Legionary
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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
- 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)
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
- Ultra mechtech
- weaponTags
- MechanoidGunNeedleLauncher
A legionary is a mechanoid added by the Biotech DLC that projects a shield.
Summary
As mechanoids, every legionary 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).
Shield
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The legionary projects a shield that is 3 tiles in radius, which is visible whenever drafted or attacked. The shield stops all incoming ground-level fire from passing into the bubble except that fired by the member's of the legionary's faction,[Turrets?][Allies?] be it mechanoid hive or the players. It does not prevent pawns of any faction that are inside from firing out. Also note that this only applies to ground-level fire, i.e. fire from ranged weapons carried by all types of pawn and turrets, including grenades that cross the boundary of the shield. Explosives not fired will detonate on the shield edge. Fire from mortars, orbital bombardment, or aerodrone strikes or salvos will not be blocked by the shield, nor will explosions crossing the boundary.
The shield can absorb up to 200 damage before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken. The shield regenerates charge at rate of 0.25 HP per second, so long as it has not been broken.[Delay?] However, once the shield's charge is completely expended, the shield will break and be totally disabled for 5,400 ticks (1.5 mins) after which point the shield will be restored at full health. Projectiles from EMP grenades and launchers from outside hitting the shield will disable the shield for 1,500 ticks (25 secs), after which time the shield will be restored at full health. Furthermore, unlike the mechanoid itself, the shield projector will not adapt to the EMP effect. Its therefore possible to continuously disable the shield until the mechanoid can be killed. Note that an EMP area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself
If the EMP damage is dealt to the legionary itself, the shield is similarly disabled[What time?] but will continue to regenerate as if it was not.
A pawn does not need to be inside the shield to benefit from the effect, assuming the enemy is not inside the shield and that the shield is between them and their attacker the incoming rounds will be stopped. However, it does not prevent pawns from moving inside the shield and attacking.
As an ally
Legionaries are medium mechanoids, and require Ultra Mechtech to be researched.
They are created from a large mech gestator with 100 Plasteel, 6 Components, 1 High subcore, 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 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 launcher, a shorter range version of the needle gun.
Analysis
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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
(info about the shield here)
Health
Specify body type when known.
Trivia
Both shield mechanoids, the centurion and the legionary, are named after positions in the ancient Roman Army. The Roman Army famously used large shields called scuta.
Gallery
Version history
- Biotech DLC Release - Added.
- 1.4.3555 - Weapon changed from needle gun to needle launcher.