Difference between revisions of "Mechanoid hive"
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==Trivia== | ==Trivia== | ||
* Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above spacer, and the second highest tech level in the game, below 'Transcendent'. | * Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above spacer, and the second highest tech level in the game, below 'Transcendent'. | ||
+ | |||
+ | ==Version History== | ||
+ | *[[Version/0.4.460|0.4.460]] - Mechanoid raids added. | ||
{{nav|mechanoid}} | {{nav|mechanoid}} |
Revision as of 00:36, 21 November 2020
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"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 thick carapace and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Armor
- Armor - Sharp
- 72%
- Armor - Blunt
- 22%
- Armor - Heat
- 200%
Pawn Stats
- Combat Power
- 400
- Move Speed
- 1.9 c/s
- Health Scale
- 432% HP
- Body Size
- 3.0
- Mass
- 180 kg
- Pack Capacity
- 105 kg
- Carrying Capacity
- 225 kg
- Filth Rate
- 1
- Life Expectancy
- 2500 years
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack
- Head
17 dmg (Blunt)
25 % AP
2.6 second cooldown - Average DPS
- 4.05
Centipedes are heavily armored, slow mechanoids designed as siege units.
They have 3 variants, each with their own armament:
- Centipede blaster armed with a heavy charge blaster.
- Centipede burner armed with an inferno cannon.
- Centipede gunner armed with a minigun.
Summary
As mechanoids, every mechanoid hive is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).
Centipedes have a Psychic Sensitivity of 75%, reducing the duration of certain psycasts. However, most other mechanoids have a psychic sensitivity of 50%, making centipedes more vulnerable than their contemporaries.
Dead centipedes may be shredded at the machining table or crafting spot for 30 steel and 10 plasteel, though these values are affected by mechanoid shredding efficiency as well as missing parts on the centipede.
As an enemy
Mechanoids can be found sealed in ancient ruins in all biomes, which spawn inside mountains or outside on the landscape. They may also raid the player's base through events and can also be found in most poison ships and psychic ships. Centipedes are often supported by scythers or lancers, though they usually outpace the centipedes by a great margin and won't stop to wait for them.
Combat
Centipedes are always equipped with either an heavy charge blaster, inferno cannon, or minigun, but are also able to engage in (less effective) melee combat with colonists.
Melee Attacks | Damage Amount | Cooldown |
---|---|---|
Blunt | 11.7 | 2.6 sec |
Centipedes have a shooting accuracy of 96%, equivalent to a pawn with a Shooting skill of 8. Note that the inferno cannon has a forced miss radius that their shots will always land within, and so their accuracy has no bearing on their lethality with that weapon. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.
Armor
Armor |
---|
As an ally
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Mechanoid hives are heavy mechanoids. They are created from a large mech gestator, taking up 4 bandwidth from a mechanitor.
Centipede burners and gunners require the High Mechtech research, and are created with 255 Steel, 255 Plasteel, 8 Components, 1 High subcore. Centipede blasters require the Ultra Mechtech research and take 100 more plasteel. They take 1800 ticks to initially craft, and then it must gestate for 6 cycles. Mechanoids can be fully repaired at the cost of power and nothing else. A dead centipede can be resurrected for 100 steel and 1 gestation cycle so long as the corpse is extant.
Mechs under player control require power: centipedes 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 (constant 400W), for 50% power/day, creating 20 wastepacks whenever the recharger's waste is filled up.
Analysis
Centipedes are slow-moving and highly resistant to sharp damage, which includes bullets, so they require many shots to take down with guns. Centipedes are always equipped with an inaccurate, but powerful ranged weapon, with a range of 27 tiles.
As an enemy
Centipedes have two major weaknesses: they are slow, and are ineffective against melee and scattered forces. They will target doors, walls, base production tables and furniture.
Scythers and lancers are much faster than Centipedes, so they are easy to separate. Once separated, a pawn with a default movement speed using a long-ranged weapon (sniper rifle or charge lance) should be able to safely take a shot and move away before the Centipede is able to respond.
