Difference between revisions of "Body Parts"
Arcangelus (talk | contribs) m (Fixed reference hell.) |
Arcangelus (talk | contribs) m (→Replacements) |
||
Line 248: | Line 248: | ||
− | Traders sidestep any mood effects for acquiring body parts, unless the precept [[Ideoligion#Organ use|Organ use]]{{IdeologyIcon}} is set to | + | Traders sidestep any mood effects for acquiring body parts, unless the precept [[Ideoligion#Organ use|Organ use]]{{IdeologyIcon}} is set to '''No harvest or sell'''/'''Totally abhorrent'''. |
− | + | <br/><br/><br/> | |
=== Tribal parts === | === Tribal parts === | ||
Line 262: | Line 262: | ||
=== Bionics === | === Bionics === | ||
− | Bionics are cybernetics as they are found in Science Fiction. Bionics require {{Icon Small|plasteel}} Plasteel, {{Icon Small|advanced component}} Advanced Components and [[Research#Bionics|Bionics research]], and are generally crafted at a Fabrication bench. The '''detoxifier''' organs introduced by the [[Biotech DLC]]{{BiotechIcon}} also belong to this level, and require the [[Research#Toxin filtration|Toxin filtration | + | Bionics are cybernetics as they are found in Science Fiction. Bionics require {{Icon Small|plasteel}} Plasteel, {{Icon Small|advanced component}} Advanced Components and [[Research#Bionics|Bionics research]], and are generally crafted at a Fabrication bench. The '''detoxifier''' organs introduced by the [[Biotech DLC]]{{BiotechIcon}} also belong to this level, and require the [[Research#Toxin filtration|Toxin filtration research]]{{BiotechIcon}}. |
They typically have 125% part efficiency, making them direct upgrades for most body parts. Members of this group include:<br/> | They typically have 125% part efficiency, making them direct upgrades for most body parts. Members of this group include:<br/> | ||
Line 275: | Line 275: | ||
Archotech prostheses cannot be crafted, and offer 150% efficiency to the replaced part. These are a direct upgrade to bionic parts, and can only be acquired through trade or quests. There are only 3 members of this tech level:<br/> | Archotech prostheses cannot be crafted, and offer 150% efficiency to the replaced part. These are a direct upgrade to bionic parts, and can only be acquired through trade or quests. There are only 3 members of this tech level:<br/> | ||
:[[Archotech arm]], [[Archotech eye]], [[Archotech leg]] | :[[Archotech arm]], [[Archotech eye]], [[Archotech leg]] | ||
+ | |||
</div> | </div> | ||
Revision as of 12:54, 18 July 2024
|
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Part efficiency, other body types etc. |
This article is suggested to be rewritten. Reason: Majority of this page seems redundant with the table now, and this page gets so little traffic that it's rarely updated. Consider overhaul. retain mechanics. You can help the RimWorld Wiki by improving it. |
Body parts are - as the name would obviously imply - the parts of an organic or autonomous creature. These parts include limbs, organs and even artificial body parts, such as prosthetic limbs and bionics.
Given the procedural and random generation of individuals in RimWorld, some people may have scars or some sort of disability regarding one or more limbs, which can cause constant pain or even a complete loss of function. Limbs are able to take serious damage, causing severe disabilities and problems for an individual, which in turn can negate the ability to perform certain tasks. Some damage may be so severe that permanent disability and/or heavy blood loss can be suffered, leading to death if not quickly dealt with.
Artificially intelligent creatures, such as mechanoids, also have body parts that can be damaged in the same ways that an organic creature can. Wearing armor and certain types of clothing can protect limbs from damage.
Body Part Groups
Each individual body part (such as clavicle) is a sub-unit of a Body Part Group (such as Shoulder). Armor and Clothing cover and protect all the body parts in that specific group.
-
Body Part Group Name Contents Torso clavicles, sternum, ribs, pelvis, spine, stomach, heart, lungs, kidneys, liver, neck UpperHead head, skull, brain, ears FullHead head, skull, brain, eyes, ears, nose, jaw Shoulders shoulders Arms arms, hands, humeri, radii Hands hands, fingers. LeftHand left hand, left hand fingers RightHand right hand, right hand fingers Legs legs, feet, femurs, tibiae Feet feet, toes
Body Parts (Summary)
Being biological creatures, humans have a lot of body parts that work together to make them tick.
