Difference between revisions of "Centurion"
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== Summary == | == Summary == | ||
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A nearly unstoppable ultra-heavy mech with a built-in shield bubble generator and point-defense bulb turret capable of firing even while the mechanoid is moving. The centurion acts as a mobile defense platform. Its massive shield is one of the strongest among mechanoids, providing large numbers of allies with strong defense while allowing them to shoot outwards. | A nearly unstoppable ultra-heavy mech with a built-in shield bubble generator and point-defense bulb turret capable of firing even while the mechanoid is moving. The centurion acts as a mobile defense platform. Its massive shield is one of the strongest among mechanoids, providing large numbers of allies with strong defense while allowing them to shoot outwards. | ||
− | + | === Shield === | |
− | + | {{Image Wanted|section=1|reason = Coverage image ala [[:File:Low_shield_pack_radius.jpg]]}} | |
− | + | The centurion projects a shield that is ? tiles in diameter.{{Check Tag|Detail|How wide and when?}} Similar to the [[low-shield pack]],{{RoyaltyIcon}} the shield stops all incoming ground-level fire from passing into the bubble but does not prevent pawns inside from firing out. This is in contrast to the otherwise similar [[Psycasts#Skipshield|Skipshield]] psycast,{{RoyaltyIcon}} which prevents all incoming ''and outgoing'' projectiles. 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 will detonate on the shield edge. 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. | |
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− | + | The shield can absorb up to 300 damage before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken. After the shield takes damage and a delay of {{ticks|120}} has passed, the shield regenerates charge at rate of 0.5 HP per second, so long as it has not been broken. However, once the shield's charge is completely expended, the shield will break and be totally disabled for {{ticks|1800}} after which point the shield will be restored at full health. | |
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+ | 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|1500}}, during which time the shield <WILL/WILL NOT>?{{Check Tag|Detail needed}} continue to regenerate. | ||
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+ | 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 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 | ||
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+ | === Attacks === | ||
+ | Centurions are armed with a [[charge blaster turret]] that they can fire while moving, as well as both the melee attack added by the turret and a natural melee attack. | ||
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+ | The centurion's head attack deals [[Damage types#Demolish|Demolish damage]] which does significantly more damage to buildings than to pawns on average. The head attacks have a 10x damage multiplier against passable buildings and a 7.5x multiplier against impassable buildings such as [[wall]]s. Thus, the head attack deals the following: | ||
+ | * Passable buildings: {{#expr: {{P|Attack 1 Damage}}*10}} damage | ||
+ | * Impassable buildings: {{#expr: {{P|Attack 1 Damage}}*7.5}} damage | ||
+ | * All other targets: {{#expr: {{P|Attack 1 Damage}}}} damage | ||
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+ | Note that only the head's attack has the multiplier. As this multiplier is not taken into account when choosing which attack to perform,<!---Tested on breach axes as of 1.3.3159-->other attacks, such as those added by the [[charge blaster turret]], without the multiplier can still be chosen when attacking buildings and the resulting DPS versus buildings is not simply 7.5x or 10x that when used against pawns. | ||
== Analysis == | == Analysis == |
Revision as of 05:47, 28 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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Centurion
An ultraheavy mech with a built-in shield bubble generator. The centurion carries a point-defense bulb turret capable of firing while the mechanoid is moving.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Armor
- Armor - Sharp
- 75%
- Armor - Blunt
- 25%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 1.6 c/s
- Health Scale
- 300% HP
- Body Size
- 3.6
- Mass
- 216 kg
- Pack Capacity
- 126 kg
- Carrying Capacity
- 270 kg
- Filth Rate
- 1
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack
- Head
12 dmg (Demolish)
18 % AP
2 second cooldown - Average DPS
- 3.72
Creation
- Required Research
- Ultra mechtech
A centurion is a mechanoid added by the Biotech DLC.
Summary
A nearly unstoppable ultra-heavy mech with a built-in shield bubble generator and point-defense bulb turret capable of firing even while the mechanoid is moving. The centurion acts as a mobile defense platform. Its massive shield is one of the strongest among mechanoids, providing large numbers of allies with strong defense while allowing them to shoot outwards.
Shield
This section could use some more or updated images. You can help RimWorld Wiki by uploading images to make this section better. Note: Coverage image ala File:Low_shield_pack_radius.jpg. |
The centurion projects a shield that is ? tiles in diameter.[Detail] Similar to the low-shield pack, the shield stops all incoming ground-level fire from passing into the bubble but does not prevent pawns inside from firing out. This is in contrast to the otherwise similar Skipshield psycast, which prevents all incoming and outgoing projectiles. 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 will detonate on the shield edge. Fire from mortars, orbital bombardment, or aerodrone strikes or salvos will not be blocked by the shield, nor will explosions crossing the boundary.
The shield can absorb up to 300 damage before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken. After the shield takes damage and a delay of 120 ticks (2 secs) has passed, the shield regenerates charge at rate of 0.5 HP per second, so long as it has not been broken. However, once the shield's charge is completely expended, the shield will break and be totally disabled for 1,800 ticks (30 secs) after which point the shield will be restored at full health.
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 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 1,500 ticks (25 secs), during which time the shield <WILL/WILL NOT>?[Detail needed] continue to regenerate.
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 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
Attacks
Centurions are armed with a charge blaster turret that they can fire while moving, as well as both the melee attack added by the turret and a natural melee attack.
The centurion's head attack deals Demolish damage which does significantly more damage to buildings than to pawns on average. The head attacks have a 10x damage multiplier against passable buildings and a 7.5x multiplier against impassable buildings such as walls. Thus, the head attack deals the following:
- Passable buildings: 120 damage
- Impassable buildings: 90 damage
- All other targets: 12 damage
Note that only the head's attack has the multiplier. As this multiplier is not taken into account when choosing which attack to perform,other attacks, such as those added by the charge blaster turret, without the multiplier can still be chosen when attacking buildings and the resulting DPS versus buildings is not simply 7.5x or 10x that when used against pawns.
Analysis
The Centurion is a superheavy unit, sharing similarities such as armor and base health with the deadly Warqueen and Diabolus.
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.