Centipedes in melee range are much less of a threat, provided pawns can safely close the distance. Shield belts or simply spreading out your pawns will draw their fire. Jumping (from jump packs, locust armor, the skip psycast, or the longjump gene) lets you come in quickly. With multiple centipedes, all must be engaged so none can use their weapons. Micromanagement should make sure that weaker fighters are targeted first, so that better ones can fight for longer before passing out from bruise pain.
Centipedes are good at crowd control, but struggle against single or widely scattered targets. One effective way of distracting fire from them (if they are not equipped with the inferno cannon or supported by lancers) is to simply let a colonist with a shield belt stand in front of other colonists; the centipedes will focus fire on the shielded colonist, allowing your other colonists to fire at the centipedes while taking less damage.
- Other Tactics
If you can spare the resources, uranium slug turrets can be effective against Centipedes, as they outrange them greatly and their shots are powerful enough to pierce their thick armor. Their tendency to stay at range keeps them roughly within the slug turret's effective range.
Centipedes are prime targets for psychic insanity lances. A berserk Centipede will draw the attention of other mechanoids, and will continue to attack its compatriots until it or the others are dead. As the inferno cannon does no damage to other mechanoids, use it against those equipped with the heavy charge blaster. As Centipedes are very well armored, it will generally result several in dead mechanoids, depending on the composition of the mechanoid force.
Assault rifles outrange centipede blasters and burners by three tiles. Due to the slow movement of the centipede, this allows for kitting. To kite a centipede, wait for you pawns to fire, then as soon as they fire, move back a few tiles.
As an ally
In general, centipedes are the tanks of the mechanitor's arsenal - slow, with decent to great firepower, but incredibly bulky. This is due to 2 key factors:
- High raw bulk. Centipedes have good armor, but a massive health scale of 4.32. Centipedes have much higher bulk than 4 bandwidth of any lighter mech combined, even considering the tunneler's shield belt. In effective HP, centipedes are only beaten by the diabolus and war queen, which both take 5 bandwidth and require boss mech chips to create.
- Superior physiology. Most light mechs are bipedal, with 1 torso and 2 legs. Centipedes have 6 body rings, all with a roughly equal chance of being shot. This prevents death from torso loss. While the head is more likely to be hit, due to its higher health scale, a single headshot won't kill a centipede like it would a lancer.
Centipedes are incredibly slow, which must be taken into account when gestating a centipede and using it in battle. This makes them poor against breacher and drop pod raids, which can attack from any angle. Their main value is their incredible durability, so they are good in all sorts of blocking tactics. Centipedes are best at the front of defensive formations, blocking shots and dealing significant crowd-relevant damage. Note that player mechanoids can use cover, making them even better than their enemy counterparts.
In terms of firepower, both centipede blasters and gunners offer good DPS / bandwidth, however they are not nearly as mobile as mechs like militors and lancers. In addition, as their weapons have high cooldowns, they are not as flexible in combat. Note that 4 militors technically out-damage 1 centipede, but militors have only 12 tiles of range.
One really good use for centipedes is for tanking doomsday (or triple) rocket launchers. If a raid carries these and its a breach, it can be very deadly, as a rocket can wipe out and entire colony in one shot. Placing a centipede in front of your colonists is useful because a centipede can survive multiple doomsday shot and still be mostly fine, the centipede is also good at tanking other enemy fire.
Centipede variants
- Centipede blasters and gunners are very similar in practice, with minigun-like weapons that fire a burst of shots. The centipede blaster has a much faster warmup than a gunner but a much slower cooldown, which makes it great in a killbox where single-file enemies are expected to die as fast as possible. In addition, the blaster has a higher AP.
- Centipede gunners are cheaper, have a superior "true" DPS and has higher range. This makes centipede gunners best in target-rich environments, like in "kill-zones" where a minigun would be preferred over a charge rifle.
