Impids

From RimWorld Wiki
Revision as of 06:56, 25 March 2023 by Hordes (talk | contribs) (minor format stuff)
Jump to navigation Jump to search

Impids are a xenotype of fire-breathing devilish desertpeople. They are adapted well to the desert, but sacrifice ability with melee fighting, plants, and animals, to accomplish this. They're recognizable by their horns, bright skin, and fire-breathing attacks.

Lore

Made for desert life, impid cultures live on many rimworlds and dry deathworlds. Impids are extremely fast-moving, easily tolerate high temperatures, and can spew fire from their mouths. Though they are masters on the sand, impids struggle in other environments. They are terrible with farming. They fight well at range, but in close combat their physical weakness becomes apparent.
Outlanders call them dustrunners because of their speed over open terrain and resistance to heat. Some tribes call them devils because of their horns and because they burn their enemies.
The savage impid tribe has no intention of coexisting peacefully with anyone else. Their warriors are experts at using their natural speed and flame attacks to burn the towns and children of other peoples. Impid tribes' combat tactics usually center on rapid-approach incendiary attacks using both handheld fire weapons and their fire spew ability.
Having been on the planet for thousands of years, the origins of this tribe are lost in myth. They might descend from a group of settlers who lost their technology, or an impid community in some long-ruined civilization.
- In Game Description

Occurrence

The table below describes the chance for a given pawn from each faction being a impid. Note that this value does not account for chances in xenotype chance from ideoligionContent added by the Ideology DLC or from pawn kind, it only shows the base value before those factors.

Faction Chance
GentleTribe.png Gentle tribe 0%
FierceTribe.png Fierce tribe 0%
SavageTribe.png Savage tribe 0%
CannibalTribe.png Cannibal tribeContent added by the Ideology DLC 0%
NudistTribe.png Nudist tribeContent added by the Ideology DLC 0%
FierceNeanderthalTribe.png Fierce neanderthal tribe 0%
SavageImpidTribe.png Savage impid tribe 100%
Civil outlander.png Civil outlander union 0%
Rough outlander.png Rough outlander union 0%
RoughPigUnion.png Rough pig union 0%
Pirate.png Pirate gang 2.5%
CannibalPirate.png Cannibal pirate gangContent added by the Ideology DLC 2.5%
YttakinPirates.png Yttakin pirates 0%
WasterPirates.png Waster pirates 2.5%
Empire map marker.png Shattered empire Content added by the Royalty DLC 0%

As raiders, impids have a x1.2 combat power multiplier, meaning they count as 1.2 of a raider.[Verify] A raid consisting of all impids would be 83% as large as the same raid with baseliners.

Summary

Impids generally live in the desert and their genes reflect this.

Visuals

Impids differ from regular baselines in two major ways: their skin color (which can vary from orange all the way to red) and the mini-horns which protrude from their head. These both offer no advantage in combat and are purely cosmetic. They also have blond hair and no beards.

Genes

Impids have a mixed bag of physical abilities, but their fire spew ability is their main talent. Their genes are all hereditary germline genes, unlike the xenogenes of some other xenotypes, like hussars.

  • This table has been collapsed due to length. Click to expand Ex.pngClick to collapse Check.png
    Name Description Metabolism Complexity Exclude
    Fire spew
    Gene Firespew.png
    Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.
    • Adds ability: FireSpew.png Fire spew
    Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.
    • Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.[Detail Needed]
    • Target: Pawn or Location
    • Warmup Time: 60 ticks (1 sec)
    • Cooldown: 300,000 ticks (5 in-game days)
    • Charges: 1
    • AI Can Use: True. Note: AI will still target fire-immune targets.
    • Market value of genepacks containing this gene: ×150%
    −2 1 -
    Weak immunity
    Gene WeakImmunity.png
    Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.
    +2 1 Immunity
    Slow wound healing
    Gene WoundHealingRateSlow.png
    Carriers of this gene heal from wounds half as fast as normal.
    • Injury healing factor ×50%
    +2 1 WoundHealingRate
    Very fast runner
    Gene VeryQuickMovespeed.png
    Carriers of this gene move much more quickly than normal.
    −5 1 MoveSpeed
    Unhappy
    Gene Pessimist.png
    Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.
    • Permanent −5 Genetic pessimism mood
    +3 1 Mood
    Cold weakness
    Gene MinTemperatureSmallIncrease.png
    Carriers of this gene are slightly less comfortable in cold temperatures.
    +1 1 MinTemperature
    Heat super-tolerant
    Gene MaxTemperatureLargeIncrease.png
    Carriers of this gene are much more comfortable in warm temperatures.
    −2 1 MaxTemperature
    Fire resistant
    Gene FireResistant.png
    Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced.
    Note that this does not affect Heat or Vaporize damage
    −2 1 FireDamage
    Weak melee damage
    Gene WeakMeleeDamage.png
    Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.
    +1 1 MeleeDamage
    Beardless
    Gene BeardStyleNone.png
    Carriers of this gene grow no facial hair. 0 0 BeardStyle
    Mini-horns
    Gene HeadboneMinihorns.png
    Carriers of this gene grow two small horns protruding from the forehead. 0 0 Headbone
    Sandy-blonde hair
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (193, 146, 85)
    • Selection weight factor with dark skin: 0
    0 0 HairColor
    Pale yellow skin
    FanGene SkinColor Yellow Pale.png
    Carriers of this gene produce a pigment that turns their skin a grayish yellow color.
    • Skin color override: (193, 165, 99)
    0 0 SkinColorOverride
    Poor Plants
    Gene PoorPlants.png
    The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.
    • Plants: −4. Note: Experience gain and decay applies as if this offset did not exist.
    +1 1 -
    Poor Animals
    Gene PoorAnimals.png
    The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.
    • Animals: −4. Note: Experience gain and decay applies as if this offset did not exist.
    +1 1 -
  • Impid genetic complexity is 11. With a metabolic efficiency of 0, they have a normal hunger rate.

    Acquisition

    You'll meet many impids when you get attacked by the Savage Impid Tribe: a vicious tribe with every intention of burning your base down. There is a slight chance that impids will show up with various pirate gangs, but it appears impids do not attempt to peacefully cohabitate in regular tribes and unions. they will also appear in transport pod crashes, as is the same for almost every xenotype.

    Analysis

    Impids are threatening enemies due to the combination of Very Fast Runner and Fire Spew. Impids are hard to kite, due to their speed. Their fire can cause pawns to run around wildly, removing them from cover. Care should be taken in indoor areas as the fire can quickly spread. Mechanoids are a decent counter against their fire-breathing; mechs are immune to fire, but enemies will waste their fire spew regardless. Weak melee damage encourages melee tactics.

    As colonists, impids main benefit is very fast runner's movement speed. Fire Spew has a 5 day cooldown, but it can be useful to disengage from melee enemies. They are poor at Plants and Animals, but are reasonably good at most other tasks, depending on the specific colonist. Impids are naturally resistant against heat and weak against cold, though parkas and/or heaters should keep impids warm even in the coldest of biomes. High speed, weak melee, and slow wound healing encourage them to be ranged fighters.