Difference between revisions of "Remote shielder"
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Having at least 1 remote shielder installed gives access to the ''Remote Shield'' ability which can be cast on any [[mechanoid]] within range.{{Check Tag|LoS?|Line of sight required?}} The mechanoid does not need to be linked to the user and can even be hostile. Note that hostile mechs will continue attempting to fire their weapons from within the shield, damaging the shield in the process. | Having at least 1 remote shielder installed gives access to the ''Remote Shield'' ability which can be cast on any [[mechanoid]] within range.{{Check Tag|LoS?|Line of sight required?}} The mechanoid does not need to be linked to the user and can even be hostile. Note that hostile mechs will continue attempting to fire their weapons from within the shield, damaging the shield in the process. | ||
− | Using the shield has no warmup time{{Check Tag|Pause instant?|Low shield packs will deploy even when paused, that the case here?}} and no direct resource cost other than your mechanitor's full attention. {{Check Tag|Duration|If indefinite, state so}} Instructing the mechanitor to take any action will cancel the shield immediately - this includes, but is not limited to, moving, attacking, undrafting, and using other abilities such as [[psycasts]].{{RoyaltyIcon}} When the shield is broken, expires, or is cancelled, the effect ends{{Check Tag|Verify}} and a {{Ticks|300}} cooldown is imposed, which starts as soon as mechanitor stops projecting the shield. The termination of the shield has no other effect on the mechanoid or mechanitor, regardless of the cause. | + | Using the shield has no warmup time{{Check Tag|Pause instant?|Low shield packs will deploy even when paused, that the case here?}} and no direct resource cost other than your mechanitor's full attention. {{Check Tag|Duration|If indefinite, state so}} Instructing the mechanitor to take any action will cancel the shield immediately - this includes, but is not limited to, moving, attacking, undrafting, and using other abilities such as [[psycasts]].{{RoyaltyIcon}}{{Check Tag|Mechanitor Injury? Downing? Death?|Does each interupt the shield?}} When the shield is broken, expires, or is cancelled, the effect ends{{Check Tag|Verify}} and a {{Ticks|300}} cooldown is imposed, which starts as soon as mechanitor stops projecting the shield. The termination of the shield has no other effect on the mechanoid or mechanitor, regardless of the cause. |
Up to 3 remote shielders can be installed in each mechanitor's brain. Each installed shielder increases shield range and energy as follows: | Up to 3 remote shielders can be installed in each mechanitor's brain. Each installed shielder increases shield range and energy as follows: | ||
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The shield can absorb damage equal to its shield energy before breaking. The shield recharges energy extremely slowly at a rate of roughly 0.2 energy/second.{{Check Tag| Exact numbers required|Also state if changes with number of shielders installed}}{{Check Tag|Check energy|Describe how to check energy}}{{Check Tag|Damage cooldown?|When the shield is damaged is there a delay before regen restarts?}} If an attack would is sufficient to completely deplete the shield's charge, then the shield is broken and any damage remaining is negated. | The shield can absorb damage equal to its shield energy before breaking. The shield recharges energy extremely slowly at a rate of roughly 0.2 energy/second.{{Check Tag| Exact numbers required|Also state if changes with number of shielders installed}}{{Check Tag|Check energy|Describe how to check energy}}{{Check Tag|Damage cooldown?|When the shield is damaged is there a delay before regen restarts?}} If an attack would is sufficient to completely deplete the shield's charge, then the shield is broken and any damage remaining is negated. | ||
− | EMPing the shielded mech directly immediately cancels the shield however emp explosions that merely overlap with the shield's radius do not effect it. The shield does not protect the mech from EMP. | + | EMPing the shielded mech directly immediately cancels the shield however emp explosions that merely overlap with the shield's radius do not effect it. The shield does not protect the mech from EMP.{{Check Tag|Shield Intercepted EMP projectiles?|Do they terminate the shield, like a low shield pack, and if so do they stun the mech at the same time, if so how long}}{{Check Tag|EMP mechanitor?|Any effect on shield? Specify even if no}} |
+ | |||
+ | <!-- The shield will be terminated when the shield intercepts a projectile that deals [[EMP]] damage or when EMP damage from any source is dealt to the mechanoid itself. Projectiles that the shield type does not stop, such as [[EMP shells]], will not have any effect when crossing the shield, nor does an EMP's area of effect overlapping with the projected shield - a projectile must be intercepted or the EMP damage must be dealt to the mechanoid.--> | ||
=== Installation === | === Installation === |
Revision as of 03:09, 10 March 2025
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Remote shielder
An implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield.
