Difference between revisions of "Mechanoid hive"

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{{quote|"Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them."|RimWorld Universe Quick Primer<ref>[https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub Mechanoids - RimWorld Universe Quick Primer]</ref>}}
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{{quote|Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them.|[[Lore|RimWorld Universe Quick Primer]]|large=1}}</onlyinclude>
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A  '''Mechanoid Hive''' is a permanently hostile [[faction]] composed entirely of [[mechanoids]], deadly autonomously intelligent robots.
{{clr}}
 
==Centipede==
 
{{:Mechanoid_Centipede}}
 
 
 
===Biology===
 
Centipedes consist entirely of mechanical parts, and are mostly composed of very large 'rings' that make their appearance similar to that of a real-life centipede. Despite being somewhat sluggish (in movement and appearance), they are immensely durable and can absorb a significant amount of fire before they are killed or even disabled.
 
 
 
Centipedes have six body rings, several sensors for hearing, sight, and smell, and an artificial brain that drives them. Interestingly enough, they lack any sort of communication parts and always spawn with their communication indicated as 'None', or no ability to. The only other external body part a centipede has other than its rings is its head, making it very difficult to actually kill a centipede. The only operation that can be performed on centipedes is the "Shut Down" function. This has no effect aside from shutting down Mechanoids that are already incapacitated. This operation can only be performed by a colonist that is assigned as a Repairer. This provides a helpful alternative to simply shooting incapacitated mechanoids, leaving your colonists free to help with the inevitable cleanup after a mechanoid raid.
 
 
 
===Diet===
 
Centipedes are machines, and machines don't need to eat - but they do need some source of power.
 
 
 
Currently, it is unknown what power source or other source of energy the Centipede uses.
 
 
 
===Combat===
 
Centipedes are mechanized heavy siege units, and as such are generally equipped with either a [[minigun]], [[inferno cannon]], or [[heavy charge blaster]] on semi-rare occasions, but are also able to engage in melee combat with colonists.
 
 
 
{| {{STDT| c_06 text-center}}
 
! Melee Attacks !! Damage Amount !! Cooldown
 
|-
 
![[Injury#Blunt|Blunt]]
 
| 25
 
| 140
 
|}
 
 
 
Their melee attack is the highest damaging melee attack in the game, not counting explosives or quality melee weapons such as high-quality longswords. Getting in close is '''not''' recommended, unless you absolutely have to interrupt their firing sequence to save vital assets from death or destruction. Even then, it is advised to wear the heaviest armor possible to block blunt-type damage.
 
 
 
===Body Parts (Summary)===
 
Centipedes are actually very simplistic and robust in design, with not that many parts overall. Their obvious weakness is that they're able to be severed in two, rapidly reducing their ability to move (which may eventually incapacitate them).
 
 
 
*Note: Centipedes have a health scale of '''2.0''' - meaning their parts have twice the health of body parts listed in the files.
 
 
 
{| {{STDT| sortable c_08 text-center}}
 
! Body Part Name  !! Health (&times; Health Scale) !! Base Health !! Quantity !! Coverage (per part)<ref name="coverage">Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.</ref>  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed
 
|-
 
! [[#Body Rings|First Body Ring]]
 
| 200 || | 100 || | 1 || | ? || | Core Part || | Functioning in general || | Machine Failure
 
|-
 
! [[#Mechanical Head|Mechanical Head]]
 
| 60 || | 30 || | 1 || |  8.0% || | Head || |  Houses Artificial Brain, Sensors || | Machine Failure
 
|-
 
! [[#Artificial Brain|Artificial Brain]]
 
| 60 || | 30 || | 1 || | 20% || | Inside Head || | Data processing || | Machine Failure
 
|-
 
! [[#Sensors|Sight Sensor]]
 
| 20 || | 10 || | 2 || | 15% || | Head || | Sight || | Loss of sight/Blindness
 
|-
 
! [[#Sensors|Hearing Sensor]]
 
| 20 || | 10 || | 2 || | 5.0% || | Head || | Hearing || | Loss of hearing/Deafness
 
|-
 
! [[#Sensors|Smell Sensor]]
 
| 20 || | 10 || | 1 || | 10% || | Head || | - || | -
 
|-
 
! [[#Body Rings|Second Body Ring]]
 
| 170 || | 85 || | 1 || | 75% || | Inside first ring || | Moving, Manipulation || | Loss of moving/manipulation ability
 
