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
Armor
- Armor - Sharp
- 40%
- Armor - Blunt
- 20%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 4.7 c/s
- Health Scale
- 72% 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
- Left fist
12 dmg (Blunt)
18 % AP
2 second cooldown - Attack 2
- Right fist
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
- High mechtech
Lancers are a type of fast-moving mechanoid, with strong mid-long range firepower.
Summary
As mechanoids, lancers 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.
Dead lancers 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 lancer.
As an enemy
Mechanoids can raid the player's base through events, and are found in most poison ships, psychic ships, and mech clusters.
Lancers are fast-moving attackers. They will seek out colonists until they can fire, in which they will stay at maximum range to fire. While defending stationary threat (like a psychic ship), mechanoids will only contiue to case if a colonist is a close enough. They will not move around to seek cover, or avoid incoming fighters. They tend to run ahead of slower mechanoids like centipedes, and won't stop to catch up. Their armor is not especially good, so lancers aren't difficult to take out.
Combat
Lancers come equipped with the charge lance, which can deal 30 damage per hit from a range of over 29 tiles, making them a threatening foe.
Lancers 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 article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Pikemen are medium mechanoids, requiring High Mechtech to be researched. They are created from a large mech gestator with 1 standard subcore, 75 steel, 75 plasteel, and 4 components, taking up 2 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 2 cycles. Mechanoids can be fully repaired at the cost of power and nothing else. A dead pikeman can be resurected for ? 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: 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
The DPS of a lancer is low compared to a centipede or scyther, but their slow-firing charge lance deals tremendous one-shot damage, enough to take out exposed limbs and organs in 1 hit. They don't fire very often, but when they do, it hurts.
Lancers are vulnerable to spike traps, with only a few hits required to kill them. They should be priority targets during the early game, as your pawns will likely lack armor to prevent dismemberment.
As the description says, charging lancers can be a viable way to take them down, once you have taken care of any scythers.
As an ally
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Lancers are analagous to human colonists. They move at similar speeds (slightly faster), have a similar health, and even use a human weapon. While they don't have quite the same firepower as a centipede (let alone bulk), lancers move much faster, allowing them to be used in strategies alongside ordinary colonists. As a lancer's limbs are more disposable, they should be on the frontlines, and can be used in generally riskier positions than their organic counterparts.
Tesserons are another ranged, fast, medium-size mechanoid. Lancers are better when targets are few. Meanwhile, a tesseron's beam graser excels at hitting clumped up groups, such as tribals. The legionary is another fast mechanoid, but is clearly meant for shield utility rather than raw combat.
Health
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
Player lancers can be recharged with regular power. However, enemy mechanoids don't require power at all, and even gestated variants can get "free" power when entering dormancy. It is unknown where their power comes from.
Body Parts (Summary)
Lancers, 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) |
- ↑ 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.
Trivia
A real life “Lancer” is a soldier who is armed with a Lance, and while the Lancer isn’t armed with a traditional lance. the charge lance variant they wield gives them their “Lancer” status.
Version history
In 1.1 they now have 200% heat armor, essentially making them completely immune to fire damage. Since the charge lance was nerfed, they also suffered from a range reduction.