Difference between revisions of "Megascarab"

From RimWorld Wiki
Jump to navigation Jump to search
m (additional Infobox data)
 
(One intermediate revision by the same user not shown)
Line 9: Line 9:
 
| marketvalue = 100
 
| marketvalue = 100
 
<!-- Apparel -->
 
<!-- Apparel -->
| armorblunt = 0.18
+
| armorblunt = 18
| armorsharp = 0.72
+
| armorsharp = 72
 
<!-- Pawn Stats -->
 
<!-- Pawn Stats -->
 
| combatPower = 40
 
| combatPower = 40
Line 61: Line 61:
 
{{Insectoid Summary}}
 
{{Insectoid Summary}}
  
=== Armor ===
+
{{Pawn Armor Effect|{{P|Armor - Sharp}}|{{P|Armor - Blunt}}}}
{| class="wikitable"
 
! Armor
 
|-
 
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}} }}
 
|}
 
  
 
== Analysis ==
 
== Analysis ==

Latest revision as of 03:42, 7 December 2024

Megascarab

Megascarab

A large, genetically-engineered beetle. Once the worker caste of an artificial ecosystem of insectoids designed to fight mechanoid invasions, it is now often seen without its deadlier insectoid cousins. Still, its size and hard shell make it dangerous when it attacks. A eusocial creature, it cannot reproduce individually.

Base Stats

Type
AnimalInsectoid
Market Value
100 Silver
Flammability
70%

Armor

Armor - Sharp
72%
Armor - Blunt
18%

Pawn Stats

Combat Power
40
Move Speed
3.75 c/s
Health Scale
40% HP
Body Size
0.2
Mass - Baby
2.4 kg
Mass - Juvenile
6 kg
Mass - Adult
12 kg
Carrying Capacity
15 kg
Filth Rate
1
Hunger Rate
0.16 Nutrition/Day
Diet
omnivorous, animal products
Life Expectancy
10 years
Manhunter Chance
50%
Manhunter Chance (Taming)
0%
Trainable Intelligence
Intermediate
Wildness
20%
Minimum Handling Skill
1
Maturity Age
0.4 years (24 days)
Juvenile Age
0.03 years (1.8 days)
Toxic Resistance
100%
Toxic Environment Resistance
80%
Comfortable Temp Range
°C – 60 °C (32 °F – 140 °F)

Production

Meat Yield
31 Insect meat Insect meat

Melee Combat

Attack 1
Mandibles
5 dmg (Bite)
7 % AP
2 second cooldown
Attack 2
Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.1 chance factor
Average DPS
1.55
Technical
defName
Megascarab
tradeTags
AnimalInsect


Megascarabs are a type of Insectoid found in regular and extreme deserts, infestations or inside ancient shrines, including inside the caskets.

Summary[edit]

They are ground beetles of metallic color that posses elytra, a protective shell that provides some armor. Megascarabs are hazardous to hunt, for if they are injured by a human or a mechanoid, they will turn manhunter and attack any human or mechanoid on the map they can reach. If slain, they can be butchered for insect meat. Colonists dislike eating any insect meat, but meat-eating animals have no such problem.

All insectoids, including the megascarab, experience hypothermic slowdown instead of fatal hypothermia, have 100% Toxic Resistance, rendering them immune to toxic buildup from any source, and 80% Toxic Environment Resistance, rendering them resistant to environmental effects such as rot stink. They experience also pollution stimulus when in polluted terrain.Content added by the Biotech DLC See that page for full details.

Insectoids are incapable of sexual reproduction like other animals, due to their breeding type (EusocialInsect). Instead, wild insects reproduce via hives which create new insectoids periodically, up to a maximum value each hive can support. Tamed insectoids cannot reproduce at all. For more detail, see the Hive page.

Effect of its armor on melee damage

Analysis[edit]

Combat[edit]

Megascarabs are the smallest and fastest of the 3 insectoid types, and will often catch up to colonists and "lock" them into melee. It may be wiser to focus on bigger targets, like megaspiders, as they are stronger in combat.

Melee block tactics work well against infestations in general. In an open field, kiting works well, as even megascarabs are slower than a healthy human.

Taming[edit]

Megascarabs offer no real niche as a tamed pet, however they can be tamed. Unlike the larger insects, they can generate non-hostile, and are found naturally in deserts.

Training[edit]

This animal can be trained as follows:

Guard:  Check.png
Attack:  Check.png
Rescue:  Ex.png
Haul:  Ex.png

*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.

Health[edit]


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Shell 12 1 100% 28.0% N/A[4] Ex.png - -
Elytra 12 2 5% 5.0% Shell Ex.png - -
Stomach 8 1 5% 5.0% Shell Check.png Digestion
−50% Digestion
InsectHeart 8 1 3% 3.0% Shell Check.png Breathing
Blood Pumping
Blood Filtration
Digestion
Death
Pronotum 8 1 18% 6.3% Shell Ex.png Eating
Talking
Breathing
Death
InsectHead 12 1 65% 1.5% Pronotum Ex.png - Death
Brain 4 1 20% 2.3% InsectHead Check.png Consciousness
Death
Damage always results in scarring.
Eye 4 2 15% 1.8% InsectHead Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Antenna 4 2 10% 1.2% InsectHead Ex.png - -
InsectNostril 4 1 7% 0.82% InsectHead Ex.png - -
InsectMouth 4 1 10% 1.2% InsectHead Ex.png Eating
Manipulation
−100% Manipulation
−90% Eating[5]
InsectLeg 8 6 6% 6.0% Shell Ex.png Manipulation
Moving
−16.7% Moving[6]
  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'.
  5. Note that eating won't go below 10%. See specific pages for details.
  6. If Moving drops below 16% a pawn cannot move.

Gallery[edit]

Version history[edit]

  • Beta 19/1.0 - All insects main attack cooldowns 2.5 -> 2.9
  • Some time between A6 and A13 - Sprite changed.
  • 1.3 - Revenge on tame fail decreased from 20% to 10% - revenge on harm increased from 35% to 50% - wildness decreased from 95% to 20%.
  • Biotech DLC release - Now gains pollution stimulus on polluted terrain.