Difference between revisions of "Centurion"
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| name = Centurion | | name = Centurion |
Latest revision as of 04:41, 26 October 2024
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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
- Flammability
- 0%
Armor
- Armor - Sharp
- 75%
- Armor - Blunt
- 25%
- Armor - Heat
- 200%
Pawn Stats
- Combat Power
- 250
- 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
- Required Research
- Ultra mechtech
- Gestation Cycles
- 12
A centurion is a mechanoid added by the Biotech DLC that projects a shield around itself and nearby pawns.
Occurrence[edit]
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Centurions may spawn as part of mech raids or mech clusters if there are sufficent raid points for them. Additionally, they will spawned on the 6th and 8th time you summon Diabolus, on the 6th and 8th time you summon the War queen, and on the 5th and 8th time you summon the Apocriton.
Acquisition[edit]
Centurions can be gestated by a mechanitor at a large mech gestator once the ultra mechtech research project has been completed. Note that this research requires a nano structuring chip to unlock. Each requires 300 Steel, 200 Plasteel, 2 Advanced components, 1 Powerfocus chip, 1 High subcore and 12 gestation cycles taking 1,800 ticks (30 secs) each to initiate.
Dead, friendly centurions can also be resurrected at the large mech gestator using the "Resurrect ultraheavy mechanoid" bill. This requires the corpse of the friendly Centurion, 150 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.
Summary[edit]
As mechanoids, every centurion is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).
Dead centurions may be shredded at the machining table or crafting spot for 50 steel and 20 plasteel. However, these values are affected by mechanoid shredding efficiency, as well as missing parts on the centurion.
Centurions are 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[edit]
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The centurion projects a shield that is 6 tiles in radius.[When?] The shield stops all incoming ground-level fire from passing into the bubble except that fired by the member's of the centurion's faction,[Turrets?][Allies?] be it mechanoid hive or the players. It does not prevent pawns of any faction that are inside from firing out. 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 not fired will detonate on the shield edge. Fire from mortars, orbital bombardment, or aerodrone strikes or salvos 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,[Verify] 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. Projectiles from EMP grenades and launchers from outside hitting the shield will disable the shield for 1,500 ticks (25 secs), after which time the shield will be restored at full health. 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 mechanoid can be killed. 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
If the EMP damage is dealt to the centurion itself, the shield is similarly disabled[What time?] but will continue to regenerate as if it was not.
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.
Attacks[edit]
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[edit]
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The Centurion is a superheavy unit, sharing similarities such as armor and base health with the deadly Warqueen and Diabolus.
Health[edit]
Body parts[edit]
Body Part Name | Health | Quantity | Coverage[1] | Target Chance[2] | Subpart of | Internal | Capacity[3] | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|---|
Thorax | 120 | 1 | 100% | 7% | N/A[4] | - | Death Will never take permanent injury | |
Neck | 90 | 1 | 10% | 2% | Thorax | Communication | Death Will never take permanent injury | |
Head | 90 | 1 | 80% | 2.7% | Neck | - | Death Will never take permanent injury | |
Artificial Brain | 30 | 1 | 10% | 0.8% | Head | Data Processing | Death Will never take permanent injury | |
Sight Sensor | 30 | 2 | 20% | 1% | Head | Sight | −25% Sight. −100% if both lost. Will never take permanent injury | |
Hearing Sensor | 30 | 2 | 5% | 0.8% | Head | Hearing | −25% Hearing. −100% if both lost. Will never take permanent injury | |
Chemical Analyzer | 30 | 1 | 6% | 0.8% | Head | - | Will never take permanent injury | |
Leg | 90 | 4 | 18% | 16% | Thorax | Moving | −25% Moving. Will never take permanent injury | |
Foot | 60 | 4 | 50% | 8% | Leg | Moving | −25% Moving. Will never take permanent injury | |
Reactor | 60 | 1 | 6% | 6% | Thorax | Power Generation | Death Will never take permanent injury | |
Fluid Reprocessor | 45 | 2 | 4% | 4% | Thorax | Fluid Reprocessing | Death if both lost −50% Fluid reprocessing Will never take permanent injury | |
Bulb turret | 120 | 1 | 5% | 5% | Thorax | - | Will never take permanent injury. |
- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
Gallery[edit]
Version history[edit]
- Biotech DLC Release - Added.