|-
 
! [[#Body Rings|Third Body Ring]]
 
| 140 || | 70 || | 1 || | 80% || | Inside second ring || | Moving, Manipulation || | Loss of moving/manipulation ability
 
|-
 
! [[#Body Rings|Fourth Body Ring]]
 
| 110 || | 55 || | 1 || | 75% || | Inside third ring || | Moving, Manipulation || | Loss of moving/manipulation ability
 
|-
 
! [[#Body Rings|Fifth Body Ring]]
 
| 80 || | 40 || | 1 || | 66% || | Inside fourth ring || | Moving, Manipulation || | Loss of moving/manipulation ability
 
|-
 
! [[#Body Rings|Sixth Body Ring]]
 
| 200 || | 100 || | 1 || | 50% || | Inside fifth ring || | Moving, Manipulation || | Loss of moving/manipulation ability
 
|}
 
 
 
==Scyther==
 
{{:Mechanoid_Scyther}}
 
  
===Biology===
+
== Summary ==
Scythers, although mechanical and not very human-looking, are actually almost the same in structure as a typical human (minus the organs). However, they're more durable than humans, don't feel pain and ''do not fear for their life'' - they don't even use cover. This can make them very dangerous to fight against when under-armed.
+
All [[mechanoid]]s from a mech hive are permanently hostile to the colony. They do not eat and are immune to [[toxic fallout]] and temperature extremes, despite having a Comfortable Temperature range. As machines, they are vulnerable to [[EMP]] attacks, though will "Adapt" for {{ticks|2200}} (regardless of source), making them immune to all further EMP strikes. Hostile mechanoids do not fear for their life, unable to feel [[pain]] and will not seek to take [[cover]].
  
They have two arms, run on two legs, and (surprisingly) have a neck and make vocal communication. Why a machine would use standard human-like air-based vocalization is unknown at this time - especially when Centipedes are completely unable to manually communicate. Scythers have the same "Shut Down" function as centipedes.
+
Mechanoids can be found sealed in ancient ruins in all biomes, which spawn inside mountains or outside on the landscape. They may also raid the player's base through [[events]] and can also be found in most [[Crashed Ship Part#Poison Ship|poison ships]], [[Crashed Ship Part#Psychic Ship|psychic ships]], and [[mech cluster]]s{{RoyaltyIcon}}. They may sometimes appear dormant in Ancient Complex and guarding any relic with [[Ideology DLC]]{{IdeologyIcon}}.
  
===Diet===
+
Hostile mechanoids are not bound by [[power]] limits. While [[mechanitor]]s can create their own [[allied mechanoid]]s in the [[Biotech DLC]] {{BiotechIcon}}, they are unable to tame or convert hostile ones. Friendly mechs may become feral and join a mech hive if left Uncontrolled (such as having too little [[bandwidth]]) for too long, and can't be re-converted.
Much like Centipedes, it's unknown what exactly drives a Scyther, but it's likely it would be similar to whatever powers the Centipede.
 
  
===Combat===
+
== Pawns ==
Scythers are usually seen carrying their [[charge lance]] into battle, but are able to engage in melee.
+
=== Pawn Groups ===
{| {{STDT| c_06 text-center}}
+
<!-- Mechanoid hive -->
! Melee Attacks !! Damage Amount !! Cooldown
+
{| {{STDT}}
|-
+
! Pawn Groups !! Commonality !! Options
![[Injury#Cut|Cut]]
+
|- <!-- 10+10+10+10+20+2+1+1 = 64 -->
| 24
+
| '''Combat:''' All types
 
