Difference between revisions of "Legionary"
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− | A '''legionary''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | + | A '''legionary''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]] that projects a shield. |
== Summary == | == Summary == |
Revision as of 02:38, 24 November 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Legionary
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.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Armor
- Armor - Sharp
- 40%
- Armor - Blunt
- 20%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 4.3 c/s
- Health Scale
- 72% HP
- Body Size
- 1
- Mass
- 60 kg
- Pack Capacity
- 35 kg
- Carrying Capacity
- 75 kg
- Filth Rate
- 1
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack 1
- Left fist
12 dmg (Blunt)
18 % AP
2 second cooldown - Attack 2
- Right fist
12 dmg (Blunt)
18 % AP
2 second cooldown - Attack 3
- Head
8.5 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 3.36
Creation
- Required Research
- Ultra mechtech
- weaponTags
- MechanoidGunNeedleLauncher
A legionary is a mechanoid added by the Biotech DLC that projects a shield.
Summary
As mechanoids, legionaries 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.
As an ally
Legionaries are medium mechanoids, and require Ultra Mechtech to be researched. They are created from a large mech gestator with 1 high subcore, 100 plasteel, and 6 components, taking up 2 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 4 cycles. Mechanoids can be fully repaired at the cost of power and nothing else. A dead legionary can be resurected for 50 steel and 1 gestation cycle so long as the corpse is extant. Mechs count as a partial pawn in terms raid points, and still contribute towards wealth.
Mechs under player control require power: legionaries 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.
Combat
Legionaries use the needle launcher, a shorter range version of the needle gun.
They come with a small low-shield, roughly 2 tiles in radius.[Mechanics?] It blocks incoming, but not outgoing projectiles. It has 200 health and recharges at 25% per second, but is instantly broken by any source of EMP.
Analysis
As an enemy
- Cannon is weak, but don't underestimate it. It's still strong enough to destroy vulnerable organs, including the brain.
- EMP works well to break the shield, if you can get close enough at all. Legionaries are often surrounded by powerful mechanoids due to their advanced nature.
As an ally
In terms of combat, legionaries act like, and are superior to, pikemen. With the same gun, a much faster movement speed, and only slightly less health, legionaries are great at doing the long range duties that the colony needs. Examples include interupting a siege or picking off preparing raiders. If you already have Ultra Mechtech, legionaries have the same weight class, the same bandwidth, and only cost slightly more than a pikeman (not counting the human life). This is disregarding the actual shield.
(info about the shield here)
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.
- 1.4.3555 - Weapon changed from needle gun to needle launcher.