War queen
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War queen
An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small war urchin combat mechs within its massive carapace and deploy them into combat. Even more than other mechanoids, the war queen resembles a giant, living insect. All war mechs can be terrifying, but humans tend to find the war queen disturbing on a deeper level.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Armor
- Armor - Sharp
- 75%
- Armor - Blunt
- 25%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 1.6 c/s
- Health Scale
- 520% HP
- Body Size
- 4
- Mass
- 240 kg
- Pack Capacity
- 140 kg
- Carrying Capacity
- 300 kg
- Filth Rate
- 1
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack
- Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 1.24
A war queen is a mechanoid added by the Biotech DLC.
Summary
?
Takes 45% of the stun time from EMP. EnergyShieldRechargeRate>0.5</EnergyShieldRechargeRate> EnergyShieldEnergyMax>3</EnergyShieldEnergyMax> MeleeDoorDamageFactor>1.5</MeleeDoorDamageFactor>
li Class="CompProperties_MechCarrier">
spawnPawnKind>Mech_WarUrchin</spawnPawnKind>
fixedIngredient>Steel</fixedIngredient>
costPerPawn>25</costPerPawn>
startingIngredientCount>600</startingIngredientCount>
maxIngredientCount>600</maxIngredientCount>
When a hostile war queen is killed, it drops a Powerfocus chip.
Equipped with a charge blaster turret.
Analysis
? A terrifying mechanoid with a built-in mech gestator. The war queen can gestate small war urchin combat mechs inside its massive carapace and deploy them into combat. Given time to build up numbers, a war queen can overwhelm any opponent with dozens of war urchins. The war queen demands respect - failing to destroy it quickly could have devastating consequences as it grows its swarm and overruns your colony.
Health
Part Name | Health | Quantity | Coverage[1] | Target Chance[2] | Subpart of | Internal | Capacity[3] | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|---|
First body ring | 286 | 1 | 100% | 10% | N/A[4] | Moving Manipulation |
Death −20% Moving −20% Manipulation Will never take permanent injury | |
Head | 156 | 1 | 10% | 3.4% | First body ring | - | Death Will never take permanent injury. | |
Artificial brain | 52 | 1 | 10% | 1% | Head | Data Processing | Death Will never take permanent injury. | |
Sight sensor | 52 | 2 | 8% | 1.3% | Head | Sight | −25% Sight. −100% if both lost. Will never take permanent injury. | |
Hearing sensor | 52 | 2 | 8% | 1% | Head | Hearing | −25% Hearing. −100% if both lost. Will never take permanent injury. | |
Chemical analyzer | 52 | 1 | 8% | 1% | Head | - | Will never take permanent injury. | |
Bulb turret | 208 | 1 | 5% | 5% | First body ring | - | Will never take permanent injury. | |
Second body ring | 286 | 1 | 75% | 11% | First body ring | Moving Manipulation |
Death −20% Moving −20% Manipulation Will never take permanent injury | |
Reactor | 104 | 1 | 5% | 3.8% | Second body ring | Power Generation | Death. Will never take permanent injury. | |
Third body ring | 260 | 1 | 80% | 18% | Second body ring | Moving Manipulation |
Death −20% Moving −20% Manipulation Will never take permanent injury | |
Fourth body ring | 234 | 1 | 70% | 17% | Third body ring | Moving Manipulation |
Death −20% Moving −20% Manipulation Will never take permanent injury | |
Fifth body ring | 208 | 1 | 60% | 11% | Fourth body ring | Moving Manipulation |
Death −20% Moving −20% Manipulation Will never take permanent injury | |
Fluid reprocessor | 78 | 1 | 5% | 1.3% | Fifth body ring | Fluid Reprocessing | Death Will never take permanent injury | |
Forming sack | 1040 | 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'.
Version history
- Biotech DLC Release - Added.