Difference between revisions of "Scyther"

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{{infobox main|none|
 
| name = Scyther
 
| name = Scyther
 
| image = Scyther east.png
 
| image = Scyther east.png
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| resource 4 amount = 1
 
| resource 4 amount = 1
 
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'''Scythers''' are a fast-moving [[mechanoid]] that is powerful in melee.
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'''Scythers''' are a fast-moving [[mechanoid]] that are powerful in melee.
  
 
==Summary==
 
==Summary==
All mechanoids are hostile to the colony, unable to be tamed or trained. They do not eat and are immune to [[toxic fallout]] and temperature extremes, despite having a Comfortable Temperature range. Like all mechanoids, they are vulnerable to [[EMP]] attacks.
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As mechanoids, scythers are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. Enemy mechs do not require power, though may spawn dormant. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth.]
  
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]] and [[Crashed Ship Part#Psychic Ship|psychic ships]]. Scythers are often supported by [[lancer]]s and [[centipede]]s - though they outrun centipedes by a huge margin, and will not stop to let them catch up. Unless out of range, Scythers always charge head-on at your colonists, spelling disaster should they successfully close the distance due to their excellent melee capabilities.
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Dead scythers may be shredded at the [[machining table]] or [[crafting spot]] for 15 [[steel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as missing parts on the scyther.
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===As an enemy===
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Mechanoids can raid the player's base through [[events]], and are found in most [[Crashed Ship Part#Poison Ship|poison ships]], [[Crashed Ship Part#Psychic Ship|psychic ships]], and [[mech cluster]]s{{RoyaltyIcon}}. Scythers are often supported by heavier mechanoids, but
  
===Scrapping===
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Scythers have no fear for their life, and will charge directly at colonists without regard to cover. As part of a raid, scythers will go ahead. But as part of a stationary threat (like a psychic ship), scythers will only chase if a colonist is within a certain radius.
Dead scythers may be shredded at the [[machining table]] or [[crafting spot]] for 15 [[steel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as missing parts on the scyther.
 
  
 
===Combat===
 
===Combat===
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| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}
 
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}
 
|}
 
|}
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==As an ally==
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{{Biotech}}
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{{Main|Mechanoid creation}}
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Scythers are medium mechanoids, requiring [[Research#Standard Mechtech|Standard Mechtech]] to be researched. They are created from a [[large mech gestator]] with 1 [[standard subcore]], 75 [[steel]], 75 [[plasteel]], and 4 [[component]]s, taking up 2 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initally craft, and then it must gestate for 2 cycles (default 1.8 game days per cycle). Mechanoids can be fully repaired at the cost of power and nothing else. A dead scyther can be resurected for ? [[steel]] and 1 gestation cycle so long as the corpse is extant.
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Mechs under player control require power: scythers use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[large mech recharger]] (400W), for 50% power/day, creating 10 [[wastepack]]s whenever the recharger's waste is filled up.
  
 
== Analysis ==
 
== Analysis ==
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===As an enemy===
 
{{main|Defense tactics#Scythers}}
 
{{main|Defense tactics#Scythers}}
  
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Scythers are vulnerable to [[spike trap]]s, being more readily lured into them due to their melee nature.
 
Scythers are vulnerable to [[spike trap]]s, being more readily lured into them due to their melee nature.
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===As an ally===
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Scythers are the only melee-focused mechanoid that a [[mechanitor]] can control. Scythers are much more disposable than other pawns engaging in melee: they are immune to pain, are slightly faster than an ordinary pawn, tend to remain fast after damage due to said pain immunity, and can be repaired and resurected for a fairly cheap cost.
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Most pawns with a ranged weapon are unable to fire once engaged with melee combat. This makes scythers great at targeting specific, deadly threats in the back, like [[frag grenade]]s and [[sniper rifle]]s. This also makes them great against enemy [[centipede]]s, assuming your other colonists can dish out firepower. Against other mechanoids, watch out when using [[EMP]] - though note that stunning a centipede is worth stunning a scyther for.
  
 
== Health ==
 
== Health ==

Revision as of 00:53, 28 October 2022

Scyther

Scyther

Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but their[sic] mostly use two arm blades to lop off limbs or gut their victims alive.

Base Stats

Type
Mechanoid
Market Value
1200 Silver

Armor

Armor - Sharp
40%
Armor - Blunt
20%
Armor - Heat
200%

Pawn Stats

Move Speed
4.7 c/s
Health Scale
132% HP
Body Size
1
Mass
60 kg
Pack Capacity
35 kg
Carrying Capacity
75 kg
Filth Rate
1
Life Expectancy
2500 years
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack 1
Left blade
20 dmg (Cut)
30 % AP
2 second cooldown
Attack 2
Left blade
20 dmg (Stab)
30 % AP
2 second cooldown
Attack 3
Right blade
20 dmg (Cut)
30 % AP
2 second cooldown
Attack 4
Right blade
20 dmg (Stab)
30 % AP
2 second cooldown
Attack 5
Head
9 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor
Average DPS
5.52

Creation

Crafted At
Mech gestator
Required Research
Standard mechtech
Resources to make
Steel 75 + Plasteel 75 + Component 4 + Standard subcore 1

Scythers are a fast-moving mechanoid that are powerful in melee.

