Legionary

From RimWorld Wiki
Revision as of 03:37, 28 October 2022 by Hordes (talk | contribs)
Jump to navigation Jump to search

Legionary

Legionary

A combat support mechanoid with a wide range bullet shield and long-range needle gun. Designed to support other mechanoids from long range, the legionary is vulnerable to anyone who can get inside its shield.

Base Stats

Type
Mechanoid
Market Value
1200 Silver
Flammability
0%

Armor

Armor - Sharp
40%
Armor - Blunt
20%
Armor - Heat
200%

Pawn Stats

Move Speed
4.3 c/s
Health Scale
72% HP
Body Size
1
Mass
60 kg
Pack Capacity
35 kg
Carrying Capacity
75 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Creation

Crafted At
Mech gestator
Required Research
Ultra mechtech
Resources to make
Plasteel 100 + Component 6 + High subcore 1
Technical
weaponTags
MechanoidGunLongRange


A legionary is a mechanoid added by the Biotech DLC.

Summary

As mechanoids, legionaries are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. Enemy mechs do not require power, though may spawn dormant. They will be stunned by EMP attacks and will "adapt" for 2,200 ticks (36.67 secs), rendering them immune to further EMP strikes.

As an ally

Legionaries are medium mechanoids, requiring Ultra Mechtech to be researched. They are created from a large mech gestator with 1 high subcore, 100 plasteel, and 6 components, taking up 2 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 4 cycles. Mechanoids can be fully repaired at the cost of power and nothing else. A dead legionary can be resurected for 50 steel and 1 gestation cycle so long as the corpse is extant. Mechs do not count as a pawn for determining raid points, but still contribute towards wealth.

Mechs under player control require power: legionaries 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.

Combat

Legionaries use the needle gun - the same weapon as a pikeman. The needle gun is a rather weak, but very long range weapon.

They come with a small low-shield, roughly 2 tiles in radius.[Mechanics?] It blocks incoming, but not outgoing projectiles. It has 200 health and recharges at 25% per second, but is instantly broken by any source of EMP.

Analysis

As an enemy

  • Cannon is weak, but don't underestimate it. It's still strong enough to destroy vulnerable organs, including the brain.
  • EMP works well to break the shield, if you can get close enough at all. Legionaries are often surrounded by powerful mechanoids due to their advanced nature.

As an ally

At least for combat, legionaries are a practical upgrade to pikemen. With the same gun, a much faster movement speed, only slightly less health, and the shield, legionaries are great at doing the long range duties that the colony needs. Examples include interupting a siege or picking off preparing raiders. If you already have Ultra Mechtech, legionaries have the same weight class, the same bandwidth, and only cost slightly more (including 1 human life).

(info about the shield here)

Health

Specify body type when known.


Body part Health
Head 18
Skull 18
Brain 7
Nose 7
Neck 18
Jaw 14
Eye [1]
(left, right)
7
Ear
(left, right)
7
Body 29
Kidney[2]
(left, right)
11
Lung[2]
(left, right)
11
Liver[2] 14
Heart[2] 11
Spine[2] 18
Stomach[2] 14
Limbs
(left, right, fore, hind)
22
Appendage
(left, right, fore, hind)
14
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Version history