- Centipede burners fire an explosive bolt, much like a molotov cocktail. This offers a much different weapon profile. Against single targets, the burner is very inaccurate, due to the Forced Miss Radius of its inferno cannon. Fire can cause pawns to run around wildly, but is poor for actual damage. Note that enemy mechanoids are immune to fire, so a centipede burner would just act as a damage sponge.
Every Centipede in a mixed standard Mech raid, or in a Mech Breach Raid, will always be a Centipede Blaster. Inferno and Minigun Centipedes only appear in all Centipede threats and in Mech Clusters.
Health
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 killed. Like pirates, they have a hostile appearance to every faction in the world (including ancients and insectoids).
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.
List of body parts:
Part Name | Health | Quantity | Coverage[2] | Target Chance[3] | Subpart of | Internal | Capacity[4] | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|---|
First body ring | 45 | 1 | 100% | 14% | N/A[5] | Moving Manipulation |
Death −16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Head | 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 Manipulation |
Death −16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Reactor | 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 Manipulation |
Death −16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Fluid reprocessor | 15 | 1 | 5% | 2.80% | Third body ring | Fluid Reprocessing | Death if both lost −50% Fluid reprocessing Will never take permanent injury | |
Fourth body ring | 30 | 1 | 75% | 12% | Third body ring | Moving Manipulation |
−16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Fluid reprocessor | 15 | 1 | 6% | 2.60% | Fourth body ring | Fluid Reprocessing | Death if both lost −50% Fluid reprocessing Will never take permanent injury | |
Fifth body ring | 25 | 1 | 66% | 14% | Fourth body ring | Moving Manipulation |
−16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Sixth body ring | 20 | 1 | 50% | 14% | Fifth body ring | Moving Manipulation |
−16.6% Moving −16.6% Manipulation Will never take permanent injury |
- ↑ Mechanoids - RimWorld Universe Quick Primer
- ↑ 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'.
Diet
Centipedes are machines, and machines don't need to eat - but they do need some source of power.
In the Biotech DLC, centipedes use standard electric power from a large mech recharger, creating toxic wastepacks in the process. However, enemy mechs get their power from a unknown source, and even player mechs can enter dormant self-charging from an independent power source.
Body Parts (Summary)
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 Manipulation |
Death −16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Head | 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 Manipulation |
Death −16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Reactor | 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 Manipulation |
Death −16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Fluid reprocessor | 15 | 1 | 5% | 2.80% | Third body ring | Fluid Reprocessing | Death if both lost −50% Fluid reprocessing Will never take permanent injury | |
Fourth body ring | 30 | 1 | 75% | 12% | Third body ring | Moving Manipulation |
−16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Fluid reprocessor | 15 | 1 | 6% | 2.60% | Fourth body ring | Fluid Reprocessing | Death if both lost −50% Fluid reprocessing Will never take permanent injury | |
Fifth body ring | 25 | 1 | 66% | 14% | Fourth body ring | Moving Manipulation |
−16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Sixth 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'.
Version history
- 0.4.460 - Added
- Beta 19/1.0 - Now dies when downed.
- ? - Health scale increased from 2.0 to 4.32
- ? - No longer spawns with miniguns.
- 1.4.3523 - Centipedes, which previously could spawn with either an inferno cannon or heavy charge blaster, are now split into three subtypes based on their armament: inferno cannons are now carried by Centipede burners, heavy charge blasters are now carried by Centipede blasters, and the reintroduction of miniguns carried by Centipede gunners.
- Biotech DLC - Introduced ability to create and control centipedes.
</noinclude>
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 killed. Like pirates, they have a hostile appearance to every faction in the worle(including ancients and insectoids).
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 mechanized heavy siege units, and as such are equipped with either an inferno cannon or a heavy charge blaster, but are also able to engage in melee combat with colonists.
