Difference between revisions of "Boomrat"
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== Lore == | == Lore == | ||
− | The origin of the boomrat has varied over time. In the initial release of the [[Lore#Longsleep_Revival_Briefing_.28Obsolete.29|Revival Briefing]], which is now considered non-canon, they were described as originating as a biological weapon that survived and bred after wars on the worlds they now inhabit. The [[Lore#Cryptosleep_Revival_Briefing|current version]] of the Revival Briefing states that they, along with the [[boomalope]], were originally engineered as a primitive renewable fuel source. While this holds true for boomalopes, boomrats cannot and could never be milked for [[chemfuel]] in-game. | + | The origin of the boomrat has varied over time. In the initial release of the [[Lore#Longsleep_Revival_Briefing_.28Obsolete.29|Revival Briefing]], which is now considered non-canon, they were described as originating as a biological weapon that survived and bred after wars on the worlds they now inhabit. The [[Lore#Cryptosleep_Revival_Briefing|current version]] of the Revival Briefing states that they, along with the [[boomalope]], were originally engineered as a primitive renewable fuel source. While this holds true for boomalopes, boomrats cannot and could never be milked for [[chemfuel]] in-game. Meanwhile, their current in-game description also disagrees with the current briefing and supports the now-obsolete original version, stating that their explosive tendencies are either a result of deliberate weaponization or intended as a defense mechanism. |
==Version history== | ==Version history== |
Revision as of 10:30, 23 December 2022
Boomrat
Either by deliberate genetic weaponization, or as an unusual defense mechanism, these rodent-like creatures create a powerful fire-starting explosion when killed.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Move Speed
- 4.6 c/s
- Health Scale
- 40% HP
- Body Size
- 0.2
- Mass - Baby
- 2.4 kg
- Mass - Juvenile
- 6 kg
- Mass - Adult
- 12 kg
- Carrying Capacity
- 15 kg
- Filth Rate
- 1
- Hunger Rate
- 0.22 Nutrition/Day
- Diet
- omnivorous grazer
- Life Expectancy
- 8 years
- Manhunter Chance
- 0%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- None
- Wildness
- 75%
- Minimum Handling Skill
- 7
- Mate Interval
- 8 hours
- Maturity Age
- 0.222 years (13.3 days)
- Juvenile Age
- 0.1 years (6 days)
- Comfortable Temp Range
- -15 °C – 40 °C (5 °F – 104 °F)
Production
- Meat Yield
- 31 boomrat meat
- Leather Yield
- 16 lightleather
- Gestation Period
- 5.661 days
- Offspring Per Birth
- 1-3 (1.75 avg)
Melee Combat
- Attack 1
- Front left paw
5.4 dmg (Scratch)
8 % AP
1.5 second cooldown - Attack 2
- Front right paw
5.4 dmg (Scratch)
8 % AP
1.5 second cooldown - Attack 3
- Teeth
4.9 dmg (Bite)
7 % AP
2 second cooldown
0.7 chance factor - Attack 4
- Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 1.73
- tradeTags
- AnimalUncommon, AnimalFighter
Boomrats inhabit temperate forests, temperate swamps, and arid shrublands. Be careful of their powerful fire-starting explosion whenever they die, including when they are slaughtered.
Taming
Tamed Boomrats are useful Release animals in raids or certain events, although they should be kept away from the main base (particularly the flammable parts).
Summary
On death, boomrats explode, doing 10 Flame damage in a 1.9 tile raidus. This explosion does not itself set fires nor create chemfuel puddles to burn but the Flame damage might ignite surrounding objects and pawns.
Boomrats have 90% Toxic Environment Resistance rendering them highly resistant to environmental effects such as rot stink and toxic buildup from non-attack sources.
Tactics
They are a smaller version of the Boomalope and spawn in areas where the ground is mostly flammable. Like the Boomalope, they are a punishment for being in an area with a long or year round growing season, and are very dangerous to settle near for a permadeath settlement as a manhunter pack of them can create a devastating fire with no hope of being stopped, that will eventually melt through steel. It is very hard for your colony to put the fire out until it rains. They will also eat your crops if given the chance.
Consider avoiding them, and keeping them healthy. Boomrats are best hunted in the rain, which will extinguish the fire. Alternatively, you can tame and sell them, or slaughter them in an area with no risk of fire, such as lake, around a firefoam popper, or in a room of stone floors and walls.
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
Lore
The origin of the boomrat has varied over time. In the initial release of the Revival Briefing, which is now considered non-canon, they were described as originating as a biological weapon that survived and bred after wars on the worlds they now inhabit. The current version of the Revival Briefing states that they, along with the boomalope, were originally engineered as a primitive renewable fuel source. While this holds true for boomalopes, boomrats cannot and could never be milked for chemfuel in-game. Meanwhile, their current in-game description also disagrees with the current briefing and supports the now-obsolete original version, stating that their explosive tendencies are either a result of deliberate weaponization or intended as a defense mechanism.