Difference between revisions of "Centipede burner"

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{{stub}}{{infobox main|none|
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{{infobox main|none|
 
| name = Centipede burner
 
| name = Centipede burner
 
| image = CentipedeBurner east.png
 
| image = CentipedeBurner east.png
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| type        = Mechanoid
 
| type        = Mechanoid
 
| marketvalue  = {{Q|Centipede|Market Value Base}}
 
| marketvalue  = {{Q|Centipede|Market Value Base}}
 +
| combatPower = {{Q|Centipede|Combat Power}}
 
| flammability = {{Q|Centipede|Flammability Base}}
 
| flammability = {{Q|Centipede|Flammability Base}}
 
| movespeed    = {{Q|Centipede|Move Speed Base}}
 
| movespeed    = {{Q|Centipede|Move Speed Base}}
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<!-- Creation -->
 
<!-- Creation -->
 
| research = High mechtech
 
| research = High mechtech
| production facility 1 = Mech gestator
+
| production facility 1 = Large mech gestator
 +
| gestation cycles = 6
 
| resource 1 = Steel
 
| resource 1 = Steel
 
| resource 1 amount = 255
 
| resource 1 amount = 255
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| resource 4 amount = 1
 
| resource 4 amount = 1
 
}}
 
}}
 +
'''Centipede burners''' are a variant of [[centipede]] that wield the [[inferno cannon]].
  
'''{{PAGENAME}}s''' are a variant of [[centipede]] that wield the [[inferno cannon]].
+
== Acquisition ==
 +
{{Biotech|section=1}}
 +
{{Acquisition}}
  
==Summary==
+
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect heavy mechanoid''" bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||100}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
 +
 
 +
== Summary ==
 
{{Main|Centipede}}
 
{{Main|Centipede}}
As mechanoids, centipedes are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, starting from the stun, rendering them immune to further EMP strikes. Centipedes have a [[Psychic Sensitivity]] of 75%, reducing the effect of some [[psycasts]].{{RoyaltyIcon}}
+
As mechanoids, centipedes are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, starting from the stun, rendering them immune to further EMP strikes.
 +
 
 +
Centipedes have a [[Psychic Sensitivity]] of 75%, reducing the duration of certain [[psycast]]s.{{RoyaltyIcon}} However, most other mechanoids have a psychic sensitivity of 50%, making centipedes more vulnerable than their contemporaries.
 +
 
 +
Dead centipedes may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||30}} [[steel]] and {{Icon Small|Plasteel||10}} [[plasteel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as missing parts on the centipede.
  
 
=== Combat ===
 
=== Combat ===
Line 55: Line 66:
 
The inferno cannon has a Forced Miss Radius of 3.5 tiles, where blasts will always land. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.
 
The inferno cannon has a Forced Miss Radius of 3.5 tiles, where blasts will always land. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.
  
==As an ally==
+
=== As an ally ===
{{Biotech}}
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{{Biotech|section=1}}
{{PAGENAME}}s are heavy mechanoids; burners require [[Research#High Mechtech|High Mechtech]] to be created. They require {{Required Resources}} and 4 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initally craft, and then it must gestate for 6 cycles. Mechanoids can be fully repaired at the cost of power and nothing else. A dead centipede can be resurected for 100 [[steel]] and 1 gestation cycle so long as the corpse is extant.
+
Mechs under player control require power: centipedes 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]] (constant 400W), for 50% power/day, creating 20 [[wastepack]]s whenever the recharger's waste is filled up.
  
Mechs under player control require power: centipedes 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]] (constant 400W), for 50% power/day, creating 20 [[wastepack]]s whenever the recharger's waste is filled up. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth.  
+
== Analysis ==
 +
{{stub|section=1|reason=As an ally}}
 +
Centipede burners are high-tier threats due to the [[fire]] they create. Fire causes pawns to run around wildly, ignore orders, and get out of cover, which can all lead to death. [[Firefoam pop pack]]s are helpful to protect against their attacks.
  
==Analysis==
 
 
As mechanoids are not hurt by fire damage, centipede burners are not great targets for [[psychic insanity lance]]s. However, using one will still take the burner out of combat for an extended time.
 
As mechanoids are not hurt by fire damage, centipede burners are not great targets for [[psychic insanity lance]]s. However, using one will still take the burner out of combat for an extended time.
  
==Version history==
+
== Health ==
 +
=== Body parts ===
 +
{{Animal Health Table|MechanicalCentipede}}
 +
 
 +
== Gallery ==
 +
<gallery>
 +
CentipedeBurnerClean east.png| Age 0-99 Centipede burner facing east
 +
CentipedeBurnerClean north.png| Age 0-99 Centipede burner facing north
 +
CentipedeBurnerClean south.png| Age 0-99 Centipede burner facing south
 +
</gallery><gallery>
 +
CentipedeBurner east.png| Age 100+ Centipede burner facing east
 +
CentipedeBurner north.png| Age 100+ Centipede burner facing north
 +
CentipedeBurner south.png| Age 100+ Centipede burner facing south
 +
</gallery>
 +
 
 +
== Version history ==
 
* [[Version/1.4.3523|1.4.3523]] - The base [[centipede]], which could wield both the charge blaster and inferno cannon, was split into [[centipede blaster|blaster]], burner, and [[centipede gunner|gunner]].
 
