Difference between revisions of "Centipede gunner"
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+ | '''{{PAGENAME}}s''' are a variant of [[centipede]] that wield a [[minigun]]. | ||
+ | |||
+ | ==Summary== | ||
+ | {{Main|Centipede}} | ||
+ | As mechanoids, centipedes are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, starting from the stun, rendering them immune to further EMP strikes. Centipedes have a [[Psychic Sensitivity]] of 75%, reducing the effect of some [[psycasts]].{{RoyaltyIcon}} | ||
+ | |||
+ | === Combat === | ||
+ | Centipede gunners are always equipped with a [[minigun]]. They are also able to engage in (less effective) melee combat with colonists. | ||
+ | |||
+ | <div><li style="display: inline-table;"> | ||
+ | {| {{STDT| c_06 text-center}} | ||
+ | ! Melee Attacks !! Damage Amount !! Cooldown | ||
+ | |- | ||
+ | ![[Injury#Blunt|Blunt]] | ||
+ | | 11.7 | ||
+ | | 2.6 sec | ||
+ | |} | ||
+ | </li><div> | ||
+ | |||
+ | Centipedes have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4. | ||
+ | |||
+ | ==As an ally== | ||
+ | {{Biotech}} | ||
+ | {{PAGENAME}}s are heavy mechanoids; gunners require [[Research#High Mechtech|High Mechtech]] to be created. They require {{Required Resources}} and 4 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initally craft, and then it must gestate for 6 cycles. Mechanoids can be fully repaired at the cost of power and nothing else. A dead centipede can be resurected for 100 [[steel]] and 1 gestation cycle so long as the corpse is extant. | ||
+ | |||
+ | Mechs under player control require power: centipedes use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[large mech recharger]] (constant 400W), for 50% power/day, creating 20 [[wastepack]]s whenever the recharger's waste is filled up. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth. | ||
+ | |||
+ | ==Version history== | ||
+ | * [[Version/1.4.3523|1.4.3523]] - The base [[centipede]], which could wield the both charge blaster and inferno cannon, was split into [[centipede blaster|blaster]], burner, and [[centipede gunner|gunner]]. | ||
+ | *[[Biotech DLC]] - Introduced ability to create and control centipedes. | ||
{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoids]] | [[Category:Mechanoids]] |
Revision as of 18:14, 1 November 2022
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Centipede gunner
Heavy combat mechanoids that glide on dozens of tiny legs. Their thick carapace and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Armor
- Armor - Sharp
- 72%
- Armor - Blunt
- 22%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 1.9 c/s
- Health Scale
- 432% HP
- Body Size
- 3
- Mass
- 180 kg
- Pack Capacity
- 105 kg
- Carrying Capacity
- 225 kg
- Filth Rate
- 1
- Life Expectancy
- 2,500 years
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack
- Head
17 dmg (Blunt)
25 % AP
2.6 second cooldown - Average DPS
- 4.05
Creation
- Required Research
- High mechtech
- weaponTags
- Minigun
Centipede gunners are a variant of centipede that wield a minigun.
Summary
As mechanoids, centipedes are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks and will "adapt" for 2,200 ticks (36.67 secs), starting from the stun, rendering them immune to further EMP strikes. Centipedes have a Psychic Sensitivity of 75%, reducing the effect of some psycasts.
Combat
Centipede gunners are always equipped with a minigun. They are also able to engage in (less effective) melee combat with colonists.
Melee Attacks | Damage Amount | Cooldown |
---|---|---|
Blunt | 11.7 | 2.6 sec |
Centipedes have a shooting accuracy of 96%, equivalent to a pawn with a Shooting skill of 8. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.
As an ally
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Centipede gunners are heavy mechanoids; gunners require High Mechtech to be created. They require 255 Steel, 255 Plasteel, 8 Components, 1 High subcore and 4 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 6 cycles. Mechanoids can be fully repaired at the cost of power and nothing else. A dead centipede can be resurected for 100 steel and 1 gestation cycle so long as the corpse is extant.
Mechs under player control require power: centipedes use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a large mech recharger (constant 400W), for 50% power/day, creating 20 wastepacks whenever the recharger's waste is filled up. Mechs do not count as a pawn for determining raid points, but still contribute towards wealth.
Version history
- 1.4.3523 - The base centipede, which could wield the both charge blaster and inferno cannon, was split into blaster, burner, and gunner.
- Biotech DLC - Introduced ability to create and control centipedes.