Centurion

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Centurion

Centurion

An ultraheavy mech with a built-in shield bubble generator. The centurion carries a point-defense bulb turret capable of firing while the mechanoid is moving.

Base Stats

Type
Mechanoid
Market Value
1600 Silver
Flammability
0%

Armor

Armor - Sharp
75%
Armor - Blunt
25%
Armor - Heat
200%

Pawn Stats

Combat Power
250
Move Speed
1.6 c/s
Health Scale
300% HP
Body Size
3.6
Mass
216 kg
Pack Capacity
126 kg
Carrying Capacity
270 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack
Head
12 dmg (Demolish)
18 % AP
2 second cooldown
Average DPS
3.72

Creation

Crafted At
Large mech gestator
Required Research
Ultra mechtech
Gestation Cycles
12
Resources to make
Steel 300 + Plasteel 200 + Advanced component 2 + Powerfocus chip 1 + High subcore 1

A centurion is a mechanoid added by the Biotech DLC that projects a shield around itself and nearby pawns.

Occurrence

Centurions may spawn as part of mech raids or mech clusters if there are sufficent raid points for them. Additionally, they will spawned on the 6th and 8th time you summon Diabolus, on the 6th and 8th time you summon the War queen, and on the 5th and 8th time you summon the Apocriton.

Acquisition

Centurions can be gestated by a mechanitor at a large mech gestator once the ultra mechtech research project has been completed. Note that this research requires a nano structuring chip to unlock. Each requires Steel 300 Steel, Plasteel 200 Plasteel, Advanced component 2 Advanced components, Powerfocus chip 1 Powerfocus chip, High subcore 1 High subcore and 12 gestation cycles taking 1,800 ticks (30 secs) each to initiate.

Dead, friendly centurions can also be resurrected at the large mech gestator using the "Resurrect ultraheavy mechanoid" bill. This requires the corpse of the friendly Centurion, Steel 150 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.

Summary

As mechanoids, every centurion 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).

Dead centurions may be shredded at the machining table or crafting spot for Steel 50 steel and Plasteel 20 plasteel. However, these values are affected by mechanoid shredding efficiency, as well as missing parts on the centurion.

Centurions are nearly unstoppable ultra-heavy mech with a built-in shield bubble generator and point-defense bulb turret capable of firing even while the mechanoid is moving. The centurion acts as a mobile defense platform. Its massive shield is one of the strongest among mechanoids, providing large numbers of allies with strong defense while allowing them to shoot outwards.

Shield

The centurion projects a shield that is 6 tiles in radius.[When?] The shield stops all incoming ground-level fire from passing into the bubble except that fired by the member's of the centurion'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 Content added by the Royalty DLC will not be blocked by the shield, nor will explosions crossing the boundary.

The shield can absorb up to 300 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. After the shield takes damage and a delay of 120 ticks (2 secs) has passed,[Verify] the shield regenerates charge at rate of 0.5 HP per second, so long as it has not been broken. However, once the shield's charge is completely expended, the shield will break and be totally disabled for 1,800 ticks (30 secs) 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 centurion 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.

Attacks

Centurions are armed with a charge blaster turret that they can fire while moving, as well as both the melee attack added by the turret and a natural melee attack.

The centurion's head attack deals Demolish damage which does significantly more damage to buildings than to pawns on average. The head attacks have a 10x damage multiplier against passable buildings and a 7.5x multiplier against impassable buildings such as walls. Thus, the head attack deals the following:

  • Passable buildings: 120 damage
  • Impassable buildings: 90 damage
  • All other targets: 12 damage

Note that only the head's attack has the multiplier. As this multiplier is not taken into account when choosing which attack to perform,other attacks, such as those added by the charge blaster turret, without the multiplier can still be chosen when attacking buildings and the resulting DPS versus buildings is not simply 7.5x or 10x that when used against pawns.

Analysis

The Centurion is a superheavy unit, sharing similarities such as armor and base health with the deadly Warqueen and Diabolus.

Health

Body parts


Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Thorax 120 1 100% 7% N/A[4] Ex.png - Death
Will never take permanent injury
Neck 90 1 10% 2% Thorax Ex.png Communication Death
Will never take permanent injury
Head 90 1 80% 2.7% Neck Ex.png - Death
Will never take permanent injury
Artificial Brain 30 1 10% 0.8% Head Check.png Data Processing Death
Will never take permanent injury
Sight Sensor 30 2 20% 1% Head Ex.png Sight −25% Sight. −100% if both lost.
Will never take permanent injury
Hearing Sensor 30 2 5% 0.8% Head Ex.png Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury
Chemical Analyzer 30 1 6% 0.8% Head Ex.png - Will never take permanent injury
Leg 90 4 18% 16% Thorax Ex.png Moving −25% Moving.
Will never take permanent injury
Foot 60 4 50% 8% Leg Ex.png Moving −25% Moving.
Will never take permanent injury
Reactor 60 1 6% 6% Thorax Check.png Power Generation Death
Will never take permanent injury
Fluid Reprocessor 45 2 4% 4% Thorax Check.png Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
Will never take permanent injury
Bulb turret 120 1 5% 5% Thorax Ex.png - Will never take permanent injury.
  1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
  2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
  3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  4. This is the part that everything else connects to to be considered 'connected'.

Gallery

Version history