Difference between revisions of "Megaspider"
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− | '''Megaspiders''' are giant, bio-engineered, subterranean invertebrates and the largest and most dangerous of the three [[insectoid]] types. They are hostile towards any nearby [[colonists]], have plated armor that makes them quite resistant to ranged attack, and can do lethal amounts of damage in close combat. Like all insects, megaspiders only begin spawning in events where colonists come into contact with their underground habitat: In [[World generation#Caves|caves]], when opening an [[ancient danger]], during an [[Events#Infestation|infestation]], or by [[Deep drill|deep drilling]]. | + | '''Megaspiders''' are giant, bio-engineered, subterranean invertebrates and the largest and most dangerous of the three [[insectoid]] types. |
+ | |||
+ | == Summary == | ||
+ | They are hostile towards any nearby [[colonists]], have plated armor that makes them quite resistant to ranged attack, and can do lethal amounts of damage in close combat. Like all insects, megaspiders only begin spawning in events where colonists come into contact with their underground habitat: In [[World generation#Caves|caves]], when opening an [[ancient danger]], during an [[Events#Infestation|infestation]], or by [[Deep drill|deep drilling]]. | ||
Like all insectoids, they experience [[hypothermic slowdown]] instead of [[hypothermia]] and have 100% [[Toxic Resistance]], rendering them immune to [[toxic buildup]] from any source. | Like all insectoids, they experience [[hypothermic slowdown]] instead of [[hypothermia]] and have 100% [[Toxic Resistance]], rendering them immune to [[toxic buildup]] from any source. | ||
+ | |||
+ | They experience [[pollution stimulus]] when in [[polluted]] terrain.{{BiotechIcon}} See [[pollution stimulus|that page]] for full details. | ||
===Combat & Strategy=== | ===Combat & Strategy=== |
Revision as of 00:39, 2 December 2022
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Megaspider
Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long ripper-blades make it deadly at close quarters. It is, however, quite slow in open terrain.
Base Stats
Armor
- Armor - Sharp
- 27%
- Armor - Blunt
- 18%
Pawn Stats
- Move Speed
- 3.6 c/s
- Health Scale
- 250% HP
- Body Size
- 1.2
- Mass - Baby
- 14.4 kg
- Mass - Juvenile
- 36 kg
- Mass - Adult
- 72 kg
- Carrying Capacity
- 90 kg
- Filth Rate
- 1
- Hunger Rate
- 0.56 Nutrition/Day
- Diet
- omnivorous and animal products
- Life Expectancy
- 6 years
- Manhunter Chance
- 50%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- Advanced
- Wildness
- 40%
- Minimum Handling Skill
- 3
- Maturity Age
- 0.2 years (12 days)
- Juvenile Age
- 0.03 years (1.8 days)
- Comfortable Temp Range
- -40 °C – 60 °C (-40 °F – 140 °F)
Production
- Meat Yield
- 168 Insect meat
Melee Combat
- Attack 1
- Head claw
12 dmg (Cut)
18 % AP
2.6 second cooldown - Attack 2
- Head
7 dmg (Blunt)
10 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 2.52
- tradeTags
- AnimalInsect
Megaspiders are giant, bio-engineered, subterranean invertebrates and the largest and most dangerous of the three insectoid types.
Summary
They are hostile towards any nearby colonists, have plated armor that makes them quite resistant to ranged attack, and can do lethal amounts of damage in close combat. Like all insects, megaspiders only begin spawning in events where colonists come into contact with their underground habitat: In caves, when opening an ancient danger, during an infestation, or by deep drilling.
Like all insectoids, they experience hypothermic slowdown instead of hypothermia and have 100% Toxic Resistance, rendering them immune to toxic buildup from any source.
They experience pollution stimulus when in polluted terrain. See that page for full details.
Combat & Strategy
Megaspiders are slightly slower than spelopedes and megascarabs. A common feature of any insectoid swarm is for these smaller, less dangerous creatures to glove the megaspiders' approach, absorbing the fire of your colonists and bogging them down until the big hitters are in range. Fully fit humans can outrun even megascarabs, so the strongest tactic is to hit and run, continually falling back in front of the swarm. If they've infested your base, open your doors and try to lead them out into the open.
Melee combat is to be avoided, unless you have skilled melee fighters in industrial-grade armor. Megaspiders are sturdy and can do a lot of damage very quickly. Do not understimate how many bullets they take to go down.
In 1.3, Megaspider wildness decreased from 95% to 40%, making them much easier to rescue and tame. Their trainability also went from intermediate to advanced, making them capable of hauling. With a minimum handling skill of 3, Megaspiders have become much easier to tame and train compared to wargs (changed to intermediate trainability in 1.3) or elephants (min handling skill 7 required).
Armor
Armor |
---|
Taming
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Wild megaspiders are always hostile making them difficult to tame as they will try to attack the animal handler. Tame megaspiders can be trained normally, but will not breed.
Training
This animal can be trained as follows:
Guard: | |
---|---|
Attack: | |
Rescue: | |
Haul: |
*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.
Health
Version history
- Beta 19/1.0 - All insects main attack cooldowns 2.5 -> 2.9
- 1.3.3066 - Wildness decreased from 0.95 to 0.40, manhunter on tame chance reduced from 40% to 0. Trainability changed from intermediate to advanced, gestation changed from N/A to 6.
- Biotech DLC relase - Now gain a stat boost on polluted terrain