Difference between revisions of "Centipede blaster"

From RimWorld Wiki
Jump to navigation Jump to search
Line 63: Line 63:
  
 
==Version history==
 
==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 blaster, [[centipede burner|burner]], and [[centipede gunner|gunner]].
+
* [[Version/1.4.3523|1.4.3523]] - The base [[centipede]], which could wield both the charge blaster and inferno cannon, was split into blaster, [[centipede burner|burner]], and [[centipede gunner|gunner]].
 
*[[Biotech DLC]] - Introduced ability to create and control centipedes.  
 
*[[Biotech DLC]] - Introduced ability to create and control centipedes.  
  

Revision as of 21:06, 2 November 2022

Centipede blaster

Centipede blaster

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
Market Value
1200 Silver
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

Crafted At
Mech gestator
Required Research
Ultra mechtech
Resources to make
Steel 255 + Plasteel 355 + Component 8 + Powerfocus chip 1 + High subcore 1
Technical
weaponTags
ChargeBlasterHeavyGun


Centipede blasters are a variant of centipede that wield the heavy charge blaster.

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.Content added by the Royalty DLC

Combat

Centipedes are always equipped with a heavy charge blaster. It fires very similarly to a minigun, firing inaccurate but powerful spray of bullets. In comparison, the blaster has more AP and deals 50% more damage per shot, but has a much longer cooldown than the wieldable 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

    Centipede blasters are heavy mechanoids. Unlike their other variants, blasters require Ultra Mechtech to be created. They require Steel 255 Steel, Plasteel 355 Plasteel, Component 8 Components, High subcore 1 High subcore, 100 plasteel more than other centipedes, 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 both the charge blaster and inferno cannon, was split into blaster, burner, and gunner.
    • Biotech DLC - Introduced ability to create and control centipedes.