Difference between revisions of "Legionary"

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== Summary ==
 
== Summary ==
 
{{Mechanoid Summary}}
 
{{Mechanoid Summary}}
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=== Shield ===
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{{Image wanted|section=1|reason = Coverage image ala [[:File:Low_shield_pack_radius.jpg]]}}
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The legionary projects a shield that is 3 tiles in radius.{{Check Tag|When?|When is the shield up, for both friendly and enemy legionaries}} The shield stops all incoming ground-level fire from passing into the bubble except that fired by the member's of the legionary's [[faction]],{{Check Tag|Turrets?|Does this include friendly turrets?}}{{Check Tag|Allies?|Does this exception apply to other factions that are allied to the legionary's?}} be it [[mechanoid hive]] or the players. It does not prevent pawns of any faction that are inside from firing out.  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 not fired will detonate on the shield edge. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] {{RoyaltyIcon}} will not be blocked by the shield, nor will explosions crossing the boundary.
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The shield can absorb up to 200 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,{{Check Tag|Verify|Verify delay time}}--> The shield regenerates charge at rate of 0.25 HP per second, so long as it has not been broken.{{Check Tag|Delay?|Is there a delay after the shield taking damage before it can regen again?}} However, once the shield's charge is completely expended, the shield will break and be totally disabled for {{ticks|5400}} after which point the shield will be restored at full health. Projectiles from [[EMP grenades]] and [[EMP launcher|launchers]] from outside hitting the shield will disable the shield for {{ticks|1500}}, after which time the shield will be restored at full health. 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 mechanoid can be killed. 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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If the [[EMP]] damage is dealt to the legionary itself, the shield is similarly disabled{{Check Tag|What time?|Is it down for as long as the mech is EMP'd or is it down for 1500 ticks like if the shield was hit}} but will continue to regenerate as if it was not.
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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.
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===As an ally===
 
===As an ally===
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===Combat===
 
===Combat===
 
Legionaries use the [[needle launcher]], a shorter range version of the [[needle gun]].
 
Legionaries use the [[needle launcher]], a shorter range version of the [[needle gun]].
 
They come with a small low-shield, roughly 2 tiles in radius.{{Check Tag|Mechanics?}} It blocks incoming, but not outgoing projectiles. It has 200 health and recharges at 25% per second, but is instantly broken by any source of [[EMP]].
 
  
 
== Analysis ==
 
== Analysis ==

Revision as of 00:21, 15 December 2022

Legionary

Legionary

A combat support mechanoid with a wide range bullet shield and long-range needle gun. Designed to support other mechanoids from long range, the legionary is vulnerable to anyone who can get inside its shield.

Base Stats

Type
Mechanoid
Market Value
1200 Silver
Flammability
0%

Armor

Armor - Sharp
40%
Armor - Blunt
20%
Armor - Heat
200%

Pawn Stats

Move Speed
4.3 c/s
Health Scale
72% HP
Body Size
1
Mass
60 kg
Pack Capacity
35 kg
Carrying Capacity
75 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack 1
Left fist
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 2
Right fist
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 3
Head
8.5 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor
Average DPS
3.36

Creation

Crafted At
Mech gestator
Required Research
Ultra mechtech
Resources to make
Plasteel 100 + Component 6 + High subcore 1
Technical
weaponTags
MechanoidGunNeedleLauncher


A legionary is a mechanoid added by the Biotech DLC that projects a shield.

Summary

As mechanoids, every legionary is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).

Shield

The legionary projects a shield that is 3 tiles in radius.[When?] The shield stops all incoming ground-level fire from passing into the bubble except that fired by the member's of the legionary's faction,[Turrets?][Allies?] be it mechanoid hive or the players. It does not prevent pawns of any faction that are inside from firing out. 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 not fired will detonate on the shield edge. Fire from mortars, orbital bombardment, or aerodrone strikes or salvos Content added by the Royalty DLC will not be blocked by the shield, nor will explosions crossing the boundary.

The shield can absorb up to 200 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. The shield regenerates charge at rate of 0.25 HP per second, so long as it has not been broken.[Delay?] However, once the shield's charge is completely expended, the shield will break and be totally disabled for 5,400 ticks (1.5 mins) after which point the shield will be restored at full health. Projectiles from EMP grenades and launchers from outside hitting the shield will disable the shield for 1,500 ticks (25 secs), after which time the shield will be restored at full health. 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 mechanoid can be killed. 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

If the EMP damage is dealt to the legionary itself, the shield is similarly disabled[What time?] but will continue to regenerate as if it was not.

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.


As an ally

Legionaries are medium mechanoids, and require Ultra Mechtech to be researched.

They are created from a large mech gestator with Plasteel 100 Plasteel, Component 6 Components, High subcore 1 High subcore, taking up 2 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 4 cycles. Mechanoids can be fully repaired at the cost of power and nothing else. A dead legionary can be resurected for 50 steel and 1 gestation cycle so long as the corpse is extant.

Mechs under player control require power: legionaries 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 (400W), for 50% power/day, creating 10 wastepacks whenever the recharger's waste is filled up.

Combat

Legionaries use the needle launcher, a shorter range version of the needle gun.

Analysis

As an enemy

  • Cannon is weak, but don't underestimate it. It's still strong enough to destroy vulnerable organs, including the brain.
  • EMP works well to break the shield, if you can get close enough at all. Legionaries are often surrounded by powerful mechanoids due to their advanced nature.

As an ally

(info about the shield here)

Trivia

Both shield mechanoids, the centurion and the legionary, are named after positions in the ancient Roman Army. The Roman Army famously used large shields called scuta.

Health

Specify body type when known.


Body part Health
Head 18
Skull 18
Brain 7
Nose 7
Neck 18
Jaw 14
Eye [1]
(left, right)
7
Ear
(left, right)
7
Body 29
Kidney[2]
(left, right)
11
Lung[2]
(left, right)
11
Liver[2] 14
Heart[2] 11
Spine[2] 18
Stomach[2] 14
Limbs
(left, right, fore, hind)
22
Appendage
(left, right, fore, hind)
14
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Trivia

Both shield mechanoids, the centurion and the legionary, are named after positions in the ancient Roman Army. The Roman Army famously used large shields called scuta.

Version history