer causes the animals to swarm the attacker, peeling them off.&lt;br /&gt;
&lt;br /&gt;
Peeling is a relatively high-risk activity, as you are trying to put a pawn at risk in return for allowing a pawn at greater risk to escape. Peeling pawns should be expendable or decently armored.&lt;br /&gt;
&lt;br /&gt;
=== Ranged pawn self-defense ===&lt;br /&gt;
Guns can be used in melee combat, in two ways:&lt;br /&gt;
&lt;br /&gt;
* Gun barrels can deal damage in melee. While they aren't as good as dedicated melee weapons, they will hurt, and possibly beat a low-quality melee weapon. This allows shooters to have a fighting chance against melee enemies. A gunner is likely to take out a damaged pawn or small animals on their own. Also, fighting in melee with a [[sniper rifle]] may be better than trying to fire the sniper at touch range.&lt;br /&gt;
&lt;br /&gt;
* Unlike raiders, colonists can shoot their ranged weapons ''even when being attacked in melee'' (so long as the target is not in melee range). When attacked in melee, colonists will focus on melee combat by default, but can be told to fire by targeting another distant enemy. This is likely to be more effective for beating the overall raid than melee combat.&lt;br /&gt;
&lt;br /&gt;
In addition, [[body part weapon]]s like [[power claw]]s and [[knee spike]]s{{RoyaltyIcon}} can be installed to give ranged fighters a better melee weapon for when they have to engage in melee.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Firing in melee.png|Colonists can use their ranged weapons even when being attacked in melee (so long as their target is not attacking in melee).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranged support ===&lt;br /&gt;
For maximum pain against melee enemies, use high-DPS guns for your backline, combined with quality melee for your frontline to deal sustained damage in between barrages.&lt;br /&gt;
*The [[chain shotgun]] or [[heavy SMG]] are the weapons of choice in close-quarters due to their unparalleled close-range DPS. &lt;br /&gt;
*[[Charge rifle]]s are comparable to [[chain shotgun]]s and [[heavy SMG]]s at short distances, while also able to fight effectively at long-range combat, so they are a great option if they can be afforded.&lt;br /&gt;
* Grenades may also be used and can be incredibly effective at stacked melee groups trying to enter through a chokepoint, but should be ground-targeted rather than freely targeted by the pawn, to avoid grenading your own melee blockers. &lt;br /&gt;
:Grenades can land anywhere within 1 tile of the targeted tile, so place your ground target 1 tile further away to avoid accidentally grenading your own forces or blowing up the walls that are enabling you to melee block.  Like [[minigun]]s, this will often shred the walls of your chokepoint, so building extra layers of walls at the chokepoint can be helpful.&lt;br /&gt;
*[[Minigun]]s, while effective at shredding the tightly packed enemies behind the chokepoint, are generally not recommended due to the collateral damage to the walls. If you do choose to use them, aim at the middle of the crowd so you can hit as many enemies as possible, while also reducing the damage done to the walls.&lt;br /&gt;
&lt;br /&gt;
Stray bullets will harm your tanks if the shooter is standing more then five squares behind them; that means it is not a good idea to use long-range fire when charging. &lt;br /&gt;
&lt;br /&gt;
Combined with measures to force enemies into close range, these weapons may be effective against ranged enemies as well, but beware as enemies can still fire until you start beating them up.&lt;br /&gt;
&lt;br /&gt;
== Stationary ranged combat ==&lt;br /&gt;
{{See also|Defense structures}}&lt;br /&gt;
&lt;br /&gt;
=== Spacing out ===&lt;br /&gt;
Each colonist should ideally stand '''at least 1 tile away from other colonists''', thus reducing the chance of enemy bullets hitting somebody else after missing the original target, which deals a lot of damage to static grouped up defenders. Explosives will also hit fewer people this way, though there are better countermeasures than simply spacing defenders apart.&lt;br /&gt;
&lt;br /&gt;
Alternatively, placing all colonists within 5 tiles of each other will prevent friendly fire entirely, making it appropriate if there are no ranged or explosive attackers.&lt;br /&gt;
&lt;br /&gt;
=== Friendly fire management ===&lt;br /&gt;
Friendly fire is a serious issue when facing close-range attackers, especially manhunter packs. If they manage to run past your barrage of gunfire to engage your ranged soldiers, they may receive more injuries from friendly fire in the ensuing chaos than the attackers themselves. You need to be careful when directing your troops so you don't hit your own forces by accident.&lt;br /&gt;
&lt;br /&gt;
Pawns can fire over the shoulders of friendlies up to 2 tiles (i.e. 1-tile space in between) away, meaning that you can have a 3-wide row of soldiers without friendly fire, although this may not be recommended.&lt;br /&gt;
&lt;br /&gt;
# When the enemy breaks the ranks, only let the soldiers closest to melee attackers fire at them. &lt;br /&gt;
#*Manually re-target the others to fire at another direction, repositioning them if needed. &lt;br /&gt;
# Disable 'Fire at will' when the enemies are closing in so they won't switch targets, potentially causing friendly fire.&lt;br /&gt;
# Have only 1 line of shooters so stray bullets, including bullets fired horizontally at melee attackers, will less likely hit someone.&lt;br /&gt;
&lt;br /&gt;
== Dealing with rockets ==&lt;br /&gt;
Rocket launchers are painful to deal with, due to the huge area damage and long range. Raiders with rocket launchers are often seen in the backline preparing their rockets, while their allies lay down fire at the front. In the mid-late game, they are one of the biggest threats from the enemy. &lt;br /&gt;
&lt;br /&gt;
* Single pawns can split off from the group and charge, or pre-placed at the front of a defensive fortification, to act as distractions. They can get distracted quite easily, wasting them on animals or lone colonists. [[Animal]]s, [[turret]]s, [[friendly mechanoids]]{{BiotechIcon}} and [[ghoul]]s{{AnomalyIcon}} are all great options, as they are expendable or cheap to revive. An expendable colonist (ideally wearing a [[shield belt]] for protection) can also do the trick. In a pinch, sacrificing regular colonists may be needed; if a rocket user is already targeting a pawn and there's no way to stop it, having that pawn split off and take the hit may result in less damage.&lt;br /&gt;
* [[Psychic insanity lance]]s and [[psychic shock lance]]s are the most straightforward way of dealing with a rocket launcher.&lt;br /&gt;
* [[Psycast]]s{{RoyaltyIcon}} are effective. [[Berserk]] can be used like a psychic insanity lance, [[berserk pulse]] can be used on a nearby group of enemies to cause the rocket launcher to incur friendly fire, and [[skipshield]] can block projectiles entirely (the rocket will explode on contact, so place the shield well in front of the colonists, don't place it on top of them).&lt;br /&gt;
&lt;br /&gt;
Enemies may take friendly fire, the chance being maximized by having the rocket travel  over as many enemies as possible through aligning your distractors. Each rocket traveling over a pawn has up to 40% chance to impact, setting it off early.&lt;br /&gt;
&lt;br /&gt;
If you see that an enemy rocketeer has locked onto a brawler, you can also choose to charge the enemy with that brawler. It will either cause the enemy to deal immense friendly fire, or allow you to take out the rocketeer outright.&lt;br /&gt;
&lt;br /&gt;
== Rescue ==&lt;br /&gt;
When a colonist is downed or severely injured, it's ideal - if not always possible - to drag them out of the fight immediately. Don't leave them there otherwise they risk dying from stray bullets or blood loss. You don't really need to send them directly to hospital; just drop them off somewhere outside of active combat. &lt;br /&gt;
&lt;br /&gt;
Colonists lying outside cover are riskier to rescue. Choose the right time to pull them out, ensuring that there are no melee enemy nearby that could tie up the rescuer, and use your best-protected colonists. Don't allow anyone near at other times as they may draw fire. Consider drugging your rescue team with [[go-juice]] if the pawn you are rescuing is under heavy fire, as this will both increase the rescuer's speed and improve their pain resistance, making them less likely to be downed. Using a [[jump pack]] {{RoyaltyIcon}} to rapidly jump in and pull them out of combat, with the i-frames incurred during jumping, makes this significantly faster and safer for both rescuer and rescuee. [[Locust armor]] {{RoyaltyIcon}} can be substituted at the cost of armor, but ideally should be paired with a [[shield belt]] to make up it. At high qualities, for the short duration of exposure, a shield belt can be superior as it prevents all damage, including that which would slow the pawn or reduce medical skills.&lt;br /&gt;
&lt;br /&gt;
Non-combatants, such as those incapable of violence, are ideal to serve as rescue members by standing near a fight to pull out downed colonists. Non-combatant doctors should wear a [[shield belt]] and carry quality medicine at all times, so they can be drafted during combat and quickly tend to wounded colonist on the field. Non-combatants should be equipped similarly to above, though with no ranged weapons they have fewer restrictions on wearing a shield belt to prevent damage, and their value proposition improves.&lt;br /&gt;
&lt;br /&gt;
If a colonist cannot reach the hospital in time, typically ~2 hours from death or less, have the doctor patch colonists up a little such that they can reach the hospital without bleeding out, then carry them there. You will have a higher infection chance this way, but it's better than the colonist bleeding to death while on their way to the hospital. The remaining injuries can then be treated in the cleaner environment.  Alternatively, an untuned [[biosculpter pod]]{{IdeologyIcon}} can be kept nearby and the injured pawn loaded into it. This can save pawns moments from death, that a doctor could not treat fast enough to save. The cost of the pods can be considerable however, and they must be de-tuned or deconstructed and reconstructed after each event.&lt;br /&gt;
&lt;br /&gt;
== Mobile warfare ==&lt;br /&gt;
&lt;br /&gt;
=== Door potshots ===&lt;br /&gt;
This strategy relies on a few quirks with standard raider AI:&lt;br /&gt;
* Enemies cannot open doors, and will not explicitly focus on doors. Even if a colonist is seen walking out, enemies are not persistent, especially if a multiple-door &amp;quot;airlock&amp;quot; is used.&lt;br /&gt;
* If enemies do ''not'' have a clear, unobstructed path to a colonist, they will start bashing at furniture and walls randomly, splitting up to do so.&lt;br /&gt;
&lt;br /&gt;
On a smaller scale, this strategy can be used by building a large room with doors at each side. Enemies will split up, then shots can be fired, then any exposed colonists can retreat from opposing attacks by having the door close behind them. On a larger scale, build a multi-layer [[defense structures#Perimeter wall|perimeter wall]] with no open entrances but many doorways, with each door being in an &amp;quot;airlock&amp;quot; formation with 2+ doors separated each with a gap between.&lt;br /&gt;
&lt;br /&gt;
=== Flanking and surrounding ===&lt;br /&gt;
To flank enemies, have some defenders approach enemies from the sides or the back instead of concentrating fire on the front. To surround them, attack from all sides.&lt;br /&gt;
&lt;br /&gt;
Enemy ranged units often stay in the same spot and only have cover from one direction, making them vulnerable to either tactic. Flanking enemy ranged units can distract them and cause them to lose their cover advantage. While this makes you lose the advantage of high-quality cover, it is balanced out by the enemy's loss of cover.&lt;br /&gt;
&lt;br /&gt;
* '''Wide arc flanking:''' Instead of huddling together in a straight line, have colonists take cover in different locations in a wide arc. This allows colonists to shoot at different angles, as well as protecting from explosives and friendly fire. This can be employed against sieges and other open operations where static cover is not available.&lt;br /&gt;
&lt;br /&gt;
* '''Close-quarters flanking:''' This strategy takes advantage of terrain or existing walls scattered on the map. Send a small detachment of shooters/brawlers behind structures before the enemy moves in. Ideally these structures should be near your main combat line, forming an &amp;quot;L&amp;quot; shape to prevent the enemy from surrounding your detachment. Shotguns and melee are great weapons.&lt;br /&gt;
: Take a few shots as the enemy moves pass, and if they attack, retreat behind cover to direct them to the main force. Any enemy that follow will be isolated and can be eliminated. Don't forget to manage your main force in the meantime. After the enemy force has passed, emerge from cover to attack them from behind. This strategy avoids melee friendly fire, by having melee fighters engage from behind, and better enables shotguns&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Close-quarter flanking1.png|Initial position of the flanking maneuver, the detachment is hidden from the enemy&lt;br /&gt;
Close-quarter flanking2.png|Colonists take shots at the enemy from cover&lt;br /&gt;
Close-quarter flanking3.png|When attacked, the detachment retreats behind the wall&lt;br /&gt;
Close-quarter flanking4.png|After the enemy has engaged with the main force, attack them from behind&lt;br /&gt;
Close-quarter flanking5.png|The enemy is fleeing&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Moving in ====&lt;br /&gt;
While moving in you need to make sure you stay far enough away from enemies. Directly right-clicking on the destination will nearly always result in a path that crosses with the enemy. This can be overcome by '''shift-clicking to form a path for the pawn to follow''', making sure to keep sufficient distance.&lt;br /&gt;
&lt;br /&gt;
Shield belts, drawing enemy fire from a different direction, or simply using walls and terrain to block projectiles are all good ways to move in.&lt;br /&gt;
&lt;br /&gt;
=== Firing at cover ===&lt;br /&gt;
While cover works best against attacks coming straight, it's usually better to fire straight at the target instead of from an angle. If you fire straight at it, only 1 unit of cover will be effective, but if you shoot at a diagonal angle, 2 units of cover will be effective, both being capable of blocking shots, in total contributing to higher cover effectiveness.&lt;br /&gt;
&lt;br /&gt;
However, if you can get to the point where you're almost firing horizontally at the raiders, then cover becomes nearly ineffective at protecting the raider, allowing many more shots to connect. This often requires you get out of your own cover, so it's not recommended unless you can find suitable cover nearby. &lt;br /&gt;
&lt;br /&gt;
This also works for your pawns: in [[killbox]], it's better to place cover at angle to increase it's effectiveness, while raiders can't benefit from angle due to lack of cover. &amp;quot;[[Cover|Wall + Sandbag]]&amp;quot; combination will have higher than 75% effectiveness at ''just right'' angle (≈83-96.75%).&lt;br /&gt;
&lt;br /&gt;
'''The below shows the difference firing angle makes on the hit chance of a pawn hiding behind cover.''' Cover values are from Alpha 16, but the mechanics remains unchanged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Fire_cover_straight.png|Firing straight at a raider in cover; 1 stone chunk blocks 40%.&lt;br /&gt;
File:Fire_cover_angled1.png|Firing at an angle; 2 stone chunks block 48% total.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Fire_cover_angled2.png|Firing at a greater angle; 2 stone chunks block 37% total.&lt;br /&gt;
File:Fire_cover_angled3.png|Firing almost horizontally; 1 granite chunk blocks 8% only.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tanking ===&lt;br /&gt;
This tactic simply requires you put your shielded colonists before your static gunners to partially soak up gunfire. This is best when you have insufficient cover, or additional cover to block more bullets for your frontline tanks.&lt;br /&gt;
&lt;br /&gt;
As with any tactic involving meat shields, this poses a great risk to colonists' lives. If the colonists' shields are downed and they are not well-armored, you will have to get them to retreat behind cover until their shields come back online, otherwise your colonist will be exposed to ruthless gunfire.&lt;br /&gt;
&lt;br /&gt;
Beware of high damage-per-hit weapons which can instantly down shields.&lt;br /&gt;
&lt;br /&gt;
=== Hit and run ===&lt;br /&gt;
Against slow or static targets you can employ this to weaken them. You will need several fast-moving long-ranged colonists, possibly with [[charge lance]]s or [[bolt-action rifle]]s. Have them move within range to fire, quickly exiting range once the enemy returns fire. Repeat until conditions are no longer safe to conduct this attack, such as enemies entering full aggression and charging.&lt;br /&gt;
&lt;br /&gt;
Effective against siege camps, preparing raiders, and crashed ship parts, for they tend to stay put at their location until they are aggravated into attacking.&lt;br /&gt;
&lt;br /&gt;
=== Kiting ===&lt;br /&gt;
This tactic is effective when all or the most dangerous enemies are slow [[moving]].&lt;br /&gt;
&lt;br /&gt;
Ideally, you have fast colonists - 120%+ [[Moving]] - running near moving enemies, drawing their attention. Constantly outrun the enemy while staying within their attention range. If not, the enemy will engage other targets instead. This way, kiters can distract a group of enemies by leading them around the map. Other colonists can fire at the kited enemies. And if the kiting colonist is fast enough, they can take a few potshots (once they are far enough).&lt;br /&gt;
&lt;br /&gt;
As long as your colonist safely outruns hostiles, you're fine. However, if the enemy catches up, your colonist will be slowed and on his own.  Even with a regular speed colonist, kiting can be beneficial, as it gives valuable time for your ranged colonists to shoot.&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
A fast, long-range weapon is safest - e.g. the [[assault rifle]] or [[bolt-action rifle]]. A fast moderate-range weapon (e.g. [[machine pistol]]) may be used against melee enemies, but is riskier. Slow weapons such as sniper rifles are not recommended, as the need to stand still for extended periods puts soldiers in grave danger.&lt;br /&gt;
&lt;br /&gt;
Kiting colonists should be lightly armored while still maintaining a fast speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Kiting_1.png|'''Kiting #1 - when enemies are as fast as the majority of your colonists. Optimal scenario shown - all raiders are lured to 1 colonist. Ideally you have &amp;gt;1 colonist faster than the enemy. '''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Black circle is the ideal kiting route, when your kiter is fast enough. Red lines can be used if the kiter is too slow to run a full circle. Enemies might catch up, but you've gained valuable time for colonists to shoot&lt;br /&gt;
File:Kiting_2.png|'''Kiting #2 - when all colonists can outrun and outrange the enemy. Retreat just before you get into enemy range.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional tactics ==&lt;br /&gt;
&lt;br /&gt;
=== Baiting ===&lt;br /&gt;
&lt;br /&gt;
Faster, more well-protected colonists can be used to lead enemies into traps or ambushes. This is for situations when you have defenses concentrated in one direction, but the enemy comes from another.&lt;br /&gt;
&lt;br /&gt;
[[File:Bait tables 2.jpg|300px|thumb|right|Setting the bait furniture on fire only hastened this raider's demise.]]&lt;br /&gt;
&lt;br /&gt;
Cheap furniture also makes good bait. Raiders will smash any player-built furniture left out in the open, such as tables or wooden stools. This can be helpful to split them up or lure them into range of your defenders' weapons.&lt;br /&gt;
&lt;br /&gt;
=== Luring in ===&lt;br /&gt;
Enemies can be lured closer to your base by keeping your colonists out of sight, then swarming out to attack once they draw closer to your base. Afterwards they will switch to engage your defenders.&lt;br /&gt;
&lt;br /&gt;
This can be used to negate the range advantage of enemies. It also works well with melee blocking to lure enemies into trying to jam themselves into your chokepoints, rather than beating up your base.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
The animals on the map, tamed or not, can be used to your advantage.&lt;br /&gt;
&lt;br /&gt;
==== Tamed animal release ====&lt;br /&gt;
With your handlers, you can amass a huge army of animals to charge the enemy. Simply find a good combat-capable animal, tame it, and train it to learn Release.&lt;br /&gt;
&lt;br /&gt;
There are many animals that are good for this purpose. Main tactics are take quality vs take quantity.&lt;br /&gt;
* Large animals like [[Thrumbo]]s, [[elephant]]s or [[rhinoceros|rhino]]s have good DPS and their large health scale means that damage is less likely to kill them before they can get patched up by your doctors. However they are harder to tame and very hard to keep a big amount. Replenish losses for a long time (especially Thrumbos). Due to smaller amounts, in case of big raid, they can block only few gunners and will sooner be downed by others.&lt;br /&gt;
* [[Warg]]s and [[bear]]s offer a good balance of DPS, breedability and feasible number to keep (can eat bodies of raiders). Better block large number of gunners.&lt;br /&gt;
* [[Husky|Huskies]] significantly less DPS than the others, but are easy to breed, feed, and provide hauling. Can block big raids.&lt;br /&gt;
* Dryads don't need food, training, breed and can self-heal. Colony only need to maintain trees. Clawers are the best choice for meat attack, while barkskins for tanking. Use separately: clawers are faster than barkskins, and barkskins will not perform their main duty.&lt;br /&gt;
&lt;br /&gt;
Tamed animals also cause pirates to fire near their allies in a bid to get them off their allies, potentially causing friendly fire.&lt;br /&gt;
&lt;br /&gt;
==== Strategic zoning ====&lt;br /&gt;
Raiders take their sweet time to exterminate any trace of your tamed animals on the map. This can be exploited to your advantage, as long as you're willing to have a few animals valiantly sacrifice themselves.&lt;br /&gt;
&lt;br /&gt;
*'''Distraction''': If you let your animals run all over the place, raiders may be tied up trying to wipe out the animals. This can give your colonists time to prepare, such as entering defensive positions or running to your mortars to fire a few rounds, as well as scatter the raiders making them easier to deal with. Raiders wielding rocket launchers also tend to waste them on your animals, leaving your colonists and structures mostly unharmed. However if they see better targets they will come at them instead.&lt;br /&gt;
*'''Direct offense''': Besides distraction, animals may also engage raiders, harming or killing them. &lt;br /&gt;
*'''Manipulation''': Animals can be moved around without the need of training Release, simply by changing the allowed zone of your animals. A short time later, the animals will move towards the zone and stay there. When animals are sleeping you can put animal sleeping spots beneath them and then remove them to wake them up. ''Changing'' the animal's zone also immediately forces it to move, at high speed, if they are not in the area of the new zone.  This can also be used to update an existing zone's area by changing the animal to a different zone (which they aren't in the area of) and then back to the original zone again.  Untrained animals will flee from threats, but will fight back to defend themselves if they are damaged by a hostile.&lt;br /&gt;
**'''Aggressive zoning''':  Zone animals in a place where you are expecting an encounter with enemies. Enemies will notice the animals and will start attacking, making them fight back and injure or even down the attackers. This method works for any animal, even those that cannot be trained. Remember to undo the zoning otherwise the animals may starve. [[Boomrat]]s are especially useful by causing explosions, setting raiders on fire and delaying their assault.&lt;br /&gt;
&lt;br /&gt;
**'''Animal chokepoint''': Zone the animals in a chokepoint, creating a dense cluster.&lt;br /&gt;
***This is vulnerable to AoE weaponry so increase the area of the zone to make it that animals don't get too tightly together, if the enemy has explosives.&lt;br /&gt;
&lt;br /&gt;
==== Aggravating animals ====&lt;br /&gt;
If you have any easily enraged wild animals ([[emu]]s, [[thrumbo]]s, etc) standing near the enemy, you can shoot them to anger them and make them charge at the enemy. &lt;br /&gt;
&lt;br /&gt;
You can also opt to enrage an animal then have a fast colonist (&amp;gt;130% Moving) lead it towards the enemy. Some enemies will stop and engage the animal, potentially causing it to switch targets. For quite the obvious reasons it's best to equip a shield belt on the kiting colonist if he isn't the one enraging the animal.&lt;br /&gt;
&lt;br /&gt;
For this, larger animals are best due to their high health and damage. A thrumbo can be considered a godsend in a raid; just send 1 straight into the raider hordes, and let 'er rip. &amp;lt;br&amp;gt;&lt;br /&gt;
Smaller animals are faster and hard to hit, making them decent distraction and causing a hefty amount of friendly fire among the enemy as well.&lt;br /&gt;
&lt;br /&gt;
Remember, if you can down the animal easily with colonists, so can the raiders.&lt;br /&gt;
&lt;br /&gt;
Similarly to this, casting [[manhunter pulse]]{{RoyaltyIcon}} on a flock of wild (or tamed but not trained) animals can wreak havoc on raiders, just make sure that your own pawns are too far away to be targeted. It may make sense to have some fenced-in pastures at the edge of the map for this very purpose.&lt;br /&gt;
&lt;br /&gt;
=== Meat shield ===&lt;br /&gt;
The animals surrounding a handler can be used as a convenient meat shield as they take bullets, arrows and other projectiles (but not explosions) for their master. Provided they don't stray too far, they won't receive friendly fire as the shooters simply fire over them. All you need is to train Obedience, instead of Release.&lt;br /&gt;
