Difference between revisions of "Tunneler"
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== Summary == | == Summary == | ||
− | + | Tunnelers are a heavy mechanoid. They are created from a large [[mech gestator]] with 1 [[basic subcore]] and 50 [[steel]], taking up 1 [[bandwidth]] from a [[mechanitor]]. They must gestate for 4 cycle (default 1.8 game days per cycle) to be made. Once made, they recharge in a [[mech recharger]] (50% power/day), creating 20 [[wastepack]]s whenever the recharger's waste is filled up. | |
− | Tunnelers are | + | |
+ | In combat, tunnelers have a shield (equivalent to a [[shield belt]]) of 250 power. They can also emit smoke, though with a cooldown of 15 days. They have a melee attack. Its weakness is that each time it takes damage, it slows for a few seconds - this means that when tunnelers attack you, even if you can’t kill them quickly, you can intelligently kite them by falling back from your position to escape the blocking smoke, maintain distance and slowly whittle the tunnelers down. | ||
+ | |||
+ | Tunneers will do tasks associated with the Mining tab; they can't be manually controlled, except when drafted for combat. They have an effective Mining skill of 10, with a [[Global Work Speed]] of 150%. | ||
== Analysis == | == Analysis == |
Revision as of 06:45, 24 October 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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Tunneler
Base Stats
- Type
- Mechanoid
A tunneler is a mechanoid added by the Biotech DLC.
Summary
Tunnelers are a heavy mechanoid. They are created from a large mech gestator with 1 basic subcore and 50 steel, taking up 1 bandwidth from a mechanitor. They must gestate for 4 cycle (default 1.8 game days per cycle) to be made. Once made, they recharge in a mech recharger (50% power/day), creating 20 wastepacks whenever the recharger's waste is filled up.
In combat, tunnelers have a shield (equivalent to a shield belt) of 250 power. They can also emit smoke, though with a cooldown of 15 days. They have a melee attack. Its weakness is that each time it takes damage, it slows for a few seconds - this means that when tunnelers attack you, even if you can’t kill them quickly, you can intelligently kite them by falling back from your position to escape the blocking smoke, maintain distance and slowly whittle the tunnelers down.
Tunneers will do tasks associated with the Mining tab; they can't be manually controlled, except when drafted for combat. They have an effective Mining skill of 10, with a Global Work Speed of 150%.
Analysis
?
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.