Centipede burner
Centipede burner
Heavy combat mechanoids that glide on dozens of tiny legs. Their thick carapace and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Armor
- Armor - Sharp
- 72%
- Armor - Blunt
- 22%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 1.9 c/s
- Health Scale
- 432% HP
- Body Size
- 3
- Mass
- 180 kg
- Pack Capacity
- 105 kg
- Carrying Capacity
- 225 kg
- Filth Rate
- 1
- Life Expectancy
- 2,500 years
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack
- Head
17 dmg (Blunt)
25 % AP
2.6 second cooldown - Average DPS
- 4.05
Creation
- Required Research
- High mechtech
- Gestation Cycles
- 6
- weaponTags
- InfernoCannonGun
Centipede burners are a variant of centipede that wield the inferno cannon.
Acquisition
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Centipede burners can be gestated by a mechanitor at a Large mech gestator once the High mechtech research project has been completed. They require 255 Steel, 255 Plasteel, 8 Components, 1 High subcore and 6 gestation cycles taking 1,800 ticks (30 secs) each to initiate. They take up bandwidth from their linked mechanitor.
Dead, friendly centipede burners can also be resurrected at the large mech gestator using the "Resurrect heavy mechanoid" bill. This requires the corpse of the friendly Centipede burner, 100 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.
Summary
As mechanoids, centipedes are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks and will "adapt" for 2,200 ticks (36.67 secs), starting from the stun, rendering them immune to further EMP strikes.
Centipedes have a Psychic Sensitivity of 75%, reducing the duration of certain psycasts. However, most other mechanoids have a psychic sensitivity of 50%, making centipedes more vulnerable than their contemporaries.
Combat
Centipede burners are always equipped with a inferno cannon. It creates explosions of fire, which can ignite pawns. They are also able to engage in (less effective) melee combat with colonists.
Melee Attacks | Damage Amount | Cooldown |
---|---|---|
Blunt | 11.7 | 2.6 sec |
The inferno cannon has a Forced Miss Radius of 3.5 tiles, where blasts will always land. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.
As an ally
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Mechs under player control require power: centipedes 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 (constant 400W), for 50% power/day, creating 20 wastepacks whenever the recharger's waste is filled up.
Analysis
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Centipede burners are high-tier threats due to the fire they create. Fire causes pawns to run around wildly, ignore orders, and get out of cover, which can all lead to death. Firefoam pop packs are helpful to protect against their attacks.
As mechanoids are not hurt by fire damage, centipede burners are not great targets for psychic insanity lances. However, using one will still take the burner out of combat for an extended time.
Gallery
Version history
- 1.4.3523 - The base centipede, which could wield both the charge blaster and inferno cannon, was split into blaster, burner, and gunner.
- Biotech DLC - Introduced ability to create and control centipedes.