Melee Attacks | Damage Amount | Cooldown |
---|---|---|
Blunt | 11.7 | 2.6 sec |
Centipedes are much less dangerous in melee range. If you have well-protected brawlers and are able to lock down all centipedes in melee range, that is highly beneficial. They won't be able to spray bullets everywhere. Eventually even well-protected brawlers will go down from pain due to multiple bruises, but it should not be fatal, and meanwhile they (and your gunners) should be able to more effectively deal damage to the centipedes.
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 kill 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)[1] | 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 | Data processing | 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 |
Lancer
Lancer
"Fast human-sized combat mechanoids built for medium and long-range combat. Their bodies are light, making them vulnerable targets at close range - especially in melee combat."
Base Stats
- Type
- Mechanoid – Characters
Armor
- Armor - Sharp
- 40%
- Armor - Blunt
- 20%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 4.9 c/s
- Health Scale
- 100% HP
Production
Melee Combat
Lancers are a type of fast-moving mechanoid with strong long-range firepower that deals 30 damage per hit. They can be found sealed in ancient ruins in all biomes, either spawned inside mountains or outside on the landscape. They may also raid the player's base through a random raid-type event and can also be found in most poison ships and psychic ships.
Like other mechanoids, lancers are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Lancers have a moderate resistance to sharp damage and a small resistance to blunt damage but somewhat low health, making them trivial to disable at range with sufficient firepower. Lancers are vulnerable to spike traps, with only a few hits required to kill them.
Dead lancers may be disassembled at the machining table for 20 steel, 5 plasteel and 1 component, though these values are affected by mechanoid disassembly efficiency.
Combat & Strategy
Lancers will quickly charge until they are in range, at which point they will stay at maximum range to fire. They will not move around to seek cover, or avoid incoming fighters.
The DPS of a lancer is low compared to a centipede or scyther, but their charge lance deals tremendous damage: enough to take out most limbs and organs in 1 hit if not wearing armor.
As the description says, charging lancers can be a viable way to take them down, once you have taken care of any scythers.
Biology
Lancers, although mechanical and not very human-looking, are actually almost the same in structure as a typical human (minus the organs). However, they're more durable than humans, don't feel pain and do not fear for their life - they don't even use cover. This can make 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 Lancer, but it's likely it would be similar to whatever powers the Centipede.
Scyther
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 more durable than humans, don't feel pain and do not fear for their life - they don't even use cover. This can make them very dangerous to fight against when under-armed.
Like Lancers 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 and Lancers, it's unknown what exactly drives a Scyther, but it's likely it would be similar to whatever powers the Centipede.
Combat
Scythers attack with a blade attached to each arm, dealing a massive 20 damage per. Even for brawlers with high melee skill, scythers are extremely dangeous.
Melee Attacks | Damage Amount | Cooldown |
---|---|---|
Cut | 20 | 2.0 sec |
Scythers have a 62% base chance to hit with no injuries. For comparison, a scyther's damage is roughly equivalent to a pawn with 10 melee skill wielding a normal quality steel longsword.
Body Parts (Summary)
Scythers, again, are practically humans in biology, although they lack many of the human organs and bones.
Body Part Name | Health (×1.5 Health Scale) | Base Health | Quantity | Coverage (per part)[1] | Group | Function / Required for following System | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|
Mechanical Thorax | 40 | 40 | 1 | ? | Core part | Functioning in general | Machine failure |
Mechanical Neck | 30 | 30 | 1 | 8.0% | Top of Thorax | Communication (vocal), connector of thorax and head |
Machine failure |
Mechanical Head | 30 | 30 | 1 | 75% | Neck | Houses Artificial Brain, Sensors | Machine failure |
Artificial Brain | 30 | 30 | 1 | 15% | Head | Dataprocessing | Machine failure |
Sight Sensor | 10 | 10 | 2 | 15% | Head | Sight | Loss of sight/Blindness |
Hearing Sensor | 10 | 10 | 2 | 5.0% | Head | Hearing | Loss of hearing/Deafness |
Smell Sensor | 10 | 10 | 1 | 10% | Head | - | - |
Arm | 30 | 30 | 2 | 10% | Thorax | Manipulation | Loss of manipulation ability/Unable to work (if both lost) |
Hand | 20 | 20 | 2 | 20% | Arm | Manipulation | Loss of manipulation ability |
Fingers | 7 | 7 | 10 | 5.0% | Hand | Manipulation | Loss of manipulation ability (minor) |
Leg | 30 | 30 | 2 | 10% | Thorax | Moving | Unable to move |
Foot | 20 | 20 | 2 | 20% | Leg | Moving | Loss of moving ability |
Toes | 10 | 10 | 10 | 5.0% | Foot | Moving | Loss of moving ability (minor) |
Body Parts (Detailed)
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 has no purpose in-game, so destroying a smelling sensor doesn't harm a Mechanoid overall since they do not feel pain.
