Difference between revisions of "Paramedic"
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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 [[wastepack]]s whenever the recharger's waste is filled up. | 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 [[wastepack]]s whenever the recharger's waste is filled up. | ||
− | Paramedics will do tasks under the Doctoring tab, though can also feed [[prisoner]]s. Paramedics have an effective Medical skill of 10. They will | + | Paramedics will do tasks under the Doctoring tab, though can also feed [[prisoner]]s. Paramedics have an effective Medical skill of 10. They will rescue pawns before tending to them. They have a base [[Global Work Speed]] of 50%, and naturally move as fast as a human in [[cataphract armor]]. |
===Abilities=== | ===Abilities=== |
Revision as of 23:51, 4 November 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.
Work
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 rescue pawns before tending to them. They have a base Global Work Speed of 50%, and naturally move as fast as a human in cataphract armor.
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 both be initiated and land outside of the mechanitor's command radius, with no restrictions so long as the mechanitor is not downed.
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
Paramedics work slowly, so are often a poor choice to tend pawns in imminent danger of bleeding out. Although work speed can be increased (see Mechanoid Work Speed), a healthy pawn with high Medical skill will always be superior in all of: tend speed, tend quality, and surgery success. When triaging situations where numerous pawns are in need of medical attention, assign more capable doctors for critical cases, leaving the paramedic for less dire ones.
Regardless of this major drawback, Paramedics do have some advantages over human doctors. They do not suffer from mental breakdowns, are immune to illnesses that human doctors are susceptible to, and only 'sleep' for 24 hours out of every 6 days. They will help keep things manageable whenever a large group of pawns are injured or sick. If no doctors are above Medical 10 Paramedics can do surgeries for your colony with reasonable reliability. Paramedics are also capable of feeding prisoners and resting patients, saving time for your active colonists.
You may want to group the paramedic with other combat mechanoids, keeping them dormant until a combat situation or disease outbreak occurs. Note that the mechanitor must be conscious to change Work Modes, so solo mechanatiors should keep paramedics active, and consider having more than one.
With their firefoam pack and immunity to fire and heat, paramedics excel at firefighting and rescuing pawns from situations involving heat that would wound others.
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.