| 100
 
| 100
 +
| {{#expr:10/64 * 100 round 1}}% [[File:Scyther_east.png|x32px|Scyther]] [[Mechanoids#Scyther|Scyther]]<!--
 +
--><br />{{#expr:10/64 * 100 round 1}}% [[File:MechanoidPikeman.png|x32px|Pikeman]] [[Mechanoids#Pikeman|Pikeman]]<!--
 +
--><br />{{#expr:10/64 * 100 round 1}}% [[File:MechanoidLancer.png|x32px|Lancer]] [[Mechanoids#Lancer|Lancer]]<!--
 +
--><br />{{#expr:10/64 * 100 round 1}}% [[File:Centipede_east.png|x32px|Centipede blaster]] [[Mechanoids#Centipede blaster|Centipede blaster]]<!--
 +
--><br />{{#expr:20/64 * 100 round 1}}% [[File:Militor_east.png|x32px|Militor]] [[Mechanoids#Militor|Militor]] {{BiotechIcon}}<!--
 +
--><br />{{#expr:2/64 * 100 round 1}}% [[File:Centurion_east.png|x32px|Centurion]] [[Mechanoids#Centurion|Centurion]] {{BiotechIcon}}<!--
 +
--><br />{{#expr:1/64 * 100 round 1}}% [[File:Warqueen_east.png|x32px|War queen]] [[Mechanoids#War queen|War queen]] {{BiotechIcon}}<!--
 +
--><br />{{#expr:1/64 * 100 round 1}}% [[File:Apocriton_east.png|x32px|Apocriton]] [[Mechanoids#Apocriton|Apocriton]] {{BiotechIcon}}
 +
|- <!-- 10+10+5+5+2+1 = 33 -->
 +
| '''Combat:''' Ranged only
 +
| 80
 +
| {{#expr:10/33 * 100 round 1}}% [[File:MechanoidPikeman.png|x32px|Pikeman]] [[Mechanoids#Pikeman|Pikeman]]<!--
 +
--><br />{{#expr:10/33 * 100 round 1}}% [[File:MechanoidLancer.png|x32px|Lancer]] [[Mechanoids#Lancer|Lancer]]<!--
 +
--><br />{{#expr:5/33 * 100 round 1}}% [[File:Scorcher_east.png|x32px|Scorcher]] [[Mechanoids#Scorcher|Scorcher]] {{BiotechIcon}}<!--
 +
--><br />{{#expr:5/33 * 100 round 1}}% [[File:Tesseron_east.png|x32px|Tesseron]] [[Mechanoids#Tesseron|Tesseron]] {{BiotechIcon}}<!--
 +
--><br />{{#expr:2/33 * 100 round 1}}% [[File:Legionary_east.png|x32px|Legionary]] [[Mechanoids#Legionary|Legionary]] {{BiotechIcon}}<!--
 +
--><br />{{#expr:1/33 * 100 round 1}}% [[File:Diabolus_east.png|x32px|Diabolus]] [[Mechanoids#Diabolus|Diabolus]] {{BiotechIcon}}
 +
|- <!-- 10 -->
 +
| '''Combat:''' Melee only
 +
| 70
 +
| 100% [[File:Scyther_east.png|x32px|Scyther]] [[Mechanoids#Scyther|Scyther]]
 +
|- <!-- 10+5+5 = 20 -->
 +
| '''Combat:''' Centipede only
 +
| 30
 +
| {{#expr:10/20 * 100 round 1}}% [[File:Centipede_east.png|x32px|Centipede blaster]] [[Mechanoids#Centipede blaster|Centipede blaster]]<!--
 +
--><br />{{#expr:5/20 * 100 round 1}}% [[File:CentipedeGunner_east.png|x32px|Centipede gunner]] [[Mechanoids#Centipede gunner|Centipede gunner]]<!--
 +
--><br />{{#expr:5/20 * 100 round 1}}% [[File:CentipedeBurner_east.png|x32px|Centipede burner]] [[Mechanoids#Centipede burner|Centipede burner]]
 +
|- <!-- 10 -->
 +
| '''Combat:''' militor only
 +
| 30
 +
| 100% [[File:Militor_east.png|x32px|Militor]] [[Mechanoids#Militor|Militor]] {{BiotechIcon}}
 +
|- <!-- 10+10+10+10+1+20 = 61 -->
 +
| '''Combat:''' breach raids
 +
| 1
 +
| {{#expr:10/61 * 100 round 1}}% [[File:MechanoidPikeman.png|x32px|Pikeman]] [[Mechanoids#Pikeman|Pikeman]]<!--
 +
--><br />{{#expr:10/61 * 100 round 1}}% [[File:Scyther_east.png|x32px|Scyther]] [[Mechanoids#Scyther|Scyther]]<!--
 +
--><br />{{#expr:10/61 * 100 round 1}}% [[File:MechanoidLancer.png|x32px|Lancer]] [[Mechanoids#Lancer|Lancer]]<!--
 +
--><br />{{#expr:10/61 * 100 round 1}}% [[File:Centipede_east.png|x32px|Centipede blaster]] [[Mechanoids#Centipede blaster|Centipede blaster]]<!--
 +
--><br />{{#expr:1/61 * 100 round 1}}% [[File:Termite.png|x32px|Termite]] [[Mechanoids#Termite|Termite]]<!--
 +
--><br />{{#expr:20/61 * 100 round 1}}% [[File:Militor_east.png|x32px|Militor]] [[Mechanoids#Militor|Militor]] {{BiotechIcon}}
 
|}
 
|}
  
The name "Scythers" is derived from the vicious scythe-blades they wield as melee weapons, which are frighteningly effective at dismembering careless colonists that stray too close.
+
=== Pawn Kinds ===
 