Pikeman
Pikeman
A clunky multi-legged combat mechanoid specialized as a long-range weapons platform. While effective at distance, it is weak in close-range fights and in melee combat.
Veterans of mechanoid wars know that often, the safest place to be around a pikeman is touching it.
Base Stats
- Type
- Mechanoid
Armor
- Armor - Sharp
- 40%
- Armor - Blunt
- 20%
- Armor - Heat
- 200%
Pawn Stats
- Combat Power
- 110
- Move Speed
- 2.5 c/s
- Health Scale
- 85% HP
- Body Size
- 1
- Mass
- 60 kg
- Pack Capacity
- 35 kg
- Carrying Capacity
- 75 kg
- Filth Rate
- 1
- Life Expectancy
- 2500 years
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack 1
- Front left leg
12 dmg (Blunt)
18 % AP
2 second cooldown - Attack 2
- Front right leg
12 dmg (Blunt)
18 % AP
2 second cooldown - Attack 3
- Head
8.5 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 3.36
Creation
- Required Research
- Standard mechtech
- Gestation Cycles
- 2
- weaponTags
- MechanoidGunLongRange
Pikemen are a type of slow-moving, long range mechanoid.
Occurrence
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General. Ensure parity with other non-commander mechs, whatever standard you or others might decide to set.. |
Raids = Yes. When?
Ancient shrines = Yes
Clusters = Yes
Diabolus summons = Waves 2, 3, 6
War queen summons = Waves 1, 3, 5
Apocriton summons = No.
Acquisition
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
Dead, friendly mechanoid hives can also be resurrected at the using the "Resurrect medium mechanoid" bill. This requires the corpse of the friendly Mechanoid hive, 50 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.
Summary
As mechanoids, every mechanoid hive is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).
Dead pikemen may be shredded at a machining table or crafting spot for 15 steel, though these values are affected by mechanoid shredding efficiency as well as any missing parts on the pikeman.
As an enemy
Pikemen will slowly move until they are at range, in which they will stay at maximum range to fire. They will not move around to seek cover, or avoid incoming fighters. Pikemen have moderate resistance to sharp damage and very small resistance to blunt damage, making them trivial to disable if one can get close enough to them.
Mechanoids can raid the player's base through events, and are found in most poison ships, psychic ships, and mech clusters. Pikemen are often supported by centipedes, scythers, and lancers, though their speed and range difference often leaves them at the back of the formation.
Combat
Pikemen are always equipped with needle gun. It doesn't deal too much damage, but has an extremely long range, and better-than-average armor penetration. Like any other weapon, the needle gun has the possibility of getting a lucky shot to the head. They are also able to engage in (less effective) melee combat with colonists.
Pikemen have a shooting accuracy of 96%, equivalent to a pawn with a Shooting skill of 8. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.
Armor
Armor |
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As an ally
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Mechs under player control require power: pikemen 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.
Analysis
As an enemy
Pikemen play a supportive role. While their damage output is atrocious, their range is massive, analogous to a sniper rifle. Thus, a pikeman serves a few functions:
- They make kiting a group of mechanoids, i.e. firing and backing away from them, more difficult. Kiting a lone centipede is easy, but kiting a centipede with a pikeman firing potshots is very difficult.
