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=== Shield ===
 
=== Shield ===
 
{{Image wanted|section=1|reason = Coverage image ala [[:File:Low_shield_pack_radius.jpg]]}}
 
{{Image wanted|section=1|reason = Coverage image ala [[:File:Low_shield_pack_radius.jpg]]}}
The legionary projects a shield that is 3 tiles in radius, which is visible whenever drafted or attacked. The shield stops all incoming ground-level fire from passing into the bubble except that fired by the member's of the legionary's [[faction]],{{Check Tag|Turrets?|Does this include friendly turrets?}}{{Check Tag|Allies?|Does this exception apply to other factions that are allied to the legionary's?}} be it [[mechanoid hive]] or the players. It does not prevent pawns of any faction that are inside from firing out.  Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Explosives not fired will detonate on the shield edge. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] {{RoyaltyIcon}} will not be blocked by the shield, nor will explosions crossing the boundary.
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The legionary projects a shield that is 3 tiles in radius.{{Check Tag|When?|When is the shield up, for both friendly and enemy legionaries}} The shield stops all incoming ground-level fire from passing into the bubble except that fired by the member's of the legionary's [[faction]],{{Check Tag|Turrets?|Does this include friendly turrets?}}{{Check Tag|Allies?|Does this exception apply to other factions that are allied to the legionary's?}} be it [[mechanoid hive]] or the players. It does not prevent pawns of any faction that are inside from firing out.  Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Explosives not fired will detonate on the shield edge. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] {{RoyaltyIcon}} will not be blocked by the shield, nor will explosions crossing the boundary.
  
 
The shield can absorb up to 200 damage before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken. <!--After the shield takes damage and a delay of {{ticks|120}} has passed,{{Check Tag|Verify|Verify delay time}}--> The shield regenerates charge at rate of 0.25 HP per second, so long as it has not been broken.{{Check Tag|Delay?|Is there a delay after the shield taking damage before it can regen again?}} However, once the shield's charge is completely expended, the shield will break and be totally disabled for {{ticks|5400}} after which point the shield will be restored at full health. Projectiles from [[EMP grenades]] and [[EMP launcher|launchers]] from outside hitting the shield will disable the shield for {{ticks|1500}}, after which time the shield will be restored at full health. Furthermore, unlike the mechanoid itself, the shield projector will not adapt to the EMP effect. Its therefore possible to continuously disable the shield until the mechanoid can be killed. Note that an EMP area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself
 
The shield can absorb up to 200 damage before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken. <!--After the shield takes damage and a delay of {{ticks|120}} has passed,{{Check Tag|Verify|Verify delay time}}--> The shield regenerates charge at rate of 0.25 HP per second, so long as it has not been broken.{{Check Tag|Delay?|Is there a delay after the shield taking damage before it can regen again?}} However, once the shield's charge is completely expended, the shield will break and be totally disabled for {{ticks|5400}} after which point the shield will be restored at full health. Projectiles from [[EMP grenades]] and [[EMP launcher|launchers]] from outside hitting the shield will disable the shield for {{ticks|1500}}, after which time the shield will be restored at full health. Furthermore, unlike the mechanoid itself, the shield projector will not adapt to the EMP effect. Its therefore possible to continuously disable the shield until the mechanoid can be killed. Note that an EMP area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself

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