&lt;br /&gt;
Slaves with shield belts are also a good sponge for bullets. New meat shields can be obtained from survived and enslaved raiders.&lt;br /&gt;
&lt;br /&gt;
=== Base scattering ===&lt;br /&gt;
&lt;br /&gt;
This is a '''last-ditch tactic to defeat human enemies''' if you are significantly outnumbered.&lt;br /&gt;
&lt;br /&gt;
Instead of engaging them right away, let enemies scatter around the base first. After they scatter widely apart, divide and conquer, using large groups of soldiers to overcome them with ease, while others are busy demolishing other parts of your base.&lt;br /&gt;
&lt;br /&gt;
Remember to patch up the base after the damage done. Coolers are especially tricky as they serve as weak points and are expensive.&lt;br /&gt;
&lt;br /&gt;
=== Outside help ===&lt;br /&gt;
If the [[AI Storytellers|storyteller]] is feeling somewhat merciful, outside help may come to save the day, such as friendly [[caravan]]s, military aid from allied factions, or another raid group hostile to the first one. Don't count on this however, as these rarely happen on their own, and most of the time you still need to fend off the raiders yourself.&lt;br /&gt;
&lt;br /&gt;
It is possible to call for military aid at will via the [[comms console]], if allied to an outlander or [[empire]]{{RoyaltyIcon}} faction. The raiders that are sent will only be worth 150-400 [[raid points]], so they are unlikely to handle mid-game or late-game raids on their own, but they can serve as distractions and potentially give a winning advantage at lower difficulties or in the earlier stages of the game.&lt;br /&gt;
&lt;br /&gt;
It's possible to activate [[quest]]s to provoke outside help, e.g., accepting a refugee quest that spawns a manhunter pack (without a delay) when a raid approaches, or accepting an [[empire]]{{RoyaltyIcon}} quest so the noble is used as a sacrifice..&lt;br /&gt;
&lt;br /&gt;
==== Common enemy ====&lt;br /&gt;
If mechanoids, manhunters or another enemy faction show up, raiders may stop to engage them. This causes losses to both groups of enemies, making it easier to pick off the stragglers. Being concurrently raided by two different enemies at once is more common during the ship reactor start-up phase, making it slightly easier to survive the onslaught.&lt;br /&gt;
&lt;br /&gt;
If there are unopened [[ancient shrine]]s you can open them, which may contain artifacts, mechanoids, confused spacers, all useful against raiders, or none of the above.&lt;br /&gt;
&lt;br /&gt;
Using the [[psychic animal pulser]] or the Manhunter Pulse psychic ability is essentially invoking this tactic, but you need to be very careful when using it.&lt;br /&gt;
&lt;br /&gt;
=== Environmental hazards ===&lt;br /&gt;
Very rarely, when unable to put up a proper fight, you can count on Mother Nature to play for your side. Invaders will come to you without proper protection against the weather. You will be able to fend off the attack without confrontation.&lt;br /&gt;
&lt;br /&gt;
Choosing to play on an extremely hot or cold map, such as in a [[sea ice]] biome near the poles, seals the fate of all human raiders foolhardy enough to come. However, once passing 300 raid points, only [[mechanoids]] will spawn in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Siege flee from Toxic fallout and hypothermia.png|'''Siege flees from Toxic fallout and hypothermia.'''&lt;br /&gt;
File:Siege flee from Toxic fallout and hypothermia 2.png|'''Free prisoners in bulk.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Humanoid assaults =&lt;br /&gt;
== Raiders ==&lt;br /&gt;
&amp;quot;Raiders&amp;quot; come in a wide variety of sub-types, and with a surprising variety of tactics. But they all need to be explained the error of their ways...&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
&lt;br /&gt;
[[Raider]]s will attack randomly chosen constructed objects, colonists and colony [[animals]]. They will not attack natural rock walls (except for sappers), non-hostile wild animals or unpowered [[turrets]]. They will attack [[prisoner]]s if they are captured from their enemy factions.&lt;br /&gt;
&lt;br /&gt;
They usually set fire to crops in [[growing zone]]s, [[power]] generators, [[power conduit]]s, and other [[production]] buildings. They will melee attack furniture, doors and walls. They will also use thrown explosives on structures, and some use [[EMP grenades]] to stun your turrets.&lt;br /&gt;
&lt;br /&gt;
Raiders will prioritize firing on [[colonists]] or [[turrets]] that are actively engaging in the fight, but will otherwise attack random objects.&lt;br /&gt;
&lt;br /&gt;
If human raiders are unable to defeat your colony in time, they may give up. Normal raiders will give up between {{ticks|26000}} to {{ticks|38000}} after the raid begins, while sappers will give up between {{ticks|33000}} to {{ticks|38000}} after they begin the attack.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
Human raiders will sometimes start by standing around in a group where they spawned and will continue this until they lose a certain amount of raiders or they hit a certain preparation time limit, at which point they begin the assault. When a colonist is close to the raiders they will attack the colonist.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Raiders spawn with randomized equipment determined by their &amp;quot;pawn kind&amp;quot;. While the budget for &amp;quot;purchasing&amp;quot; each individual of the different pawn kind is determined by the [[storyteller]] and the current [[raid points]] value, the equipment itself is decided by the weapon and clothing budgets and type restrictions of the pawn kind. More information on the pawn kinds can be seen in the Pawns sections on each [[faction]]s' page.&lt;br /&gt;
&lt;br /&gt;
==== Apparel ====&lt;br /&gt;
[[Raiders|Pirates]] can range from only wearing a tattered pair of [[pants]] to [[flak vest]]s to full sets of [[marine armor]]. [[Raider#Mercenaries|Mercenary slashers]] will always come in [[shield belt]]s and only they do so. &lt;br /&gt;
&lt;br /&gt;
[[Tribals]] always come in [[tribalwear]], with some in [[war mask]]s or [[veil]]s. Some later game come with [[plate armor]] as well. &lt;br /&gt;
&lt;br /&gt;
In cold environments, both will come in wearing [[parka]]s or [[tuque]]s, protecting them from temperatures of around -40 to -50°C, sometimes up to -110°C if they wear wool parkas. They don't usually come in wearing [[duster]]s or [[cowboy hat]]s in hot areas, making them vulnerable to the heat.&lt;br /&gt;
&lt;br /&gt;
They tend to wear leather, [[cloth]] or [[synthread]] clothes, which don't provide good protection, and less commonly the more protective [[devilstrand]] or [[hyperweave]].&lt;br /&gt;
&lt;br /&gt;
While mid-late game pirates usually come with normal quality flak and marine armor providing around 100% sharp armor, with quality apparel you can push yours to have more than 130%, even without masterworks or legendaries, giving you the upper hand.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
For most factions, skills are assigned at random, meaning that raiders are not always given weapon appropriate for their skills; skilled shooters can be randomly equipped with melee weapons and melee pawns equipped with guns. So if you have your colonists equip weapons according to their skills, you already have an advantage over many enemies. Unlike the other factions, the [[Empire]]{{RoyaltyIcon}} will ''ensure'' that its soldiers have skills appropriate for their issued weapons.&lt;br /&gt;
&lt;br /&gt;
[[Tribals]] usually come equipped with primitive weapons of random quality, either melee weapons or ranged weapons limited to bows and [[pila]]. Melee weapons are not to be underestimated however, as blunt armor is often lacking and both [[longsword]]s and [[spear]]s are relatively common and have respectable {{AP}}.&lt;br /&gt;
&lt;br /&gt;
[[Pirates]] and [[outlanders]] can spawn with most weapons in the game, up to and including dangerous [[doomsday rocket launcher]]s.&lt;br /&gt;
&lt;br /&gt;
However, some classes of raider always come with the same weapon or same category of weapon. For example, [[Raider#Mercenary_sniper|mercenary snipers]] always use [[sniper rifle]]s, [[Raider#Mercenary_grenadiers|grenadiers]] always wield either [[frag grenades]] or [[molotov cocktails]], and tribal archers of all types always use [[neolithic]] ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
&lt;br /&gt;
Pirates or Outlanders may utilize some form of combat-enhancing drug, namely [[go-juice]], [[yayo]] and [[luciferium]]. They will usually start off addicted to them, and will carry some in their inventory which is dropped upon death. They may also use multiple drugs, disregarding the risk of overdose.&lt;br /&gt;
&lt;br /&gt;
These can reduce the amount of the pain received, making the raider last longer in battle before going down. Increased movement speed also allow raiders to get into position earlier, and brawlers to harass your defenders more easily.&lt;br /&gt;
&lt;br /&gt;
*[[Go-juice]] is an excellent combat drug that makes the raider much more efficient in battle. It eliminates 90% of pain, gives a 30% movement speed buff, and a 10% consciousness buff for more accuracy. The raider is almost guaranteed to fight until death, or the rarer case of incapacitation through a shattered spine, severe brain damage or removal of both legs. &lt;br /&gt;
**It's almost always more worth it to use body part-destroying weapons such as the [[Sniper rifle]] to kill them, as Go-juice does not reduce the actual damage they take.&lt;br /&gt;
*[[Yayo]] grants a 15% buff to speed and eliminates half of pain received. Enemies under the effect of yayo are more durable against damage not concentrated on a vital body part&lt;br /&gt;
**It will take more hits to down them, and more likely the raider dies first due to lethal damage, but is still possible.&lt;br /&gt;
*[[Luciferium]] grants a wide range of buffs to the user, from increased organ function, to slight movement speed and consciousness buffs, to reduced pain.&lt;br /&gt;
**It's more troublesome to capture addicted raiders since you'll need to regularly feed them luciferium to sustain their lives, which is very expensive and hard to come by -- it's usually more worthwhile to just strip and finish them on the spot.&lt;br /&gt;
**Although it is possible to farm this drug by addicting raiders to it and release them, the next time they come they will bring some with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sieges ===&lt;br /&gt;
&lt;br /&gt;
During a [[Raider#Siege|siege]], raiders go to a location outside your base, receive materials via drop pod and will proceed to build a simple mortar camp. The mortar camp will generally have 2 mortars and sandbags as cover. The sandbags need not cover the mortars, nor will they necessarily face your base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Siege_base_construct.png|Siege camp under construction.&lt;br /&gt;
File:Siege_base_finished.png|Finished siege camp. Note that sieges always come with 2 mortars.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When faced with a siege, there are a few strategies you can use.&lt;br /&gt;
&lt;br /&gt;
In most cases it's better to attack the siege camp as the raiders will continuously siege the colony even if you're in hiding, and most likely you will eventually need to face off against the raiders yourself.&lt;br /&gt;
&lt;br /&gt;
==== Camp assault ====&lt;br /&gt;
&lt;br /&gt;
If you assault their camp, one possibility is sniping the raiders, prompting them to assault your colony directly instead of continuing their siege once you down several of them. Defeating them early enough will result in most of their items remaining intact, which you can take for yourself. &amp;lt;br&amp;gt;&lt;br /&gt;
Another alternative is to snipe the mortars, hoping an explosion will take out many raiders, but keep in mind that for those you will need to either send someone dangerously close to enemy fire, or draw all attention to one side to allow flankers to snipe and detonate them.&lt;br /&gt;
&lt;br /&gt;
Unlike most defensive situations, this time they will have the advantage of good cover on their side. You will have to find suitable cover, such as stone chunks, which you can fire from.&lt;br /&gt;
&lt;br /&gt;
Sniping [[mortar]]s under construction, when they have much lower health, is effective at wasting the enemy's resources.&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to flanking if they haven't finished their sandbags or left a side uncovered. However, once all cover is completed, flanking is less of an effective solution.&lt;br /&gt;
&lt;br /&gt;
==== Early interception ====&lt;br /&gt;
&lt;br /&gt;
The best time to attack them is when they've just started building their camp. At this time their resources would have arrived.&lt;br /&gt;
&lt;br /&gt;
Attacking them at this time forces them to use stone chunks just like you do, instead of having the superior sandbags on their side. Their mortars won't be ready as well.&lt;br /&gt;
&lt;br /&gt;
'''Attack only when their resources have arrived''', otherwise they will flee and not send any resources, which you could've stolen had you attacked later.&lt;br /&gt;
&lt;br /&gt;
==== Hit-and-run ====&lt;br /&gt;
&lt;br /&gt;
An effective tactic to lure sieging raiders out is to conduct hit-and-run attacks against them. Taking down someone usually causes them to give up on sieges and directly attack, making them lose their cover advantage.&lt;br /&gt;
&lt;br /&gt;
==== Countering with mortars ====&lt;br /&gt;
&lt;br /&gt;
If you have your own mortars, you can use them to fire back at the raiders. The raiders will stay put to defend the camp, making them easy targets for mortar strikes.  It's best to wait for the raiders to arrive at their siege encampment location so leading the target isn't required.&lt;br /&gt;
&lt;br /&gt;
[[High-explosive shell]]s deal heavy damage to tight groups of raiders if they hit, ignoring all cover but solid walls in the process. A tight volley can devastate mortar camps, forcing them to either attack or flee outright.  Waiting for their supplies to be dropped gives you the possibility of causing their own mortar shells to explode on them causing significant additional damage.&lt;br /&gt;
&lt;br /&gt;
[[Incendiary shell]]s are an effective way of distracting sieges as the raiders will be preoccupied with extinguishing the resultant flames. 2 mortars are usually enough to keep them from doing any activity other than firefighting, unless it is raining or there are no flammables nearby. This deals little damage to them, however.&lt;br /&gt;
&lt;br /&gt;
[[EMP shell]]s can stun the mortars, preventing them from firing. It is perhaps better used as a support weapon while your defenders assault the camps, to reduce the damage done to your base.&lt;br /&gt;
&lt;br /&gt;
==== Sneak attack ====&lt;br /&gt;
&lt;br /&gt;
If you don't have the strength to attack directly, you can wait for them to sleep at night, then use the opportunity to set your colonists into position for a sneak attack. &lt;br /&gt;
&lt;br /&gt;
Once someone receives an injury, everybody will wake up, so be sure to have everything in place.&lt;br /&gt;
&lt;br /&gt;
# Get within range and throw a coordinated barrage of [[frag grenades]] at the enemy, blowing the defenseless raiders to bits.&lt;br /&gt;
# Go very close (no more than 3 tiles) then unload your guns on the exposed raiders. Nearly every bullet will connect, dealing heavy amounts of damage upfront.&lt;br /&gt;
# 1 well-aimed [[doomsday rocket launcher]] can end the siege easily. While also effective at day, it is much safer to approach at night, and the raiders will also be more tightly packed.&lt;br /&gt;
# Send brawlers straight in, beating up dangerous enemies like rocketeers first. &lt;br /&gt;
# Steal their supplies and wait for them to send more. Free food and mortar shells!&lt;br /&gt;
# Scatter chemfuel canisters around the camp, pick up shells and survival meals. Retreat. Load one incendiary round into your mortar. Do one shoot, enjoy the popcorn.&lt;br /&gt;
# Burn the enemy with fire, a task made much easier while they are off-guard. This will eventually force them out to attack after suffering from heavy losses.&lt;br /&gt;
#* Lighting the mortars on fire allows them to be destroyed with ease.&lt;br /&gt;
#* Surround the camp with fire. Upon waking up, they will put forward their futile efforts in controlling the raging sea of fire around them, eventually giving up and attacking.&lt;br /&gt;
&lt;br /&gt;
==== Deep tunneling ====&lt;br /&gt;
&lt;br /&gt;
Mortars cannot hit anything that is under an overhead mountain. This makes deep mining a effective defensive strategy against heavy bombardment. If you don't build your base into a mountain, you may at least consider digging out at least one panic room for non-combatants to hide within from the shells while others head out for the assault.&lt;br /&gt;
&lt;br /&gt;
==== Firefoam shell jamming ====&lt;br /&gt;
&lt;br /&gt;
[[File:Firefoam shell jamming.png|500px|thumb|right|Enemy mortar filled with a firefoam shell, demonstrated by reddit user u/xenoxaos.]]&lt;br /&gt;
&lt;br /&gt;
An interesting way to nullify the threat of a mortar attack is to launch a transport pod filled with firefoam shells to a location closer to the mortars than the shells they brought with them. When the shells arrive, the enemy will load them shells into the mortar instead. This means that the damage to your base will be much reduced, as firefoam shells do little damage beyond damaging roofs.&lt;br /&gt;
&lt;br /&gt;
===Summon Fleshbeasts===&lt;br /&gt;
The [[Psychic_rituals#Draw_fleshbeasts|Draw Fleshbeasts]] psychic ritual can be an effective way of dealing with sieges. The ritual only takes 2 hours to complete, costs a trivial amount of [[Bioferrite]], and the resulting fleshbeasts generally pop out directly on top of hostiles on the map. Surviving Fleshbeasts are preferable to mop up compared to the damage caused by explosive shells landing in your hospital or storage rooms.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Shielded melee charges ===&lt;br /&gt;
&lt;br /&gt;
[[File:Melee_charge_edge.png|240px|thumb|right|Full melee charge at the edge of the map, with everyone shielded and equipped with melee weapons.]]&lt;br /&gt;
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Pirates, Outlanders or Imperials can come with all-melee charges, with most enemies wearing [[shield belt]]s. This can prove a threat to ranged-reliant defenses as they charge towards the colonists directly with their shield belts blocking large amounts of damage. &amp;lt;br&amp;gt;&lt;br /&gt;
While they are vulnerable when their shields are down, many can still reach your colonists and engage them in melee combat.&lt;br /&gt;
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==== Melee blocking ====&lt;br /&gt;
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The '''[[#Melee blocking|Melee blocking]]''' tactic is especially useful here; for better effectiveness, open multiple chokepoints to spread out enemies and keep them busy trying to squeeze in, otherwise they will get bored and wander off to attack other things.&lt;br /&gt;
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Shields don't stand a chance against concentrated fire poured down a narrow entrance.  Using [[Grenades|EMP Grenades]] or [[EMP launcher|EMP Launchers]] can entirely disable the enemy shields, making mowing them down much easier, but ensure you don't accidentally short out the shields of your own melee blockers.  It's best to order the grenadier or launcher wielder to attack a specific ground point rather than letting them freely select their target, as they may try to grenade a target right next to your own melee blockers.  Both grenades and launchers can deviate by up to 1 tile in any direction from the targeted square, so take that into account when selecting your aiming point.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Sniper party ===&lt;br /&gt;
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Raiders can come using only sniper rifles, giving them a very long range but low overall damage.&lt;br /&gt;
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The danger comes in that if you engage them conventionally, you may need to exit your quality cover, removing your cover advantage.&lt;br /&gt;
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Sniping them back is not recommended unless you have a surplus of skilled snipers and cover.&lt;br /&gt;
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==== Luring in ====&lt;br /&gt;
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Instead of engaging them on the frontline, you can keep everyone out of sight, then rush out only once they get close to your base, negating their range advantage.&lt;br /&gt;
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==== Killbox ====&lt;br /&gt;
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A well-designed killbox can entirely negate any advantage that sniper parties field.  Critical to that is ensuring that line of sight is entirely blocked for incoming attackers until they are in range of your own forces, preventing them from being able to take cover once inside the killbox, and using sandbags to force them to walk (slowly) while already under concentrated fire without being able to return fire.&lt;br /&gt;
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=== Heavy explosives assault ===&lt;br /&gt;
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Enemies may come in mainly equipped with area damage weapons, such as rocket launchers, grenades and miniguns. This can cause serious damage to your base, your colonists, and the raiders themselves.&lt;br /&gt;
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The main danger, as always, is from the rockets. The ideal method is to [[#Distracting rockets|distract]] them from the main defending force, not only reducing damage taken by friendly forces, but also increasing friendly fire the enemy takes. The fact that so many of the raiders have rocket launchers means that friendly fire can be so serious that the raiders will decide to retreat to cut losses by friendly fire alone.&lt;br /&gt;
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Due to the wide use of explosives, cover is less useful; you would benefit more from flexibility in positioning rather than protection from cover. Space out your defenders, preferably far from your base structures, while giving them enough space to move around to evade attacks.&lt;br /&gt;
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==== Distraction ====&lt;br /&gt;
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If you have many tamed animals, you can zone them near the raiders, who will be distracted to fire at the animals with rockets. Enemies are much more likely to receive friendly fire when firing towards your animals right next to them.&lt;br /&gt;
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==== Grenadiers ====&lt;br /&gt;
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Besides rocketeers, many of the enemies will also be grenadiers, which are short-ranged and are thus vulnerable to fire from a distance. Once the rockets have been taken care of, you can shoot them down with concentrated fire quite easily. Make sure to dodge the grenades if they do close in.&lt;br /&gt;
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==== All-in melee charge ====&lt;br /&gt;
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You can go hardcore and send in all your shielded brawlers to go straight at the enemy rocketeers. Gunners should stay out of range of rockets until all rockets launchers have been used.&lt;br /&gt;
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This is especially effective when '''they come in to chase a refugee''', leaving you enough time to position your brawlers deep into the enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
At any rate, expect losses this way due to the concentrated explosions.&lt;br /&gt;
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=== Base flank ===&lt;br /&gt;
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Besides sending one large attack party, enemies can also split up their forces and attack your base from multiple sides. &lt;br /&gt;
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To adequately defend against this sort of attack, you may need to split up your own defenders and fight several battles at once, thus increasing the difficulty of managing the battle.&lt;br /&gt;
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Each of the individual groups will flee on their accord.&lt;br /&gt;
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==== Divide and conquer ====&lt;br /&gt;
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If the enemy decides to prepare before attacking, you can afford to send out a larger attack party to eliminate the groups one-by-one.&lt;br /&gt;
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=== [[Sappers]] ===&lt;br /&gt;
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Sappers will mine and blast their way through any obstacles, such as natural or constructed walls, though avoiding high-health ore veins. They will also try to circumvent your defenses to attack from another direction. Their goal is to reach one of your bedrooms or barracks, where they will begin to wreak havoc.&lt;br /&gt;
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In an open base, sappers can usually be treated as a weaker-than-usual bunch of raiders. However, they are a great threat to turret-reliant, mountain or walled bases, including bases with killboxes.&lt;br /&gt;
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Their grenadiers and miners deal heavy damage to structures; even the toughest [[plasteel]] walls will not stop them for long. They will also persistently try to tunnel into your base, continuing even if their digger is killed or they are under attack.&lt;br /&gt;
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==== Turret funneling ====&lt;br /&gt;
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It is possible to funnel sappers with unpowered turrets, since sappers will avoid entering turret radius. Note that this doesn't appear to work to funnel sappers into killboxes.&lt;br /&gt;