- They allow crashed ship parts and mech clusters to fire from far away.
- They have a small chance to instantly kill a pawn. If the needle gun hits the right body part (brain, heart) without protection, it can flat out kill.
In large groups, they are not to be underestimated, and don't expect basic mini-turrets to be able to hit them.
As their description says, engaging pikemen at close range can be a viable way to take them down, though you'll have to deal with their comrades first. Their gun is weak, but their melee is even weaker.
As an ally
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Pikemen are quite weak. Enemy pikemen can be threats as they can headshot colonists, but a tiny chance to instakill a raider doesn't really matter. Thus, they aren't the best for combat. Enemies almost always have larger numbers than you, so occasional lucky kills are not impactful and good overall DPS is much more reliable and useful metric - and one where the pikeman lags behind. Once you've researched High Mechtech, lancers become a better option for general combat: they move much faster and have a much greater DPS.
Therefore, the pikeman is a niche support unit, using its massive range to its advantage. While any pawn can boast the same range with a sniper rifle, pikemen are safer to use due to being eminently replaceable. When fighting enemy snipers, a colonist risks getting their head lobbed off but pikemen can easily be revived, so this is not a problem. Thus, pikemen can be used to lure sieges into attacking, pick off preparing raiders, or hunt animals. When using one, beware of their rather slow movement speed. They typically will not be able to run far before aggroed enemies catch up with them - even at maximum range, human enemies will typically catch up to the pikeman within at most Expression error: Missing operand for /. tiles of its starting position. Keep your fighting force ready and somewhere nearby when triggering or baiting an attack.
Health
Note, that due to mechanoids having different body part structures, this table is only provided as a rough guide.
Body Part Name | Health | Quantity | Coverage[2] | Target Chance[3] | Subpart of | Internal | Capacity[4] | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|---|
Thorax | 40 | 1 | 100% | 4% | N/A[5] | - | Death Will never take permanent injury | |
Neck | 30 | 1 | 10% | 2% | Thorax | Communication | Death Will never take permanent injury | |
Head | 30 | 1 | 80% | 2.7% | Neck | - | Death Will never take permanent injury | |
Artificial Brain | 10 | 1 | 10% | 0.8% | Head | Data Processing | Death Will never take permanent injury | |
Sight Sensor | 10 | 2 | 20% | 1.6% | Head | Sight | −25% Sight. −100% if both lost. Will never take permanent injury | |
Hearing Sensor | 10 | 2 | 5% | 0.4% | Head | Hearing | −25% Hearing. −100% if both lost. Will never take permanent injury | |
Chemical 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 injury | |
Foot | 20 | 4 | 50% | 9% | Leg | Moving | −25% Moving. Will never take permanent injury | |
Reactor | 20 | 1 | 6% | 6% | Thorax | Power Generation | Death Will never take permanent injury | |
Fluid Reprocessor | 15 | 2 | 4% | 4% | Thorax | Fluid Reprocessing | Death if both lost −50% Fluid reprocessing Will never take permanent injury |
- ↑ 1.0 1.1 Coverage determines the chance to hit this body part. It is dependent 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.
- ↑ 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'.
Trivia
The line in the description, "Veterans of mechanoid wars know that often, the safest place to be around a pikeman is touching it." is copied almost verbatim from a previous version of the Lancer's description, namely: "Veterans of mechanoid wars know that often, the safest thing to do against a lancer is to charge."
Version history
- 1.1.0 - Added.
- Biotech DLC - Introduced ability to create and control friendly mechanoids, including pikemen.
Biology
Like other mechanoids, pikemen are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Pikemen have moderate resistance to sharp damage and very small resistance to blunt damage being able to be taken down by Fist at close range, making them trivial to disable if one can get close enough to them.
References
Trivia
- Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above spacer, and the second highest tech level in the game, below 'Transcendent'.
Version History
- 0.4.460 - Mechanoid raids added.