- Brain injuries instantly scar and never heal.[1]
-
Part Name Health Quantity Coverage[2] Target Chance[3] Subpart of Internal Group[4] Capacity[5] Effect if Destroyed/Removed Torso 40 1 100% 15% N/A[6] Torso - Death Neck 25 1 7.5% 1.5% Torso Neck Eating
Talking
BreathingDeath Head 25 1 80% 1.74% Neck UpperHead
FullHead
HeadAttackTool[7]- Death Skull 25 1 18% 0.216% Head UpperHead
Eyes
FullHead- Cannot be destroyed
Increasing Pain based on damage.Brain 10 1 80% 0.864% Skull UpperHead
Eyes
FullHeadConsciousness Death
Damage always results in scarring.Eye 10 2 7.0% 0.42% Head FullHead
EyesSight −25% Sight. −100% if both lof both lost.
−15 Disfigured Social penalty
Damage always results in scarring
0% Hit Chance against Blunt damage.Ear 12 2 7.0% 0.42% Head UpperHead
FullHeadHearing −25% Hearing. −100% if both lost.
−15 Disfigured Social penaltyNose 10 1 10% 0.6% Head FullHead - −15 Disfigured Social penalty Jaw 20 1 15% 0.8991% Head Teeth
FullHead
MouthEating
Talking−100% Talking and −90% Eating
−15 Disfigured Social penalty
Can no longer use Teeth attack.[8]Tongue 10[9] 1 0.1% 0.0009% Jaw FullHead Talking −100% Talking and −50% Eating
−15 Disfigured Social penaltyWaist[10] 10[9] 1 0% 0% Torso Waist - N/A Spine 25 1 2.5% 2.5% Torso Torso Moving ×0 Moving[11] Ribcage 30 1 3.6% 3.6% Torso Torso Breathing Cannot be destroyed
Up to −48% Breathing.
Increasing Pain based on damage.Sternum 20 1 1.5% 1.5% Torso Torso Breathing Cannot be destroyed
Up to −48% Breathing.
Increasing Pain based on damage.Stomach 20 1 2.5% 2.5% Torso Torso Digestion −50% Digestion Heart 15 1 2.0% 2.0% Torso Torso Blood Pumping Death Lung 15 2 2.5% 2.5% Torso Torso Breathing −50% Breathing. Death if both lost Kidney 15 2 1.7% 1.7% Torso Torso Blood Filtration −50% Blood Filtration. Death if both lost Liver 20 1 2.5% 2.5% Torso Torso Digestion Death Shoulder 30 2 12% 1.68% Torso Shoulders Manipulation −50% Manipulation.
−100% if both lostClavicle 25 2 9.0% 1.08% Shoulder Torso Manipulation Cannot be destroyed
Up to −48% Manipulation.
Increasing Pain based on damage.Arm 30 2 77% 6.0984% Shoulder Arms Manipulation −50% Manipulation. −100% if both lost Humerus 25 2 10% 0.924% Arm Arms Manipulation −50% Manipulation. −100% if both lost Radius 20 2 10% 0.924% Arm Arms Manipulation −50% Manipulation. −100% if both lost Hand 20 2 14% 0.827904% Arm Hands Manipulation −50% Manipulation. −100% if both lost
Can no longer use Fist attack[12]Pinky 8 2 6.0% 0.077616% Hand Hands
LeftHand[13]
RightHand[13]Manipulation −8% Manipulation. −16% if both lost Ring Finger 8 2 7.0% 0.090552% Hand Hands
LeftHand[13]
RightHand[13]Manipulation −8% Manipulation. −16% if both lost Middle Finger 8 2 8.0% 0.103488% Hand Hands
LeftHand[13]
RightHand[13]Manipulation −8% Manipulation. −16% if both lost Index Finger 8 2 7.0% 0.090552% Hand Hands
LeftHand[13]
RightHand[13]Manipulation −8% Manipulation. −16% if both lost Thumb 8 2 8.0% 0.103488% Hand Hands
LeftHand[13]
RightHand[13]Manipulation −8% Manipulation. −16% if both lost Pelvis 25 1 2.5% 2.5% Torso Torso Moving Cannot be destroyed
Up to −96% Moving.
Increasing Pain based on damage.Leg 30 2 14% 9.8% Torso Legs Moving −50% Moving. −100% if both lost Femur 25 2 10% 1.4% Leg Legs Moving −50% Moving. −100% if both lost Tibia 25 2 10% 1.4% Leg Legs Moving −50% Moving. −100% if both lost Foot 25 2 10% 0.854% Leg Feet Moving −50% Moving. −100% if both lost Little Toe 8 2 6.0% 0.084% Foot Feet Moving −4% Moving. −8% if both lost Fourth Toe 8 2 7.0% 0.098% Foot Feet Moving −4% Moving. −8% if both lost Middle Toe 8 2 8.0% 0.112% Foot Feet Moving −4% Moving. −8% if both lost Second Toe 8 2 9.0% 0.126% Foot Feet Moving −4% Moving. −8% if both lost Big Toe 8 2 9.0% 0.126% Foot Feet Moving −4% Moving. −8% if both lost - ↑ Please see BodyParts_General.xml. The chance is set to 9999999.