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==== Early interception ====&lt;br /&gt;
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With enough manpower, you can choose to intercept them while they're tunneling into your base. They tend not to use cover when doing so, so you can catch them by surprise. Once your defenders intercept them, they will turn to engage you.&lt;br /&gt;
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==== Rocket counterattack ====&lt;br /&gt;
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The [[doomsday rocket launcher]] is your best bet against sappers, if they aren't a full melee charge. Since they are bunched closely together, a single well-placed rocket can blow up most of the attacking party, causing the rest to flee in panic. If they have rocket launchers, they may drop them on death, so you may actually end up with more rockets than you started with.&lt;br /&gt;
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If you are the one using the rockets, you have the advantage of being able to fire first. Aim it at a spot where the enemy is likely to be bunched up. If you're quick you can defeat the enemy before they can even fire back at you, ensuring victory.&lt;br /&gt;
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Rocketeers should be behind your best cover so they can survive long enough to fire. Your other colonists should be closer to the enemy to draw fire, but out of the rocket's path lest it hits your colonists instead.&lt;br /&gt;
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==== Mountain bases ====&lt;br /&gt;
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If you're in a mountain base you can draft a few melee pawns to wait at the entrance, as well as a few ranged pawns facing the entrance to fire down the tunnel. When they do break in you will already have prepared to face the raiders and can pour a stream of lead right into their face or cut them into pieces.&lt;br /&gt;
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In a mountain base, since they take longer to mine through the rock, you may try placing an [[IED trap]] right behind the wall that a sapper is trying to tunnel through, to catch them by surprise with an explosive blast. This is especially effective if it's placed right on the other side of a loose [[stone chunk]] (easily found in tunnels), which will slow down any enemies stepping over it enough that they won't be able to retreat in time.&lt;br /&gt;
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==== Aftermath ====&lt;br /&gt;
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Remember to cover up any tunnels or gaps in your defenses as they open up an opportunity for raiders to come straight into your base. You may fortify it and turn it into a booby-trapped chokepoint to catch unsuspecting raiders seeking direct entry.&lt;br /&gt;
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=== Drop pod attacks ===&lt;br /&gt;
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Sometimes pirates or mechanoids will come in drop pods. If they land at the edges, they can be treated as a normal raid party, unless you have expanded to the edges, in which they will land inside your base.  &amp;lt;br&amp;gt;&lt;br /&gt;
To defend against this, have a second line of defenses inside your base so you can deny the drop-podders easy entry into your base.&lt;br /&gt;
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The main danger comes in landing right in the center of your base. Capable enemies not using alternative strategies such as sieges or sappers have a 10% chance of doing so.&lt;br /&gt;
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Once they choose to land there, things will get ugly. By landing in the middle, they bypass most of your conventional defenses, and you can't use your cover advantage against them. They will also break through constructed roofs on their way down, landing right inside rooms and buildings. This can put not only your colonists, but your stockpiles in grave danger, as well, especially if they land near your volatile [[mortar shell]]s or [[chemfuel]] stores, or [[Battery|batteries]]. &lt;br /&gt;
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Fortunately for you, they have a short delay ({{ticks|520}}to be exact) before they open and all hell breaks loose. They also come in smaller numbers than regular raids.&lt;br /&gt;
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Enemies in drop pods cannot land in tiles beneath an Overhead mountain, so tunneling deep underground can make safe rooms.&lt;br /&gt;
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==== Strategy ====&lt;br /&gt;
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Once you see them land, you should immediately decide what strategy will you use: attack immediately or wait and let them break furniture or steal things. In case of immediate attack, draft any nearby armed colonists to the site, whether they are your designated soldiers or not. Let them hold off the attackers for a while before your soldiers arrive to help. You have less than 9 seconds before they open, not enough for a soldier to get halfway across the map to help.&lt;br /&gt;
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Any non-combatants should immediately be evacuated. They may still stay close to help in rescue efforts, pulling out any downed colonists. Make sure it's safe to rescue them- as in rescuers not walking through the crossfire and back again to get a colonist to the hospital. You may need to forbid doors to prevent them from walking through the firefight into a hospital. Melee is useful against these attacks, for you can immediately start beating up the enemy as soon as they exit the pods. They can also shut down dangerous enemies such as rocketeers.&lt;br /&gt;
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If you decided to wait, draft your soldiers and put them near (but not close) to the drop area and wait. When raiders face no resistance, they will immediately start breaking furniture, put fire (sometimes turning the room they landed into gas chamber) and later will decide to steal some things (including furniture that can be moved), take it and flee. Let them do it, and when they take items and go, attack. While fleeing, they will not resist, making it much safer to kill all of them and return stolen back to the storage. Works best when raiders landed inside the locked room.&lt;br /&gt;
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Like other raids, humanoid raiders will attempt to flee after receiving heavy losses; however, if they land inside enclosed areas of your base, they will be trapped, allowing your colonists to down and capture them at leisure; in their panic, they won't try to fight back, until you're well into beating them up.&lt;br /&gt;
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==== Cover ====&lt;br /&gt;
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You should use your furniture or wall corners as cover and fire from behind them. You can also have 2 colonists hiding behind each doorway for full cover. Toggle the doors to be held open, otherwise they can't fire. Be careful as enemies will also utilise cover as well; to combat this, attack from multiple angles or use melee fighters.&lt;br /&gt;
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Spread out colonists so they don't take collateral damage, even if it may mean some will fire out of cover. Keep heavily armored colonists up front and lightly armored colonists at the back.&lt;br /&gt;
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Colonists with high construction skill can relocate furniture quickly; use this to your advantage by creating cover for yourself and removing it from enemies.&lt;br /&gt;
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If you have larger bases, you can build indoor defensive positions along crucial corridors, but take care not to let the enemy use them. Stone [[shelf|shelves]] are an option as they are durable, non-flammable and beauty-neutral.&lt;br /&gt;
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==== Fire management ====&lt;br /&gt;
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As most furniture is flammable, you will need to extinguish any fires if you want to prevent damage. One option is to reinstall and trigger a firefoam popper inside, which also fireproofs the room, preventing any further fires.&lt;br /&gt;
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If you prioritize the defeat of the raiders over the loss of your property, and the walls of the room are fireproof, you can simply let fires burn, or even start some more, while you evacuate the room and shut the doors, cooking the raiders alive. Watch out for fire and heat spreading to nearby rooms, and put out fires immediately once the raiders are well done. &amp;lt;br&amp;gt;&lt;br /&gt;
Not effective against mechanoids as they aren't affected by temperature and cannot be set on fire.&lt;br /&gt;
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==== Equipment ====&lt;br /&gt;
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High-DPS or melee weapons work best to deal with drop pod attacks. &amp;lt;br&amp;gt;&lt;br /&gt;
Mid-range weapons are also good for clearing out larger rooms. &amp;lt;br&amp;gt;&lt;br /&gt;
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Long-ranged weapons are less effective due to their low damage output and the confined nature of indoor spaces rendering their superior range unnecessary.&lt;br /&gt;
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Explosive, incendiary or area denial weapons are excellent at room-clearing, but are not recommended except in dire situations due to heavy collateral damage.&lt;br /&gt;
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=== Tribal raids ===&lt;br /&gt;
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[[File:Tribal_raid.png|300px|thumb|right|Group of tribal fighters.]]&lt;br /&gt;
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Tribal raiders come with relatively poor equipment, instead relying on sheer numbers for power. Their neolithic weapons can dish out heavy damage despite their low technology level. They are also adept at combat, with many being acquainted to some combat skill or another. &amp;lt;br&amp;gt;&lt;br /&gt;
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Different strategies may be required, compared to pirate or outlander raids.&lt;br /&gt;
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==== Tribal fighters ====&lt;br /&gt;
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They can take more of a beating compared to other poorly armored enemies as some of the clothing items they wear gives them increased endurance against pain, but when compared with other decently armored enemies they are easier to kill individually as their clothing doesn't provide much protection overall.&lt;br /&gt;
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Their archers or hunters can fire their bows from a somewhat long distance, sometimes forcing you out of cover to fire your shorter ranged weapons at them.&amp;lt;br&amp;gt;&lt;br /&gt;
Warriors or berserkers don't use shields (unlike their pirate counterpart, the mercenary slasher), making them vulnerable to gunfire.&lt;br /&gt;
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You should watch out for the pila wielded by heavy archers, as well as berserkers.&lt;br /&gt;
*Despite the short range and slow fire rate, pila are incredibly deadly if they land, capable of killing or incapacitating unprotected colonists with a lucky shot to the heart, spine or limbs.&lt;br /&gt;
*Berserkers carry excellent melee weapons that dish out incredible amounts of damage once they get close.&lt;br /&gt;
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==== Weapons ====&lt;br /&gt;
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You will need sufficient mid-long range firepower to take down tribal archers from a distance, for getting close to them in order to fire your guns is pretty much suicide. Long-ranged weapons beyond 32 tiles can effectively hit archers at maximum range, matching or outranging them.&lt;br /&gt;
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Close-mid ranged weapons with high stopping power are good for taking down tribespeople that come too close to your defenders, but they alone cannot defeat tribals effectively just by staying in static cover.&lt;br /&gt;
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Crowd control helps greatly in defeating tribal raids. &lt;br /&gt;
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*The [[Minigun]] is extremely effective as it can easily mow down the densely packed groups of tribal invaders.&lt;br /&gt;
*All explosive weapons are devastating on tribals.&lt;br /&gt;
**Rocket launchers deal heavy damage while being reasonably accurate.&lt;br /&gt;
**[[High-explosive shell]]s can pulverize a sizable group of tribals at once if they manage to hit.&lt;br /&gt;
**Grenades are less effective as you have to risk a colonist or two in order to get in range.&lt;br /&gt;
*Incendiary weapons are good at getting pesky archers out of cover for your colonists to hit.&lt;br /&gt;
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=== Empire raids ===&lt;br /&gt;
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Added in the new [[Royalty DLC]], the Empire is capable of sending powerful troops to assault your base. Unlike Outlanders, Tribals, or Pirates, one major advantage they have is that their skills are matched with the weapon they use- melee Champions will actually be good at melee, while Troopers, Janissaries or Cataphracts all have excellent ranged performance. &lt;br /&gt;
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Cataphracts are among the most heavily-armored units in-game, with an outer layer of [[cataphract armor]] and an inner layer from an [[armorskin gland]]. However, their armor also slows them down significantly.&lt;br /&gt;
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This can, however, be turned to your advantage through the use of [[Psycasts]] introduced in the Royalty DLC.  Using Berserk or Berserk Pulse on the most dangerous of the hostile army can cause them to turn their powerful weapons towards murdering (and being murdered by) their allies rather than your colonists.  Note that Berserk Pulse can affect pawns immediately on the other side of a wall by casting the ability on a tile adjacent to a wall, allowing the ability to function as a defense against sappers or groups moving through constrained areas (such as a narrow snaking corridor leading to your killbox).&lt;br /&gt;
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== Caravan ambushes ==&lt;br /&gt;
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Defensive battles don't always happen at base. Sometimes it may happen far away from it, striking one of your caravans, perhaps loaded with plenty of silver. Or maybe they creep to your traders and demand ransom, which you don't feel like paying. You always need to be prepared for ambushes when you send out caravans.&lt;br /&gt;
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=== Escort ===&lt;br /&gt;
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In any cargo-carrying caravan, sending only 1-2 colonists is usually not advised except in very short-distance trips as they will not be able to fend off an ambush. In this case, have combat-capable escort members which can fight and carry items, as well as medics who will patch up your colonists after battles.&lt;br /&gt;
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If you have lots of attack animals, you can also send just 1 skilled handler with the attack animals. They can swarm any attackers, and you can leave colonists back at base for work. Remember to take into account the animals' food needs; grazing animals work best for this reason.&lt;br /&gt;
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If you are not carrying much besides a lone colonist, leaving him to go alone is helpful as lone colonists are hard to detect, reducing both the likelihood and the power of ambushes. A single colonist with a pack animal trained to obedience should be able to fend off most attackers.&lt;br /&gt;
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=== Ambush site ===&lt;br /&gt;
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The ambush site is small, restricting the space where you can conduct your battle. This renders many tactics obsolete, such as long-ranged sniping or kiting. You will often have to face off the enemy in a direct gunfight or brawl.&lt;br /&gt;
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Besides this, you can't escape the fight until it's over, leaving no choice but to fight back.&lt;br /&gt;
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=== Cover and positioning ===&lt;br /&gt;
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[[File:Ambush_fight.png|600px|thumb|right|Improvised defensive position against ambushes, making the best of what is there. Colonists behind walls will enjoy up to 75% full cover, while pirates will only receive 25% at most  from trees and such. Two brawlers are ready to execute a melee sortie, while another is ready to [[#Peeling|peel]] for the gunners. Combined with good equipment, this allows the fight to be won with few injuries even when outnumbered.]]&lt;br /&gt;
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If you have time, go somewhere where there is cover for you, but not the enemy. This gives you a significant upper hand in defensive battles where the enemy is coming at you. You should be hiding behind walls for cover if possible, as they provide up to 75% cover, but if they are not available, use what is available, e.g. stone chunks or trees. Space out your defenders to reduce the amount of collateral damage the pirates deal. &lt;br /&gt;
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Melee sorties or rushes work well if you have brawlers, to negate any dangerous ranged threats; [[shield belt]]s help them traverse the short distance to engage.&lt;br /&gt;
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=== Items ===&lt;br /&gt;
You will need to bring some items so you can be prepared for a surprise attack.&lt;br /&gt;
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==== Weapons ====&lt;br /&gt;
You usually don't have weapons to switch in a caravan unless you're bringing more than you need with you, so choosing the right weapons for your escort party is important.&lt;br /&gt;
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*High-DPS weapons are optimal for dealing with ambushes.&lt;br /&gt;
*Long-ranged weapons are good for taking down targets at medium-long range, however their low DPS may offset their range advantage in an ambush.&lt;br /&gt;
*[[Minigun]]s are good against tightly-packed raiders hiding behind cover in an ambush. However, their heavy weight and movement speed reduction means you may want to reconsider bringing one.&lt;br /&gt;
*Melee weapons can help fight off enemy brawlers, or disrupt enemies behind cover. You should have at least 1 melee fighter in each escort.&lt;br /&gt;
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==== Medicine ====&lt;br /&gt;
You should have some medicine handy so your colonists can patch themselves up after the battle.&lt;br /&gt;
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[[Medicine]] should be your choice here; you should try to get good treatment to reduce chance of infection, as colonists don't get much rest in a caravan. [[Herbal medicine]] is useful if you have a good doctor on hand.&lt;br /&gt;
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=== Aftermath ===&lt;br /&gt;
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You can reform the caravan immediately after the battle is ended; you can bring along any downed colonists, as well as capture downed enemies. The caravan members will tend to themselves shortly afterwards.&lt;br /&gt;
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Alternatively, you can stay and forage from the ambush map before you leave.&lt;br /&gt;
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= Manhunters =&lt;br /&gt;
Animals, singly or in groups, may randomly turn mad and become hostile due to various reasons.&lt;br /&gt;
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When mad, they will actively attack humans or mechanoids, and will not attack other structures unless provoked (such as seeing someone walk through a door.  Note that this includes colony animals.  Manhunters can and will navigate through doors opened by colony animals, and will attack the door for a while if the door closes in front of them). They are not sophisticated in their attacks and are only capable of actively using melee. Some can explode upon death for devastating results.&lt;br /&gt;
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=== Animal categories ===&lt;br /&gt;
Most animals can be part of a manhunter pack. Each kind has its own statistics, and can be roughly grouped as follows:&lt;br /&gt;
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# In terms of speed:&lt;br /&gt;
#*Slow: Animals that run slower than an average colonist. This allows you to kite them in addition to melee blocking.&lt;br /&gt;
#*Fast: Animals that are faster than most colonists.&lt;br /&gt;
# In terms of other properties:&lt;br /&gt;
#*Explosive: Animals that explode on death such as [[boomalope]]s or [[boomrat]]s. They can set your brawlers alight, ruining melee blocking defenses, so for these, you may need alternative tactics.  These types, however, can trigger a chain reaction, as the explosion from one animal can kill others, causing further explosions and potentially further deaths.&lt;br /&gt;
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=== Occurrence ===&lt;br /&gt;
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Mad animals can strike your colony in several ways.&lt;br /&gt;
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#Singular mad animals may randomly attack.&lt;br /&gt;
#Manhunters packs can arrive in great numbers, afflicted by the deadly disease [[Scaria]].&lt;br /&gt;
#Psychic waves drive all animals of a single species insane, directing them at your colonists. They are usually scattered at first, then proceed to converge on your colonists.&lt;br /&gt;
#In an unfortunate hunting incident, animals being hunted will turn on you, and may even bring their allies along.&lt;br /&gt;
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=== Melee blocking ===&lt;br /&gt;
 &lt;br /&gt;
As with any full melee attacks, '''[[#Melee blocking|melee blocking]] is an extraordinarily efficient way to defeat manhunter packs'''. This is especially so if the animals are small such that they deal little damage before being killed, one after another.&lt;br /&gt;
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When psychic waves occur, either lure animals into one spot or set up multiple chokes for attack.&lt;br /&gt;
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=== Animals vs. Animals ===&lt;br /&gt;
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One good way to fight off mad animals is with... more animals! Just draft anyone with Release-capable animals assigned, and set them out. Your colonists can watch safely from a distance, or take a potshot or two while watching the animals tear each other apart. Just remember to have someone mop up the bloodstains and haul the corpses of the fallen.  As with melee blocking in general, even non-Release-trained animals can be used for defense by confining them to a single tile zone at the exit of your killbox, causing them to both body-block and attack any hostile animals that try to enter through it while your colonists shoot at them.&lt;br /&gt;
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=== Hit-and-run ===&lt;br /&gt;
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A slower strategy is to draft a colonist, place it in a door to shoot a maddened animal, move the colonist back to safety and wait until the animal gives up and wanders off, then repeat. Be careful since this will draw the attention of surrounding maddened animals making them attack the door where the colonist came from, so be ready to repair it immediately. &amp;lt;br&amp;gt;&lt;br /&gt;
You can either kill them directly or wait for blood loss to take its toll. Larger animals can be softened this way before you move in for the kill.&lt;br /&gt;
&lt;br /&gt;
This method is best used if you don't have enough firepower to take on them directly, and you have durable enough doors or a good builder to hold against animal attacks.&lt;br /&gt;
&lt;br /&gt;
=== Kiting ===&lt;br /&gt;
&lt;br /&gt;
Being unsophisticated in their tactics, they can be lured easily.&lt;br /&gt;
&lt;br /&gt;
If you have good shooters that are fast (moving &amp;gt;140%), you can easily kite the faster animals. &amp;lt;br&amp;gt;&lt;br /&gt;
The larger animals are usually slower and any colonist that has normal Moving will do fine against them, though it's still better with a faster-than-average colonist. &lt;br /&gt;
&lt;br /&gt;
It is possible to combine this with a long-range firing squad and turrets laying fire from a distance while they are chasing the colonist; be sure that the animals do not lose track of your kiters, otherwise they will switch targets and go for somebody else.&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
&lt;br /&gt;
Turrets can distract manhunters for your colonists, giving them more time to shoot while enemies are occupied by the turret. They may explode when destroyed, taking out a sizeable group of animals who won't run away from exploding turrets, switching to another target only after the turret is no more.&lt;br /&gt;
&lt;br /&gt;
=== Waiting it out ===&lt;br /&gt;
&lt;br /&gt;
If you have a perimeter wall or a superstructure base with decent food stocks, you can simply wait it out inside while they relentlessly swarm outside the walls.&lt;br /&gt;
&lt;br /&gt;
Remember not to let anyone outside unless your intent is to kill the animals. Be careful with your tamed animals who may accidentally let the manhunters in by holding doors open for them.&lt;br /&gt;
