Difference between revisions of "Centurion"

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=== Shield ===
 
=== Shield ===
{{Image Wanted|section=1|reason = Coverage image ala [[:File:Low_shield_pack_radius.jpg]]}}
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{{Image wanted|section=1|reason = Coverage image ala [[:File:Low_shield_pack_radius.jpg]]}}
The centurion projects a shield that is ? tiles in diameter.{{Check Tag|Detail|How wide and when?}} Similar to the [[low-shield pack]],{{RoyaltyIcon}} the shield stops all incoming ground-level fire from passing into the bubble but does not prevent pawns inside from firing out. This is in contrast to the otherwise similar [[Psycasts#Skipshield|Skipshield]] psycast,{{RoyaltyIcon}} which prevents all incoming ''and outgoing'' projectiles. Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Explosives will detonate on the shield edge. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] will not be blocked by the shield, nor will explosions crossing the boundary.
+
The centurion projects a shield that is ? tiles in diameter.{{Check Tag|Detail|How wide and when?}} Similar to the [[low-shield pack]],{{RoyaltyIcon}} the shield stops all incoming ground-level fire from passing into the bubble but does not prevent pawns inside from firing out. This is in contrast to the otherwise similar [[Psycasts#Skipshield|Skipshield]] psycast,{{RoyaltyIcon}} which prevents all incoming ''and outgoing'' projectiles. Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Explosives will detonate on the shield edge. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] {{RoyaltyIcon}} will not be blocked by the shield, nor will explosions crossing the boundary.
  
The shield can absorb up to 300 damage before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken. After the shield takes damage and a delay of {{ticks|120}} has passed, the shield regenerates charge at rate of 0.5 HP per second, so long as it has not been broken. However, once the shield's charge is completely expended, the shield will break and be totally disabled for {{ticks|1800}} after which point the shield will be restored at full health.  
+
The shield can absorb up to 300 damage before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken. After the shield takes damage and a delay of {{ticks|120}} has passed,{{Check tag|Verify|Verify delay time}} the shield regenerates charge at rate of 0.5 HP per second, so long as it has not been broken. However, once the shield's charge is completely expended, the shield will break and be totally disabled for {{ticks|1800}} after which point the shield will be restored at full health.  
  
 
A pawn does not need to be inside the shield to benefit from the effect, assuming the enemy is not inside the shield and that the shield is between them and their attacker the incoming rounds will be stopped. However, it does not prevent pawns from moving inside the shield and attacking. Projectiles from [[EMP grenades]] and [[EMP launcher|launchers]] from outside hitting the shield or [[EMP]] damage from any source done to the burnout low-shield object itself, will disable the shield for {{ticks|1500}}, during which time the shield <WILL/WILL NOT>?{{Check Tag|Detail needed}} continue to regenerate.
 
A pawn does not need to be inside the shield to benefit from the effect, assuming the enemy is not inside the shield and that the shield is between them and their attacker the incoming rounds will be stopped. However, it does not prevent pawns from moving inside the shield and attacking. Projectiles from [[EMP grenades]] and [[EMP launcher|launchers]] from outside hitting the shield or [[EMP]] damage from any source done to the burnout low-shield object itself, will disable the shield for {{ticks|1500}}, during which time the shield <WILL/WILL NOT>?{{Check Tag|Detail needed}} continue to regenerate.

Revision as of 05:48, 28 October 2022

Centurion

Centurion

An ultraheavy mech with a built-in shield bubble generator. The centurion carries a point-defense bulb turret capable of firing while the mechanoid is moving.

Base Stats

Type
Mechanoid
Market Value
1600 Silver
Flammability
0%

Armor

Armor - Sharp
75%
Armor - Blunt
25%
Armor - Heat
200%

Pawn Stats

Move Speed
1.6 c/s
Health Scale
300% HP
Body Size
3.6
Mass
216 kg
Pack Capacity
126 kg
Carrying Capacity
270 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack
Head
12 dmg (Demolish)
18 % AP
2 second cooldown
Average DPS
3.72

Creation

Crafted At
Mech gestator
Required Research
Ultra mechtech
Resources to make
Steel 300 + Plasteel 200 + Advanced component 2 + Powerfocus chip 1 + High subcore 1

A centurion is a mechanoid added by the Biotech DLC.

Summary

A nearly unstoppable ultra-heavy mech with a built-in shield bubble generator and point-defense bulb turret capable of firing even while the mechanoid is moving. The centurion acts as a mobile defense platform. Its massive shield is one of the strongest among mechanoids, providing large numbers of allies with strong defense while allowing them to shoot outwards.

Shield

The centurion projects a shield that is ? tiles in diameter.[Detail] Similar to the low-shield pack,Content added by the Royalty DLC the shield stops all incoming ground-level fire from passing into the bubble but does not prevent pawns inside from firing out. This is in contrast to the otherwise similar Skipshield psycast,Content added by the Royalty DLC which prevents all incoming and outgoing projectiles. Also note that this only applies to ground-level fire, i.e. fire from ranged weapons carried by all types of pawn and turrets, including grenades that cross the boundary of the shield. Explosives will detonate on the shield edge. Fire from mortars, orbital bombardment, or aerodrone strikes or salvos Content added by the Royalty DLC will not be blocked by the shield, nor will explosions crossing the boundary.

The shield can absorb up to 300 damage before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken. After the shield takes damage and a delay of 120 ticks (2 secs) has passed,Template:Check tag the shield regenerates charge at rate of 0.5 HP per second, so long as it has not been broken. However, once the shield's charge is completely expended, the shield will break and be totally disabled for 1,800 ticks (30 secs) after which point the shield will be restored at full health.

A pawn does not need to be inside the shield to benefit from the effect, assuming the enemy is not inside the shield and that the shield is between them and their attacker the incoming rounds will be stopped. However, it does not prevent pawns from moving inside the shield and attacking. Projectiles from EMP grenades and launchers from outside hitting the shield or EMP damage from any source done to the burnout low-shield object itself, will disable the shield for 1,500 ticks (25 secs), during which time the shield <WILL/WILL NOT>?[Detail needed] continue to regenerate.

Furthermore, unlike the mechanoid itself, the shield projector will not adapt to the EMP effect. Its therefore possible to continuously disable the shield until the projector burns out. Note that an EMP area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself

Attacks

Centurions are armed with a charge blaster turret that they can fire while moving, as well as both the melee attack added by the turret and a natural melee attack.

The centurion's head attack deals Demolish damage which does significantly more damage to buildings than to pawns on average. The head attacks have a 10x damage multiplier against passable buildings and a 7.5x multiplier against impassable buildings such as walls. Thus, the head attack deals the following:

  • Passable buildings: 120 damage
  • Impassable buildings: 90 damage
  • All other targets: 12 damage

Note that only the head's attack has the multiplier. As this multiplier is not taken into account when choosing which attack to perform,other attacks, such as those added by the charge blaster turret, without the multiplier can still be chosen when attacking buildings and the resulting DPS versus buildings is not simply 7.5x or 10x that when used against pawns.

Analysis

The Centurion is a superheavy unit, sharing similarities such as armor and base health with the deadly Warqueen and Diabolus.

Health

Specify body type when known.


Body part Health
Head 75
Skull 75
Brain 30
Nose 30
Neck 75
Jaw 60
Eye [1]
(left, right)
30
Ear
(left, right)
30
Body 120
Kidney[2]
(left, right)
45
Lung[2]
(left, right)
45
Liver[2] 60
Heart[2] 45
Spine[2] 75
Stomach[2] 60
Limbs
(left, right, fore, hind)
90
Appendage
(left, right, fore, hind)
60
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

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