- ↑ 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.
- ↑ What apparel coverage covers this body part.
- ↑ 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'.
- ↑ Allows a blunt attack of Power 5, Cooldown 2, Chance factor 0.2
- ↑ A Bite attack of Power 8.2, Cooldown 2 seconds, Chance Factor 0.07
- ↑ 9.0 9.1 This part has no explicitly defined HP. As such, it uses the default max HP of 10
- ↑ Called "Utility Slot" in game.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Blunt attack of Power 8.2, Cooldown 2 seconds. The first attack can stun for 14 damage. One for each hand.
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 13.9 Only the relevant choice of LeftHand OR RightHand will apply, not both.
Body Parts (Detailed)
This section includes the full names and descriptions of each body part in the above tables, including special notes or other extra information. Damaged body part causes pain, destroyed parts do not. Damage to a body part associated to a capacity will lower said capacity proportional to the HP lost and the importance of the part in question. For example, 1 HP lost on the left lung of an otherwise healthy human pawn will reduce breathing by 3.4%.
For ease of navigation, each part is grouped into the groups Head, Torso, Arms, Legs.
- Head related parts
Head
- Lethal if destroyed/removed.
Container of the skull, eyes, ears, nose, and jaw. Technically, you don't need the head itself to live, but it is necessary to contain the brain (via the skull).
Skull
Contains the brain. Indestructible by damage. Lost hit points will cause pain until healed.
Can be extracted by pawns with the Skullspike: Desired precept to create a Skull item.
Brain
- Lethal if destroyed/removed.
Source of consciousness of the pawn, which in turn affects sight processing, hearing processing, moving, and working.
Eyes
Includes :
- Right Eye
- Left Eye
Eyes are required for seeing. Eyes have a high chance to be scarred when damaged. A destroyed or lost eye causes a pawn to be considered disfigured.
Ears
Includes :
- Right Ear
- Left Ear
Ears are required for hearing. A destroyed or lost ear causes a pawn to be considered disfigured.
Loud noises like gunshots do not inflict pain or damage on the ears.
Nose
No in-game function. A destroyed or lost nose causes a pawn to be considered disfigured.
It can be replaced with an aesthetic nose with the Royalty DLC or restored with a Healer mech serum.
Tongue
Required for talking and important for eating. Colonists can still eat without a tongue, but at very slow pace. Lost or damaged tongues can be surgically replaced with a bionic tongue. A destroyed or lost tongue causes a pawn to be considered disfigured.
Jaw
Required for talking and important for eating. A destroyed or lost jaw causes a pawn to be considered disfigured due to losing the attacked Tongue.
Missing Jaws can be replaced with a Bionic jaw, but this won't remove the disfigured social penalty.
- Torso related parts
Torso
- Core Part
- Lethal if destroyed
The torso is the core part of a colonist. It is the container for the rest of the major organs of a colonist, and destroying it effectively destroys/disconnects the rest of the colonist's organs. A majority of human characters will die from torso injury/destruction long before they die of anything else.
Neck
- Lethal if destroyed/removed.
It connects the head to the torso. Neck damage makes colonists bleed out very fast. Loss of the neck results in death due to disconnecting the brain from the core part, the torso.
Spine
Required for moving. Shattering the spine results in complete paralysis, presumably below the neck. It can be replaced with a bionic spine or repaired with healer mech serum or luciferium.
Pelvis
Required for moving. Indestructible by damage, but will cause pain until healed.
Sternum
Front part of the rib cage. The sternum cannot be destroyed by damage, but will cause pain until healed.
Ribcage
The ribcage cannot be destroyed by damage, but will cause pain until healed.
Lung
Includes :
- Right Lung
- Left Lung
- Lethal if both lungs lost.
Required for breathe. Lungs tend to bleed out very fast when damaged, but are generally survivable injuries. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Slave and exotic goods traders occasionally have organs for sale.
Stomach
Stomachs affect a pawn's Digestion, which in turn affects Rest Rate Multiplier. A pawn can survive losing a stomach. Gut worms can infect the stomach and increase hunger and pain.
Liver
- Lethal if lost.
Source of a pawn's Digestion. Livers can be harvested and transplanted - albeit at the cost of the donor's life. Slave and exotic goods traders occasionally have these organs for sale.
Heart
- Lethal if lost.
Source of a pawn's Blood Pumping. Hearts can be harvested and transplanted - albeit at the cost of the donor's life. Slave and exotic goods traders occasionally have these organs for sale.