&lt;br /&gt;
They will actively attack doors if a colonist hides behind them; as a precaution, build it out of a sturdier material such as [[plasteel]] so they don't get destroyed during a manhunter attack. They will give up after a while if the doors are not destroyed. Alternatively, simply have a builder build a wall behind the door, totally preventing manhunters from entering even if they break the door.&lt;br /&gt;
&lt;br /&gt;
=== Scavenging dead animals ===&lt;br /&gt;
&lt;br /&gt;
Manhunter packs are a decent source of [[meat]] for your colony. If there are still maddened animals, wait until the other animals from the pack go to sleep, walk away far enough, or get a fast colonist to try and haul the dead ones away.  Note that animals with [[Scaria]] from the manhunter pack events have a high chance of instantly rotting on death and thus being unharvestable for meat or fur/hide.&lt;br /&gt;
&lt;br /&gt;
= Mechanoids =&lt;br /&gt;
{{stub|reason=Needs new Mechanoid types and Mechanoid cluster events from Biotech and Royalty}}&lt;br /&gt;
&lt;br /&gt;
Mechanoids come in 4 types: [[Scyther]]s, [[Lancer]]s (1.0), [[Centipede]]s, and [[Pikeman|Pikemen]] (1.1). They have much differing stats and weapons, meaning different tactics may be used. All types are armored to some degree, and are basically immune to fire damage.&lt;br /&gt;
&lt;br /&gt;
In many raids where they come/drop in at the edges, the Scythers will outrun the Centipedes by a great margin, giving some time to deal with them before the centipedes. However, they can and will support one another effectively, if given the chance for them to come together.&lt;br /&gt;
&lt;br /&gt;
Unlike human raiders, they do not flee, meaning that all of them have to be taken out to neutralize the threat. They do not actively use cover, either.&lt;br /&gt;
&lt;br /&gt;
=== General strategy ===&lt;br /&gt;
&lt;br /&gt;
Ranged mechanoids have a long attack range (at least 27 tiles), making them troublesome to deal with. A way to deal with this is to [[#Luring in|lure them into close range]].&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to EMP damage, which can stun them, rendering them hunks of helpless metal. This can open a window of opportunity where you safely engage at close range, or even with melee. After each use of EMP, mechanoids will adapt to it, becoming immune to further stuns for a short while, so you will need to carefully time assaults and disengage when the mechanoids are about to reactivate.&lt;br /&gt;
&lt;br /&gt;
=== Scythers ===&lt;br /&gt;
&lt;br /&gt;
[[{{Q|Scyther|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Scythers are deadly with melee, and will charge head first at your defenders. They can easily win in a 1v1 fight unless your fighters are heavily armored and have high DPS.&lt;br /&gt;
&lt;br /&gt;
The optimal method of dispatching them is by [[#Melee blocking|melee blocking]], with the added effect of luring the other mechanoids closer to your base. This must be done quickly otherwise the centipedes will catch up and unleash hell on your colonists who are closely packed together in a melee blocking attack.&lt;br /&gt;
&lt;br /&gt;
EMP weaponry combined with melee blocking is a frighteningly effective and safe way to deal with scyther-only charges. A stunned scyther standing in the chokepoint will block all the other scythers standing behind. To prevent adaptation, only stun the mechanoids within the chokepoint.&lt;br /&gt;
&lt;br /&gt;
If fighting from a distance, high-damage weapons are essential to bursting them down before they reach your colonists. Make sure you always have someone to [[#Peeling|peel]] them off your gunners in case they do survive your barrage.&lt;br /&gt;
&lt;br /&gt;
=== Lancers ===&lt;br /&gt;
&lt;br /&gt;
[[{{Q|Lancer|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Lancers are capable of medium-long range supporting fire to pick out single targets. Despite their apparent role, their performance is actually better the closer you are to them, meaning that approaching them isn't a good option.&lt;br /&gt;
&lt;br /&gt;
They are vulnerable in melee combat, so melee rushing supported by close-range firepower can be used to take them down. Their low health makes taking them down relatively quick despite their light armor, though their damage in melee combat should not be underestimated, and concentrated fire from charge lances can make short work of shields.&lt;br /&gt;
&lt;br /&gt;
If fighting from a distance, cover is vital in getting the upper hand. You need to be able to get your other gunners into range while giving them reasonable cover from the high damage shots. Lancers aren't particularly good shooters (equivalent to a level 8 shooter), so you may readily outperform them with sufficient mid-long ranged firepower.&lt;br /&gt;
&lt;br /&gt;
=== Centipedes ===&lt;br /&gt;
&lt;br /&gt;
[[{{Q|Centipede|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Centipedes, on the other hand, specialize in crowd control and area denial; the [[Heavy charge blaster]] can annihilate groups of colonists, while the [[Inferno cannon]] sets your colonists ablaze and will burn down your base if you're not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before being downed.&lt;br /&gt;
&lt;br /&gt;
Spreading colonists apart can mitigate the crowd-control capabilities of centipedes, limiting the number of colonists hit by their weapons.&lt;br /&gt;
&lt;br /&gt;
The Inferno cannon is annoying to deal with and should be your priority target. Keep watch on your colonists at all times and always send them back into cover after they get hit.&lt;br /&gt;
&lt;br /&gt;
Despite their high resistance against sharp damage, shooting them is generally the best option. One good thing is that their large size makes them much easier to hit.&lt;br /&gt;
&lt;br /&gt;
Engaging it in melee is possible, though you have to be careful. While centipedes don't hit hard in melee, if they are carrying the heavy charge blaster, they can deal massive damage to grouped up brawlers, while inferno cannon can cause the brawlers to ignite and run, allowing the previously locked down centipedes to fire. Ideally, all nearby centipedes must either be engaged in melee or disabled to prevent this from happening.&lt;br /&gt;
&lt;br /&gt;
Their slow speed and weaker blunt armor make them excellent targets for high-explosive mortar attacks. Often you can land a couple of blows before they reach firing range, weakening them. This property also allows you to kite them provided they have no lancers or scythers supporting them.&lt;br /&gt;
&lt;br /&gt;
=== Pikemen ===&lt;br /&gt;
&lt;br /&gt;
[[{{Q|Pikeman|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Introduced in 1.1, pikemen take over the lancer's role as snipers. With a range of 44.9 tiles, pikemen's [[needle gun]]s outrange all weapons except for the [[sniper rifle]], and the [[uranium slug turret]].&lt;br /&gt;
They have poor damage output, making them less threatening compared to other mechanoids. Their accuracy is also not appropriate for a sniping mech- equivalent to a level 8 shooter, it will more often than not miss at range.&lt;br /&gt;
&lt;br /&gt;
As the description says, engaging pikemen at close range can be a viable way to take them down, once all others have been dealt with. Charging them can be risky due to the long distance pawns need to travel, but shield belts make the charge much safer, especially when you have multiple brawlers charging at once to divert concentrated fire. Swarming them with trained animals is also a viable strategy if you lack multiple skilled melee pawns or need them elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Termites ===&lt;br /&gt;
[[{{Q|Termite|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Spawning only in mechanoid breach raids, the [[termite]] is a dedicated anti-structure opponent. The termite's [[thump cannon]] can deal tremendous damage to your structures, and are able to destroy a three tile wide section of any [[wall]] weaker than [[plasteel]] in three shots or less. Against pawns, however, it is significantly less effective with lower damage, {{AP}}, and {{DPS}} than even the lowly [[short bow]].&lt;br /&gt;
&lt;br /&gt;
Since they are so specialized in breaching walls, they cannot deal much damage to your pawns. However, killing them should be prioritized after [[scyther]]s, since they will destroy your pawn's [[cover]], exposing your pawns to danger from the termites much more directly dangerous companions.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ships ===&lt;br /&gt;
&lt;br /&gt;
Mechanoids are also part of crashed ship events. In 1.1 they drop alongside the ship in pods, while in 1.0 or earlier they swarm out when the ship is damaged.&lt;br /&gt;
&lt;br /&gt;
The type and where it lands are both important factors to consider when dealing with them.&lt;br /&gt;
&lt;br /&gt;
Psychic parts will reduce mood and occasionally drive nearby animals mad, while defoliator parts (aka. poison ship parts in 1.0) will kill nearby plants and cause serious losses to pastures or crops. You cannot deconstruct the part, only destroy it.&lt;br /&gt;
&lt;br /&gt;
Since they won't attack until triggered, you have some time to prepare. However, the longer you take, the worse it gets. If the defoliator ship part lands on the opposite side of your base at a map border, it is possible to leave it there, as they will also react to incoming raids and you may as well solve two problems at once. Not the same for the psychic version though.&lt;br /&gt;
&lt;br /&gt;
If they land between your plantations, you will need to place firefoam poppers and trigger them before combat to prevent fires; the foam will persist until it rains, but then if it is rainy, you won't need the poppers. You may also want to keep a few untriggered poppers nearby to rapidly extinguish a group of burning colonists at once.&lt;br /&gt;
&lt;br /&gt;
[[File:Crashed ship part using foam poppers.png|center|500px]]&lt;br /&gt;
&lt;br /&gt;
==== Defense behavior ====&lt;br /&gt;
&lt;br /&gt;
Mechanoids are triggered immediately when the part is damaged, or something is built within a three-tile radius. They may also be triggered by the Firefoam popper explosion. &lt;br /&gt;
&lt;br /&gt;
Upon triggering, scythers will immediately charge to attack, while lancers, centipedes and pikemen may instead sit in place and attempt to shoot interlopers, only moving to get within range.&lt;br /&gt;
&lt;br /&gt;
Afterwards, they will guard the ship part, engaging any hostiles that come close, and chasing them over short distances. They will return to the part if targets stray too far away from the ship.&lt;br /&gt;
&lt;br /&gt;
In 1.0 mechanoids chased targets over long distances and abandoned the ship part when it is at 50% health.&lt;br /&gt;
&lt;br /&gt;
==== Long-range engagement ====&lt;br /&gt;
&lt;br /&gt;
In the current version, it is better to trigger the mechanoids from a distance, rather than fighting way up close. This is necessary such that you can weaken the scythers with concentrated fire before they reach melee engagement range, as well as give you more time to defeat the lancers before the centipedes move within range. Scythers are especially dangerous as they come in swarms and can quickly overwhelm your gunners, as well as overpower your melee brawlers unless you outnumber or outarm them.&lt;br /&gt;
&lt;br /&gt;
You can trigger the mechanoids either by high-explosive mortar fire, or sniping the ship part.&lt;br /&gt;
*By attacking with sniper rifles at maximum range you will gain a good enough lead against the mechs to be able to escape safely even without enhancements unless armor is over-encumbering your colonists.&lt;br /&gt;
*Mortar volleys can soften the mechanoids, making them easier to defeat by your colonists afterwards.  Mortars may also destroy the ship part itself, which both ends the threat and prevents the mechanoids from disengaging from an attack and returning to guard it (though this can be either good or bad depending on the state of your defenses).&lt;br /&gt;
*In 1.1 you can also use EMP to stun them before engaging, then retreat before they exit stun, which is 25 seconds after being hit by EMP.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
High-DPS weapons are optimal at destroying both the ship part and its defending mechanoids.&lt;br /&gt;
&lt;br /&gt;
Due to the mechanoids spawning very close together, area of effect or crowd control weapons are punishing against them:&lt;br /&gt;
*The [[minigun]] is a powerful weapon here:&lt;br /&gt;
**It can make short work of the bunched-up mechanoids, then shred the ship part using its unparalleled raw DPS.&lt;br /&gt;
**Its already high DPS is further amplified when attacking centipedes as their large size makes it easier to land shots.&lt;br /&gt;
**Its long range allows you to attack from a safer distance.&lt;br /&gt;
*EMP mortar blasts are able to stun a large number of mechanoids caught in its blast. As the ship part blocks EMP pulses, fire several at once to hit all enemies with a single volley.&lt;br /&gt;
*Explosive weapons are useful for dealing damage, but keep in mind that the ship part will block the explosion. They do extra damage to the ship part.&lt;br /&gt;
&lt;br /&gt;
Incendiary weapons are a poor choice for any situation involving mechanoids or crashed ships, given that both are non-flammable.&lt;br /&gt;
&lt;br /&gt;
The [[orbital power beam targeter]] is the ultimate weapon against crashed ships. All you need to do is to aim the beam directly on the ship, and the beam will melt both the ship and its surrounding mechanoids.&lt;br /&gt;
&lt;br /&gt;
==== Construction ====&lt;br /&gt;
&lt;br /&gt;
{{main|Defense structures#Crashed ships}}&lt;br /&gt;
&lt;br /&gt;
Construction is an important part of defeating the mechanoids in a crashed ship. Usually it is best if you can prepare ample cover, such as sandbags or walls, to shoot from.&lt;br /&gt;
&lt;br /&gt;
Keep note that building within a three-tile distance will instantly trigger the mechanoids.&lt;br /&gt;
&lt;br /&gt;
If done properly, [[IED trap]]s can be used to weaken a mechanoid swarm. Don't build too many or you will vaporize the mechanoid corpses, which can be deconstructed for resources.&lt;br /&gt;
&lt;br /&gt;
==== Luring in ====&lt;br /&gt;
&lt;br /&gt;
If you already have ample static defenses, like killboxes, and you want to lure the mechanoids in, you will need to make the mechanoids abandon the ship by destroying it from a long distance.&lt;br /&gt;
&lt;br /&gt;
Previously in 1.0, you can lure the mechanoids simply by triggering at range.&lt;br /&gt;
&lt;br /&gt;
==== Hit-and-run (1.1) ====&lt;br /&gt;
&lt;br /&gt;
Their behavior change in 1.1 makes them vulnerable to hit-and-run tactics. After taking care of the scythers, you are able to chip away at the mechanoids slowly by shooting with sniper rifles at maximum range. If all pikemen are taken out then you are able to safely engage without fear of returning fire.&lt;br /&gt;
&lt;br /&gt;
==== Zoning animals ====&lt;br /&gt;
&lt;br /&gt;
When dealing with a crashed psychic ship part that has been there for some time, do not let any of your tamed animals near it, for the ship part can drive them into manhunter mode. This is additionally harmful as they are capable of opening doors to attack your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid breach raids ===&lt;br /&gt;
Mechanoid of the breach raids will not ever walk through the kill box as you wanted them to, instead they will blast walls down and head straight for your base. Their path is usually aimed for the colonists' beds and most valuable destructible items such as expensive furniture, workshops, dining/recreational rooms etc. until your colony is completely destroyed or the mechs get killed.&lt;br /&gt;
&lt;br /&gt;
It is recommended to have double outer walls around your base, empty space about 10-15 cells wide and the actual layer of inner defense like &amp;quot;wall, barricade, wall, barricade...&amp;quot; inside, when the mechs break in you can use EMP, melee rush tactic, bait and kite them in this &amp;quot;killzone&amp;quot; area with long ranged guns: Bolf-action riffles or/and Assault riffles. Never fight them in open field, they will outrange you!&lt;br /&gt;
&lt;br /&gt;
It is worth considering the use of a [[Psychic shock lance|psychic shock]] or [[Psychic insanity lance|insanity lance]] to take down the [[termite]] from far away, as there will only be up to two termites per raid. Losing the use of the specialized anti-structure [[thump cannon]] will significantly delay the raid, as they will instead be forced to destroy walls in their path with their more traditional weaponry. This gives you time to prepare a defense behind that section of wall.&lt;br /&gt;
&lt;br /&gt;
Typically this raid strategy will result in the mechanoids clumping up, giving a prime target for [[EMP grenades]] or a [[triple rocket launcher]], hopefully to devastating effect. Note the mechs will not attack colonists unless they come into the range of the mechanoid's gun. The long range of the triple rocket launcher is beneficial here, only putting the wielder in range of the [[pikeman|pikemen's]] needle gun.&lt;br /&gt;
&lt;br /&gt;
= Infestations =&lt;br /&gt;
&lt;br /&gt;
[[Infestation]]s will spawn under Overhead Mountains within 30 tiles of a colony [[structure]]. They can be a serious hazard in mountain bases due to the lack of free space to run away from with too many obstacles on the path, but not so much threat in open area (flat) maps. [[Insectoids]] are lightly armored, exclusively use melee and are slower than colonists. This gives them some protection against close range attacks, but leaves them vulnerable to ranged attacks and kiting tactics.&lt;br /&gt;
&lt;br /&gt;
[[File:Infestation within mountain rooms bugs.png|400px]]&lt;br /&gt;
&lt;br /&gt;
'''If you don't destroy them fast enough, they can reproduce, giving rise to even more hives and insects'''. This is especially true if you happen to have forgotten about a [[hive]], which given time can build itself into a giant mega-hive.&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
&lt;br /&gt;
Insects have a hive mindset; they will remain tending to their hive cluster, until they see an intruder, in which case they begin to engage all at once. They may also attack random furniture and structures in your colony.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, if the raiders, friendlies, visitors, caravans or your own colonists heavily or even slightly injured some of the bugs, (i.e. made them bleed, not just kill), the injured insect will happen to die to blood loss or starvation due to immobility, then the entire hive gets angered and will rush toward your colony! However, they appear to have a certain anger-mood-delay about 10-25 seconds, after which they will stop and go back to their nests.&lt;br /&gt;
&lt;br /&gt;
=== Fighting infestations ===&lt;br /&gt;
&lt;br /&gt;
The enclosed nature of mountain bases give colonists little distance to shoot from; thus, you may want some melee fighters to pair up with any ranged colonists.&lt;br /&gt;
&lt;br /&gt;
Individual fighters will quickly get overwhelmed by the insects especially against large [[megaspider]]s, so you shouldn't trickle your defensive forces in; rather, send them all at once to overpower the insects.&lt;br /&gt;
&lt;br /&gt;
=== Melee blocking ===&lt;br /&gt;
&lt;br /&gt;
If there is a single choke point for the insects to get into your base (usually a door leading to a corridor), usage of this tactic allows you to defeat insects efficiently. You may even stand a chance against massive infestations if for some reason fire isn't viable, but don't get cocky. If the infestation is large you will  need to bring backup tanks to replace the initial melee blocker if he or she gets downed or heavily injured.&lt;br /&gt;
&lt;br /&gt;
Choke points can arise on their own from insects digging out; simply wait for them to tunnel through and massacre them once they exit.&lt;br /&gt;
&lt;br /&gt;
This tactic is only viable if you have enough soldiers with ''substantial'' armor as insects inflict heavy sharp damage and will obliterate everybody not sufficiently protected.&lt;br /&gt;
&lt;br /&gt;
=== Using fire ===&lt;br /&gt;
&lt;br /&gt;
Fire is an effective way to clear early-mid stage infestations. If they spawn in an enclosed area with a door and plenty of flammables, all you need to do is to toss a molotov or shoot an [[incendiary launcher]] bolt into the room. The room will quickly catch fire, causing the temperature to rise fast, roasting the insects in it along with the hives.&lt;br /&gt;
&lt;br /&gt;
The downside of this approach is that it makes it impossible to farm any insect meat or jelly from the infestation, because it will all burn, and it is usually too hot inside the spawn room to manually extinguish the fires to save the goods (unless there is a way to quickly vent the heat, which is usually not feasible to set up).&lt;br /&gt;
&lt;br /&gt;
If there is a dedicated place in your base for infestations to spawn (see ''baiting'' below), it helps to have a few cheap wooden furniture items in that room, and maybe a few tiles of wooden floor.  A great source of additional flammable material are tainted clothing items and desiccated animal bodies.  Dusters and parkas have a lot of hitpoints, so they burn longer.  These items are easy to get into the burn room simply by creating a stockpile with appropriate settings.  A 3x3 stockpile should be more than enough to create enough heat to clear out any infestation.  The fire created will usually last several hours, which is more than enough time to kill everything in the spawn room.&lt;br /&gt;
&lt;br /&gt;
Separating the actual spawn room from the burn room with a wooden door makes it very easy for your colonists to start the fire without the insects attacking.  The heat will spread into the spawn room regardless (and burn the wooden door).&lt;br /&gt;
&lt;br /&gt;
Having a few flammable structures, such as cheap furniture) in the room is important, because the insects are stupid enough to attack these first when enraged from the fire, wasting time — instead of digging out of this trap.&lt;br /&gt;
&lt;br /&gt;
It is possible to reach the temperature maximum of 2000 degrees celsius this way.  Check the temperature in the spawn room before stepping in with any colonists, because they will very quickly collapse from heat stroke and possibly catch fire and die at these ludicrous temperatures.&lt;br /&gt;
&lt;br /&gt;
The insects will rush for the exit of the burn room in a panic when they realize what is happening to them, and will quickly attempt to dig out to escape, so make sure the exit door is made of rock which is durable and nonflammable.&lt;br /&gt;
&lt;br /&gt;
If there aren't any flammables around, you can still shoot the hives with fire weaponry. They will light aflame, along with the fuel puddles created on the ground.&lt;br /&gt;
&lt;br /&gt;
As any items inside the room are likely to catch fire and be destroyed, this tactic is not recommended in a place with many valuables such as warehouses. Also be careful with the heat spreading to nearby rooms.&lt;br /&gt;
&lt;br /&gt;
==== Heat stroke ====&lt;br /&gt;
By using a colonist to manually throw molotovs at the ground, either inside the bug room itself or in an adjacent room with an open doorway, you can maintain the temperature of the insect room between 150C and 200C, slowly knocking them unconscious and killing through heatstroke. As long as the temperature does not rise above 200C, the bugs will not get burn injuries, and therefore will not become aggressive. Have your colonist throw the molotovs through an open doorway in order to protect the colonist from the heat. When doing this, take care not to hit anything directly with the molotovs, as the fires created will anger the insects and set flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
It is important to note when doing this to make sure that all bugs are significantly above the serious heat stroke threshhold (60%) before you move in, otherwise the temperature will start falling when you stop throwing molotovs and they may recover and attack your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Explosives ===&lt;br /&gt;
&lt;br /&gt;
Explosives are useful against large infestations. The [[Triple rocket launcher]] can raze infestations instantly. A single use [[Doomsday rocket launcher]] will deal massive damage over a large area. [[Frag grenades]] are unlimited and work well if you have the courage to send someone to close range. One blast can get several insects. &amp;lt;br&amp;gt;&lt;br /&gt;
Explosive animals ([[boomalope]]s or [[boomrat]]s) are also effective at clearing out infestations. Have them march straight into the hive by zoning them there. When the insects attack, the animals will be injured and explode, setting the insects and hives on fire.&lt;br /&gt;
&lt;br /&gt;
Mortars are useless against the hives themselves as they can't hit anything below an overhead mountain. However they are an option when fighting the insects in open space, with the explosions capable of severely injuring the insects, taking out the smaller ones in 1-2 hits.&lt;br /&gt;
&lt;br /&gt;
=== Late-stage infestations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;500px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Infestation_ancient_shrine.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you've accidentally left a hive or two behind or totally ignored an infestation, after a few seasons you will have a giant hive community sprawling. This is '''extremely''' hard to treat, especially if you're low on colonists.&lt;br /&gt;
&lt;br /&gt;
If you're still on early-midgame, it's generally recommended that you pack up and run. If not, however, you will have to deal with them slowly. You need to lure the insects out, then defeat them to buy time for others to enter and destroy the hives. Kiting is a possibility due to their slower speeds, provided they continue to chase down your colonists.&lt;br /&gt;
&lt;br /&gt;
Explosives are recommended as they deal immense damage to the closely packed hives and insects. This is especially so with the doomsday rocket launcher, which can set entire infestations on fire, destroying the hives and severely weakening the insects.&lt;br /&gt;
&lt;br /&gt;
=== Prevention ===&lt;br /&gt;
