Difference between revisions of "Mechanoid hive"

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==Pikeman==
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Pikemen are slow, low health Mechaniods that deal moderate damage that will be be added in 1.1.  They can be found sealed in ancient ruins in all biomes, either spawned inside mountains or outside on the landscape. They may also raid the player's base through a random raid-type event and can also be found in most poison ships and psychic ships.
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Like other mechanoids, pikemen are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Pikemen have moderate resistance to sharp damage and very small resistance to blunt damage being able to be taken down by Fist at close range, making them trivial to disable if one can get close enough to them.
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== Combat & Strategy ==
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With their incredibly long range and moderate damage they can be hard to fight melee, as simply getting the pawn to get close enough is a struggle in it’s own.
 
==Lancer==
 
==Lancer==
 
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  {{infobox main|none|

Revision as of 15:07, 21 February 2020

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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]

Template:Clr

Centipede

Mechanoid 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.

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.

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 equipped with either an inferno cannon or a heavy charge blaster, but are also able to engage in melee combat with colonists.

Melee Attacks Damage Amount Cooldown
Blunt 11.7 2.6 sec

Centipedes are much less dangerous in melee range. If you have well-protected brawlers and are able to lock down all centipedes in melee range, that is highly beneficial. They won't be able to spray bullets everywhere. Eventually even well-protected brawlers will go down from pain due to multiple bruises, but it should not be fatal, and meanwhile they (and your gunners) should be able to more effectively deal damage to the centipedes.

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 kill 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

Pikeman

Pikemen are slow, low health Mechaniods that deal moderate damage that will be be added in 1.1. They can be found sealed in ancient ruins in all biomes, either spawned inside mountains or outside on the landscape. They may also raid the player's base through a random raid-type event and can also be found in most poison ships and psychic ships. Like other mechanoids, pikemen are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Pikemen have moderate resistance to sharp damage and very small resistance to blunt damage being able to be taken down by Fist at close range, making them trivial to disable if one can get close enough to them.

Combat & Strategy

With their incredibly long range and moderate damage they can be hard to fight melee, as simply getting the pawn to get close enough is a struggle in it’s own.

Lancer

Lancer

Lancer

"A human-sized combat mechanoid with huge optical sensors on its face for aiming weapons at long range. While effective at distance, it is weaker in melee combat. Veterans of mechanoid wars know that often, the safest thing to do against a lancer is to charge."

Base Stats

Type
MechanoidCharacters

Armor

Armor - Sharp
40%
Armor - Blunt
20%

Pawn Stats

Move Speed
4.9 c/s
Health Scale
100% HP

Production

Melee Combat

Attack 1
Left fist
12 dmg (Blunt)
18 % AP
120 second cooldown
Attack 2
Right fist
12 dmg (Blunt)
18 % AP
120 second cooldown
Average DPS
0.06

Lancers are a type of fast-moving mechanoid with strong long-range firepower that deals 30 damage per hit. They can be found sealed in ancient ruins in all biomes, either spawned inside mountains or outside on the landscape. They may also raid the player's base through a random raid-type event and can also be found in most poison ships and psychic ships.

Like other mechanoids, lancers are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Lancers have a moderate resistance to sharp damage and a small resistance to blunt damage but somewhat low health, making them trivial to disable at range with sufficient firepower. Lancers are vulnerable to spike traps, with only a few hits required to kill them.

Dead lancers may be disassembled at the machining table for 20 steel, 5 plasteel and 1 component, though these values are affected by mechanoid disassembly efficiency. ead lancers may be disassembled at the machining table for 20 steel, 5 plasteel and 1 component, though these values are affected by mechanoid disassembly efficiency.

Combat & Strategy

Lancers will quickly charge until they are at range, in which they will stay at maximum range to fire. They will not move around to seek cover, or avoid incoming fighters.

Lancers play a supportive role, providing firepower at range to pick off lone colonists while centipedes mow down groups and scythers charge your gunners.

As the description says, charging lancers can be a viable way to take them down, once you have taken care of the initial scyther charge.

Biology

Lancers, 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.

Diet

Much like Centipedes, it's unknown what exactly drives a Lancer, but it's likely it would be similar to whatever powers the Centipede.

Combat

Lancers will quickly charge until they are at range, in which they will stay at maximum range to fire. They will not move around to seek cover, or avoid incoming fighters.

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

Scyther

Mechanoid 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.

Like Lancers 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.

Diet

Much like Centipedes and Lancers, it's unknown what exactly drives a Scyther, but it's likely it would be similar to whatever powers the Centipede.

Combat

Scythers attack with a blade attached to each arm, which does 20 damage per hit, which is significant and is quickly dangerous, even to brawlers.

Melee Attacks Damage Amount Cooldown
Cut 20 2.0 sec

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

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 has no purpose in-game, so destroying a smelling sensor doesn't harm a Mechanoid overall since they do not feel pain.


References

  1. Mechanoids - RimWorld Universe Quick Primer
  2. 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'.