Kidney
Includes :
- Right Kidney
- Left Kidney
- Lethal if both lost
Kidneys are required for blood filtration. A loss of blood filtration efficiency also results in drastically reduced disease resistance, so kidney damage can lead to colonists that survive a firefight later dying of malaria or the flu. Kidneys can be harvested and transplanted, so a damaged or lost kidney can be replaced. Slave and exotic goods traders occasionally have these organs for sale.
- Arm related parts
Shoulder
Includes :
- Right Shoulder
- Left Shoulder
Linked to Manipulation. In humans, each shoulder has an arm and clavicle subparts.
Despite its name, all arm replacements are installed on the shoulder.
Clavicle
Includes :
- Right Clavicle
- Left Clavicle
Linked to Manipulation. Indestructible by damage. It never scars.
All arm replacements remove this part.
Arm
Includes :
- Right Arm
- Left Arm
Linked to Manipulation. In humans, each arm has a humerus, radius, and hand subpart.
All arm replacements remove this part.
Humerus
Includes :
- Right Humerus
- Left Humerus
Upper bones of the arm. Linked to Manipulation. It never scars.
Like the rest of the arm's constituent parts, it is fully replaced by an arm prosthesis.
Radius
Includes :
- Right Radius
- Left Radius
Forearm bones. Linked to Manipulation. It never scars.
Like the rest of the arm's constituent parts, it is fully replaced by an arm prosthesis.
Hand
Includes :
- Right Hand
- Left Hand
Linked to Manipulation. Each hand contains 5 fingers.
If lost, it can be replaced by a Wooden hand, power claw, or Field hand . Alternatively, replacing the whole arm will also restore function to the limb.
Fingers
Includes :
- Right Thumb
- Right Index Finger
- Right Middle Finger
- Right Ring Finger
- Right Pinky
- Left Thumb
- Left Index Finger
- Left Middle Finger
- Left Ring Finger
- Left Pinky
Colonists have ten fingers, consisting of the thumbs, index, middle, ring, and pinky fingers. Loss of any of these results in a small penalty to working (though it's usually so small it's difficult to notice).
Losing a finger will cause the colonist to lose 5% manipulation.
- Leg related parts:
Leg
Includes :
- Right Leg
- Left Leg
Linked to moving. In humans, it also contains Tibia, Femur, Foot, and 5 Toes as subparts.
Any leg replacement will also replace all subparts.
Tibia
Includes :
- Right Tibia
- Left Tibia
Lower leg bone (aka shinbone), linked to moving. When shattered, results in a complete loss of function of the leg containing the bone. It never scars.
Femur
Includes :
- Right Femur
- Left Femur
Upper leg bone between hip and knee, linked to moving capacity. When shattered, results in a complete loss of function of the leg containing the bone. It never scars.
Foot
Includes :
- Right Foot
- Left Foot
Humans have two feet, needed for moving. Injuries to the foot slow movement, and loss of both feet prevent it entirely. They are also the container for the toes.
Toes
Includes :
- Right Little Toe
- Right Fourth Toe
- Right Middle Toe
- Right Second Toe
- Right Big Toe
- Left Little Toe
- Left Fourth Toe
- Left Middle Toe
- Left Second Toe
- Left Big Toe
Injuries to the toes are among the most minor a colonist can sustain. They hurt a colonist's moving capacity by a small amount.
Losing a toe will cause a colonist to lose 5% of its moving capacity.
Replacements
As there are many ways to lose or permanently impair body parts, there are also several ways to replace them. The options vary in difficulty of crafting/acquiring, but most importantly in how effective the replacement part will be.
Part Efficiency
A un-injured, naturally grown body part has an efficiency of 100%. Replacement options however can have very variable efficiency, going from 50% to above 100%.
Replacement parts come in rough tech levels, which have a part efficiency range. Parts of higher tech levels tend to have higher part efficiency than those of the previous ones. A word of warning: installation of any replacement body part count as an operation (that can be botched) and requires anesthetics.
Harvested Parts
As RimWorld has no concept of body part rejection or the difficulty of transplants, this is a surprisingly low-tech option. All harvested body parts have 100% efficiency. For most organs, this is the earliest available replacement option. It only requires medicine as anesthetic.
Only lungs,kidneys, liver, and heart organs are available for harvesting; the stomach is available only if a non-natural replacement is installed. These can be obtained via the harvesting operation or by replacing a healthy organ with some replacement. Amputations never yield body-parts. Both the "donor" and the colony as a whole may receive negative Mood for a harvesting operation. The precept Organ use can remove the colony mood penalty of set to Acceptable. There is no voluntary donation mechanic.
