Difference between revisions of "Gorehulk"
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{{Anomaly}} | {{Anomaly}} | ||
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− | {{Stub|reason=Add more information}} | + | {{Stub|reason=Add more information, also specifically finish infobox}} |
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{{infobox main|none| | {{infobox main|none| | ||
| name = Gorehulk | | name = Gorehulk | ||
| image = Gorehulk.png | | image = Gorehulk.png | ||
− | | description = A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes. | + | | description = A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.<br/>Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.<br/>It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence. |
| type = Entity | | type = Entity | ||
| bodysize = 2 | | bodysize = 2 | ||
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| lifespan = 25 | | lifespan = 25 | ||
}} | }} | ||
+ | '''Gorehulks''' are a type of [[entity]] added by the [[Anomaly DLC]]. | ||
− | + | == Occurrence == | |
− | + | spawn in raids of large numbers | |
− | == | ||
== Summary == | == Summary == | ||
− | + | {{Stub|section=1|reason=ranged attack details, Unique combat ai}} | |
− | They are very easy to bring down as they | + | They are very easy to bring down as they have little armor,{{Check Tag|Any?}} no resistance to pain and are extremely weak in close combat. {{Check Tag|Verify|this statement was made before the may 3rd update patching out the lack of manipulation affecting limbs that made them weak in melee.}} |
=== Yield === | === Yield === | ||
− | They yield 3 [[bioferrite]] and 400W per day. | + | They yield 3 [[bioferrite]] and 400W per day. |
== Analysis == | == Analysis == | ||
− | While not especially dangerous, the | + | While not especially dangerous in small groups, the gorehulk is particularly adept at breaking out of containment for its level, and as such should receive the best storage possible that a beginning player can provide. Their great bulk combined with no particular resistance to pain makes them easy to capture. With a little investment into proper facilities they can be a great source of [[bioferrite]]. |
For comparisons sake, sightstealers yield 1.6 and are arguably more dangerous. | For comparisons sake, sightstealers yield 1.6 and are arguably more dangerous. | ||
+ | |||
+ | In large numbers, they can be extremely dangerous when fought in an open area as their primary attack is ranged, and they attempt to retreat when approached. This can lead to situations where you get kited by them while you are not being able to use your weapons properly. | ||
+ | |||
+ | While not in sight they will walk towards your colonists. Therefore, a good way to deal with them is to fight in chokepoints around corners to not let them range attack you and get them one by one. | ||
+ | |||
+ | Despite not being an animal, the [[manhunter pulse]] works on them like a [[berserk pulse]]. This can be extremely useful to deal with them as they will fight each other and almost completely ignore your combatants while you can shoot them at will. | ||
== Version history == | == Version history == | ||
* [[Anomaly DLC]] Release - Added. | * [[Anomaly DLC]] Release - Added. | ||
− | + | {{Nav|entity|wide}} | |
+ | [[Category: Entities]] |
Latest revision as of 18:15, 27 August 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
![]() | Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Add more information, also specifically finish infobox. |
Gorehulk
A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.
Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.
It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.
Base Stats
- Type
- Entity
- Flammability
- 70%
Pawn Stats
- Move Speed
- 3.25 c/s
- Body Size
- 2
- Mass
- 120 kg
- Filth Rate
- 1
- Life Expectancy
- 25 years
- Comfortable Temp Range
- -40 °C – 60 °C (-40 °F – 140 °F)
Production
- Meat Yield
- 280 human meat
- Leather Yield
- 80 human leather
Gorehulks are a type of entity added by the Anomaly DLC.
Occurrence[edit]
spawn in raids of large numbers
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: ranged attack details, Unique combat ai. |
They are very easy to bring down as they have little armor,[Any?] no resistance to pain and are extremely weak in close combat. [Verify]
Yield[edit]
They yield 3 bioferrite and 400W per day.
Analysis[edit]
While not especially dangerous in small groups, the gorehulk is particularly adept at breaking out of containment for its level, and as such should receive the best storage possible that a beginning player can provide. Their great bulk combined with no particular resistance to pain makes them easy to capture. With a little investment into proper facilities they can be a great source of bioferrite.
For comparisons sake, sightstealers yield 1.6 and are arguably more dangerous.
In large numbers, they can be extremely dangerous when fought in an open area as their primary attack is ranged, and they attempt to retreat when approached. This can lead to situations where you get kited by them while you are not being able to use your weapons properly.
While not in sight they will walk towards your colonists. Therefore, a good way to deal with them is to fight in chokepoints around corners to not let them range attack you and get them one by one.
Despite not being an animal, the manhunter pulse works on them like a berserk pulse. This can be extremely useful to deal with them as they will fight each other and almost completely ignore your combatants while you can shoot them at will.
Version history[edit]
- Anomaly DLC Release - Added.