Difference between revisions of "Gorehulk"

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While not in sight they will walk towards your colonists. Therefore, a good way to deal with them is to fight in chokepoints around corners to not let them range attack you and get them one by one.
 
While not in sight they will walk towards your colonists. Therefore, a good way to deal with them is to fight in chokepoints around corners to not let them range attack you and get them one by one.
  
Despite not being an animal, the [[manhunter pulse]] works on them like a [[berserk pulse)]]. This can be extremely useful to deal with them as they will fight each other and almost completely ignore your combatants while you can shoot them at will.
+
Despite not being an animal, the [[manhunter pulse]] works on them like a [[berserk pulse]]. This can be extremely useful to deal with them as they will fight each other and almost completely ignore your combatants while you can shoot them at will.
  
 
== Version history ==  
 
== Version history ==  

Revision as of 23:40, 8 June 2024

Gorehulk

Gorehulk

A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.
Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.
It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.

Base Stats

Type
Entity
Flammability
70%

Pawn Stats

Move Speed
3.25 c/s
Body Size
2
Mass
120 kg
Filth Rate
1
Life Expectancy
25 years
Comfortable Temp Range
-40 °C – 60 °C (-40 °F – 140 °F)

Production

Meat Yield
280 Human meat Human meat
Leather Yield
80 Human leather human leather

Gorehulks are a type of entity added by the Anomaly DLC.

Occurrence

spawn in raids of large numbers

Summary

They are very easy to bring down as they have little armor,[Any?] no resistance to pain and are extremely weak in close combat. [Verify]

Yield

They yield 3 bioferrite and 400W per day.

Analysis

While not especially dangerous in small groups, the gorehulk is particularly adept at breaking out of containment for its level, and as such should receive the best storage possible that a beginning player can provide. Their great bulk combined with no particular resistance to pain makes them easy to capture. With a little investment into proper facilities they can be a great source of bioferrite.

For comparisons sake, sightstealers yield 1.6 and are arguably more dangerous.

In large numbers, they can be extremely dangerous when fought in an open area as their primary attack is ranged, and they attempt to retreat when approached. This can lead to situations where you get kited by them while you are not being able to use your weapons properly.

While not in sight they will walk towards your colonists. Therefore, a good way to deal with them is to fight in chokepoints around corners to not let them range attack you and get them one by one.

Despite not being an animal, the manhunter pulse works on them like a berserk pulse. This can be extremely useful to deal with them as they will fight each other and almost completely ignore your combatants while you can shoot them at will.

Version history