Traders sidestep any mood effects for acquiring body parts, unless the precept Organ use is set to No harvest or sell/Totally abhorrent.
Tribal parts
These are the first and least efficient replacements available, requiring no research to unlock. Part efficiency varies from 60-80%, and include:
Prostheses
Prosthetic body parts are roughly equivalent to early 21st century prostheses. They require Steel and Components to build. They can be built on a Machining Table after the Prosthetic research is complete.
Part efficiency varies from 50-85% and include:
Bionics
Bionics are cybernetics as they are found in Science Fiction. Bionics require Plasteel, Advanced Components and Bionics research, and are generally crafted at a Fabrication bench. The detoxifier organs introduced by the Biotech DLC also belong to this level, and require the Toxin filtration research.
They typically have 125% part efficiency, making them direct upgrades for most body parts. Members of this group include:
- Bionic arm, Bionic ear, Bionic eye, Bionic heart, Bionic jaw, Bionic leg, Bionic spine, Bionic stomach, Bionic tongue, Detoxifier kidney, Detoxifier lung
Specialized Bionics
These bionics tend to be more simple replacements than upgrades. They often improve one ability drastically and in unique ways, but always come with some sort of downside. These downsides include vulnerability to EMP, a below 100% part efficiency (which somewhat lessens the primary bonus), cancer and other side effects.
Many of these are tied to the Royalty DLC, but a few have been available in the base game for a long time.
Archotech
Archotech prostheses cannot be crafted, and offer 150% efficiency to the replaced part. These are a direct upgrade to bionic parts, and can only be acquired through trade or quests. There are only 3 members of this tech level:
List of body parts
- The following is a list with all body parts, artificial or otherwise, present in the game. Some act as replacements of the original limb/organ while others attach to it instead:
Mechanoids
Differences to biologicals
Mechanoids work differently from biological creatures: they do not bleed, scar, or heal on their own. Adtionally, many parts are renamed or changed:
Renamed parts
Heart
- Renamed to Reactor
- Blood pumping renamed to Power Generation
Brain
- Renamed to Artificial Brain
- Consciousness renamed to Data Processing
Torso
- Renamed to Thorax
Kidneys
- Renamed to Fluid Reprocessors
- No longer labeled as left and right, as they do not always occur in pairs
- Blood Filtration renamed to Fluid Reprocessing
Eyes
- Renamed to Sight Sensor
Ears
- Renamed to Hearing Sensor
Nose
- Renamed to Chemical Analyzer
Neck
- Responsible for speaking, instead of the tongue, which mechanoids lack.
Missing parts
- Mechanoids lack bones, liver, stomach, jaw, and tongue.
Bulb turret
- The bulb turret is a body part found on various types of mechanoid. It functions as an autonomous turret that can fire while the mechanoid is moving, and is used in addition to their main weapon.
Types of Mechanoid Bodies
There are 13 body types available to mechanoids. See each type for details.
MechanicalCentipede
-
Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed First body ring 45 1 100% 14% N/A[4] Moving
ManipulationDeath
−16.6% Moving
−16.6% Manipulation
Will never take permanent injuryHead 30 1 15% 8.3% First body ring - Death
Will never take permanent injury.Artificial brain 10 1 5% 0.75% Head Data Processing Death
Will never take permanent injury.Sight sensor 10 2 8% 1.2% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injury.Hearing sensor 10 2 8% 1.2% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury.Chemical analyzer 10 1 8% 1.2% Head - Will never take permanent injury. Second body ring 40 1 71% 11% First body ring Moving
ManipulationDeath
−16.6% Moving
−16.6% Manipulation
Will never take permanent injuryReactor 20 1 5% 3.6% Second body ring Power Generation Death.
Will never take permanent injury.Third body ring 35 1 80% 11% Second body ring Moving
ManipulationDeath
−16.6% Moving
−16.6% Manipulation
Will never take permanent injuryFluid reprocessor 15 1 5% 2.80% Third body ring Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
Will never take permanent injuryFourth body ring 30 1 75% 12% Third body ring Moving
Manipulation−16.6% Moving
−16.6% Manipulation
Will never take permanent injuryFluid reprocessor 15 1 6% 2.60% Fourth body ring Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
Will never take permanent injuryFifth body ring 25 1 66% 14% Fourth body ring Moving
Manipulation−16.6% Moving
−16.6% Manipulation
Will never take permanent injurySixth body ring 20 1 50% 14% Fifth body ring Moving
Manipulation−16.6% Moving
−16.6% Manipulation
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'.