&lt;br /&gt;
If you only have a few tiles of Overhead Mountain then it's best that you fill it up with walls to prevent any infestations from happening. If you are in a mountain base, then you will need to do more than that.&lt;br /&gt;
&lt;br /&gt;
==== Baiting ====&lt;br /&gt;
&lt;br /&gt;
You can mine out rooms a distance away from your colony to somehow control insects to nest there, instead of letting them spawn right in the middle of your base. Place some cheap flammable furniture inside to confuse the insects into thinking it's a prospective nesting spot, as well as to light on fire for a quick solution to an infestation problem. You may even use wooden walls or columns, which in a large enough room will cause a roof collapse and crush insects after being destroyed.&lt;br /&gt;
&lt;br /&gt;
A well-lit base discourages insects from nesting, though it can still happen. If you bait insects to spawn elsewhere the chance of an infestation spawning inside is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
If you want the insect trap to automatically kill insects, put an [[IED incendiary trap]] inside the room, next to the flammables. Once an infestation spawns the insects will trigger the trap, lighting the room on fire and broiling the insects.&lt;br /&gt;
&lt;br /&gt;
Alternatively, fill it with spike traps to weaken them before they strike your base, giving you the advantage. Doing this preserves the hives, which can be good if you want to farm insect jelly.&lt;br /&gt;
&lt;br /&gt;
==== Deep freezing ====&lt;br /&gt;
&lt;br /&gt;
An interesting way to completely prevent infestations is to simply set your base temperature below -17°C with coolers, and have everyone in the colony wear [[parka]]s.&lt;br /&gt;
&lt;br /&gt;
This means that the 'Slept in the cold' debuff will be prevalent in the colony, however, so you will need something to offset the mood.  It will also incur a work speed penalty on all production facilities due to low temperature, making this strategy not very viable on all but the lowest difficulties (where infestations are not a big threat in any case).&lt;br /&gt;
&lt;br /&gt;
=== Deep drill infestations ===&lt;br /&gt;
&lt;br /&gt;
Deep drills can unearth insect hives, which will result in enraged insects charging up to attack after a while.&lt;br /&gt;
&lt;br /&gt;
When you see this happen, gather up your defense forces to fight the incoming insects. Have them approach your base where you can melee block them while evacuating other colonists so the insects don't go for them first. Nearby pets or other tamed animals will also be attacked; you can either evacuate them beforehand to reduce losses and ensure a successful melee blocking attack, or use them as bait to grab the insects' attention while your colonists lay fire on them.&lt;br /&gt;
&lt;br /&gt;
Note that if you have a deep drill near the walls of a room it is possible for the insects to spawn outside the room.&lt;br /&gt;
&lt;br /&gt;
= Prison breaks =&lt;br /&gt;
If you have prisoners (or potential colonists or hats) on hand, always expect them to break out any time. This is more so if you have many of them, each one ready to incite a riot whenever the guards aren't looking.&lt;br /&gt;
&lt;br /&gt;
Escaping prisoners can open any colony door, and will snatch weapons whenever they see one.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
You should [[#body block|body block the prisoners]] with armored wardens carrying blunt weapons, or melee attacks with guns. They will fight and down the prisoners while blocking their exit, buying time for reinforcements.&lt;br /&gt;
&lt;br /&gt;
Against already injured yet unarmed prisoners, send 1 brawler per prisoner to minimize the risk of beating them to death. &amp;lt;br&amp;gt;&lt;br /&gt;
For those at full health, 2 unarmed wardens or 1 skilled one can tackle a full-health unarmed prisoner without the wardens being downed in most cases. &lt;br /&gt;
&lt;br /&gt;
Ranged wardens should attack when the prisoners are blocked by melee wardens so they can attack from a distance without much danger, and their weapons won't land in the enemy hands so easily. Don't fire too much at them as you risk permanent damage as well as accidentally killing the prisoner.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
You goal here isn't to kill the prisoners, it's to down them so you can recapture them.&lt;br /&gt;
&lt;br /&gt;
*Blunt melee weapons such as the [[mace]] is a good choice for wardens to down escapees. The wounds don't bleed (unless you crush an internal organ or destroy a part entirely), nor will they be infected, giving them higher survival chances overall.&lt;br /&gt;
*At a distance, use low-moderate DPS weapons that won't deal too much damage to the prisoners, or to your people when the prisoners pick them up.&lt;br /&gt;
*Don't use high damage per hit weapons such as [[sniper rifle]]s or [[longsword]]s, as you risk instantly killing them or destroying an important part.&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
&lt;br /&gt;
Mini-turrets can be used as a form of distraction and supplementary firepower against prison breaks. Station them outside the prison doors, and they will fire on the escapees. They deliver decent firepower at short ranges, and leave no usable weapons on destruction. Prisoners also tend to stop to fight the turrets, giving wardens time to reach them.&lt;br /&gt;
&lt;br /&gt;
1-3 are enough for most prisons. Don't put too many otherwise they may kill the prisoners before you can intervene.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=182459</id>
		<title>Beam repeater</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=182459"/>
		<updated>2026-07-31T04:57:29Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Comparison to charge rifles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{For|the [[Unique weapons|unique variant]] of this weapon|Unique beam repeater}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Beam repeater&lt;br /&gt;
| image = BeamRepeater.png&lt;br /&gt;
| description = An ultratech weapon that emits gamma ray laser bursts in a rapid sequence. The tight gamma beams can pierce shields.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| damage = 5&lt;br /&gt;
| damage type = Beam&lt;br /&gt;
| armorPenetration = 50&lt;br /&gt;
| range = 21.9&lt;br /&gt;
| accuracyTouch = 65&lt;br /&gt;
| accuracyShort = 72&lt;br /&gt;
| accuracyMedium = 65&lt;br /&gt;
| accuracyLong = 60&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 30&lt;br /&gt;
| burstTicks = 10	&lt;br /&gt;
| warmup = 240&lt;br /&gt;
| cooldown = 180&lt;br /&gt;
| velocity = 70&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Beam weapons&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| marketvalue = 1235&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 11.7&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, GunHeavy, UltratechGun, WeaponBeamRepeater&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
The '''beam repeater''' is an ultratech [[weapon]] that fires 30-round bursts, the largest burst of all weapons. It has low damage per shot and a long warm-up and cooldown time, but has excellent armor penetration, slightly below-average range, and moderate accuracy.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Beam repeaters can also be generated as [[unique weapons]]. In addition, [[Empire#Cataphract|cataphract imperials]] {{RoyaltyIcon}} may appear wielding them.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Shield interactions mechanics, damage type mechanics, clarify beam graser mechanics are different and note how}}&lt;br /&gt;
* Deals Beam damage, which checks Heat armor.&lt;br /&gt;
* Ignores shields.&lt;br /&gt;
* Unlike the [[beam graser]], the beam repeater fires like a regular ranged weapon, and cannot be fired when wearing a [[shield belt]].&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|0.25}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The beam repeater has great single target {{DPS}} in theory, penetrates [[shield]]s, and its {{AP}} is enough to shred through the armor of just about any non-mechanoid enemy. For reference, regular beam repeaters almost completely pierce through normal [[marine armor]], and legendary beam repeaters almost completely pierce through excellent [[cataphract armor]]{{RoyaltyIcon}} - the best armor worn by raiders. However, it has a very long warm-up, burst, and cooldown time. If the intended target dies, the beam repeater immediately stops firing, resulting in wasted DPS. In addition, while mechs are not compltely immune to Beam damage, they have 200% Heat armor, making beam repeaters do only 18.75% of their listed DPS. For reference, against a [[centipede]], a legendary [[greatbow]] will have more DPS than a legendary beam repeater.&lt;br /&gt;
&lt;br /&gt;
The beam repeater is typically best aimed at whatever enemy has the largest HP pool or the best armor, as this minimizes the chance of wasted damage. Swarms of small manhunting animals such as squirrels, rats, or crows present perhaps the absolute worst use case for a beam repeater. This can be mitigated to an extent by aiming at at a target at the back of a group, allowing missed shots to hit other targets, increasing the time to kill the nominal target but ensuring more damage is done as a whole.&lt;br /&gt;
&lt;br /&gt;
Overall, the beam repeater is a relatively niche weapon, as it is clunky and slow, and the long burst times will result in wasted damage. Even if the DPS waste wasn't an issue, such as when fighting against large targets, it competes with the [[charge rifle]]. Charge rifles have a significantly higher max range, shorter firing times, and do not slow their wielder down.&lt;br /&gt;
&lt;br /&gt;
Beam repeaters can pierce through [[shield]]s. While their building damage penalty means they are poor at taking out [[mech low-shield]]s{{RoyaltyIcon}} and enemy [[low-shield pack]]s,{{RoyaltyIcon}} they can be combined with [[skipshield]]s{{RoyaltyIcon}} in order to fire at enemies without taking return fire.&lt;br /&gt;
&lt;br /&gt;
=== Comparisons ===&lt;br /&gt;
&lt;br /&gt;
==== Comparison to [[minigun]] ====&lt;br /&gt;
The beam repeater and minigun are similar as they fire massive bursts and have large warmups/cooldowns. The beam repeater has less range and takes more time to fire, but is much more accurate. Despite their similarities, due to the beam repeater's accuracy, they perform different roles. The beam repeater is better for single targets, while the minigun excels versus groups of targets.&lt;br /&gt;
&lt;br /&gt;
==== Comparison to [[charge rifle]]s ====&lt;br /&gt;
On paper, beam repeaters and [[charge rifle]]s have comparable raw {{DPS}}, with the beam repeater being even stronger in theory. Beam repeaters also perform better against groups of highly armored enemies, shielded enemies, or high HP targets. Note that charge rifles do have respectable {{AP}}, but a beam repeater will still be better at ignoring armor. For reference, a normal [[flak vest]] will reduce a legendary charge rifle's damage on torso hits by ~36% on average. Beam repeaters can also be stronger against clumped up enemies as missed shots can hit other nearby enemies.&lt;br /&gt;
&lt;br /&gt;
Still, charge rifles are more practical. A [[killbox]] would seemingly be a great place for a beam repeater, as a killbox would mitigate many of the repeater's disadvantages (low range, movement speed debuff). However, charge rifles would perform better in that setting - a well-designed killbox should restrict enemies to coming in one at a time, and with enough colonists raiders should die immediately before a beam repeater would even have a chance to warmup. Charge rifles also perform better out in the open and/or when being mobile, due to their higher range and lack of a move speed penalty. This is before considering that beam repeaters are terrible against mechs, which become increasingly more common in the late game.&lt;br /&gt;
&lt;br /&gt;
Thus, beam repeaters are primarily restricted to fighting large organic targets like [[hive queen]]s or being used with [[skipshield]]{{RoyaltyIcon}} to get free attacks in. Heavily armored humans and [[shield belt]]s are not very common, enemy [[low-shield pack]]s{{RoyaltyIcon}} are usually very easy to mitigate by retreating, and high HP enemies are generally [[animal]]s which can be handled by [[melee block]]ing even with a worse-performing charge rifle.&lt;br /&gt;
&lt;br /&gt;
==== Comparison to industrial weapons ====&lt;br /&gt;
[[Assault rifle]]s are essentially worse charge rifles with 3 tiles more range. Thus, the comparison is similar: assault rifles are better in a lot of general cases to their flexibility. Also, they are much cheaper and are unlocked earlier.&lt;br /&gt;
&lt;br /&gt;
[[Heavy SMG]]s deal similar damage at the close range band. Heavy SMGs are more accurate and have a shorter warmup, and are also more accessible. By the time beam repeaters are craftable, heavy SMGs are usually reserved by low skill pawns for impromptu self defense and drafting, such as against mad animals, center [[drop pod]] raids, and  [[sightstealer]]s.{{AnomalyIcon}} In this role, the heavy SMG is more likely to get a volley off before the enemy closes to melee, which makes it superior in the aforementioend cases.&lt;br /&gt;
&lt;br /&gt;
The [[chain shotgun]] has superior pre-armor DPS at all ranges it can shoot at. Specifically, it beats the beam repeater until ~49% armor at masterwork, and ~61% armor at legendary. This means that [[flak vest]]+ drop pod raiders will be better handled by repeaters with micro management used to avoid overkill. Without carefully controlled fire to avoid massively overkilling single pawns, chain shotguns are more effective. Chain shotguns are also better at clearing out insect hives, as all bugs other than the low hp [[megascarab]] have low sharp armor. While beam repeaters are more effective at 20 tiles, it doesn't make much sense to bring a chain shotgun to a medium ranged encounter.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Beam weapons were creating VFX in the wrong location (only affects mods).&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Spacer Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=182458</id>
		<title>Beam repeater</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=182458"/>
		<updated>2026-07-31T04:57:08Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Comparison to charge rifles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{For|the [[Unique weapons|unique variant]] of this weapon|Unique beam repeater}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Beam repeater&lt;br /&gt;
| image = BeamRepeater.png&lt;br /&gt;
| description = An ultratech weapon that emits gamma ray laser bursts in a rapid sequence. The tight gamma beams can pierce shields.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| damage = 5&lt;br /&gt;
| damage type = Beam&lt;br /&gt;
| armorPenetration = 50&lt;br /&gt;
| range = 21.9&lt;br /&gt;
| accuracyTouch = 65&lt;br /&gt;
| accuracyShort = 72&lt;br /&gt;
| accuracyMedium = 65&lt;br /&gt;
| accuracyLong = 60&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 30&lt;br /&gt;
| burstTicks = 10	&lt;br /&gt;
| warmup = 240&lt;br /&gt;
| cooldown = 180&lt;br /&gt;
| velocity = 70&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Beam weapons&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| marketvalue = 1235&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 11.7&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, GunHeavy, UltratechGun, WeaponBeamRepeater&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
The '''beam repeater''' is an ultratech [[weapon]] that fires 30-round bursts, the largest burst of all weapons. It has low damage per shot and a long warm-up and cooldown time, but has excellent armor penetration, slightly below-average range, and moderate accuracy.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Beam repeaters can also be generated as [[unique weapons]]. In addition, [[Empire#Cataphract|cataphract imperials]] {{RoyaltyIcon}} may appear wielding them.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Shield interactions mechanics, damage type mechanics, clarify beam graser mechanics are different and note how}}&lt;br /&gt;
* Deals Beam damage, which checks Heat armor.&lt;br /&gt;
* Ignores shields.&lt;br /&gt;
* Unlike the [[beam graser]], the beam repeater fires like a regular ranged weapon, and cannot be fired when wearing a [[shield belt]].&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|0.25}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The beam repeater has great single target {{DPS}} in theory, penetrates [[shield]]s, and its {{AP}} is enough to shred through the armor of just about any non-mechanoid enemy. For reference, regular beam repeaters almost completely pierce through normal [[marine armor]], and legendary beam repeaters almost completely pierce through excellent [[cataphract armor]]{{RoyaltyIcon}} - the best armor worn by raiders. However, it has a very long warm-up, burst, and cooldown time. If the intended target dies, the beam repeater immediately stops firing, resulting in wasted DPS. In addition, while mechs are not compltely immune to Beam damage, they have 200% Heat armor, making beam repeaters do only 18.75% of their listed DPS. For reference, against a [[centipede]], a legendary [[greatbow]] will have more DPS than a legendary beam repeater.&lt;br /&gt;
&lt;br /&gt;
The beam repeater is typically best aimed at whatever enemy has the largest HP pool or the best armor, as this minimizes the chance of wasted damage. Swarms of small manhunting animals such as squirrels, rats, or crows present perhaps the absolute worst use case for a beam repeater. This can be mitigated to an extent by aiming at at a target at the back of a group, allowing missed shots to hit other targets, increasing the time to kill the nominal target but ensuring more damage is done as a whole.&lt;br /&gt;
&lt;br /&gt;
Overall, the beam repeater is a relatively niche weapon, as it is clunky and slow, and the long burst times will result in wasted damage. Even if the DPS waste wasn't an issue, such as when fighting against large targets, it competes with the [[charge rifle]]. Charge rifles have a significantly higher max range, shorter firing times, and do not slow their wielder down.&lt;br /&gt;
&lt;br /&gt;
Beam repeaters can pierce through [[shield]]s. While their building damage penalty means they are poor at taking out [[mech low-shield]]s{{RoyaltyIcon}} and enemy [[low-shield pack]]s,{{RoyaltyIcon}} they can be combined with [[skipshield]]s{{RoyaltyIcon}} in order to fire at enemies without taking return fire.&lt;br /&gt;
&lt;br /&gt;
=== Comparisons ===&lt;br /&gt;
&lt;br /&gt;
==== Comparison to [[minigun]] ====&lt;br /&gt;
The beam repeater and minigun are similar as they fire massive bursts and have large warmups/cooldowns. The beam repeater has less range and takes more time to fire, but is much more accurate. Despite their similarities, due to the beam repeater's accuracy, they perform different roles. The beam repeater is better for single targets, while the minigun excels versus groups of targets.&lt;br /&gt;
&lt;br /&gt;
==== Comparison to [[charge rifle]]s ====&lt;br /&gt;
On paper, beam repeaters and [[charge rifle]]s have comparable raw {{DPS}}, with the beam repeater being even stronger in theory. Beam repeaters also perform better against groups of highly armored enemeis, shielded enemies, or high HP targets. Note that charge rifles do have respectable {{AP}}, but a beam repeater will still be better at ignoring armor. For reference, a normal [[flak vest]] will reduce a legendary charge rifle's damage on torso hits by ~36% on average. Beam repeaters can also be stronger against clumped up enemies as missed shots can hit other nearby enemies.&lt;br /&gt;
&lt;br /&gt;
Still, charge rifles are more practical. A [[killbox]] would seemingly be a great place for a beam repeater, as a killbox would mitigate many of the repeater's disadvantages (low range, movement speed debuff). However, charge rifles would perform better in that setting - a well-designed killbox should restrict enemies to coming in one at a time, and with enough colonists raiders should die immediately before a beam repeater would even have a chance to warmup. Charge rifles also perform better out in the open and/or when being mobile, due to their higher range and lack of a move speed penalty. This is before considering that beam repeaters are terrible against mechs, which become increasingly more common in the late game.&lt;br /&gt;
&lt;br /&gt;
Thus, beam repeaters are primarily restricted to fighting large organic targets like [[hive queen]]s or being used with [[skipshield]]{{RoyaltyIcon}} to get free attacks in. Heavily armored humans and [[shield belt]]s are not very common, enemy [[low-shield pack]]s{{RoyaltyIcon}} are usually very easy to mitigate by retreating, and high HP enemies are generally [[animal]]s which can be handled by [[melee block]]ing even with a worse-performing charge rifle.&lt;br /&gt;
&lt;br /&gt;
==== Comparison to industrial weapons ====&lt;br /&gt;
[[Assault rifle]]s are essentially worse charge rifles with 3 tiles more range. Thus, the comparison is similar: assault rifles are better in a lot of general cases to their flexibility. Also, they are much cheaper and are unlocked earlier.&lt;br /&gt;
&lt;br /&gt;
[[Heavy SMG]]s deal similar damage at the close range band. Heavy SMGs are more accurate and have a shorter warmup, and are also more accessible. By the time beam repeaters are craftable, heavy SMGs are usually reserved by low skill pawns for impromptu self defense and drafting, such as against mad animals, center [[drop pod]] raids, and  [[sightstealer]]s.{{AnomalyIcon}} In this role, the heavy SMG is more likely to get a volley off before the enemy closes to melee, which makes it superior in the aforementioend cases.&lt;br /&gt;
&lt;br /&gt;
The [[chain shotgun]] has superior pre-armor DPS at all ranges it can shoot at. Specifically, it beats the beam repeater until ~49% armor at masterwork, and ~61% armor at legendary. This means that [[flak vest]]+ drop pod raiders will be better handled by repeaters with micro management used to avoid overkill. Without carefully controlled fire to avoid massively overkilling single pawns, chain shotguns are more effective. Chain shotguns are also better at clearing out insect hives, as all bugs other than the low hp [[megascarab]] have low sharp armor. While beam repeaters are more effective at 20 tiles, it doesn't make much sense to bring a chain shotgun to a medium ranged encounter.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Beam weapons were creating VFX in the wrong location (only affects mods).&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Spacer Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cerebrex_node&amp;diff=182457</id>
		<title>Cerebrex node</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cerebrex_node&amp;diff=182457"/>
		<updated>2026-07-31T04:54:18Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Comparison to destroying the core */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Cerebrex node&lt;br /&gt;
| image = Cerebrex node.png&lt;br /&gt;
| description = An interlink node scavenged from the cerebrex core of a mechhive. It can be used to summon mechanoids or mechanoid transport pods from the planet-wide mechanoid satellite network.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| smeltable = False&lt;br /&gt;
| market value = 5000&lt;br /&gt;
| mass base = 5&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| tradeTags = Clothing&lt;br /&gt;
| defaultOutfitTags = &lt;br /&gt;
| destroyable = False&lt;br /&gt;
| defName = Apparel_CerebrexNode&lt;br /&gt;
| page verified for version = 1.6.4518&lt;br /&gt;
}}&lt;br /&gt;
The '''cerebrex node''' is a [[utility]] item added by the [[Odyssey DLC]] that acquired by choosing &amp;quot;scavenge technology&amp;quot; during the [[Endings#The Mechhive|Odyssey ending]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Quote|''The scavenged node from the cerebrex core lies nearby. It responds strongly to the core, clearly still linked to it.&amp;lt;Br&amp;gt;Equip the node to a colonist to make use of it.''|Letter upon scavenging the node}}&lt;br /&gt;
The cerebrex node will drop next to the [[cerebrex core]] after inspecting it and choosing &amp;quot;scavenge technology&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When worn, it gives a [[mechanitor]]{{BiotechIcon}} wearing it {{+|15}} [[Mech Bandwidth]] and {{+|12%}} [[Mech Work Speed Offset]]. It has no [[quality]].&lt;br /&gt;
&lt;br /&gt;
Once the wearer is [[draft]]ed, three abilities are available, all with {{Ticks|30}} of warm up time. The wearer does not need to be a [[mechanitor]]{{BiotechIcon}} to use these abilities.&lt;br /&gt;
* '''Call drop pods''' can spawn 2 to 3 mechanoid [[drop pod]]s, each can hold up to 150 kg and can be launched up to 66 tiles, on a {{Ticks|180000}} cooldown. The drop pods can land anywhere on the map within line of sight of the caster.&lt;br /&gt;
* '''Call mechanoids''' can spawn 750 to 1250 [[raid points]] of hostile mechanoids, on a {{Ticks|7500}} cooldown. There is no maximum range, call mechanoids can fire anywhere within line of sight of the caster. &lt;br /&gt;
* '''Deactivate mechanoid''' can permanently disable a hostile mechanoid within 29.9 tiles, on a {{Ticks|7500}} cooldown. Note that this ability will not actually kill the mechanoid but instead put it to sleep permanently. This means that mechs &amp;quot;killed&amp;quot; by this ability will need to be finished off lying on the ground. Also aprocritons will not release an EMP blast upon being killed by this ability. They will still release an EMP blast upon being finished off on the ground.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;64px&amp;quot; heights=&amp;quot;64px&amp;quot;&amp;gt;&lt;br /&gt;
CallDropPods.png|Call drop pods&lt;br /&gt;
CallMechanoids.png|Call mechanoids&lt;br /&gt;
DeactivateMechanoid.png|Deactivate mechanoid&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cerebrex node is indestructible, including by [[collapsed rocks]]. However the cerebrex node can be lost if it is on a pawn or in a container and the containing thing is destroyed, by being thrown out of the map or from a [[caravan]] wipe.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Specific tips/use cases of each ability, if any}}&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
