Difference between revisions of "Tesseron"
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Revision as of 15:00, 22 December 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Tesseron
A medium-range combat mechanoid. While it is fairly vulnerable to attacks, the tesseron's sweeping beam graser attack is so deadly that few opponents can get shots off against it.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Armor
- Armor - Sharp
- 40%
- Armor - Blunt
- 20%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 4.7 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
- 3.72
Creation
- Required Research
- Ultra mechtech
- weaponTags
- BeamGraserGun
A tesseron is a mechanoid added by the Biotech DLC.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Shield interaction with beam graser. |
As mechanoids, every tesseron 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).
As an enemy
Tesserons are similar to the lancer as a fast, ranged mechanoid. They move into range and continuously fire until interrupted, either by being engaged in melee or killed. They are most commonly found alongside later summons of the mechanoid commanders, but can also be found in ancient dangers and in high-wealth mechanoid raids.
Their weapon, the beam graser, fires a sweeping laser that damages pawns in a line, with a 50% chance on hit to set on fire. The main target of the tesseron is the only one that is immune to the sweeping laser; they are checked for hits separately and can be hit even if they move out of the physical path of the beam. The beam graser has a minimum range of 3.9 tiles, meaning that it cannot engage targets closer to them than this. It is currently unknow whether the AI will retreat if an enemy gets within this range.[Detail Needed]
As an ally
Tesserons are medium mechanoids, and require Ultra Mechtech to be researched.
They are created from a large mech gestator with 110 Plasteel, 7 Components, 1 High subcore, taking up 3 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 2(?) cycles. Mechanoids can be fully repaired at the cost of power and nothing else. A dead tesseron can be resurected for 50 steel and 1 gestation cycle so long as the corpse is extant.
Mechs under player control require power: tesserons 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 mech recharger (200W), for 50% power/day, creating 15 wastepacks whenever the recharger's waste is filled up.
Combat
Tesserons use the beam graser. This weapon fires a laser that attacks pawns as it travels through multiple different tiles, dealing beam-type damage and potentially lighting them on fire.
Tesserons have a base 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.
Analysis
Coupled with its high damage, tesserons pose a serious threat that can kill several pawns if left to their own devices. If possible, force them into melee, where they are very vulnerable. If not, spread pawns out vertically to avoid multiple pawns being hit at once, and bring several. Ignited pawns will ignore all commands until they are put out, making it very possible for them to flee into other mechanoids, or simply be re-ignited until killed. They have a moderately long range that can be taken advantage of with longer-ranged weaponry such as sniper rifles, and their low health scale makes them vulnerable to being picked off quickly.
As with all other mechanoids, avoid using fire-based weaponry, as they are completely immune to fire damage. In the tesseron's case, this can be taken advantage of, as all allied mechs are immune to the tesseron's ability to light them on fire.
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.