- (Includes Tesseron and Legionary)
-
Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed Thorax 40 1 100% 2% N/A[4] - Death
Will never take permanent injuryNeck 30 1 10% 2% Thorax Communication Death
Will never take permanent injuryHead 30 1 80% 2.7% Neck - Death
Will never take permanent injuryArtificial Brain 10 1 10% 0.8% Head Data Processing Death
Will never take permanent injurySight Sensor 10 2 13% 1% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injuryHearing Sensor 10 2 10% 0.8% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injuryChemical Analyzer 10 1 10% 0.8% Head - Will never take permanent injury Mechanical Shoulder 25 2 17% 2.5% Thorax Manipulation −50% Manipulation.
Will never take permanent injuryArm 30 2 85% 12% Mechanical Shoulder Manipulation −50% Manipulation.
Will never take permanent injuryHand 20 2 20% 1.2% Arm Manipulation −50% Manipulation.
Will never take permanent injuryFinger 7 8 15% 0.43% Hand Manipulation −10% Manipulation.
Will never take permanent injuryLeg 30 2 20% 20% Thorax Moving −50% Moving.
Will never take permanent injuryFoot 20 2 20% 4% Leg Moving −50% Moving.
Will never take permanent injuryReactor 20 1 6% 6% Thorax Power Generation Death
Will never take permanent injuryFluid Reprocessor 15 2 4% 4% Thorax Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
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'.
-
Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed Thorax 40 1 100% 4% N/A[4] - Death
Will never take permanent injuryNeck 30 1 10% 2% Thorax Communication Death
Will never take permanent injuryHead 30 1 80% 2.7% Neck - Death
Will never take permanent injuryArtificial Brain 10 1 10% 0.8% Head Data Processing Death
Will never take permanent injurySight Sensor 10 2 20% 1.6% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injuryHearing Sensor 10 2 5% 0.4% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injuryChemical Analyzer 10 1 6% 0.48% Head - Will never take permanent injury Leg 30 4 18% 9% Thorax Moving −25% Moving.
Will never take permanent injuryFoot 20 4 50% 9% Leg Moving −25% Moving.
Will never take permanent injuryReactor 20 1 6% 6% Thorax Power Generation Death
Will never take permanent injuryFluid Reprocessor 15 2 4% 4% Thorax Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
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'.
-
Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed Thorax 40 1 100% 2% N/A[4] - Death
Will never take permanent injuryNeck 30 1 10% 2% Thorax Communication Death
Will never take permanent injuryHead 30 1 80% 2.7% Neck - Death
Will never take permanent injuryArtificial Brain 10 1 10% 0.8% Head Data Processing Death
Will never take permanent injurySight Sensor 10 2 13% 1% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injuryHearing Sensor 10 2 10% 0.8% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injuryChemical Analyzer 10 1 10% 0.8% Head - Will never take permanent injury Mechanical Shoulder 25 2 17% 2.5% Thorax Manipulation −50% Manipulation.
Will never take permanent injuryArm 30 2 85% 7.2% Mechanical Shoulder Manipulation −50% Manipulation.
Will never take permanent injuryBlade 20 2 30% 4.3% Arm - Will never take permanent injury Hand 20 2 20% 1.2% Arm Manipulation −50% Manipulation.
Will never take permanent injuryFinger 7 8 15% 0.43% Hand Manipulation −10% Manipulation.
Will never take permanent injuryLeg 30 2 20% 16% Thorax Moving −50% Moving.
Will never take permanent injuryFoot 20 2 20% 4% Leg Moving −50% Moving.
Will never take permanent injuryReactor 20 1 6% 6% Thorax Power Generation Death
Will never take permanent injuryFluid Reprocessor 15 2 4% 4% Thorax Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
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'.
-
Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed First body ring 50 1 100% 14% N/A[4] Moving
ManipulationDeath
−33.3% Moving
−33.3% Manipulation
Will never take permanent injuryHead 30 1 15% 8.3% First body ring - Death
Will never take permanent injury.Artificial brain 10 1 5% 0.75% Head Data Processing Death
Will never take permanent injury.Sight sensor 10 2 8% 1.2% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injury.Hearing sensor 10 2 8% 1.2% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury.Chemical analyzer 10 1 8% 1.2% Head - Will never take permanent injury. Second body ring 40 1 71% 11% First body ring Moving
ManipulationDeath
−33.3% Moving
−33.3% Manipulation
Will never take permanent injuryReactor 20 1 5% 3.6% Second body ring Power Generation Death.
Will never take permanent injury.Third body ring 35 1 80% 54% Second body ring Moving
ManipulationDeath
−33.3% Moving
−33.3% Manipulation
Will never take permanent injuryFluid reprocessor 15 1 5% 2.8% Third body ring Fluid Reprocessing Death
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'.