Placing a shield at a distance requires a substantial amount of energy. It can be used to save a mech at a critical moment.
This implant can be self-installed in the same way as the mechlink.
This implant can be installed up to 3 times to increase its range and shield energy.
Base Stats
- Type
- Medical Items – Body Parts
- Mass
- 1 kg
- Beauty
- -4
- HP
- 100
- Deterioration Rate
- 0
Creation
- Required Research
- High mechtech
- Skill Required
- Crafting 6
- Work To Make
- 3,200 ticks (53.33 secs)
Remote shielders are artificial body parts and upgrades to a mechanitors Mechlink added by the Biotech DLC that allow a mechanitor to remotely create a shield around their mechanoids.
Acquisition
Remote shielders can be crafted at a machining table once the High mechtech research project has been completed. Note that this research requires a powerfocus chip to unlock. Each requires 1 Powerfocus chip,
6 Components, 3,200 ticks (53.33 secs) of work modified by the general labor speed of the crafter, and a crafting skill of 6.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Many check tags. |
Remotely project a personal defense shield onto a mech. The shield stops incoming damage, but also prevents shooting out, so this can be useful even when cast on enemies. The mechanitor must continuously focus on the mech in order to maintain the shield.
— "Remote Shield" ability description
Having at least 1 remote shielder installed gives access to the Remote Shield ability which can be cast on any mechanoid within range.[LoS?] The mechanoid does not need to be linked to the user and can even be hostile. Note that hostile mechs will continue attempting to fire their weapons from within the shield, damaging the shield in the process.
Using the shield has no warmup time[Pause instant?] and no direct resource cost other than your mechanitor's full attention. [Duration] Instructing the mechanitor to take any action will cancel the shield immediately - this includes, but is not limited to, moving, attacking, undrafting, and using other abilities such as psycasts.[Mechanitor Injury? Downing? Death?] When the shield is broken, expires, or is cancelled, the effect ends[Verify] and a 300 ticks (5 secs) cooldown is imposed, which starts as soon as mechanitor stops projecting the shield. The termination of the shield has no other effect on the mechanoid or mechanitor, regardless of the cause.
Up to 3 remote shielders can be installed in each mechanitor's brain. Each installed shielder increases shield range and energy as follows:
Num. Shielders |
Shield range (Tiles) |
Shield energy i.e. Damage capacity |
---|---|---|
1 | 7.9 | 75 |
2 | 13.9 | 150 |
3 | 19.9 | 225 |
Upon casting, a 3x3 shield surrounds the targeted mechanoid, following it as the mechanoid moves. The shield will break if the mechanoid moves outside the remote shielder's range. The shield stops all incoming and outgoing ground-level[Verify] fire from passing through the bubble, including fire from the target mechanoid, and detonates explosive projectiles at the point of impact with the shield radius.
The shield can absorb damage equal to its shield energy before breaking. The shield recharges energy extremely slowly at a rate of roughly 0.2 energy/second.[ Exact numbers required][Check energy][Damage cooldown?] If an attack would is sufficient to completely deplete the shield's charge, then the shield is broken and any damage remaining is negated.
EMPing the shielded mech directly immediately cancels the shield however emp explosions that merely overlap with the shield's radius do not effect it. The shield does not protect the mech from EMP.[Shield Intercepted EMP projectiles?][EMP mechanitor?]
Installation
Unlike most medical implants, the remote shielder is not installed via an operation and instead can be painlessly self-installed by a conscious mechanitor in about 2 seconds. Simply right click on the item on the ground and click "Implant remote shielder" or "Upgrade remote shielder to level X" if one has already been installed.
A max of 3 can be installed on any one mechanitor and they cannot be uninstalled. If the mechanitor dies by any means and is resurrected all upgrades will be preserved, but if the mechlink is extracted to be installed in another pawn, all upgrades to the mechlink will be lost.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Missing analysis. |
Version history
- Biotech DLC Release - Added.
- 1.4.3555 - Increased the health of the mechanitor's remote shielder ability to 75/150/225 [From?]