[[Mechanitor]]s{{BiotechIcon}} should be the first priority to wear this item, as it strictly outclasses the [[bandwidth pack]]. Otherwise, [[trigger-happy]] and/or [[shooting specialist]]{{IdeologyIcon}} pawns have a slight advantage due to having shorter warmup times, but the node's warmups are low anyways, meaning these pawns will likely be better off wearing another item with a longer warmup.&lt;br /&gt;
&lt;br /&gt;
=== Comparison to destroying the core ===&lt;br /&gt;
If there is no [[mechanitor]],{{BiotechIcon}} destroying the [[cerebrex core]] is predominantly the stronger/more impactful option, as two of three of its abilities are largely redundant. &lt;br /&gt;
* Drop pods can be replaced by [[passenger shuttle]]s, which should be affordable to build and fuel by the time the node is obtainable. Drop pods are free and can be used for an emergency escape, but for general travel, shuttles are better due to their shorter cooldown.&lt;br /&gt;
* Deactivating mechanoids is redundant since destroying the core stops all mechs. &lt;br /&gt;
* This leaves call mechs as the most useful and hardest to replicate ability. The mechs are unlikely to end raids on their own, but can be valuable distractions, e.g., for luring out [[doomsday rocket launcher]]s. The [[empire]]'s military [[permit]]s{{RoyaltyIcon}} can perform a similar role, although have a much longer cooldown. Calling aid via [[comms console]] is within the same ballpark, but their location cannot be chosen, and doing this requires access to a comms console (which may not be the case in a [[solar flare]] or outside your base).&lt;br /&gt;
&lt;br /&gt;
For mechanitors,{{BiotechIcon}} the benefit is twofold: the cerebrex node itself provides buffs to bandwidth and workspeed, and not destroying the core means that mech bosses can still be summoned at will for their chips. The buffs, while large and not directly replaceable, can eventually be replicated by lategame colonies: the workspeed buff is unique but more mechs result in faster work, whilst bandwidth can be increased through a [[bandwidth pack]] and [[band node]]s. The chips are harder to obtain after destroying the core, although the bosses can still appear through [[quest]]s, and the chips can be farmed before destroying the core.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, destroying the core disables all mech enemies, including [[crashed ship part]]s and [[mech cluster]]s.{{RoyaltyIcon}} Weapons and strategies that are ineffective against mechs, e.g., [[beam repeater]]s and burn tunnels, become significantly more powerful. [[EMP]] is no longer relevant outside of [[turret]]s and [[low-shield pack]]s,{{RoyaltyIcon}} meaning any implants with EMP vulnerability ([[pilot assistant]], [[circadian assistant]],{{RoyaltyIcon}} etc.) are safer to use. A permanent [[orbit]] base becomes a lot safer as the only enemies that can now spawn there are [[salvagers]], who largely wear [[vacsuit]]s and are thus slow.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Typo in cerebrex node description. Description changed from ''{{Hover title|An interlink node scavenged technology from the cerebrex core of a mechhive. It can be used to summon mechanoids or mechanoid transport pods from the planet-wide mechanoid satellite network.|&amp;quot;[...] scavenged technology from [...]&amp;quot;}}'' changed to ''{{Hover title|An interlink node scavenged from the cerebrex core of a mechhive. It can be used to summon mechanoids or mechanoid transport pods from the planet-wide mechanoid satellite network.|&amp;quot;[...] scavenged from [...]&amp;quot;}}''.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category: Utility]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=182394</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=182394"/>
		<updated>2026-07-30T15:57:56Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
| description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = 275&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = strict carnivorous&lt;br /&gt;
| leathername = Human leather&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = No&lt;br /&gt;
| psychic sensititvity = 0&lt;br /&gt;
| pain factor = 0&lt;br /&gt;
| max nutrition = 2&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Ghoul infusion&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 35&lt;br /&gt;
| anomaly knowledge = 1.5 &amp;lt;!-- 1 from human + 0.5 offset --&amp;gt;&lt;br /&gt;
| knowledge category = Basic&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 120&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 90&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 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;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
'''Ghouls''' are [[human]]s that have been warped into powerful, twisted combat [[entities]] with very few needs. Ghouls can appear as enemy units or be created by the player as part of the colony. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ghouls can appear in games with the AI storyteller's [[AI Storytellers#Monolith setting|monolith setting]] set to either &amp;quot;Standard with Monolith&amp;quot; and the &amp;quot;Ambient Horror&amp;quot; enabled. &amp;quot;The Anomaly&amp;quot; starting [[Scenario_system#Default_Scenarios|scenario]] begins the player with one friendly player-controlled ghoul.&lt;br /&gt;
&lt;br /&gt;
Wild ghouls can be encountered as a [[Entities#Basic|basic entity]] at [[monolith]] level 1 or higher or if ambient horror is enabled. Any ghoul encountered in the wild will be permanently hostile to the player. These ghouls can be captured for study or to extract [[bioferrite]] from, like any other entity. Capturing a wild ghoul alive can be difficult, as they cannot be downed by [[pain]] and psychic weaponry is ineffective.&lt;br /&gt;
&lt;br /&gt;
Once a ghoul has been encountered, the [[Ghoul infusion (research)|ghoul infusion]] research project becomes available. After completing the research, the player can schedule the ghoul infusion operation on any colonist, [[prisoner]], or [[slave]]{{IdeologyIcon}} for {{Icon Small|Bioferrite||30}} [[bioferrite]] and {{Icon Small|Shard||1}} [[shard]], permanently turning that pawn into a ghoul. Regardless of whether the pawn was a member of your colony, they will be under the player's control once the operation is completed - there is no need to recruit them beforehand.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is a colonist that is limited to only melee combat. They cannot wield [[weapons]] or [[apparel]], do any work, take [[drugs]] or use any special abilities they would have in life. Ghouls can be restricted to [[zones]] and [[drafted]] like normal colonists. In combat, they can be directly commanded to melee attack or use the ability provided by ghoul-specific body parts. Ghouls will fight adjacent [[fire]]s, but do not seek out fires to extinguish. All ghouls are [[incapable|capable]] of violence no matter their [[backstories]], [[traits]], or [[genes]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Properties ===&lt;br /&gt;
Ghouls do not age at all, even if not yet at maturity. Note that this means that ghouls created from younger pawns will never have the full [[body size]] and body part health of an adult. They retain most properties they had in life:&lt;br /&gt;
* [[Melee]] and [[Shooting]] skills (even though ghouls can't shoot) and passions are retained. Other skills and passions are disabled.&lt;br /&gt;
* [[Traits]] and [[backstories]] are retained, which can cause a ghoul to be incapable of firefighting.&lt;br /&gt;
* Some hediffs are retained, including [[void touched]]. [[Luciferium]] need and the luciferium hediffs are ''not'' retained. {{Check Tag|Check|What is the full list of hediffs that are retained and aren't?}}&lt;br /&gt;
* Body types and non-cosmetic [[genes]]{{BiotechIcon}} are retained. After converted, they can still undergo gene extraction or be implanted with new [[xenogerm]]{{BiotechIcon}}.&lt;br /&gt;
* The natural attacks of a human are retained, but ghouls also gain a left and right claw attack and an additional bite attack.&lt;br /&gt;
&lt;br /&gt;
Ghouls have 100% [[vacuum resistance]],{{OdysseyIcon}} meaning they can survive in space.&lt;br /&gt;
&lt;br /&gt;
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are &amp;quot;Ghoul&amp;quot; and &amp;quot;Regeneration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{Temperature|40||delta}}}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{Temperature|40||delta}}}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration:'''&lt;br /&gt;
* Regenerate 100 HP/day&lt;br /&gt;
&lt;br /&gt;
Separate from these hediffs, ghouls also don't bleed when injured. The regeneration hediff will heal any wound, including missing limbs or scars that the ghoul has, at a rate of 0.1 HP/{{Ticks|60}}. Ghoul regeneration heals wounds in the order they were received, one wound at a time, until that wound is fully healed. The one exception is fully missing body parts: these will be converted into a generic &amp;quot;wound&amp;quot; and healed after all other injuries. Regeneration prevents wounds from scarring, even eye and brain injuries that would otherwise always scar, but does not prevent or cure [[trauma savant]]. Note that if the ghoul regeneration has already began to heal the missing body part when another injury is dealt, it will not switch targets; it will continue to heal the missing limb once it has begun.&lt;br /&gt;
&lt;br /&gt;
Ghoul regeneration is separate from a pawn's normal [[Injury#Healing Rate|healing rate]]. The ghoul continues to heal the same as a regular pawn, separate from ghoul regeneration. As with normal human pawns, a ghoul's ''natural'' healing is affected by [[genes]],{{BiotechIcon}} [[healing enhancer]]s,{{RoyaltyIcon}} and [[juggernaut serum]].{{AnomalyIcon}} Ghoul regeneration is ''not'' affected by these factors. See [[Injury#Healing|healing]] for more information on healing mechanics for all pawns.&lt;br /&gt;
&lt;br /&gt;
A ghoul won't get sick like a regular pawn from [[infection]] or other diseases. They are immune to rotstink gas, but not tox gas or toxic buildup. &lt;br /&gt;
&lt;br /&gt;
=== Needs ===&lt;br /&gt;
Ghouls can only eat raw [[meat]] and fresh [[corpse]]s. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed will eventually{{Check Tag|When?}} go berserk, betraying the colony and never becoming friendly again. Once their food need reaches 0, a hidden meat hunger hediff will be applied and worsen over roughly 24 hours. The more extreme this hediff is, the more likely the ghoul will betray.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
Beyond food, ghouls have no other needs, [[mood]], or relationships. Any needs created by genes or addiction will be disabled. They can't have [[mental break]]s and won't be counted as a colonist for things like pawn death, the [[recluse]] trait,{{BiotechIcon}} or [[diversity of thought]] precepts.{{IdeologyIcon}} They also can't be part of any kind ritual. Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul. However, they will experience {{Thought|value=-6|label=&amp;lt;Name&amp;gt; became a ghoul|desc=That vacant look... Are they even in there anymore?|duration=20}} if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail needed|Minimum exact causes and stacking}}&lt;br /&gt;
&lt;br /&gt;
Captured ghouls do not require food.&lt;br /&gt;
&lt;br /&gt;
=== Ghoul-specific upgrades ===&lt;br /&gt;
Ghouls can have all types of normal human body parts installed. However, there are also some ghoul-specific upgrades available by researching [[Research#Ghoul_enhancements|ghoul enhancements]] in the Anomaly tech tree:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]]: Passively increases hunger and grants an ability to gain a burst of {{Good|x0.7}} attack cooldown and {{Good|+4.00}} movement speed for 15 seconds. The cooldown is 29.17 seconds.&lt;br /&gt;
* [[Corrosive heart]]: Allows the ghoul to spew acid on a 2 hour cooldown, but only has 85% part efficiency.&lt;br /&gt;
* [[Ghoul barbs]]: Increases melee damage by {{Good|x150%}} at the cost of {{Bad|-0.25}} speed.&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] {{Good|x0.5}} at the cost of {{Bad|-0.75}} speed. &lt;br /&gt;
* [[Metalblood heart]]: On a 6 hour cooldown, gain the [[Hediffs#Metalblood|metalblood hediff]] for 40 seconds, which gives {{Good|x50%}} damage resistance and {{Bad|x400%}} fire and burn vulnerability. This is the same hediff as that from the [[metalblood serum]] and does not stack.&lt;br /&gt;
* [[Blood warmer]]: A kidney replacement that actively heats the ghoul's blood. Each installed, up to a maximum of 2, lowers Minimum Comfortable Temperature by {{Good|{{Temperature|-26||delta}} }}, allowing for a cumulative lower Minimum Comfortable Temperature bonus of {{Good|{{Temperature|-52||delta}} }}.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be administered [[serums]] including their exclusive [[ghoul resurrection serum]], but not drugs. They aren't affected by any mood effect from a serum.&lt;br /&gt;
&lt;br /&gt;
===Raid points===&lt;br /&gt;
{{Main|Raid points#Pawn points}}&lt;br /&gt;
&lt;br /&gt;
Ghouls are worth less [[raid points]] than regular colonists and most [[friendly mechanoids|combat mechanoids]]{{BiotechIcon}}. Like mechs, each friendly ghoul adds between 20% and 40% of their combat power in raid points (combat power is is set to 90 for ghouls, so 18-36 points), depending on [[wealth]], which is then adjusted by threat scale and other factors as normal. The value of the ghoul itself and its implants will also contribute to colony wealth, although ghouls and ghoul-specific implants are worth little.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Rewrite|section=1|reason=[[Flesh tentacle]] strat should be represented in tables, not just wooden hand}}&lt;br /&gt;
&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers:&lt;br /&gt;
* With melee upgrades of [[ghoul barbs]], [[power claw]]s, [[juggernaut serum]], and the [[strong melee damage]] [[gene]],{{BiotechIcon}} their attacks will destroy any body part of any human they hit (no matter the armor), frequently one-hit killing enemies in [[cataphract armor]].&lt;br /&gt;
* Due to their regeneration and the affordability of [[ghoul resurrection serum]], it's safe to use ghouls as tanks and meatshields, as limb loss is meaningless, and death has little consequence so long as the corpse is intact.&lt;br /&gt;
* Ghouls don't bleed, feel pain, have [[mental break]]s, or sleep, making them more effective and reliable in combat. For example, ghouls make excellent bait for [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
While an individual ghoul cannot match up to the absolute best melee colonists with [[cataphract armor]],{{RoyaltyIcon}} high [[quality]] [[persona weapon]]s,{{RoyaltyIcon}} and special abilities from [[utility]] items / [[psycast]]s{{RoyaltyIcon}} / [[gene]]s,{{BiotechIcon}} ghouls are incredibly cost effective. They are cheap to obtain, maintain, and worth remarkably little [[wealth]] and [[raid point]]s. They can outright beat regular melee colonists during the early- and mid-game, and even in the late-game they are fairly competitive.&lt;br /&gt;
&lt;br /&gt;
The main difficulty of keeping ghouls around is that they can only eat raw [[meat]] and fresh [[corpse]]s, although their hunger rate can be reduced by [[nuclear stomach]]s{{RoyaltyIcon}} and through [[gene]]s.{{BiotechIcon}} Even without those factors, [[raid]]s are a consistent source of free meat. Rotten corpses can be converted into [[twisted meat]] through [[harbinger tree]]s, and a [[fleshmass nucleus]] is a constant source of meat once obtained.&lt;br /&gt;
&lt;br /&gt;
Ghouls won't do most work, but can do a few tasks if manually [[draft]]ed: they can hunt animals by melee attacking them (but will not carry the corpses back), and they can extinguish [[fire]]s. Also, in the [[Scenario_system#The Anomaly|Anomaly starting scenario]], the ghoul allows you to skip early defenses, indirectly reducing amount of work that needs to be done.&lt;br /&gt;
&lt;br /&gt;
Ghouls can benefit from the [[frenzy inducer]] and the [[Pollution stimulus (gene)|pollution stimulus]] gene.{{BiotechIcon}} You can build a room with pollution and a frenzy inducer for your ghouls to take advantage of their effects. Additionally, this can double as a freezer for your [[twisted meat]], a containment cell for the [[fleshmass nucleus]], and a frostbite chamber for [[toughspike]]s.&lt;br /&gt;
&lt;br /&gt;
=== Ghoul choice ===&lt;br /&gt;
Ghoulification is a great way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and remove detrimental health conditions. Because ghouls are cheap and disposable, converting pawns indiscriminately can be a viable option in the midgame onwards.&lt;br /&gt;
&lt;br /&gt;
The best base pawns to turn into ghouls are ones with positive combat [[trait]]s, such as [[tough]], [[jogger]], [[brawler]], and [[nimble]]. Passion and skill in melee helps, too. Ghouls made from [[body mastery]] [[creepjoiner]]s don't need to eat at all, but this significantly reduces the trait options, and food is an almost negligible cost in the mid- and late-game.&lt;br /&gt;
&lt;br /&gt;
If Biotech is installed, [[xenotype]]s{{BiotechIcon}} are important to consider before [[genetics|gene modding]] is readily available. While it is always possible to implant genes with a [[xenogerm]] later, a ghoul with a good melee xenotype will be stronger in the early game before then. [[Yttakin]] are the best base xenotype, starting with [[Robust]] and [[Strong melee damage]], as well as [[Naked speed]], which is a pure buff for ghouls. The other strong melee damage xenotypes can be good options, too.&lt;br /&gt;
=== Organ Harvesting ===&lt;br /&gt;
Non-critical organs can be harvested from a subject before a ghoul infusion is used on them, which will then regrow after they are turned into a ghoul.&lt;br /&gt;
&lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
Hunger is the primary cost of ghouls, as they cannot eat anything but raw meat and corpses, thus preventing the use of [[crop]]s for stable food or [[meal]]s to get the most out of food. However, certain upgrades can be used to reduce the food cost, which have no downsides for ghouls:&lt;br /&gt;
* The [[nuclear stomach]]:{{RoyaltyIcon}} An [[artificial body part]] which multiplies [[hunger rate]] by {{Good|x25%}}. Note that [[cancer]], the primary downside of the nuclear stomach, is not a concern for ghouls.&lt;br /&gt;
* The [[robust digestion]] gene:{{BiotechIcon}} A gene that multiplies the nutrition gained from raw meat, but not corpses, by {{Good|x1.8}}.&lt;br /&gt;
* A [[metabolic efficiency]] of 5+:{{BiotechIcon}} This multiplies [[hunger rate]] by {{Good|x50%}}.&lt;br /&gt;
&lt;br /&gt;
These stack to make for a ghoul that only requires as little as {{Icon Small|Meat||{{#expr: ({{Q|Ghoul|Real Hunger Rate}}*0.25&amp;lt;!--Nuclear stomach--&amp;gt;*0.5&amp;lt;!--Metabolic efficiency of 5+--&amp;gt;)/({{Q|Meat|Nutrition}}*1.8 &amp;lt;!--Robust digestion--&amp;gt;) round 2}}}} [[meat]] per day and significantly increases the time that can be safely spent between meals.&lt;br /&gt;
&lt;br /&gt;
Ideally, all corpses should be butchered by a competent cook for maximum nutrition, but preventing berserking is more important.&lt;br /&gt;
&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
Due to their massive improvement to resilience and damage, [[ghoul barbs]] and [[ghoul plating]] are essential upgrades for ghouls. For the heart upgrade, get the [[metalblood heart]] if you don't plan to produce [[metalblood serum]]s. But if you do, instead upgrade your ghoul with the [[adrenal heart]] to improve combat power or the [[corrosive heart]] for the painful [[acid spray]] attack.&lt;br /&gt;
&lt;br /&gt;
Ghouls can also make effective use of [[body part weapon]]s. As they cannot hold conventional weapons, implanted weaponry offers them a powerful upgrade, and in combination with [[ghoul barbs]] ghouls offer {{DPS}} comparable to high-tier melee options. The ghoul can then be enhanced similarly to other melee pawns, such as with [[juggernaut serum]] and the [[strong melee damage]] gene.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
====Weapon choice====&lt;br /&gt;
[[Power claw]]s offer the highest damage, albeit with a small [[Moving]] penalty per claw. Note that combining a power claw and [[flesh tentacle]] will result in the same base {{DPS}} as two power claws, due to how the melee verb system selects and disregards certain attacks. As the flesh tentacle doesn't penalize [[Moving]] and boosts [[melee hit chance]], this is the optimal choice. A similar effect can be obtained by replacing the other hand with a [[wooden hand]] instead of the tentacle; the wooden hand reduces Manipulation, but the overall {{DPS}} is still close to that of two claws. Other hand and arm replacements will not work.&lt;br /&gt;
&lt;br /&gt;
[[Flesh whip]]s come in a close second in term of {{DPS}} and do not have a Moving penalty. Flesh whips have a higher base {{AP}} than power claws, but its {{AP}} is not affected by the [[melee damage factor]] (MDF), so having a MDF of {{#expr: {{Q|Flesh whip|Attack 1 AP}}/{{Q|Power claw|Attack 1 AP}} * 100 round 0}}% or more will result in the power claw having more {{AP}}. Ghoul barbs and the strong melee damage gene{{BiotechIcon}} result in an MDF of 225%. Flesh whips can be combined with flesh tentacles or wooden hands in the same way as power claws.&lt;br /&gt;
&lt;br /&gt;
Ghouls may be targeted by the [[twisted obelisk]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ghoul melee damage at melee level 20 and no other hediff or gene&lt;br /&gt;
|-&lt;br /&gt;
! Upgrades !! Move Speed !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| None || 4.6 c/s || 3.29 || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 1 Power claw || 4.23 c/s || 8.28 || 28%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Flesh whips || 4.6 c/s || 9.22 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Power claw + Wooden hand || 4.23 c/s || 9.64 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Power claws || 3.86 c/s || 9.90 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 1 Power claw || 4.00 c/s || 12.42 || 41%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Flesh whips || 4.35 c/s || 13.84 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + Power claw + Wooden hand || 4.00 c/s || 14.45|| 49%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Power claws || 3.65 c/s || 14.85 || 49%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 1 Power claw || 4.46 c/s || 27.72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Flesh whips || 4.85 c/s || 31.13 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + Power claw + Wooden hand || 4.46 c/s || 32.52 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Power claws || 4.07 c/s || 33.52 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Genetics ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Ghouls primarily benefit from genes that improve their [[Incoming Damage Multiplier]], melee skill and damage, and movement speed. Having genes that improve their metabolic rate is also helpful. Ghouls will inherit genes from their underlying [[xenotype]]s, meaning that some make for better ghoul candidates than others. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Genes&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;&lt;br /&gt;
{{Center|Show/Hide Gene Analysis}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Genes&amp;quot;&amp;gt;&lt;br /&gt;
Below are ''all'' genes that have positive effects on ghouls. Other genes either have negative effects, no effects, or only positive in term of metabolic efficiency.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Good Genes&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Improves !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust]] || {{Good|x75%}} [[Incoming Damage Multiplier]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Reduces damage taken by ghouls, improving their capability to soak incoming damage for longer.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee damage]] || {{Good|x150%}} [[Melee Damage Factor]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increases damage dealt by ghouls&lt;br /&gt;
|-&lt;br /&gt;
| [[Naked speed]] || {{Good|+0.1}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Slight increase to movement speed while giving free metabolic efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Fast runner]] || {{Good|+0.2}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Double the movement speed bonus of Naked Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[Very fast runner]] ||{{Good|+0.4}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-5}} || Huge increase to movement speed, but very metabolically costly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee]] || [[Melee]] Skill {{Good|+4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Improves Melee skill which boosts melee hit chance and melee dodge chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Great melee]] || [[Melee]] Skill {{Good|+8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Larger Improvement to Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Unstoppable]] || [[Stagger Time Multiplier]] {{Good|x0%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Removes stagger from receiving damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire resistant]] || [[Flammability]] {{Good|x10%}}, [[Flame]] damage {{Good|x25%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Resist flame damage and avoid being set on fire&lt;br /&gt;
|-&lt;br /&gt;
| [[Partial antitoxic lungs]] || [[Toxic Environment Resistance]] {{Good|+50%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Resist toxic fallout and tox gas&lt;br /&gt;
|-&lt;br /&gt;
| [[Total antitoxic lungs]] || [[Toxic Environment Resistance]] {{Good|+100%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Immune to toxic fallout and tox gas&lt;br /&gt;
|-&lt;br /&gt;
| [[Cold tolerant]] || [[Minimum Comfortable Temperature]] {{Good|−10 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Resistance to hypothermia&lt;br /&gt;
|-&lt;br /&gt;