-
Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed Thorax 40 1 100% 40% N/A[4] - Death
Will never take permanent injuryNeck 30 1 10% 2% Thorax Communication Death
Will never take permanent injuryHead 30 1 80% 4.6% Neck - Death
Will never take permanent injuryArtificial Brain 10 1 10% 0.8% Head Data Processing Death
Will never take permanent injurySight Sensor 10 1 13% 1% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injuryHearing Sensor 10 1 10% 0.8% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injuryChemical Analyzer 10 1 10% 0.8% Head - Will never take permanent injury Leg 30 2 20% 16% Thorax Moving −50% Moving.
Will never take permanent injuryFoot 20 2 20% 4% Leg Moving −50% Moving.
Will never take permanent injuryReactor 20 1 6% 6% Thorax Power Generation Death
Will never take permanent injuryFluid Reprocessor 15 1 4% 4% Thorax Fluid Reprocessing Death
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'.
-
Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed Thorax 40 1 100% 23% N/A[4] - Death
Will never take permanent injuryNeck 30 1 10% 2% Thorax Communication Death
Will never take permanent injuryHead 30 1 80% 4.6% Neck - Death
Will never take permanent injuryArtificial Brain 10 1 10% 0.8% Head Data Processing Death
Will never take permanent injurySight Sensor 10 1 13% 1% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injuryHearing Sensor 10 1 10% 0.8% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injuryChemical Analyzer 10 1 10% 0.8% Head - Will never take permanent injury Shoulder 25 1 17% 2.5% Thorax Manipulation −50% Manipulation.
Will never take permanent injuryArm 30 1 85% 10% Shoulder Manipulation −50% Manipulation.
Will never take permanent injuryBlade 20 1 30% 4.3% Arm - Will never take permanent injury Leg 30 2 20% 16% Thorax Moving −50% Moving.
Will never take permanent injuryFoot 20 2 20% 4% Leg Moving −50% Moving.
Will never take permanent injuryReactor 20 1 6% 6% Thorax Power Generation Death
Will never take permanent injuryFluid Reprocessor 15 1 4% 4% Thorax Fluid Reprocessing Death
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'.
-
Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed Thorax 40 1 100% 4% N/A[4] - Death
Will never take permanent injuryNeck 30 1 10% 2% Thorax Communication Death
Will never take permanent injuryHead 30 1 80% 2.7% Neck - Death
Will never take permanent injuryArtificial Brain 10 1 10% 0.8% Head Data Processing Death
Will never take permanent injurySight Sensor 10 2 20% 1.6% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injuryHearing Sensor 10 2 5% 0.4% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injuryChemical Analyzer 10 1 6% 0.48% Head - Will never take permanent injury Leg 30 4 18% 9% Thorax Moving −25% Moving.
Will never take permanent injuryFoot 20 4 50% 9% Leg Moving −25% Moving.
Will never take permanent injuryReactor 20 1 6% 6% Thorax Power Generation Death
Will never take permanent injuryFluid Reprocessor 15 2 4% 4% Thorax Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
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'.
-
Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed Thorax 40 1 100% 4% N/A[4] - Death
Will never take permanent injuryNeck 30 1 10% 2% Thorax Communication Death
Will never take permanent injuryHead 30 1 80% 2.7% Neck - Death
Will never take permanent injuryArtificial Brain 10 1 10% 0.8% Head Data Processing Death
Will never take permanent injurySight Sensor 10 2 20% 1.6% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injuryHearing Sensor 10 2 5% 0.4% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injuryChemical Analyzer 10 1 6% 0.48% Head - Will never take permanent injury Leg 30 4 18% 9% Thorax Moving −25% Moving.
Will never take permanent injuryFoot 20 4 50% 9% Leg Moving −25% Moving.
Will never take permanent injuryReactor 20 1 6% 6% Thorax Power Generation Death
Will never take permanent injuryFluid Reprocessor 15 2 4% 4% Thorax Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
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'.
-
Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed Thorax 40 1 100% 2% N/A[4] - Death
Will never take permanent injuryNeck 30 1 10% 2% Thorax Communication Death
Will never take permanent injuryHead 30 1 80% 2.7% Neck - Death
Will never take permanent injuryArtificial Brain 10 1 10% 0.8% Head Data Processing Death
Will never take permanent injurySight Sensor 10 2 13% 1% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injuryHearing Sensor 10 2 10% 0.8% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injuryChemical Analyzer 10 1 10% 0.8% Head - Will never take permanent injury Shoulder 25 2 17% 2.5% Thorax Manipulation −50% Manipulation.
Will never take permanent injuryArm 30 2 85% 12% Shoulder Manipulation −50% Manipulation.
