Difference between revisions of "Scorcher"

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A '''scorcher''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].
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A '''scorcher''' is a [[mechanoid]] added by the [[Biotech DLC]].
  
 
== Summary ==
 
== Summary ==
?
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As mechanoids, scorchers 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 {{Ticks|2200}}, rendering them immune to further EMP strikes.
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==As an enemy==
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Scorchers will charge at the player, then try and mantain their maximum range. They will retreat if an enemy is too close. Due to the short-ranged nature of their weapon, this behavior is counterproductive - see [[#Combat]] for more detail.
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Mechanoids can raid the player's base through [[events]], and are found in most [[Crashed Ship Part#Poison Ship|poison ships]], [[Crashed Ship Part#Psychic Ship|psychic ships]], and [[mech cluster]]s{{RoyaltyIcon}}. Scorchers are a fairly low level threat.
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==As an ally==
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Scorchers are medium mechanoids, and require [[Research#Standard Mechtech|Standard Mechtech]] to be researched. They are created from a [[large mech gestator]] with 1 [[standard subcore]], 80 [[steel]], 32 [[plasteel]], and 4 [[component]]s, taking up 2 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initally craft, and then it must gestate for 2 cycles (default 1.8 game days per cycle). Mechanoids can be fully repaired at the cost of power and nothing else. A dead scorcher can be resurected for 50 [[steel]] and 1 gestation cycle so long as the corpse is extant. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth.
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Mechs under player control require power: scorchers 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 [[wastepack]]s whenever the recharger's waste is filled up.
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===Combat===
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Uses a [[mini-flameblaster]].
  
 
== Analysis ==
 
== Analysis ==

Revision as of 05:26, 28 October 2022

Scorcher

Scorcher

A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.

Base Stats

Type
Mechanoid
Market Value
1200 Silver
Flammability
0%

Armor

Armor - Sharp
40%
Armor - Blunt
20%
Armor - Heat
200%

Pawn Stats

Move Speed
4.5 c/s
Health Scale
70% 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)

Creation

Crafted At
Mech gestator
Required Research
Standard mechtech
Resources to make
Steel 80 + Plasteel 32 + Component 3 + Standard subcore 1
Technical
weaponTags
MechanoidGunMiniFlameblaster


A scorcher is a mechanoid added by the Biotech DLC.

Summary

As mechanoids, scorchers 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 enemy

Scorchers will charge at the player, then try and mantain their maximum range. They will retreat if an enemy is too close. Due to the short-ranged nature of their weapon, this behavior is counterproductive - see #Combat for more detail.

Mechanoids can raid the player's base through events, and are found in most poison ships, psychic ships, and mech clustersContent added by the Royalty DLC. Scorchers are a fairly low level threat.

As an ally

Scorchers are medium mechanoids, and require Standard Mechtech to be researched. They are created from a large mech gestator with 1 standard subcore, 80 steel, 32 plasteel, and 4 components, taking up 2 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 2 cycles (default 1.8 game days per cycle). Mechanoids can be fully repaired at the cost of power and nothing else. A dead scorcher can be resurected for 50 steel and 1 gestation cycle so long as the corpse is extant. Mechs do not count as a pawn for determining raid points, but still contribute towards wealth.

Mechs under player control require power: scorchers 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

Uses a mini-flameblaster.

Analysis

? A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on defenders, it can ignite and disrupt them with blasts of searing flame. Scorchers quickly turn firefights into “fire” fights. These mechanoids start wildfires with ease and are especially effective against large groups of attackers or those taking shelter in flammable defenses.

Health

Specify body type when known.


Body part Health
Head 18
Skull 18
Brain 7
Nose 7
Neck 18
Jaw 14
Eye [1]
(left, right)
7
Ear
(left, right)
7
Body 28
Kidney[2]
(left, right)
11
Lung[2]
(left, right)
11
Liver[2] 14
Heart[2] 11
Spine[2] 18
Stomach[2] 14
Limbs
(left, right, fore, hind)
21
Appendage
(left, right, fore, hind)
14
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Version history