+
{{:Mechanoid hive/Pawns}}
In fact, they have the highest melee DPS of any pawn in game, minus a colonist equipped with dual [[scyther blade]]s or a Masterwork/Legendary plasteel [[longsword]].
 
 
 
===Body Parts (Summary)===
 
Scythers, again, are practically humans in biology, although they lack many of the human organs and bones.
 
 
 
<!-- *Note: Scythers have a health scale of '''1.5''' - meaning their parts have &times;1.5 the health of body parts listed in the files.-->
 
{| {{STDT| sortable c_08 text-center}}
 
! Body Part Name !! Health (&times;1.5 Health Scale) !! Base Health !! Quantity !! Coverage (per part)<ref name="coverage" />  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed
 
|-
 
! [[#Mechanical Thorax|Mechanical Thorax]]
 
| 40 || | 40 || | 1 || | ? || | Core part || | Functioning in general || | Machine failure
 
|-
 
! [[#Mechanical Neck|Mechanical Neck]]
 
| 30 || | 30 || | 1 || | 8.0% || | Top of Thorax || | Communication (vocal),<br/>connector of thorax and head || | Machine failure
 
|-
 
! [[#Mechanical Head|Mechanical Head]]
 
| 30 || | 30 || | 1 || | 75% || | Neck || | Houses Artificial Brain, Sensors || | Machine failure
 
|-
 
! [[#Artificial Brain|Artificial Brain]]
 
| 30 || | 30 || | 1 || | 15% || | Head || | Dataprocessing || | Machine failure
 
|-
 
! [[#Sensors|Sight Sensor]]
 
| 10 || | 10 || | 2 || | 15% || | Head || | Sight || | Loss of sight/Blindness
 
|-
 
! [[#Sensors|Hearing Sensor]]
 
| 10 || | 10 || | 2 || | 5.0% || | Head || | Hearing || | Loss of hearing/Deafness
 
|-
 
! [[#Sensors|Smell Sensor]]
 
| 10 || | 10  || | 1 || | 10% || | Head || | - || | -
 
|-
 
! [[#Arm|Arm]]
 
| 30 || | 30 || | 2 || | 10% || | Thorax || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost)
 
|-
 
! [[#Hand|Hand]]
 
| 20 || | 20 || | 2 || | 20% || | Arm || | Manipulation || | Loss of manipulation ability
 
|-
 
! [[#Fingers|Fingers]]
 
| 7 || | 7 || | 10 || | 5.0% || | Hand || | Manipulation || | Loss of manipulation ability (minor)
 
|-
 
! [[#Leg|Leg]]
 
| 30 || | 30 || | 2 || | 10% || | Thorax || | Moving || | Unable to move
 
|-
 
! [[#Foot|Foot]]
 
| 20 || | 20 || | 2 || | 20% || | Leg || | Moving || | Loss of moving ability
 
|-
 
! [[#Toes|Toes]]
 
| 10 || | 10 || | 10 || | 5.0% || | Foot || | Moving || | Loss of moving ability (minor)
 
|}
 
 
 
==Body Parts (Detailed)==
 
 
 
Modification bills are performed by colonists assigned to Crafting.
 
 
 
=== Artificial Brain ===
 
 
 
Required for overall function and function of any Mechanoid. Without this, a Mechanoid is simply an empty husk of mechanical parts. Can be deactivated if incapacitated, causes same effect as euthanizing
 
 
 
 
 
=== Blades ===
 
 
 
Scyther blades can be surgically removed from a scyther if they're incapacitated.
 
 
 
 
 
=== Body Rings ===
 
 
 
Everything is built off of the Centipede's first body ring - the head, and second body ring are connected to the first ring, while the rest of the rings chain off from there (second ring connected to third, third connected to fourth, etc).
 
