Difference between revisions of "Scorcher"

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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.  
 
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.  
  
==As an enemy==
+
===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.
+
Scorchers will charge at the player, then try and mantain their maximum range, and 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 [[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.
 
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.
  
==As an ally==
+
===As an ally===
 
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.
 
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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===Combat===
 
===Combat===
Uses a [[mini-flameblaster]].
+
Scorchers are equipped with a [[mini-flameblaster]]. With a range of just 4.9 tiles, it is the shortest ranged weapon in the entire game. However, it has the unique property of being able to ''fire during melee combat''. Enemies do not seem to take advantage of this fact. As its name suggests, the mini-flame blaster lights pawns on [[fire]], which will cause them to run around widly if there is no [[firefoam pop pack|firefoam]] or [[shallow water]] around. All [[mechanoid]]s are completely immune to fire.
  
 
== Analysis ==
 
== Analysis ==
?
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===As an enemy===
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.
+
Due to the above behavior, enemy scorchers are not much of a threat. A scorcher in range of firing is also just a few tiles from melee range, and will actively avoid shooting to try and avoid being in melee. Regardless, fire is a very dangerous ability. It may get a chance to fire, which will send your pawns kareeming into the attacks of other mechanoids. A [[firefoam pop pack]] is useful.
 +
 
 +
===As an ally===
 +
Scorchers have a very limited range, so are dedicated to melee combat, or to help other pawns out in melee combat. Scorchers can be very effective in hallways, either in melee or just behind a melee blocker. Fire will cause vulnerable enemies to stop attacking, which allows pawns in the front lines to survive for longer, giving more time to kill in general.
 +
 
 +
Earlier on, scorchers are also decent out in the open - but a few scorchers won't be enough to supress a large tribal raid. Even in hallways, it may eventually become better to get a [[centipede]] (perhaps a [[centipede burner]]!) over a scorcher.
  
 
== Health ==
 
== Health ==

Revision as of 05:37, 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, and 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

Scorchers are equipped with a mini-flameblaster. With a range of just 4.9 tiles, it is the shortest ranged weapon in the entire game. However, it has the unique property of being able to fire during melee combat. Enemies do not seem to take advantage of this fact. As its name suggests, the mini-flame blaster lights pawns on fire, which will cause them to run around widly if there is no firefoam or shallow water around. All mechanoids are completely immune to fire.

Analysis

As an enemy

Due to the above behavior, enemy scorchers are not much of a threat. A scorcher in range of firing is also just a few tiles from melee range, and will actively avoid shooting to try and avoid being in melee. Regardless, fire is a very dangerous ability. It may get a chance to fire, which will send your pawns kareeming into the attacks of other mechanoids. A firefoam pop pack is useful.

As an ally

Scorchers have a very limited range, so are dedicated to melee combat, or to help other pawns out in melee combat. Scorchers can be very effective in hallways, either in melee or just behind a melee blocker. Fire will cause vulnerable enemies to stop attacking, which allows pawns in the front lines to survive for longer, giving more time to kill in general.

Earlier on, scorchers are also decent out in the open - but a few scorchers won't be enough to supress a large tribal raid. Even in hallways, it may eventually become better to get a centipede (perhaps a centipede burner!) over a scorcher.

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