Difference between revisions of "Paramedic"
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== Analysis == | == Analysis == | ||
− | Because of their slow base work speed, paramedics are | + | Because of their slow base work speed, paramedics are initially a poor choice for tending a pawn in imminent danger. However, with a [[mech booster]] in your hospital and some [[control sublink (standard)|control sublink]]s, paramedics will work much faster, eventually surpassing a human of the same skill. Regardless, when dealing with a whole squad of injured pawns, paramedics are potentially vital in managing the entire group. |
− | + | Paramedics are inferior to pawns with higher Medical skill, in the cases of urgent care and surgery. Paramedics can't be controlled, but humans can. Direct colonists to priority patients, as only 1 doctor can tend to a single patient. | |
− | The mechanitor requirement of a long jump is restrictive | + | As medical duties typically aren't needed on a daily basis, you can keep paramedics dormant. Turn them on whenever combat or a large outbreak of [[disease]] hits. This analysis assumes that the [[mechanitor]] is conscious to turn them on -- a lone mechanitor should have one always ready, for example. Note that paramedics will feed prisoners as part of their work routines, which can help free up time for one's Wardens. |
+ | |||
+ | ===Abilities=== | ||
+ | The mechanitor requirement of a long jump is restrictive. While it's still great for escaping dangerous situations, it is still limited.. Position your mechanitors wisely; you don't want them [[downed]], but you want them close enough for paramedics (and combat mechs) to be effective. | ||
With their firefoam pack and natural immunity to fire and heat, paramedics excel at firefighting. Paramedics can help cool off a burning building, which would be otherwise be too hot to firefight in. Paramedics are also useful for extricating a pawn in fire, when you want to preserve it, such as when burning an [[insectoid]] nest. | With their firefoam pack and natural immunity to fire and heat, paramedics excel at firefighting. Paramedics can help cool off a burning building, which would be otherwise be too hot to firefight in. Paramedics are also useful for extricating a pawn in fire, when you want to preserve it, such as when burning an [[insectoid]] nest. | ||
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== Health == | == Health == |
Revision as of 16:56, 28 October 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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Paramedic
A small mechanoid designed for non-violent emergency situation management and medical care. The paramedic can rescue the wounded, fight fires, treat the sick, and even perform surgery when a more-qualified human is not available. Its built-in jump launcher allows it to jump into, and out of, emergency situations, and its built-in firefoam popper can quickly extinguish fires.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Armor
- Armor - Sharp
- 20%
- Armor - Blunt
- 10%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 3.8 c/s
- Body Size
- 0.7
- Mass
- 42 kg
- Pack Capacity
- 24.5 kg
- Carrying Capacity
- 53 kg
- Filth Rate
- 1
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Creation
- Required Research
- High mechtech
A paramedic is a mechanoid added by the Biotech DLC.
Summary
As mechanoids, paramedics are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. 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.
Paramedics are light mechanoids, and require High mechtech to be researched. They are created from a standard mech gestator with 1 basic subcore and 50 steel, taking up 1 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 1 cycle. A dead paramedic can be resurected for 25 steel and 1 gestation cycle so long as the corpse is extant.
Mechs under player control require power: paramedics 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 mech recharger (constant 200W), for 50% power/day, creating 5 wastepacks whenever the recharger's waste is filled up.
Paramedics will do tasks under the Doctoring tab, though can also feed prisoners. Paramedics have an effective Medical skill of 10. They will recuse pawns before tending to them. They have a base Global Work Speed of 50% and naturally move slower than a human.
Abilities
When drafted, paramedics have the ability to long jump up to 16 tiles away. It can be used twice, then has an 8 game-hour cooldown. Unlike regular movement, the long jump can be directed outside of the mechanitor's command radius. However, a paramedic must be within said radius when starting the jump.
They also have access to a firefoam pop pack equivalent. It takes 30 ticks (0.5 secs) to deploy, but then has a 5 day cooldown.
Analysis
Because of their slow base work speed, paramedics are initially a poor choice for tending a pawn in imminent danger. However, with a mech booster in your hospital and some control sublinks, paramedics will work much faster, eventually surpassing a human of the same skill. Regardless, when dealing with a whole squad of injured pawns, paramedics are potentially vital in managing the entire group.
Paramedics are inferior to pawns with higher Medical skill, in the cases of urgent care and surgery. Paramedics can't be controlled, but humans can. Direct colonists to priority patients, as only 1 doctor can tend to a single patient.
As medical duties typically aren't needed on a daily basis, you can keep paramedics dormant. Turn them on whenever combat or a large outbreak of disease hits. This analysis assumes that the mechanitor is conscious to turn them on -- a lone mechanitor should have one always ready, for example. Note that paramedics will feed prisoners as part of their work routines, which can help free up time for one's Wardens.
Abilities
The mechanitor requirement of a long jump is restrictive. While it's still great for escaping dangerous situations, it is still limited.. Position your mechanitors wisely; you don't want them downed, but you want them close enough for paramedics (and combat mechs) to be effective.
With their firefoam pack and natural immunity to fire and heat, paramedics excel at firefighting. Paramedics can help cool off a burning building, which would be otherwise be too hot to firefight in. Paramedics are also useful for extricating a pawn in fire, when you want to preserve it, such as when burning an insectoid nest.
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.