Difference between revisions of "Mechanoid hive"
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===Biology=== | ===Biology=== | ||
− | Scythers, although mechanical and not-very-human looking, are actually almost the same in structure as a typical human (minus | + | 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 clearly faster and more durable than humans, don't feel pain and ''do not fear for their life'' - they don't even use cover. This alone makes 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. | 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. |
Revision as of 22:57, 15 January 2015
"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]
Centipede
Centipede
"Heavy combat mechanoids that glide on dozens of tiny legs. Their heavy armor and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics."
— In-game description
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 even disabled or 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 generally equipped with either a Minigun, Inferno Cannon, or Heavy Charge Blaster on semi-rare occasions, but are also able to engage in melee combat with colonists.
Melee Attacks | Damage Amount |
---|---|
Bludgeon | 50 |
Their melee attack is the second-highest damaging attack in the game, surpassed only by the EMP Grenade.
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 incapacitate 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 | Dataprocessing | 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 |
Scyther
Scyther
"Fast, spindly, human-sized combat mechanoids. They usually carry one primary ranged weapon, and their bodies are adorned with multiple knife-like protrusions to make them deadly in melee combat. They don't use cover. Best handled by concentrated, overwhelming force."
— In-game description
Scythers, are fast moving and dangerous Mechanoids.
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 clearly faster and more durable than humans, don't feel pain and do not fear for their life - they don't even use cover. This alone makes 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 Scyther, but it's likely it would be similar to whatever powers the Centipede.
Combat
Scythers are usually seen carrying their Charge Lance into battle, but are able to engage in melee.
Melee Attacks | Damage Amount |
---|---|
Bludgeon | 24 |
Body Parts (Summary)
Scythers, again, are practically humans in biology, although they lack many of the human organs and bones.
- Note: Scythers have a health scale of 1.5 - meaning their parts have ×1.5 the health of body parts listed in the files.
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 | 60 | 40 | 1 | ? | Core part | Functioning in general | Machine failure |
Mechanical Neck | 45 | 30 | 1 | 8.0% | Top of Thorax | Communication (vocal), connector of thorax and head |
Machine failure |
Mechanical Head | 45 | 30 | 1 | 75% | Neck | Houses Artificial Brain, Sensors | Machine failure |
Artificial Brain | 45 | 30 | 1 | 15% | Head | Dataprocessing | Machine failure |
Sight Sensor | 15 | 10 | 2 | 15% | Head | Sight | Loss of sight/Blindness |
Hearing Sensor | 15 | 10 | 2 | 5.0% | Head | Hearing | Loss of hearing/Deafness |
Smell Sensor | 15 | 10 | 1 | 10% | Head | - | - |
Arm | 45 | 30 | 2 | 10% | Thorax | Manipulation | Loss of manipulation ability/Unable to work (if both lost) |
Hand | 30 | 20 | 2 | 20% | Arm | Manipulation | Loss of manipulation ability |
Fingers | 10.5 | 7 | 10 | 5.0% | Hand | Manipulation | Loss of manipulation ability (minor) |
Leg | 45 | 30 | 2 | 10% | Thorax | Moving | Unable to move |
Foot | 30 | 20 | 2 | 20% | Leg | Moving | Loss of moving ability |
Toes | 15 | 10 | 10 | 5.0% | Foot | Moving | Loss of moving ability (minor) |
Body Parts (Detailed)
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 (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).
Artificial Brain
Required for overall function and function of any Mechanoid. Without this, a Mechanoid is simply an empty husk of mechanical parts.
Sensors
Sight sensors for seeing, hearing sensors for hearing, and smell sensors for smell.
It's worth noting that smell is not yet implemented in the game, so destroying a smelling sensor doesn't harm a Mechanoid overall since they do not feel pain.
Scyther Knife Protrusion
Schyther Knife Protrusions can be surgerically removed from a schyther if they're incapacitated.
They can then be installed into colonists as replacements for their fists, and do more damage than human fists. Only a little bit uncomfortable.
References
- ↑ Mechanoids - RimWorld Universe Quick Primer
- ↑ 2.0 2.1 Coverage determines the chance to hit this body part. It is dependant 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.