Difference between revisions of "Mechanoid hive"
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=== Blades === | === Blades === | ||
− | Colonists set as constructors can remove these (add a bill in the Health, Modifications tab) from downed but not dead scythers, so long as it hasn't been | + | Colonists set as constructors can remove these (add a bill in the Health, Modifications tab) from downed but not dead scythers, so long as it hasn't been damaged during combat. |
=== Body Rings === | === Body Rings === |
Revision as of 12:38, 14 March 2018
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"Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them."
— RimWorld Universe Quick Primer[1]
Centipede
Biology
Centipedes consist entirely of mechanical parts, and are mostly composed of very large 'rings' that make their appearance similar to that of a real-life centipede. Despite being somewhat sluggish (in movement and appearance), they are immensely durable and can absorb a significant amount of fire before they are killed or even disabled.
Centipedes have six body rings, several sensors for hearing, sight, and smell, and an artificial brain that drives them. Interestingly enough, they lack any sort of communication parts and always spawn with their communication indicated as 'None', or no ability to. The only other external body part a centipede has other than its rings is its head, making it very difficult to actually kill a centipede. The only operation that can be performed on centipedes is the "Shut Down" function. This has no effect aside from shutting down Mechanoids that are already incapacitated. This operation can only be performed by a colonist that is assigned as a Repairer. This provides a helpful alternative to simply shooting incapacitated mechanoids, leaving your colonists free to help with the inevitable cleanup after a mechanoid raid.
Diet
Centipedes are machines, and machines don't need to eat - but they do need some source of power.
Currently, it is unknown what power source or other source of energy the Centipede uses.
Combat
Centipedes are mechanized heavy siege units, and as such are generally equipped with either a minigun, inferno cannon, or heavy charge blaster on semi-rare occasions, but are also able to engage in melee combat with colonists.
Melee Attacks | Damage Amount | Cooldown |
---|---|---|
Blunt | 25 | 140 |
Their melee attack is the highest damaging melee attack in the game, not counting explosives or quality melee weapons such as high-quality longswords. Getting in close is not recommended, unless you absolutely have to interrupt their firing sequence to save vital assets from death or destruction. Even then, it is advised to wear the heaviest armor possible to block blunt-type damage.
Body Parts (Summary)
Centipedes are actually very simplistic and robust in design, with not that many parts overall. Their obvious weakness is that they're able to be severed in two, rapidly reducing their ability to move (which may eventually incapacitate them).
- Note: Centipedes have a health scale of 2.0 - meaning their parts have twice the health of body parts listed in the files.
Body Part Name | Health (× Health Scale) | Base Health | Quantity | Coverage (per part)[2] | Group | Function / Required for following System | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|
First Body Ring | 200 | 100 | 1 | ? | Core Part | Functioning in general | Machine Failure |
Mechanical Head | 60 | 30 | 1 | 8.0% | Head | Houses Artificial Brain, Sensors | Machine Failure |
Artificial Brain | 60 | 30 | 1 | 20% | Inside Head | Data processing | Machine Failure |
Sight Sensor | 20 | 10 | 2 | 15% | Head | Sight | Loss of sight/Blindness |
Hearing Sensor | 20 | 10 | 2 | 5.0% | Head | Hearing | Loss of hearing/Deafness |
Smell Sensor | 20 | 10 | 1 | 10% | Head | - | - |
Second Body Ring | 170 | 85 | 1 | 75% | Inside first ring | Moving, Manipulation | Loss of moving/manipulation ability |
Third Body Ring | 140 | 70 | 1 | 80% | Inside second ring | Moving, Manipulation | Loss of moving/manipulation ability |
Fourth Body Ring | 110 | 55 | 1 | 75% | Inside third ring | Moving, Manipulation | Loss of moving/manipulation ability |
Fifth Body Ring | 80 | 40 | 1 | 66% | Inside fourth ring | Moving, Manipulation | Loss of moving/manipulation ability |
Sixth Body Ring | 200 | 100 | 1 | 50% | Inside fifth ring | Moving, Manipulation | Loss of moving/manipulation ability |
Scyther
Biology
Scythers, although mechanical and not very human-looking, are actually almost the same in structure as a typical human (minus the organs). However, they're more durable than humans, don't feel pain and do not fear for their life - they don't even use cover. This can make them very dangerous to fight against when under-armed.