| [[Cold super-tolerant]] || [[Minimum Comfortable Temperature]] {{Good|−20 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Larger resistance to hypothermia&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat tolerant]] || [[Maximum Comfortable Temperature]] {{Good|+10 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Resistance to heatstroke&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat super-tolerant]] || [[Maximum Comfortable Temperature]] {{Good|+20 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Larger resistance to heatstroke&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust digestion]] || [[Raw Nutrition Multiplier]] {{Good|x180%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increase nutrition given by raw meat&lt;br /&gt;
|-&lt;br /&gt;
| [[Elongated fingers]] || [[Manipulation]] {{Good|x110%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation, which affects melee hit chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Smooth tail]] || [[Manipulation]] {{Good|+5%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation&lt;br /&gt;
|-&lt;br /&gt;
| [[Superfast wound healing]] || [[Injury Healing Factor]] {{Good|x400%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Quadruple the normal healing factor to roughly 25 HP/day&lt;br /&gt;
|-&lt;br /&gt;
| [[Pollution stimulus (gene)|Pollution stimulus]] || Up to [[consciousness]] {{Good|+5%}} and [[move speed]] {{Good|x120%}}  || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Speed boost when exposed to pollution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are many genes whose negative effects don't affect ghouls at all; thus they can be used to improve their metabolic efficiency. Some of the notable genes are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Free Metabolic Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Changes !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[Awful animals|Awful Skill]] || Skill {{Bad|-8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls only use Melee skill, any other skill can be ignored&lt;br /&gt;
|-&lt;br /&gt;
| [[Poor animals|Poor Skill]] || Skill {{Bad|-4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls only use Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Hyper-aggressive]] || Mental Breaks and Social Fights  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
| [[Aggressive]] || Mental Breaks and Social Fights || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
| [[Very sleepy]] || Sleep Fall Rate || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't need rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Sleepy]] || Sleep Fall Rate  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't need rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Very unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+5}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
| [[Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
| [[Deathrest]] || Need for deathrest || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need deathrest&lt;br /&gt;
|-&lt;br /&gt;
| [[Hemogen drain]] || {{Bad|−8}} Hemogen per day || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need hemogen&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrophobia]] || [[Mental_break#Fleeing_fire|Fleeing fire]] mental break  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have mental breaks&lt;br /&gt;
|-&lt;br /&gt;
| [[Kill thirst]] || Causes need to kill humanoids|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have needs beyond hunger&lt;br /&gt;
|-&lt;br /&gt;
| [[Extra pain]] || Increases pain|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't feel pain&lt;br /&gt;
|-&lt;br /&gt;
| [[Nearsighted]] || Decreases shooting accuracy|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls can't shoot&lt;br /&gt;
|-&lt;br /&gt;
| [[Weak immunity]] || More likely to die from diseases|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls are immune to diseases&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychically deaf]] || Psychic sensitivity {{Down|-100%}}|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls have no psychic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychically dull]] || Psychic sensitivity {{Down|-50%}}|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls have no psychic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Drugs|Drug dependency]] || Need for a specific drug|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} or {{Good|+4}} || Ghouls have no drug needs and can't take drugs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Archite genes ====&lt;br /&gt;
Archite genes are generally not worth adding to a ghoul xenogerm.&lt;br /&gt;
* [[Scarless]], [[Non-senescent]], [[Ageless]] and [[Perfect immunity]] are redundant in a ghoul. &lt;br /&gt;
* [[Gene implanter]] cannot be activated from ghouls. &lt;br /&gt;
* [[Deathless]] could be considered before having access to ghoul resurrection serums, but once the serums are available, their shorter coma period is preferable. &lt;br /&gt;
* [[Archite metabolism]] can be an option if not enough positive metabolism genes have been yet gathered, but maximum metabolism efficiency can be eventually achieved while using all the beneficial genes. &lt;br /&gt;
* The main draws of [[Breathless]]{{OdysseyIcon}} on ghouls are the bonus to minimum comfortable temperature and immunity to tox gas, as ghouls are already immune to vacuum exposure. However toxic buildup and gas immunity can also be achieved by a combination of [[Genes#Resistance and sensitivity|toxic resistance genes]] and [[detoxifier lung]]s. The temperature bonus could have an use when stacked will all other genes that improve cold resistance for ghouls in polar biomes or [[orbit]], but those require more metabolism points that could be spent on more impactful genes. For cold protection, blood warmers are cheaper and more accessible for a miniscule DPS penalty.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medical quirks ===&lt;br /&gt;
Because ghouls rapidly regenerate their organs, you can harvest their organs before turning them into a ghoul:&lt;br /&gt;
* Harvesting a spare [[lung]] and [[kidney]] is possible for normal pawns.&lt;br /&gt;
** You can harvest all six organs from a [[sanguophage]].&lt;br /&gt;
** If you have a [[detoxifier lung]] and [[detoxifier kidney|kidney]], you can install them to the pawn and harvest the second natural lung and kidney. After the ghoul has finished regenerating one of each organ, you can then safely remove the artificial organs.&lt;br /&gt;
** By spending a [[ghoul resurrection serum]] afterwards, you can also harvest the [[heart]] in the same manner as above.&lt;br /&gt;
* Ghouls can still have genes implanted or harvested.&lt;br /&gt;
&lt;br /&gt;
Becoming a ghoul does not remove [[hediffs#duplicate sickness|duplicate sickness]], [[paralytic abasia]], [[cirrhosis]] or [[lung rot]]. However, if you then kill the ghoul and revive them with a ghoul resurrection serum, it will remove the sickness but not the paralytic abasia or the cirrhosis. Lung rot can be &amp;quot;cured&amp;quot; by removing one lung at a time and letting them regenerate.&lt;br /&gt;
&lt;br /&gt;
=== The ideal ghoul ===&lt;br /&gt;
Here is a setup for an ideal ghoul. The following features are very hard to achieve, but once achieved, they can be duplicated using the [[Corrupted obelisk]] any number of times:&lt;br /&gt;
* [[Void touched]]: available during the [[Endings#The Void|Anomaly ending]], gives 100 hp/day regeneration on top of ghoul regeneration and natural generation.&lt;br /&gt;
* Level 20 melee skill: massively improves melee hit and dodge chance.&lt;br /&gt;
* All keystone and good genes listed above. Other metabolically-efficient genes should be included to bring the efficiency up to +5.&lt;br /&gt;
* [[Tough]] trait: [[Incoming Damage Multiplier]] x50%.&lt;br /&gt;
* [[Jogger]] trait: [[Move Speed]] +0.4.&lt;br /&gt;
* [[Nimble]] trait: [[Melee Dodge Chance]] +15. This gives a small increase in the final melee dodge chance.&lt;br /&gt;
* [[Trauma savant]]: arguably the hardest to achieve, while only giving a very small improvement for melee hit chance.&lt;br /&gt;
* [[Fleshmass lung]]: will give some tox resistance for the ghoul if you don't install detoxifier lungs for them.&lt;br /&gt;
* [[Flesh whip]]: will give some melee damage for the ghoul if you don't install a [[power claw]].&lt;br /&gt;
&lt;br /&gt;
Once you have a colonist or slave with these features, duplicate them using the [[corrupted obelisk]] and turn the duplicate into a ghoul, keeping the original. The ghouls can have these body parts installed to upgrade them further:&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] x50%, while [[Move Speed]] -0.7.&lt;br /&gt;
* [[Ghoul barbs]]: [[Melee Damage Factor]] x150%, while [[Move Speed]] -0.25.&lt;br /&gt;
* [[Adrenal heart]]: gives a massive buff for move speed and melee damage when used.&lt;br /&gt;
* [[Power claw]] + [[flesh tentacle]] (or [[wooden hand]]): greatly improves a ghoul's melee damage. This is optional if the ghoul already has 2 flesh whips.&lt;br /&gt;
* [[Detoxifier lung]]s: gives tox resistance and a slight boost for move speed.&lt;br /&gt;
* [[Nuclear stomach]]: Food Consumption x25%.&lt;br /&gt;
* [[Stoneskin gland]]: sharp armor +70%, blunt armor +30%, heat armor +50% while moving x85%. This will also be the final armor values of the ghoul.&lt;br /&gt;
* Regular [[juggernaut serum]] administering: [[Move speed]] +0.5, [[Melee Damage Factor]] x150%, [[Injury Healing Factor]] x200%.&lt;br /&gt;
* [[Metalblood serum]] administering: [[Incoming Damage Multiplier]] x50%, while flame and burn weakness x400%. The flame weakness is cancelled out by the fire resistant gene.&lt;br /&gt;
* [[Frenzy inducer]]'s field: +0.4 move speed.&lt;br /&gt;
* Pollution stimulus: x120% move speed.&lt;br /&gt;
* [[Healing enhancer]]: natural healing factor x150%.&lt;br /&gt;
* Bionic eyes and legs: improve melee hit and dodge change, and also move speed. These can also be skipped without reducing the power of the ghoul by much. Archotech eyes and legs could be used instead, but the sheer amount of punishment you will likely have your ghoul be taking means that they will break eventually. Giving them to a ranged pawn to help them better support the ghoul is a better use of resources. &lt;br /&gt;
&lt;br /&gt;
Note that power claws, bionic eyes, and bionic legs may be destroyed in combat if they take too much damage, so be ready to replace them if you decide to give them to the ghoul. Other body parts are less likely to be lost as the ghoul are more likely to be downed or die before that. Overall, the ghoul would have these stats:&lt;br /&gt;
* Daily Food Consumption 0.32 with Raw Food Multiplier x180%: this means they need only 3-4 twisted meat per day to live.&lt;br /&gt;
* Healing 200 hp/day, plus roughly 96 hp/day (208 HP/day when lying on hospital bed) from the 800% Injury Healing Factor and 150% Natural Healing Factor.&lt;br /&gt;
* Incoming Damage Multiplier 9.4%: this improves the amount of damage ghouls can take by over 10 times, which means it can take roughly 2925 damage points/day, or 2.9 points/s (after armor and melee dodge) just to negate the healing effect of the ghoul. In practice, the ghoul can fight an infinite number of [[chimera]]s one at a time.&lt;br /&gt;
* Melee Dodge Chance 38%.&lt;br /&gt;
&lt;br /&gt;
Their damage and movement speed would be as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul weapon combos&lt;br /&gt;
|-&lt;br /&gt;
! Weapons !! Move speed !! Move speed (ghoul frenzy) !! Melee hit damage !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[flesh whip]]s || 6.93 c/s || 12.02 c/s || 69.19 || 32.07 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| 1 [[power claw]] + 1 [[wooden hand]] || 6.47 c/s || 11.23 c/s || 74.25 || 34.39 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[power claw]]s || 6.08 c/s || 10.55 c/s || 74.25 || 34.41 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Enemy ghouls are passable for containment, but are generally worse in the role than [[sightstealer]]s. Sightstealers provide more [[bioferrite]] and the same knowledge gain, and are easier to contain. They require less containment strength, do not regenerate lost body parts, and can feel [[pain]], meaning an escaping sightstealer is easier to subdue. Ghouls can make for a good supplementary source of dark study in the early game, though, and they provide somewhat more electricity with an [[electroharvester]].&lt;br /&gt;
&lt;br /&gt;
In the early game, be careful when engaging enemy ghouls in melee combat. They cannot be [[downed]] due to [[pain]], so they will fight much longer than regular human raiders. Ghouls never show up in [[raid]]s or assaults; only one ghoul will appear per event, as a minor threat.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;!-- Ordered top down visually, unless there would be another preferred format --&amp;gt;&lt;br /&gt;
=== Hairs ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoul Hair Furious south.png|Furious, facing south&lt;br /&gt;
Ghoul Hair Furious east.png|Furious, facing east&lt;br /&gt;
Ghoul Hair Furious north.png|Furious, facing north&lt;br /&gt;
Ghoul Hair Hungry south.png|Hungry, facing south&lt;br /&gt;
Ghoul Hair Hungry east.png|Hungry, facing east&lt;br /&gt;
Ghoul Hair Hungry north.png|Hungry, facing north&lt;br /&gt;
Ghoul Hair Ravenous south.png|Ravenous, facing south&lt;br /&gt;
Ghoul Hair Ravenous east.png|Ravenous, facing east&lt;br /&gt;
Ghoul Hair Ravenous north.png|Ravenous, facing north&lt;br /&gt;
Ghoul Hair Twisted south.png|Twisted, facing south&lt;br /&gt;
Ghoul Hair Twisted east.png|Twisted, facing east&lt;br /&gt;
Ghoul Hair Twisted north.png|Twisted, facing north&lt;br /&gt;
Ghoul Hair Vengeful south.png|Vengeful, facing south&lt;br /&gt;
Ghoul Hair Vengeful east.png|Vengeful, facing east&lt;br /&gt;
Ghoul Hair Vengeful north.png|Vengeful, facing north&lt;br /&gt;
Ghoul Hair Warped south.png|Warped, facing south&lt;br /&gt;
Ghoul Hair Warped east.png|Warped, facing east&lt;br /&gt;
Ghoul Hair Warped north.png|Warped, facing north&lt;br /&gt;
Ghoul Hair Wicked south.png|Wicked, facing south&lt;br /&gt;
Ghoul Hair Wicked east.png|Wicked, facing east&lt;br /&gt;
Ghoul Hair Wicked north.png|Wicked, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heads ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Head Heavy south.png|Heavy, facing south&lt;br /&gt;
Ghoulskin Head Heavy east.png|Heavy, facing east&lt;br /&gt;
Ghoulskin Head Heavy north.png|Heavy, facing north&lt;br /&gt;
Ghoulskin Head Narrow south.png|Narrow, facing south&lt;br /&gt;
Ghoulskin Head Narrow east.png|Narrow, facing east&lt;br /&gt;
Ghoulskin Head Narrow north.png|Narrow, facing north&lt;br /&gt;
Ghoulskin Head Normal south.png|Normal, facing south&lt;br /&gt;
Ghoulskin Head Normal east.png|Normal, facing east&lt;br /&gt;
Ghoulskin Head Normal north.png|Normal, facing north&lt;br /&gt;
Ghoulskin Head Wide south.png|Wide, facing south&lt;br /&gt;
Ghoulskin Head Wide east.png|Wide, facing east&lt;br /&gt;
Ghoulskin Head Wide north.png|Wide, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bodies ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Fat south.png|Fat, facing south&lt;br /&gt;
Ghoulskin Fat east.png|Fat, facing east&lt;br /&gt;
Ghoulskin Fat north.png|Fat, facing north&lt;br /&gt;
Ghoulskin Female south.png|Female, facing south&lt;br /&gt;
Ghoulskin Female east.png|Female, facing east&lt;br /&gt;
Ghoulskin Female north.png|Female, facing north&lt;br /&gt;
Ghoulskin Hulk south.png|Hulk, facing south&lt;br /&gt;
Ghoulskin Hulk east.png|Hulk, facing east&lt;br /&gt;
Ghoulskin Hulk north.png|Hulk, facing north&lt;br /&gt;
Ghoulskin Male south.png|Male, facing south&lt;br /&gt;
Ghoulskin Male east.png|Male, facing east&lt;br /&gt;
Ghoulskin Male north.png|Male, facing north&lt;br /&gt;
Ghoulskin Thin south.png|Thin, facing south&lt;br /&gt;
Ghoulskin Thin east.png|Thin, facing east&lt;br /&gt;
Ghoulskin Thin north.png|Thin, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Ghouls cannot get pregnant through any method. A pregnant pawn that is turned into a ghoul will have the pregnancy removed. A pawn that is in labor when being turned into a ghoul will have the labor hediff removed, but a non-ghoul baby will also be produced normally.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] release - Added.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Ghouls couldn't right-click-use serums.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: Ghouls can no longer go on caravans alone.&lt;br /&gt;
** Fix: Ghouls now exit shuttles drafted like other colonists.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Visage_mask&amp;diff=182393</id>
		<title>Visage mask</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Visage_mask&amp;diff=182393"/>
		<updated>2026-07-30T15:39:28Z</updated>

		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Visage mask&lt;br /&gt;
| image = Visage mask.png&lt;br /&gt;
| description = A hard facial mask that resembles a stylized face.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| hp = 90&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| work to make = 2000&lt;br /&gt;
| work speed stat = General Labor Speed &lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| stuff tags = Woody, Metallic&lt;br /&gt;
| insulationheatfactor = 0.05&lt;br /&gt;
| insulationcoldfactor = 0.05&lt;br /&gt;
| armorsharpfactor = 0.3&lt;br /&gt;
| armorbluntfactor = 0.3&lt;br /&gt;
| armorheatfactor = 0.3&lt;br /&gt;
| equipdelay = 1.5&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| coverage = Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| mass base = 0.10&lt;br /&gt;
| has quality = true&lt;br /&gt;
| thingCategories = Headwear&lt;br /&gt;
| tags = Neolithic&lt;br /&gt;
| tradeTags = Clothing, Armor&lt;br /&gt;
| defaultOutfitTags = Worker&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
'''Visage masks''' are a form of [[clothing]] added by the [[Ideology DLC]]. They cover the head entirely.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The visage mask is relatively rare in that it is non-power armor headwear that covers the entire head, a niche only otherwise filled by the [[war mask]], [[veil]], [[broadwrap]], and [[ritual mask]]{{AnomalyIcon}}. As it has no insulative or social capabilities worth mentioning and must thus rely on its protective capabilities for merit, this relatively rare coverage muddies its value proposition.&lt;br /&gt;
&lt;br /&gt;
In effect its nearest competitors are the [[simple helmet]], the [[war mask]], the [[veil]], and the [[broadwrap]]. It is essentially outright superior to a war mask, even when made from [[wood]] - costing {{P|Resource 1 Amount}} to the war mask's {{Q|War mask|Resource 1 Amount}}, while offering the same protection. Unlike the war mask, the visage mask can be made of significantly more protective materials. The war mask's only advantage is the increased [[pain shock threshold]] it offers - which could be advantageous if the colony is at a point where it is significantly considering wooden armor, but is niche beyond that point.&lt;br /&gt;
&lt;br /&gt;
The veil and the broadwrap are actually significant contenders, if proper [[textiles]] can be obtained. A [[devilstrand]] broadwrap provides more protection and insulation than a [[plasteel]] visage mask, while also covering the shoulders and neck. Upgrading to hyperweave improves it even further beyond the armor provided by steel simple helmets. The veil is less impressive but still an improvement over plasteel masks when made of hyperweave, and still better than a steel mask when made of devilstrand. Additionally, the veil increases pain shock threshold. The primary issue is that these textiles generally only become available after better helmet options that would have already replaced the visage mask - i.e. devilstrand and hyperweave broadwraps and veils are more correctly competing with the simple helmet than the visage mask.&lt;br /&gt;
&lt;br /&gt;
Lastly, there is the simple helmet. Despite the helmet being a dedicated armor piece, uranium and plasteel visage masks are surprisingly competitive with steel helmets. While they offer significantly less armor, they also protect the eyes and are often available earlier as only small amounts of materials are needed and they only require [[Research#Complex clothing|Complex Clothing]] to be researched instead of [[Research#Smithing|Smithing]]. Costwise, even with the more exotic material, they're surprisingly similar with a steel simple helmet requiring {{Icon Small|silver}} {{#expr: {{Q|Simple helmet|Resource 1 Amount}}*{{Q|Steel|Market Value Base}}}} worth of steel while a uranium visage mask requires {{Icon Small|silver}} {{#expr:{{P|Resource 1 Amount}}*{{Q|Uranium|Market Value Base}}}} worth of uranium. However, the improved armor of the simple helmet means that they should replace visage masks by the end of early game, even with the lower coverage.&lt;br /&gt;
&lt;br /&gt;
In summary, the visage mask is decently protective when made with the right materials, and with such a cheap resource cost, it is a viable option for mass produced head armor in the very early game. However, it should be replaced with the better options once they become available.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Firefoam_pop_pack&amp;diff=182380</id>
		<title>Firefoam pop pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Firefoam_pop_pack&amp;diff=182380"/>
		<updated>2026-07-28T15:45:41Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Firefoam pop pack&lt;br /&gt;
| image = FirefoamPack.png&lt;br /&gt;
| description = A utility pack made for firefighters. When triggered, a burst of fire-retardant foam is released, covering a wide circle around its wearer.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 100&lt;br /&gt;
| marketvalue  = &lt;br /&gt;
| mass base = 3&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| has quality = false&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Firefoam&lt;br /&gt;
| work to make = 1200&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| resource 3 = Chemfuel&lt;br /&gt;
| resource 3 amount = 30&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| defName = Apparel_FirefoampopPack&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| tags = BeltDefensePop&lt;br /&gt;
| tradeTags = Clothing&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = 30&lt;br /&gt;
| fuel consumption rate = 30&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
The '''firefoam pop pack''' is a [[utility]] item that releases a non-damaging explosion of [[firefoam]] on command, putting out fires, preventing the spread of other fires, and reducing the [[flammability]] of pawns in the area to 0%.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
They can also be purchased from [[trader]]s and found on [[Outlander]] and [[Pirate]] [[raiders]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Firefoam pop pack radius.png|thumb|left|175px|Radius of the foam coverage]]&lt;br /&gt;
{{stub|section=1|reason=Coating, deployment while on fire, NPC/AI use, and generally bring up to the standard of other utility items, }}&lt;br /&gt;
Firefoam pop packs are worn on the [[utility]] slot. When used, it creates a 5.9-tile radius of [[firefoam]] when used and extinguishes any existing [[fire]]s in that radius. Any pawns in the explosion radius gain the ''[[covered in firefoam]]'' hediff, setting their [[Flammability]] to 0% for a short time. The pop pack can deploy 1 charge at a time. Once used, it must be reloaded with {{Icon Small|Chemfuel}} 30 [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
Firefoam pop packs can be activated with a warmup time of {{Ticks|0}}, meaning they can deploy even when the game is paused, and they can be activated while the equipped pawn is on fire.&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]]s have no objections to wearing or using the firefoam pop pack.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As fire extinguishers, the pop pack is much cheaper than using [[firefoam popper]]s (which require {{Required Resources|firefoam popper}} per use), but has a much smaller radius. The popper is automatically triggered when near fire, but the pop pack must be activated by a pawn. In general, the popper is best at protecting your warehouses, while the pop pack can be deployed anywhere, making it useful for combat and for mobile firefighting.&lt;br /&gt;
&lt;br /&gt;
Note that firefoam pop packs require [[chemfuel]]. For many colonies, this means researching [[Biofuel refining]] alongside the actual firefoam research.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
{{Stub|section=1|reason=AI used needs expansion once Summary is complete}}&lt;br /&gt;
Firefoam packs are useful in any combat situation involving fire. Pawns lit on fire will stop shooting and run around wildly, all while taking damage. An unlucky [[inferno cannon]] shot can lead to the death of several pawns, through direct injury, reduced DPS output and the ignited pawns running out of cover and into enemy fire. Deployed firefoam sets flammability of nearby pawns ''and'' tiles to 0%, which prevents fire from happening at all. Unless it is [[rain]]ing, the firefoam will stay on the ground until a colonist actually cleans it up. Additionally, a single pack carrying pawn can cover several nearby pawns so they can carry other [[utility]] items. &lt;br /&gt;
&lt;br /&gt;
Enemies can also wear firefoam pop packs, using the pack whenever they are near or on fire. This can lead to the amusing situation where enemies will constantly try to light your [[crop]]s on fire, just for it to be extinguished by the firefoam.&lt;br /&gt;
&lt;br /&gt;
Invisible pawns will be revealed by the covered in firefoam hediff. This means it can reveal [[sightstealer]]s{{AnomalyIcon}} and [[revenant]]s,{{AnomalyIcon}} but firefoam will also block the [[invisibility]] psycast{{RoyaltyIcon}} and the [[revenant vertebrae]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Firefighting ===&lt;br /&gt;
Pop packs deploy enough firefoam to completely douse small fires, such as from [[lightning]], [[short circuit]]s or even [[incendiary shell]]s, so long as the fire hasn't spread. As long as you can get a colonist to the fire quickly, then the pop pack can act as a full replacement to the more expensive popper. &lt;br /&gt;
