Difference between revisions of "War urchin"
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War urchins are mechanoids created by a [[war queen]]. A war queen can create 3 war urchins every 15 seconds, and each one costs 25 [[steel]] to create (75 steel per batch). Uniquely, war urchins can not be recharged - they will expire after {{ticks/gametime|15000}} have passed. They do not use bandwidth and can't go dormant. | War urchins are mechanoids created by a [[war queen]]. A war queen can create 3 war urchins every 15 seconds, and each one costs 25 [[steel]] to create (75 steel per batch). Uniquely, war urchins can not be recharged - they will expire after {{ticks/gametime|15000}} have passed. They do not use bandwidth and can't go dormant. | ||
− | + | Unlike other mechanoids, war urchins created by the player cannot be manually ordered, even within range of their mechanitor, nor can they be [[allowed area|zoned]]; they just behave like ally pawns from NPC factions. | |
− | ===Combat=== | + | === Combat === |
War urchins wield the [[spiner]] gun, which has an incredibly short range of {{Q|Spiner|Range}} tiles. | War urchins wield the [[spiner]] gun, which has an incredibly short range of {{Q|Spiner|Range}} tiles. | ||
Revision as of 04:51, 24 March 2023
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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War urchin
A small, deployable combat mechanoid usually manufactured inside an ultra-heavy war queen mech. War urchins are expendable fighters designed to swarm-attack enemies. They are mounted with short-ranged spiner guns and have a non-rechargeable power source.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Armor
- Armor - Sharp
- 20%
- Armor - Blunt
- 10%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 4.2 c/s
- Health Scale
- 130% HP
- Body Size
- 0.7
- Mass
- 42 kg
- Pack Capacity
- 24.5 kg
- Carrying Capacity
- 53 kg
- Filth Rate
- 1
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack
- Head
6 dmg (Blunt)
9 % AP
2.6 second cooldown - Average DPS
- 1.43
Creation
- Required Research
- Ultra mechtech
- weaponTags
- MechanoidGunSpiner
A war urchin is a mechanoid added by the Biotech DLC.
Summary
As mechanoids, every war urchin 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).
War urchins are mechanoids created by a war queen. A war queen can create 3 war urchins every 15 seconds, and each one costs 25 steel to create (75 steel per batch). Uniquely, war urchins can not be recharged - they will expire after 15,000 ticks (6 in-game hours) have passed. They do not use bandwidth and can't go dormant.
Unlike other mechanoids, war urchins created by the player cannot be manually ordered, even within range of their mechanitor, nor can they be zoned; they just behave like ally pawns from NPC factions.
Combat
War urchins wield the spiner gun, which has an incredibly short range of 6.9 tiles.
Analysis
As an ally
War urchins are extra-disposable pawns, even cheaper than a militor. They can lure in attacks from enemies.
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.
- 1.4.3531 - Fix: War urchins are not newborn when created by a war queen.