* [[Version/1.4.3523|1.4.3523]] - The base [[centipede]], which could wield both the charge blaster and inferno cannon, was split into [[centipede blaster|blaster]], burner, and [[centipede gunner|gunner]].
*[[Biotech DLC]] - Introduced ability to create and control centipedes.  
+
* [[Biotech DLC]] Release - Introduced ability to create and control centipedes.  
  
 
{{nav|mechanoid|wide}}
 
{{nav|mechanoid|wide}}
 
[[Category:Mechanoids]]
 
[[Category:Mechanoids]]

Latest revision as of 21:26, 25 September 2024

Centipede burner

Centipede burner

Heavy combat mechanoids that glide on dozens of tiny legs. Their thick carapace and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics.

Base Stats

Type
Mechanoid
Market Value
1200 Silver
Flammability
0%

Armor

Armor - Sharp
72%
Armor - Blunt
22%
Armor - Heat
200%

Pawn Stats

Combat Power
400
Move Speed
1.9 c/s
Health Scale
432% HP
Body Size
3
Mass
180 kg
Pack Capacity
105 kg
Carrying Capacity
225 kg
Filth Rate
1
Life Expectancy
2,500 years
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack
Head
17 dmg (Blunt)
25 % AP
2.6 second cooldown
Average DPS
4.05

Creation

Crafted At
Large mech gestator
Required Research
High mechtech
Gestation Cycles
6
Resources to make
Steel 255 + Plasteel 255 + Component 8 + High subcore 1
Technical
weaponTags
InfernoCannonGun


Centipede burners are a variant of centipede that wield the inferno cannon.

Acquisition[edit]

Centipede burners can be gestated by a mechanitor at a large mech gestator once the high mechtech research project has been completed. Note that this research requires a powerfocus chip to unlock. Each requires Steel 255 Steel, Plasteel 255 Plasteel, Component 8 Components, High subcore 1 High subcore and 6 gestation cycles taking 1,800 ticks (30 secs) each to initiate.

Dead, friendly centipede burners can also be resurrected at the large mech gestator using the "Resurrect heavy mechanoid" bill. This requires the corpse of the friendly Centipede burner, Steel 100 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.

Summary[edit]

As mechanoids, centipedes are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks and will "adapt" for 2,200 ticks (36.67 secs), starting from the stun, rendering them immune to further EMP strikes.

Centipedes have a Psychic Sensitivity of 75%, reducing the duration of certain psycasts.Content added by the Royalty DLC However, most other mechanoids have a psychic sensitivity of 50%, making centipedes more vulnerable than their contemporaries.

Dead centipedes may be shredded at the machining table or crafting spot for Steel 30 steel and Plasteel 10 plasteel, though these values are affected by mechanoid shredding efficiency as well as missing parts on the centipede.

Combat[edit]

Centipede burners are always equipped with a inferno cannon. It creates explosions of fire, which can ignite pawns. They are also able to engage in (less effective) melee combat with colonists.

  • Melee Attacks Damage Amount Cooldown
    Blunt 11.7 2.6 sec
  • The inferno cannon has a Forced Miss Radius of 3.5 tiles, where blasts will always land. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.

    As an ally[edit]

    Mechs under player control require power: centipedes 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 (constant 400W), for 50% power/day, creating 20 wastepacks whenever the recharger's waste is filled up.

    Analysis[edit]

    Centipede burners are high-tier threats due to the fire they create. Fire causes pawns to run around wildly, ignore orders, and get out of cover, which can all lead to death. Firefoam pop packs are helpful to protect against their attacks.

    As mechanoids are not hurt by fire damage, centipede burners are not great targets for psychic insanity lances. However, using one will still take the burner out of combat for an extended time.

    Health[edit]

    Body parts[edit]


    Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
    First body ring 194.4 1 100% 14% N/A[4] Ex.png Moving
    Manipulation
    Death
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Head 129.6 1 15% 8.3% First body ring Ex.png - Death
    Will never take permanent injury.
    Artificial brain 43.2 1 5% 0.75% Head Check.png Data Processing Death
    Will never take permanent injury.
    Sight sensor 43.2 2 8% 1.2% Head Ex.png Sight −25% Sight. −100% if both lost.
    Will never take permanent injury.
    Hearing sensor 43.2 2 8% 1.2% Head Ex.png Hearing −25% Hearing. −100% if both lost.
    Will never take permanent injury.
    Chemical analyzer 43.2 1 8% 1.2% Head Ex.png - Will never take permanent injury.
    Second body ring 172.8 1 71% 11% First body ring Ex.png Moving
    Manipulation
    Death
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Reactor 86.4 1 5% 3.6% Second body ring Check.png Power Generation Death.
    Will never take permanent injury.
    Third body ring 151.2 1 80% 11% Second body ring Ex.png Moving
    Manipulation
    Death
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Fluid reprocessor 64.8 1 5% 2.80% Third body ring Check.png Fluid Reprocessing Death if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    Fourth body ring 129.6 1 75% 12% Third body ring Ex.png Moving
    Manipulation
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Fluid reprocessor 64.8 1 6% 2.60% Fourth body ring Check.png Fluid Reprocessing Death if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    Fifth body ring 108 1 66% 14% Fourth body ring Ex.png Moving
    Manipulation
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Sixth body ring 86.4 1 50% 14% Fifth body ring Ex.png Moving
    Manipulation
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
    2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
    3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.

    Gallery[edit]

    Version history[edit]

    • 1.4.3523 - The base centipede, which could wield both the charge blaster and inferno cannon, was split into blaster, burner, and gunner.
    • Biotech DLC Release - Introduced ability to create and control centipedes.