&lt;br /&gt;
However, colonists are still colonists - vulnerable to [[injury]], [[mental break]]s, and the [[heatstroke]] from the fire itself - so are less reliable in practice. The firefoam popper is automatically triggered. The pop pack also takes up the utility slot, which can potentially be an issue.&lt;br /&gt;
&lt;br /&gt;
== Gallery == &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gizmo firefoam.png|Pop firefoam gizmo&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]] - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Firefoam popper apparel items can pop during surgery.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Firefoam_pop_pack&amp;diff=182379</id>
		<title>Firefoam pop pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Firefoam_pop_pack&amp;diff=182379"/>
		<updated>2026-07-28T15:44:45Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Firefoam pop pack&lt;br /&gt;
| image = FirefoamPack.png&lt;br /&gt;
| description = A utility pack made for firefighters. When triggered, a burst of fire-retardant foam is released, covering a wide circle around its wearer.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 100&lt;br /&gt;
| marketvalue  = &lt;br /&gt;
| mass base = 3&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| has quality = false&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Firefoam&lt;br /&gt;
| work to make = 1200&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| resource 3 = Chemfuel&lt;br /&gt;
| resource 3 amount = 30&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| defName = Apparel_FirefoampopPack&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| tags = BeltDefensePop&lt;br /&gt;
| tradeTags = Clothing&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = 30&lt;br /&gt;
| fuel consumption rate = 30&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
The '''firefoam pop pack''' is a [[utility]] item that releases a non-damaging explosion of [[firefoam]] on command, putting out fires, preventing the spread of other fires, and reducing the [[flammability]] of pawns in the area to 0%.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
They can also be purchased from [[trader]]s and found on [[Outlander]] and [[Pirate]] [[raiders]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Firefoam pop pack radius.png|thumb|left|175px|Radius of the foam coverage]]&lt;br /&gt;
{{stub|section=1|reason=Coating, deployment while on fire, NPC/AI use, and generally bring up to the standard of other utility items, }}&lt;br /&gt;
Firefoam pop packs are worn on the [[utility]] slot. When used, it creates a 5.9-tile radius of [[firefoam]] when used and extinguishes any existing [[fire]]s in that radius. Any pawns in the explosion radius gain the ''[[covered in firefoam]]'' hediff, setting their [[Flammability]] to 0% for a short time. The pop pack can deploy 1 charge at a time. Once used, it must be reloaded with {{Icon Small|Chemfuel}} 30 [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
Firefoam pop packs can be activated with a warmup time of {{Ticks|0}}, meaning they can deploy even when the game is paused, and they can be used while a pawn is on fire.&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]]s have no objections to wearing or using the firefoam pop pack.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As fire extinguishers, the pop pack is much cheaper than using [[firefoam popper]]s (which require {{Required Resources|firefoam popper}} per use), but has a much smaller radius. The popper is automatically triggered when near fire, but the pop pack must be activated by a pawn. In general, the popper is best at protecting your warehouses, while the pop pack can be deployed anywhere, making it useful for combat and for mobile firefighting.&lt;br /&gt;
&lt;br /&gt;
Note that firefoam pop packs require [[chemfuel]]. For many colonies, this means researching [[Biofuel refining]] alongside the actual firefoam research.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
{{Stub|section=1|reason=AI used needs expansion once Summary is complete}}&lt;br /&gt;
Firefoam packs are useful in any combat situation involving fire. Pawns lit on fire will stop shooting and run around wildly, all while taking damage. An unlucky [[inferno cannon]] shot can lead to the death of several pawns, through direct injury, reduced DPS output and the ignited pawns running out of cover and into enemy fire. Deployed firefoam sets flammability of nearby pawns ''and'' tiles to 0%, which prevents fire from happening at all. Unless it is [[rain]]ing, the firefoam will stay on the ground until a colonist actually cleans it up. Additionally, a single pack carrying pawn can cover several nearby pawns so they can carry other [[utility]] items. &lt;br /&gt;
&lt;br /&gt;
Enemies can also wear firefoam pop packs, using the pack whenever they are near or on fire. This can lead to the amusing situation where enemies will constantly try to light your [[crop]]s on fire, just for it to be extinguished by the firefoam.&lt;br /&gt;
&lt;br /&gt;
Invisible pawns will be revealed by the covered in firefoam hediff. This means it can reveal [[sightstealer]]s{{AnomalyIcon}} and [[revenant]]s,{{AnomalyIcon}} but firefoam will also block the [[invisibility]] psycast{{RoyaltyIcon}} and the [[revenant vertebrae]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Firefighting ===&lt;br /&gt;
Pop packs deploy enough firefoam to completely douse small fires, such as from [[lightning]], [[short circuit]]s or even [[incendiary shell]]s, so long as the fire hasn't spread. As long as you can get a colonist to the fire quickly, then the pop pack can act as a full replacement to the more expensive popper. &lt;br /&gt;
&lt;br /&gt;
However, colonists are still colonists - vulnerable to [[injury]], [[mental break]]s, and the [[heatstroke]] from the fire itself - so are less reliable in practice. The firefoam popper is automatically triggered. The pop pack also takes up the utility slot, which can potentially be an issue.&lt;br /&gt;
&lt;br /&gt;
== Gallery == &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gizmo firefoam.png|Pop firefoam gizmo&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]] - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Firefoam popper apparel items can pop during surgery.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Incendiary_shell&amp;diff=182378</id>
		<title>Incendiary shell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Incendiary_shell&amp;diff=182378"/>
		<updated>2026-07-28T15:41:06Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|resource&lt;br /&gt;
| name = Incendiary shell&lt;br /&gt;
| image = Shell incendiary c.png&lt;br /&gt;
| description = A shell filled with flammable gel and a small explosive charge. Starts fires when detonated. Can be fired from mortars or installed as a trap. Explodes when damaged.&lt;br /&gt;
| type = Crafted resources&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 55&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| damage = 10&lt;br /&gt;
| damage type = Flame&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius = 2.9&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Mortars&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 10&lt;br /&gt;
| resource 2 = Chemfuel&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
| defName = Shell_Incendiary&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShell&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
The '''incendiary shell''' is a type of [[mortar shell]] that explodes into a conflagration, dealing flame damage and setting the area alight.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} The steel cost is increased to 20 if the [[AI Storytellers#Classic mortars|Classic Mortars]] difficulty option is enabled.&lt;br /&gt;
&lt;br /&gt;
They can also be purchased from [[traders]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Incendiary shell radius.png||250px|thumb|left|White, the radius of the shell's AoE when fired or when a single shell cooks off. Gold, radius when an entire stack cooks off.]]&lt;br /&gt;
When fired from a mortar, {{lc:{{P|Name}}}}s deal {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage in a {{P|Blast Radius}} tile radius. They also set the area on fire and creating [[chemfuel puddle]]s which themselves burn.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond 70% of its health, it will explode after between {{Ticks|30}} and {{Ticks|60}}, dealing 10 [[Damage Type#Flame|Flame]] damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 2.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of {{#expr: 2.9+((24*0.4)^0.5) round 2}} tiles at a full stack of 25. Note that, unlike shells fired from a mortar, shells that explode from damage do not leave chemfuel puddles.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Incendiary shells can be used in the following recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=true}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Incendiary shells can be useful against [[siege]]s. Enemy sieges come packed with explosive [[mortar shell]]s of their own, and lighting a stack of shells on fire will likely provoke the siege into attacking and stopping their bombardment. While [[high-explosive shell]]s can do that role nearly as well, incendiary shells cost less [[steel]] and are more likely to &amp;quot;hit&amp;quot; because fire can spread without needing a direct hit. Still, because [[rain]] will greatly reduce the effectiveness of incendiary shells, and enemy [[firefoam pop pack]]s can do the same, it is recommended to keep some high-explosive shells in case.&lt;br /&gt;
&lt;br /&gt;
Otherwise, incendiary shells are of limited use. The other &amp;quot;main&amp;quot; target of mortars, stationary [[mechanoid]]s, are completely immune to fire. Against ordinary raids, fire spreads too slowly to be useful in combat, and the incendiary shell deals little damage on direct impact, making high-explosive the better choice. Note that the game will automatically cause [[rain]] if fires get too far out of control.&lt;br /&gt;
&lt;br /&gt;
[[Siege]]s can and will use incendiary shells against you, which will ravage rooms floored with [[carpet]], fields of [[plants]], and storage rooms filled with flammable items. [[Firefoam popper]]s are ideal for protecting against fire. These incendiary shells can also be looted once the siege is repelled.&lt;br /&gt;
&lt;br /&gt;
Finally, [[IED incendiary trap]]s have a variety of different uses and can be more useful than actually firing incendiary shells. See that page for details.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
As with all explosive items, these should be stored in separate storage containers. For maximum protection, put each stack of shells in a separate 1x1 stone box to prevent chain reactions. Pawns currently in a tantrum should be stopped at all costs, whether it be by arresting, creating another stockpile zone with a higher priority than the shell zone and prioritizing hauling the shells, or simply by shooting the pawn.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Shell incendiary a.png|One incendiary shell&lt;br /&gt;
Shell incendiary b.png|Partial stack&lt;br /&gt;
Shell incendiary c.png|Full stack&lt;br /&gt;
ShellIncendiary.png|Projectile&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added to replace mortar type system.&lt;br /&gt;
* 1.1 - crafting cost was increased (15 --&amp;gt; 20 steel and chemfuel cost).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Steel requirement decreased from 20 -&amp;gt; 10 unless Classic Mortar difficulty option selected.&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category: Mortar shells]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Incendiary_shell&amp;diff=182377</id>
		<title>Incendiary shell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Incendiary_shell&amp;diff=182377"/>
		<updated>2026-07-28T15:40:43Z</updated>

		<summary type="html">&lt;p&gt;Hordes: reword&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|resource&lt;br /&gt;
| name = Incendiary shell&lt;br /&gt;
| image = Shell incendiary c.png&lt;br /&gt;
| description = A shell filled with flammable gel and a small explosive charge. Starts fires when detonated. Can be fired from mortars or installed as a trap. Explodes when damaged.&lt;br /&gt;
| type = Crafted resources&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 55&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| damage = 10&lt;br /&gt;
| damage type = Flame&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius = 2.9&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Mortars&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 10&lt;br /&gt;
| resource 2 = Chemfuel&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
| defName = Shell_Incendiary&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShell&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
The '''incendiary shell''' is a type of [[mortar shell]] that explodes into a conflagration, dealing flame damage and setting the area alight.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} The steel cost is increased to 20 if the [[AI Storytellers#Classic mortars|Classic Mortars]] difficulty option is enabled.&lt;br /&gt;
&lt;br /&gt;
They can also be purchased from [[traders]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Incendiary shell radius.png||250px|thumb|left|White, the radius of the shell's AoE when fired or when a single shell cooks off. Gold, radius when an entire stack cooks off.]]&lt;br /&gt;
When fired from a mortar, {{lc:{{P|Name}}}}s deal {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage in a {{P|Blast Radius}} tile radius. They also set the area on fire and creating [[chemfuel puddle]]s which themselves burn.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond 70% of its health, it will explode after between {{Ticks|30}} and {{Ticks|60}}, dealing 10 [[Damage Type#Flame|Flame]] damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 2.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of {{#expr: 2.9+((24*0.4)^0.5) round 2}} tiles at a full stack of 25. Note that, unlike shells fired from a mortar, shells that explode from damage do not leave chemfuel puddles.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Incendiary shells can be used in the following recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=true}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Incendiary shells can be useful against [[siege]]s. Enemy sieges come packed with explosive [[mortar shell]]s of their own, and lighting a stack of shells on fire will likely provoke the siege into attacking and stopping their bombardment. While [[high-explosive shell]]s can do that role nearly as well, incendiary shells cost less [[steel]] and are more likely to &amp;quot;hit&amp;quot; because fire can spread without needing a direct hit. Still, because [[rain]] will greatly reduce the effectiveness of incendiary shells, and enemy [[firefoam pack]]s can do the same, it is recommended to keep some high-explosive&lt;br /&gt;
&lt;br /&gt;
Otherwise, incendiary shells are of limited use. The other &amp;quot;main&amp;quot; target of mortars, stationary [[mechanoid]]s, are completely immune to fire. Against ordinary raids, fire spreads too slowly to be useful in combat, and the incendiary shell deals little damage on direct impact, making high-explosive the better choice. Note that the game will automatically cause [[rain]] if fires get too far out of control.&lt;br /&gt;
&lt;br /&gt;
[[Siege]]s can and will use incendiary shells against you, which will ravage rooms floored with [[carpet]], fields of [[plants]], and storage rooms filled with flammable items. [[Firefoam popper]]s are ideal for protecting against fire. These incendiary shells can also be looted once the siege is repelled.&lt;br /&gt;
&lt;br /&gt;
Finally, [[IED incendiary trap]]s have a variety of different uses and can be more useful than actually firing incendiary shells. See that page for details.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
As with all explosive items, these should be stored in separate storage containers. For maximum protection, put each stack of shells in a separate 1x1 stone box to prevent chain reactions. Pawns currently in a tantrum should be stopped at all costs, whether it be by arresting, creating another stockpile zone with a higher priority than the shell zone and prioritizing hauling the shells, or simply by shooting the pawn.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Shell incendiary a.png|One incendiary shell&lt;br /&gt;
Shell incendiary b.png|Partial stack&lt;br /&gt;
Shell incendiary c.png|Full stack&lt;br /&gt;
ShellIncendiary.png|Projectile&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added to replace mortar type system.&lt;br /&gt;
* 1.1 - crafting cost was increased (15 --&amp;gt; 20 steel and chemfuel cost).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Steel requirement decreased from 20 -&amp;gt; 10 unless Classic Mortar difficulty option selected.&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category: Mortar shells]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Long-range_mineral_scanner&amp;diff=182359</id>
		<title>Long-range mineral scanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Long-range_mineral_scanner&amp;diff=182359"/>
		<updated>2026-07-26T23:57:56Z</updated>

		<summary type="html">&lt;p&gt;Hordes: /* Comparison to deep drills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|misc&lt;br /&gt;
| name = Long-range mineral scanner&lt;br /&gt;
| image = LongRangeMineralScanner.png&lt;br /&gt;
| description = A lateral sensor unit used by researchers to detect a specific type of mineral across the planet. The chance to find a resource depends on the operator's research ability. This sensor can be tuned to target a specific resource type. It consumes a lot of electricity. If you find a resource, you'll need to travel to collect it.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Misc&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 3 ˣ 3&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = -8&lt;br /&gt;
| power = -700&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| research = long-range mineral scanner&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| work to make = 10000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 200&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
The '''long-range mineral scanner''' can detect mineral deposits in the nearby areas outside your colony when manned by a researcher. It can be tuned to find different minerals, such that it will only find deposits of a certain kind.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Long-range mineral scanners consume 700 W of [[power]] and do not function under a roof, not even partial coverage. Scanning falls under Intellectual work. When operated, there is a mean of {{ticks/gametime|240000}} of work to find a deposit of ores. Finding a deposit is guaranteed after {{ticks/gametime|480000}} of work. Guaranteed finds are separate from random finds; the ​progress towards the guaranteed scan is not reset after finding ore randomly. These values are then modified by the [[Research Speed]] of the user in question. Unlike the [[ground-penetrating scanner]], the long-range scanner is tuned to a chosen mineral.&lt;br /&gt;
&lt;br /&gt;
When the long-range scanner completes a scan, it will trigger its [[Quests#Ore_Lump|respective quest]] on a random tile between 6 and 25 cells away. If the tile is not entered within 30 days, the quest will expire. The target area can either be unguarded, surrounded by a small [[manhunter]] pack, or have an enemy waiting to ambush you. [[Manhunter]]s or an enemy may approach your colonists from the edge of the map when one of your colonists gets near the mineral lump, given that there wasn't anything else waiting at the lump. &lt;br /&gt;
&lt;br /&gt;
Once the area has been cleared of hostiles, you have 10 days to mine everything before another group of hostiles arrives.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
Every [[ore]] in the game can be discovered with the scanner. This includes [[component]]s, which cannot be found with a [[ground-penetrating scanner]]. The expected yield and mass from a lump can be found in the table below; this is useful for knowing how many [[pack animal]]s to send to various discovered lumps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Researching the long-range mineral scanner is eventually required for the [[ship]], as it is a prerequisite to [[Research#Starflight Sensors|Starflight Sensors]]. The long-range scanner can help find the minerals required to build the ship, or materials for the rest of your endeavors. They can find an indefinite amount of ore - your world will never run out of deposits to find.&lt;br /&gt;
&lt;br /&gt;
In order to use a long-range scanner, you will need to account for the following:&lt;br /&gt;
* Travel time for the round trip. You can take a [[caravan]], use [[transport pod]]s, or use [[passenger shuttle]]s{{OdysseyIcon}}. Caravans can take multiple days to get to location. Transport pods are nearly instant, but cost {{Required Resources|Transport pod}} per pod, and {{Icon Small|chemfuel}} variable [[chemfuel]] to get to location. On the return trip, you'll need to make a [[pod launcher]], which costs {{Required Resources|Pod launcher}}. If using a passenger shuttle,{{OdysseyIcon}} make sure it has enough fuel for the round trip (anywhere from 100-150 chemfuel, depending on the distance).&lt;br /&gt;
* Weight. Unless mining for gold, silver, or components, minerals are heavy. [[Pack animal]]s are often required to bring the stuff back on foot, while you'll need multiple [[transport pod]]s or shuttle trips to bring all the stuff back. &lt;br /&gt;
*The enemies around the scanner. You will need enough firepower to eliminate potential enemies on the map, which is firepower that is not in your colony when a [[raid]] happens to come.&lt;br /&gt;
* [[Mood]]. Lowered [[expectations]] helps with mood, but your colonists will still be grumpy when sitting on the floor and eating without a table.&lt;br /&gt;
&lt;br /&gt;
As building the scanner requires two [[advanced component]]s, make sure to plan ahead. Keep some in a stockpile if you don't have the research for [[Research#Advanced fabrication|Advanced Fabrication]] yet.&lt;br /&gt;
&lt;br /&gt;
You have 30 days from the ore being scanned to arrive at the destination. With a constantly running scanner, you can find multiple deposits, and tackle them all at once. This saves on travel time. With light materials like [[gold]], weight isn't a problem. Otherwise, you'll need a way to hold / transport all the minerals.&lt;br /&gt;
&lt;br /&gt;
=== Comparison to deep drills ===&lt;br /&gt;
The [[ground-penetrating scanner]] can find ores deposits in the ground, within your colony. A [[deep drill]] is needed to extract ores, but you don't need to travel anywhere, meaning you don't need any of those considerations. The Deep Drill + Ground Scanner combination costs the same amount of research as the long-range scanner, though the latter is required to research Starflight Sensors.&lt;br /&gt;
&lt;br /&gt;
Ground-penetrating scanners create much more ore per deposit (9000 vs 2300 average [[steel]], for instance), find ores roughly {{ticks/gametime|60000}} faster than the long-range scanner, and don't require spending time traveling to a different map. Because your colonists can stay in-map, it is easier to operate multiple deep drills, and they can defend your colony against raids. However, it finds random ores in random locations. You may find a deposit that's too far away to reasonably drill, and it may take a while to find minerals that you need at the moment. And while long-range deposits often have ambushes, drilling can trigger the [[Infestation|Too Deep: Infestation]] event.&lt;br /&gt;
&lt;br /&gt;
In general, long-range scanners are better if 1. you are looking for a specific mineral like plasteel or gold, 2. you have great scanners, but you are lacking ''great'' miners, or 3. travel time is non-existent.&lt;br /&gt;
* Long-range scanners can find specific ores if needed quickly, e.g., if lacking a metal for [[ship]] parts. Ground penetrating scanners are more likely to find steel than any other ore, so long-range scanners are comparatively great at finding non-steel ores. &lt;br /&gt;
* Ground-penetrating scanners are relatively better with multiple good miners, as more mining work is required.&lt;br /&gt;
* When travel time is near instant, such as with [[passenger shuttle]](s),{{OdysseyIcon}} a [[gravship]],{{OdysseyIcon}} or a combination of [[drop pod]]s and [[farskip]],{{RoyaltyIcon}} there is no longer a need to consider safety at the mining site or colony (colonists can return any time, easier to bring more colonists). Also, it becomes faster and mood is a much smaller issue.&lt;br /&gt;
&lt;br /&gt;
Nomadic colonies, such as those operating out of [[gravship]]s,{{OdysseyIcon}} will find the long-range mineral scanner more appropriate for their needs. Also, [[sea ice]] colonies cannot use deep drills but can use long-range scanners.&lt;br /&gt;
&lt;br /&gt;
=== Ideology ===&lt;br /&gt;
{{Ideology|section=1}} &amp;lt;!--- ensure rough parity with GPS page --&amp;gt;&lt;br /&gt;
As scanning rates is dependent on [[research speed]], the bonuses offered by both [[research specialist]]s and the [[Ideoligion#Research|Research]] precept can make for significantly faster returns. This gives research specialists a niche even once all normal [[research]] is complete and may warrant maintaining an NPC ideoligion if it grants access to the specialist.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19 - can now find more than gold and jade, and can be tuned to the desired mineral. Now requries a colonist to operate. Lumps now expire. More than one scanner on the same map is now effective.&lt;br /&gt;
* 1.1 - power cost was increased. The time between finding ore veins is now displayed.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Work to make increased from 1000 to 10,000&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Long range mineral scanner tune command has no description. &lt;br /&gt;
&lt;br /&gt;
{{nav|misc}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>
	</entry>
</feed>