Difference between revisions of "Scyther"

From RimWorld Wiki
Jump to navigation Jump to search
(Values for armor are a percentage and tell how much damage is reduced by. A value more than 1 means the damage taken is more, not less; and isn't armor.)
(Undo revision 44402 by Jimyoda (talk) Restoring previous edit. Infobox template is not set to convey raw values into a percentage. And changing it would require changing too many other pages.)
Line 15: Line 15:
 
|attack2part = right blade
 
|attack2part = right blade
 
|attack2cool = 100
 
|attack2cool = 100
|armorblunt = 0.10
+
|armorblunt = 10
|armorsharp = 0.25
+
|armorsharp = 25
 
|meatyield = 0
 
|meatyield = 0
 
<!--|bodysize = 1.0-->
 
<!--|bodysize = 1.0-->

Revision as of 07:39, 5 January 2017

Scyther

Scyther

"Fast, spindly, human-sized combat mechanoids. They usually carry one primary ranged weapon, and their bodies are adorned with two articulated blades to make them deadly in melee combat. They don't use cover. Best handled by concentrated, overwhelming force."

Base Stats

Type
MechanoidCharacters

Armor

Armor - Sharp
25%
Armor - Blunt
10%

Pawn Stats

Move Speed
6.6 c/s
Health Scale
100% HP

Production

Melee Combat

Attack 1
Left blade
24 dmg (Cut)
36 % AP
100 second cooldown
Attack 2
Right blade
24 dmg (Cut)
36 % AP
100 second cooldown
Average DPS
0.15

Scythers are a type of fast-moving mechanoid with strong melee skills that can be found sealed in ancient ruins in all biomes, either spawned inside mountains or outside on the landscape. They may also raid the player's base through a random raid-type event and can also be found in most poison ships and psychic ships. Scythers are often supported by centipedes.

Like other mechanoids, scythers are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Scythers have a moderate resistance to sharp damage and a small resistance to blunt damage combined with an average health scale, making them trivial to disable at range with sufficient firepower. If you don't have very good long range firepower, it's better to try and get them into close quarters ranged combat due to their limited durability and because their superior long range firepower will be redundant at this point. Scythers are vulnerable to deadfall traps, with only a few hits required to kill them.

Scythers will always spawn equipped with the charge lance and will generally prefer to engage at range over melee.

Downed scythers can either be killed by directing a recruited colonist to fire/melee it until it is dead, or can be shut down by adding a medical bill. Downed scythers may also have a remove part medical bill added, which allows you to harvest a Scyther blade. Dead scythers may be disassembled at the machining table for Steel 40, Plasteel 25, and Component 1.