Difference between revisions of "Gorehulk"
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== Analysis == | == Analysis == | ||
− | + | Gorehulk is the easiest entity to capture and contain. Their weak and blunt melee damage means they are not dangerous when escaping or raiding in small groups. Their great bulk combined with no particular resistance to pain makes them easy to capture. With a little investment into proper facilities they can be a great source of [[bioferrite]]. | |
− | For comparisons sake, sightstealers yield 1.6 and are arguably more dangerous. | + | For comparisons sake, sightstealers yield 1.6 and are arguably more dangerous when escaping. |
− | In large numbers, they can be extremely dangerous when fought in an open area as their primary attack is ranged, and they attempt to retreat when approached. This | + | In large numbers, they can be extremely dangerous when fought in an open area as their primary attack is ranged, and they attempt to retreat when approached. This means chasing them with melee pawns is not viable. |
− | While not in sight they will walk towards your colonists. Therefore, a good way to deal with them is to fight in chokepoints around corners to not let them range attack you and get them one by one. | + | While not in sight they will walk towards your colonists. Therefore, a good way to deal with them is to fight in chokepoints around corners to not let them range attack you and get them one by one. They also don't pursue your pawns when retreating behind doors. This means you can take small breaks during fighting to tend wounds and capture downed gorehulks. |
Despite not being an animal, the [[manhunter pulse]] works on them like a [[berserk pulse]]. This can be extremely useful to deal with them as they will fight each other and almost completely ignore your combatants while you can shoot them at will. | Despite not being an animal, the [[manhunter pulse]] works on them like a [[berserk pulse]]. This can be extremely useful to deal with them as they will fight each other and almost completely ignore your combatants while you can shoot them at will. | ||
+ | |||
+ | === Containment === | ||
+ | Without death on down, gorehulks are reliably downed before they die. This and the fact that they have 2 legs means that gorehulks can be repeatedly released, beaten, recaptured, and healed until their legs are destroyed. Legless gorehulks can not escape at all. | ||
== Version history == | == Version history == |
Latest revision as of 21:45, 17 December 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General. also fleshbeast sets precedent for ranged clmbat in infobox and it seems useful. |
Gorehulk
A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.
Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.
It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.
Base Stats
Pawn Stats
- Combat Power
- 75
- Move Speed
- 3.25 c/s
- Health Scale
- 125% HP
- Body Size
- 2
- Mass
- 120 kg
- Filth Rate
- 1
- Diet
- none
- Life Expectancy
- 25 years
- Trainable Intelligence
- None
- Psychic Sensitivity
- 200%
- Comfortable Temp Range
- -40 °C – 60 °C (-40 °F – 140 °F)
Production
- Meat Yield
- 70 Twisted meat
- Leather Yield
- 20 human leather
Melee Combat
- Attack 1
- Left flesh club (Flesh club)
3 dmg (Blunt)
4 % AP
1.5 second cooldown - Attack 2
- Right flesh club (Flesh club)
3 dmg (Blunt)
4 % AP
1.5 second cooldown - Attack 3
- Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.1 chance factor - Average DPS
- 1.24
Containment
- Min Containment Strength
- 60
- Knowledge Gain
- 2 Basic
- Study Interval
- 120,000 ticks (2 in-game days)
- Min Monolith Level For Study
- 1
- Held on Platform
- true
- Escape Interval
- MTB 60 days
- defName
- Gorehulk
Gorehulks are a type of entity added by the Anomaly DLC.
Occurrence[edit]
spawn in raids of large numbers
Summary[edit]
They are very easy to bring down as they have no armor, no resistance to pain or tox gas and a measly melee DPS of 1.24. They have the spine launch ability that deals 12 stab damage (15% AP), with range 17.9 and 2.17s cooldown.
Gorehulks will try to use spine launch to kite your pawns. When they're too close, gorehulks will move away to avoid being melee attacked.
Yield[edit]
They yield 3 bioferrite and 400W per day.
Analysis[edit]
Gorehulk is the easiest entity to capture and contain. Their weak and blunt melee damage means they are not dangerous when escaping or raiding in small groups. Their great bulk combined with no particular resistance to pain makes them easy to capture. With a little investment into proper facilities they can be a great source of bioferrite.
For comparisons sake, sightstealers yield 1.6 and are arguably more dangerous when escaping.
In large numbers, they can be extremely dangerous when fought in an open area as their primary attack is ranged, and they attempt to retreat when approached. This means chasing them with melee pawns is not viable.
While not in sight they will walk towards your colonists. Therefore, a good way to deal with them is to fight in chokepoints around corners to not let them range attack you and get them one by one. They also don't pursue your pawns when retreating behind doors. This means you can take small breaks during fighting to tend wounds and capture downed gorehulks.
Despite not being an animal, the manhunter pulse works on them like a berserk pulse. This can be extremely useful to deal with them as they will fight each other and almost completely ignore your combatants while you can shoot them at will.
Containment[edit]
Without death on down, gorehulks are reliably downed before they die. This and the fact that they have 2 legs means that gorehulks can be repeatedly released, beaten, recaptured, and healed until their legs are destroyed. Legless gorehulks can not escape at all.
Version history[edit]
- Anomaly DLC Release - Added.