Difference between revisions of "Scyther"
(Fixed redlinks.) |
PigeonGuru (talk | contribs) |
||
Line 28: | Line 28: | ||
Scythers will always spawn equipped with the [[charge lance]] and will generally prefer to engage at range over melee. | 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 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. |
+ | |||
+ | They may also have a remove part medical bill added, which allows you to harvest up to 2 [[Scyther blade]]s as long as the blade parts are not damaged or missing. Dead scythers may be disassembled at the [[machining table]] for {{icon|steel|40}}, {{icon|plasteel|25}}, and {{icon|component|1}}. |
Revision as of 08:50, 29 March 2017
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
- Mechanoid – Characters
Armor
- Armor - Sharp
- 25%
- Armor - Blunt
- 10%
Pawn Stats
- Move Speed
- 6.6 c/s
- Health Scale
- 100% HP
Production
Melee Combat
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.
They may also have a remove part medical bill added, which allows you to harvest up to 2 Scyther blades as long as the blade parts are not damaged or missing. Dead scythers may be disassembled at the machining table for 40, 25, and 1.