 
 
Body rings enable the Centipede to move and work, as there are many tiny, tiny legs that are connected to the body rings (not listed under body parts).
 
 
 
  
=== Sensors ===
+
== Analysis ==
 +
Mechanoid forces are specialized by their unit types, with each unit performing a single role. Basics summaries are available here, see the individual pages for further details and analysis.
  
Sight sensors for seeing, hearing sensors for hearing, and smell sensors for smell.
+
* [[Scyther]]s - The melee boogeymen of Mechanoids. Fast and extremely dangerous up close, large numbers can and will overwhelm single enemies. Melee blocking, use of chokepoints, and focus fire while they close in are useful tactics. Mechanoid raids consisting entirely of large numbers of scythers are fairly common.
 +
* [[Lancer]]- Armed with [[charge lance]]s, they have medium range and modest overall DPS. However, their high shot damage presents a modest, but serious risk of one-shot-killing pawns by destroying body parts. Therefore, exposure should be limited and lancers prioritized as threats. Like many non-scythers, melee combat is very effective if a pawn can get close enough.
 +
* [[Pikeman]]s - Acting as the sniper, their [[needle gun]] doesn't do too much damage. Their main role is to allow mechanoids to engage at range - use bends in chokepoints to force them into range, or simply advance and kill them.
 +
* [[Centipede]]s - Centipedes are tanks and crowd controllers. They are incredibly durable, but rather slow. They can wield [[heavy charge blaster]]s or [[minigun]]s for raw, inaccurate damage, or [[inferno cannon]]s to light fires and force ignited pawns out of cover. Mortar Fire and melee combat are decent options for actually damaging the centipede due to it's slow movement speed and large size, and avoid bunching against any of their weapons. Alternatively, a [[psychic insanity lance]] against a centipede turns a danger into a significant asset, though note that other mechanoids are immune to inferno cannons.
 +
* [[Termite]]s - While not particularly dangerous on their own, their thump cannon can destroy most walls in a single shot, leaving your colonists open to damage from other mechanoids. Depending on the exact strategy employed against the raid as a whole, these might be the highest priority, or of negligible concern.
 +
* [[Militor]]s{{BiotechIcon}} - A small combat mechanoid armed with a low power, 12 range mini-shotgun. One of the weakest mechanoids, they serve as earlygame threats and support other mechanoids. They can be scary through sheer numbers - large mechanoid raids comprised only of militors occasionally spawn.
 +
* [[Scorcher]]s{{BiotechIcon}} - A mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.
 +
* [[Legionary]]s{{BiotechIcon}} - A combat support mechanoid with a wide range bullet shield and long-range needle gun. Designed to support other mechanoids from long range, the legionary is vulnerable to anyone who can get inside its shield.
 +
* [[Tesseron]]s{{BiotechIcon}} - A medium-range combat mechanoid. The tesseron's sweeping beam attack pierces shields, ignites pawns, and deals great damage, but can't be fired up close.
 +
* [[Centurion]]s{{BiotechIcon}} - An incredibly durable ultra-heavy mech, with a large shield capable of defending allies. It also has point-defense turret, which can fire while moving.
 +
* [[Tunneler]]s{{BiotechIcon}} - A large, somewhat durable melee mechanoid with a natural shield and smokepop. While mostly made for mining, some [[apocriton]] summon groups will arrive with tunnelers. Does not seem to appear in regular mech raids.
 +
* [[Diabolus]]s{{BiotechIcon}} - An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. It takes time to charge up, but devastates everything including buildings and walls in a large radius. Also has a flame burst for use against nearby foes, and a general purpose turret.
 +
* [[War queen]]s{{BiotechIcon}} - An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small [[war urchin]] combat mechs within its massive carapace and deploy them into combat.
 +
* [[ Apocriton]]s{{BiotechIcon}} - A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius.  While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.
  
It's worth noting that smell is not yet implemented in the game, so destroying a smelling sensor doesn't harm a Mechanoid overall since they do not feel pain.
+
== Trivia ==
 +
* Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above 'Spacer', and the second highest tech level in the game, below 'Transcendent'.
  
{{#show: Scyther Blade | ?Note}}
+
== Version history ==
 +
* [[Version/0.4.460|0.4.460]] - Mechanoid raids added.
 +
* [[Biotech DLC]] - Added many new mechanoids.
  