Summary

As mechanoids, scythers are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. Enemy mechs do not require power, though may spawn dormant. They will be stunned by EMP attacks and will "adapt" for 2,200 ticks (36.67 secs), rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining raid points, but still contribute towards wealth.]

Dead scythers may be shredded at the machining table or crafting spot for 15 steel, though these values are affected by mechanoid shredding efficiency as well as missing parts on the scyther.

As an enemy

Mechanoids can raid the player's base through events, and are found in most poison ships, psychic ships, and mech clustersContent added by the Royalty DLC. Scythers are often supported by heavier mechanoids, but

Scythers have no fear for their life, and will charge directly at colonists without regard to cover. As part of a raid, scythers will go ahead. But as part of a stationary threat (like a psychic ship), scythers will only chase if a colonist is within a certain radius.

Combat

Scythers attack with a blade attached to each arm, dealing a massive 20 damage per blade. Even for brawlers with high melee skill, scythers are extremely dangeous.

  • Melee Attacks Damage Amount Cooldown
    Cut 20 2.0 sec
  • Scythers have a 62% melee hit chance, equivalent to a pawn with a Melee skill of 4. Their damage output is roughly equivalent to a pawn with 10 melee skill wielding a normal quality steel longsword.

    Armor

    Armor

    As an ally

    Scythers are medium mechanoids, requiring Standard Mechtech to be researched. They are created from a large mech gestator with 1 standard subcore, 75 steel, 75 plasteel, and 4 components, taking up 2 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 2 cycles (default 1.8 game days per cycle). Mechanoids can be fully repaired at the cost of power and nothing else. A dead scyther can be resurected for ? steel and 1 gestation cycle so long as the corpse is extant.

    Mechs under player control require power: scythers use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a large mech recharger (400W), for 50% power/day, creating 10 wastepacks whenever the recharger's waste is filled up.

    Analysis

    As an enemy

    Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious. Melee fighters are essential in guarding against scythers, being able to 'peel' them off from more vulnerable allies. Even then, a scyther's blades can often result in permanent scars and even cut off limbs.

    Scythers are vulnerable to spike traps, being more readily lured into them due to their melee nature.

    As an ally

    Scythers are the only melee-focused mechanoid that a mechanitor can control. Scythers are much more disposable than other pawns engaging in melee: they are immune to pain, are slightly faster than an ordinary pawn, tend to remain fast after damage due to said pain immunity, and can be repaired and resurected for a fairly cheap cost.

    Most pawns with a ranged weapon are unable to fire once engaged with melee combat. This makes scythers great at targeting specific, deadly threats in the back, like frag grenades and sniper rifles. This also makes them great against enemy centipedes, assuming your other colonists can dish out firepower. Against other mechanoids, watch out when using EMP - though note that stunning a centipede is worth stunning a scyther for.

    Health

    Biology

    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.

    Like Lancers 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.

    Diet

    Much like Centipedes and Lancers, it's unknown what exactly drives a Scyther, but it's likely it would be similar to whatever powers the Centipede.

    Body Parts (Summary)

    Scythers, again, are practically humans in biology, although they lack many of the human organs and bones.

  • Body Part Name Health (×1.5 Health Scale) Base Health Quantity Coverage (per part)[1] Group Function / Required for following System Effect if Destroyed/Removed
    Mechanical Thorax 40 40 1 ? Core part Functioning in general Machine failure
    Mechanical Neck 30 30 1 8.0% Top of Thorax Communication (vocal),
    connector of thorax and head
    Machine failure
    Mechanical Head 30 30 1 75% Neck Houses Artificial Brain, Sensors Machine failure
    Artificial Brain 30 30 1 15% Head Dataprocessing Machine failure
    Sight Sensor 10 10 2 15% Head Sight Loss of sight/Blindness
    Hearing Sensor 10 10 2 5.0% Head Hearing Loss of hearing/Deafness
    Smell Sensor 10 10 1 10% Head - -
    Arm 30 30 2 10% Thorax Manipulation Loss of manipulation ability/Unable to work (if both lost)
    Hand 20 20 2 20% Arm Manipulation Loss of manipulation ability
    Fingers 7 7 10 5.0% Hand Manipulation Loss of manipulation ability (minor)
    Leg 30 30 2 10% Thorax Moving Unable to move
    Foot 20 20 2 20% Leg Moving Loss of moving ability
    Toes 10 10 10 5.0% Foot Moving Loss of moving ability (minor)
    1. 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.

    Trivia

    Scythers have a unique slashing sound when they use their melee attacks.

    Version history

    • 0.5.492 - Added.
    • Beta 19 - scythers will no longer always spawn equipped with the charge lance and will generally prefer to engage at range over melee. Downed scythers can no longer be be salvaged through a medical operation to obtain their blades if they are intact after the battle.