Will never take permanent injuryPower Claw 40 2 20% 2.9% Arm - Will never take permanent injury Leg 30 2 20% 16% Thorax Moving −50% Moving.
Will never take permanent injuryFoot 20 2 20% 4% Leg Moving −50% Moving.
Will never take permanent injuryReactor 20 1 6% 6% Thorax Power Generation Death
Will never take permanent injuryFluid Reprocessor 15 2 4% 4% Thorax Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
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'.
-
Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed First body ring 55 1 100% 10% N/A[4] Moving
ManipulationDeath
−16.6% Moving
−16.6% Manipulation
Will never take permanent injuryHead 30 1 10% 3.4% First body ring - Death
Will never take permanent injury.Artificial brain 10 1 10% 1% Head Data Processing Death
Will never take permanent injury.Sight sensor 10 2 8% 1.3% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injury.Hearing sensor 10 2 8% 1% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury.Chemical analyzer 10 1 8% 1% Head - Will never take permanent injury. Bulb turret 40 1 5% 5% First body ring - Will never take permanent injury. Second body ring 55 1 75% 3.7% First body ring Moving
ManipulationDeath
−16.6% Moving
−16.6% Manipulation
Will never take permanent injuryReactor 20 1 5% 3.8% Second body ring Power Generation Death.
Will never take permanent injury.Hypercapacitor 50 2 10% 7.5% Second body ring - Will never take permanent injury. Third body ring 50 1 70% 16% Second body ring Moving
ManipulationDeath
−16.6% Moving
−16.6% Manipulation
Will never take permanent injuryFourth body ring 45 1 70% 15% Third body ring Moving
ManipulationDeath
−16.6% Moving
−16.6% Manipulation
Will never take permanent injuryFifth body ring 40 1 60% 11% Fourth body ring Moving
ManipulationDeath
−16.6% Moving
−16.6% Manipulation
Will never take permanent injurySixth body ring 35 1 50% 10% Fifth body ring Moving
ManipulationDeath
−16.6% Moving
−16.6% Manipulation
Will never take permanent injuryFluid reprocessor 15 1 5% 0.55% Sixth body ring Fluid Reprocessing Death
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'.
-
Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed Thorax 40 1 100% 7% N/A[4] - Death
Will never take permanent injuryNeck 30 1 10% 2% Thorax Communication Death
Will never take permanent injuryHead 30 1 80% 2.7% Neck - Death
Will never take permanent injuryArtificial Brain 10 1 10% 0.8% Head Data Processing Death
Will never take permanent injurySight Sensor 10 2 20% 1% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injuryHearing Sensor 10 2 5% 0.8% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injuryChemical Analyzer 10 1 6% 0.8% Head - Will never take permanent injury Leg 30 4 18% 16% Thorax Moving −25% Moving.
Will never take permanent injuryFoot 20 4 50% 8% Leg Moving −25% Moving.
Will never take permanent injuryReactor 20 1 6% 6% Thorax Power Generation Death
Will never take permanent injuryFluid Reprocessor 15 2 4% 4% Thorax Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
Will never take permanent injuryBulb turret 40 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'.
-
Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed First body ring 55 1 100% 10% N/A[4] Moving
ManipulationDeath
−20% Moving
−20% Manipulation
Will never take permanent injuryHead 30 1 10% 3.4% First body ring - Death
Will never take permanent injury.Artificial brain 10 1 10% 1% Head Data Processing Death
Will never take permanent injury.Sight sensor 10 2 8% 1.3% Head Sight −25% Sight. −100% if both lost.
Will never take permanent injury.Hearing sensor 10 2 8% 1% Head Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury.Chemical analyzer 10 1 8% 1% Head - Will never take permanent injury. Bulb turret 40 1 5% 5% First body ring - Will never take permanent injury. Second body ring 55 1 75% 11% First body ring Moving
ManipulationDeath
−20% Moving
−20% Manipulation
Will never take permanent injuryReactor 20 1 5% 3.8% Second body ring Power Generation Death.
Will never take permanent injury.Third body ring 50 1 80% 18% Second body ring Moving
ManipulationDeath
−20% Moving
−20% Manipulation
Will never take permanent injuryFourth body ring 45 1 70% 17% Third body ring Moving
ManipulationDeath
−20% Moving
−20% Manipulation
Will never take permanent injuryFifth body ring 40 1 60% 11% Fourth body ring Moving
ManipulationDeath
−20% Moving
−20% Manipulation
Will never take permanent injuryFluid reprocessor 15 1 5% 1.3% Fifth body ring Fluid Reprocessing Death
Will never take permanent injuryForming sack 200 1 50% 13% Fifth body ring - 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'.