==References==
+
{{nav|mechanoid|wide}}
<references/>
+
{{nav|factions|wide}}
  
==Trivia==
+
[[Category: Factions]]
* Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above spacer, and the second highest tech level in the game, below 'Transcendent'.
 

Latest revision as of 04:47, 24 August 2024

Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them.

A Mechanoid Hive is a permanently hostile faction composed entirely of mechanoids, deadly autonomously intelligent robots.

Summary[edit]

All mechanoids from a mech hive are permanently hostile to the colony. They do not eat and are immune to toxic fallout and temperature extremes, despite having a Comfortable Temperature range. As machines, they are vulnerable to EMP attacks, though will "Adapt" for 2,200 ticks (36.67 secs) (regardless of source), making them immune to all further EMP strikes. Hostile mechanoids do not fear for their life, unable to feel pain and will not seek to take cover.

Mechanoids can be found sealed in ancient ruins in all biomes, which spawn inside mountains or outside on the landscape. They may also raid the player's base through events and can also be found in most poison ships, psychic ships, and mech clustersContent added by the Royalty DLC. They may sometimes appear dormant in Ancient Complex and guarding any relic with Ideology DLCContent added by the Ideology DLC.

Hostile mechanoids are not bound by power limits. While mechanitors can create their own allied mechanoids in the Biotech DLC Content added by the Biotech DLC, they are unable to tame or convert hostile ones. Friendly mechs may become feral and join a mech hive if left Uncontrolled (such as having too little bandwidth) for too long, and can't be re-converted.

Pawns[edit]

Pawn Groups[edit]

Pawn Groups Commonality Options
Combat: All types 100 15.6% Scyther Scyther
15.6% Pikeman Pikeman
15.6% Lancer Lancer
15.6% Centipede blaster Centipede blaster
31.3% Militor Militor Content added by the Biotech DLC
3.1% Centurion Centurion Content added by the Biotech DLC
1.6% War queen War queen Content added by the Biotech DLC
1.6% Apocriton Apocriton Content added by the Biotech DLC
Combat: Ranged only 80 30.3% Pikeman Pikeman
30.3% Lancer Lancer
15.2% Scorcher Scorcher Content added by the Biotech DLC
15.2% Tesseron Tesseron Content added by the Biotech DLC
6.1% Legionary Legionary Content added by the Biotech DLC
3% Diabolus Diabolus Content added by the Biotech DLC
Combat: Melee only 70 100% Scyther Scyther
Combat: Centipede only 30 50% Centipede blaster Centipede blaster
25% Centipede gunner Centipede gunner
25% Centipede burner Centipede burner
Combat: militor only 30 100% Militor Militor Content added by the Biotech DLC
Combat: breach raids 1 16.4% Pikeman Pikeman
16.4% Scyther Scyther
16.4% Lancer Lancer
16.4% Centipede blaster Centipede blaster
1.6% Termite Termite
32.8% Militor Militor Content added by the Biotech DLC

Pawn Kinds[edit]

  • Pawn Type Combat Power Armor (S/B/H) Weapons Age Range Move Speed Additional Info
    Scyther
    Scyther
    150 40% / 20% / 200% Melee (Blades) Any 4.7 c/s -
    Lancer
    Lancer
    180 40% / 20% / 200% Charge lance Any 4.7 c/s -
    Centipede blaster
    Centipede blaster
    400 72% / 22% / 200% Heavy charge blaster Any 1.9 c/s -
    Centipede burner
    Centipede burner
    400 72% / 22% / 200% Inferno cannon Any 1.9 c/s -
    Centipede gunner
    Centipede gunner
    400 72% / 22% / 200% Minigun Any 1.9 c/s -
    Pikeman
    Pikeman
    110 40% / 20% / 200% Needle gun Any 2.5 c/s -
    Termite
    Termite
    110 56% / 22% / 200% Thump cannon Any 2.1 c/s -
    MilitorContent added by the Biotech DLC
    Militor
    45 20% / 10% / 200% mini-shotgun Any 3.8 c/s -
    LegionaryContent added by the Biotech DLC
    Legionary
    150 40% / 20% / 200% Needle launcher Any 4.3 c/s AoE shield
    TesseronContent added by the Biotech DLC
    Tesseron
    150 40% / 20% / 200% Beam graser Any 4.7 c/s -
    ScorcherContent added by the Biotech DLC
    Scorcher
    75 40% / 20% / 200% Mini-flameblaster Any 4.5 c/s -
    TunnelerContent added by the Biotech DLC
    Tunneler
    250 80% / 40% / 200% Melee (Power claws) Any 1.9 c/s Personal shield
    CenturionContent added by the Biotech DLC
    Centurion
    250 75% / 25% / 200% Charge blaster turret Any 1.6 c/s AoE shield
    DiabolusContent added by the Biotech DLC
    Diabolus
    500 75% / 25% / 200% Hellsphere cannon Any 2.4 c/s Flame burst ability
    War queenContent added by the Biotech DLC
    War queen
    600 75% / 25% / 200% Charge blaster turret Any 1.6 c/s Produces war urchins
    ApocritonContent added by the Biotech DLC
    Apocriton
    600 75% / 40% / 200% Toxic needle gun Any 3.2 c/s Various[Add these]
    War urchinContent added by the Biotech DLC
    War urchin
    10 20% / 10% / 200% Spiner Any 4.2 c/s -
  • Analysis[edit]