They have two arms, run on two legs, and (surprisingly) have a neck and make vocal communication. Why a machine would use standard human-like air-based vocalization is unknown at this time - especially when Centipedes are completely unable to manually communicate. Scythers have the same "Shut Down" function as centipedes.
Diet
Much like Centipedes, it's unknown what exactly drives a Scyther, but it's likely it would be similar to whatever powers the Centipede.
Combat
Scythers are usually seen carrying their charge lance into battle, but are able to engage in melee.
Melee Attacks | Damage Amount | Cooldown |
---|---|---|
Cut | 24 | 100 |
The name "Scythers" is derived from the vicious scythe-blades they wield as melee weapons, which are frighteningly effective at dismembering careless colonists that stray too close.
In fact, they have the highest melee DPS of any pawn in game, minus a colonist equipped with dual scyther blades or a Masterwork/Legendary plasteel longsword.
Body Parts (Summary)
Scythers, again, are practically humans in biology, although they lack many of the human organs and bones.
Body Part Name | Health (×1.5 Health Scale) | Base Health | Quantity | Coverage (per part)[2] | Group | Function / Required for following System | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|
Mechanical Thorax | 40 | 40 | 1 | ? | Core part | Functioning in general | Machine failure |
Mechanical Neck | 30 | 30 | 1 | 8.0% | Top of Thorax | Communication (vocal), connector of thorax and head |
Machine failure |
Mechanical Head | 30 | 30 | 1 | 75% | Neck | Houses Artificial Brain, Sensors | Machine failure |
Artificial Brain | 30 | 30 | 1 | 15% | Head | Dataprocessing | Machine failure |
Sight Sensor | 10 | 10 | 2 | 15% | Head | Sight | Loss of sight/Blindness |
Hearing Sensor | 10 | 10 | 2 | 5.0% | Head | Hearing | Loss of hearing/Deafness |
Smell Sensor | 10 | 10 | 1 | 10% | Head | - | - |
Arm | 30 | 30 | 2 | 10% | Thorax | Manipulation | Loss of manipulation ability/Unable to work (if both lost) |
Hand | 20 | 20 | 2 | 20% | Arm | Manipulation | Loss of manipulation ability |
Fingers | 7 | 7 | 10 | 5.0% | Hand | Manipulation | Loss of manipulation ability (minor) |
Leg | 30 | 30 | 2 | 10% | Thorax | Moving | Unable to move |
Foot | 20 | 20 | 2 | 20% | Leg | Moving | Loss of moving ability |
Toes | 10 | 10 | 10 | 5.0% | Foot | Moving | Loss of moving ability (minor) |
Body Parts (Detailed)
Modification bills are performed by colonists assigned to Crafting.
Artificial Brain
Required for overall function and function of any Mechanoid. Without this, a Mechanoid is simply an empty husk of mechanical parts. Can be deactivated if incapacitated, causes same effect as euthanizing
Blades
Colonists set as constructors can remove these (add a bill in the Health, Modifications tab) from downed but not dead scythers, so long as it hasn't been damaged during combat.
Body Rings
Everything is built off of the Centipede's first body ring - the head, and second body ring are connected to the first ring, while the rest of the rings chain off from there (second ring connected to third, third connected to fourth, etc).
Body rings enable the Centipede to move and work, as there are many tiny, tiny legs that are connected to the body rings (not listed under body parts).
Sensors
Sight sensors for seeing, hearing sensors for hearing, and smell sensors for smell.
It's worth noting that smell is not yet implemented in the game, so destroying a smelling sensor doesn't harm a Mechanoid overall since they do not feel pain.
References
- ↑ Mechanoids - RimWorld Universe Quick Primer
- ↑ 2.0 2.1 Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.
Trivia
- Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above spacer, and the second highest tech level in the game, below 'Transcendent'.