    Mechanoid forces are specialized by their unit types, with each unit performing a single role. Basics summaries are available here, see the individual pages for further details and analysis.

    • Scythers - The melee boogeymen of Mechanoids. Fast and extremely dangerous up close, large numbers can and will overwhelm single enemies. Melee blocking, use of chokepoints, and focus fire while they close in are useful tactics. Mechanoid raids consisting entirely of large numbers of scythers are fairly common.
    • Lancer- Armed with charge lances, they have medium range and modest overall DPS. However, their high shot damage presents a modest, but serious risk of one-shot-killing pawns by destroying body parts. Therefore, exposure should be limited and lancers prioritized as threats. Like many non-scythers, melee combat is very effective if a pawn can get close enough.
    • Pikemans - Acting as the sniper, their needle gun doesn't do too much damage. Their main role is to allow mechanoids to engage at range - use bends in chokepoints to force them into range, or simply advance and kill them.
    • Centipedes - Centipedes are tanks and crowd controllers. They are incredibly durable, but rather slow. They can wield heavy charge blasters or miniguns for raw, inaccurate damage, or inferno cannons to light fires and force ignited pawns out of cover. Mortar Fire and melee combat are decent options for actually damaging the centipede due to it's slow movement speed and large size, and avoid bunching against any of their weapons. Alternatively, a psychic insanity lance against a centipede turns a danger into a significant asset, though note that other mechanoids are immune to inferno cannons.
    • Termites - While not particularly dangerous on their own, their thump cannon can destroy most walls in a single shot, leaving your colonists open to damage from other mechanoids. Depending on the exact strategy employed against the raid as a whole, these might be the highest priority, or of negligible concern.
    • MilitorsContent added by the Biotech DLC - A small combat mechanoid armed with a low power, 12 range mini-shotgun. One of the weakest mechanoids, they serve as earlygame threats and support other mechanoids. They can be scary through sheer numbers - large mechanoid raids comprised only of militors occasionally spawn.
    • ScorchersContent added by the Biotech DLC - A mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.
    • LegionarysContent added by the Biotech DLC - A combat support mechanoid with a wide range bullet shield and long-range needle gun. Designed to support other mechanoids from long range, the legionary is vulnerable to anyone who can get inside its shield.
    • TesseronsContent added by the Biotech DLC - A medium-range combat mechanoid. The tesseron's sweeping beam attack pierces shields, ignites pawns, and deals great damage, but can't be fired up close.
    • CenturionsContent added by the Biotech DLC - An incredibly durable ultra-heavy mech, with a large shield capable of defending allies. It also has point-defense turret, which can fire while moving.
    • TunnelersContent added by the Biotech DLC - A large, somewhat durable melee mechanoid with a natural shield and smokepop. While mostly made for mining, some apocriton summon groups will arrive with tunnelers. Does not seem to appear in regular mech raids.
    • DiabolussContent added by the Biotech DLC - An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. It takes time to charge up, but devastates everything including buildings and walls in a large radius. Also has a flame burst for use against nearby foes, and a general purpose turret.
    • War queensContent added by the Biotech DLC - An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small war urchin combat mechs within its massive carapace and deploy them into combat.
    • ApocritonsContent added by the Biotech DLC - A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.

    Trivia[edit]

    • Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above 'Spacer', and the second highest tech level in the game, below 'Transcendent'.

    Version history[edit]