Scorcher

From RimWorld Wiki
Revision as of 12:15, 24 November 2024 by Harakoni (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Scorcher

Scorcher

A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.

Base Stats

Type
Mechanoid
Market Value
1200 Silver
Flammability
0%

Mechanoid

Bandwidth Cost
1

Armor

Armor - Sharp
40%
Armor - Blunt
20%
Armor - Heat
200%

Pawn Stats

Combat Power
75
Move Speed
4.5 c/s
Health Scale
70% 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
Front left leg
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 2
Front right leg
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

Crafted At
Large mech gestator
Required Research
Standard mechtech
Gestation Cycles
2
Resources to make
Steel 80 + Plasteel 32 + Component 3 + Standard subcore 1
Technical
weaponTags
MechanoidGunMiniFlameblaster


A scorcher is a mechanoid added by the Biotech DLC.

Acquisition

Scorchers can be gestated by a mechanitor at a large mech gestator once the standard mechtech research project has been completed. Note that this research requires a signal chip to unlock. Each requires Steel 80 Steel, Plasteel 32 Plasteel, Component 3 Components, Standard subcore 1 Standard subcore and 2 gestation cycles taking 1,800 ticks (30 secs) each to initiate. They take up 1 bandwidth from their linked mechanitor.

Dead, friendly scorchers can also be resurrected at the large mech gestator using the "Resurrect medium mechanoid" bill. This requires the corpse of the friendly scorcher, Steel 50 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.

Summary

As mechanoids, every scorcher 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 scorchers may be shredded at the machining table or crafting spot for Steel 15 steel. However, these values are affected by mechanoid shredding efficiency, as well as missing parts on the scorcher.

As an enemy

Scorchers will charge at the player, then try to stay at maximum range. Due to the short-ranged nature of their weapon, this behavior is somewhat counterproductive - see #Combat for more detail.

Mechanoids can raid the player's base through events, and are found in most poison ships, psychic ships, and mech clustersContent added by the Royalty DLC. Scorchers are a fairly low level threat, but can be dangerous with other mechs.

As an ally

Mechs under player control require power: scorchers 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 5 wastepacks whenever the recharger's waste is filled up.

Combat

Scorchers are equipped with a mini-flameblaster. With a range of just 4.9 tiles, it is the shortest ranged weapon in the entire game. However, it has the unique property of being able to fire during melee combat. Enemies are able to do so but do not actively take advantage of this fact.

As its name suggests, the mini-flame blaster lights pawns on fire, which will cause them to run around wildly if there is no firefoam or water around. All mechanoids are completely immune to fire.

Analysis

As an enemy

Enemy scorchers are usually not much of a threat on their own. A scorcher in range of firing is also just a few tiles from melee range, and can be shot down as it tries to approach. But if it gets to shoot, fire is a very dangerous condition. It will send your pawns careening into the attacks of other mechanoids. A firefoam pop pack is useful.

Scorchers may appear in quest buildings such as the ancient complex. In these close-quarters situations, they can pose a significant threat as the small rooms in the building mean they can easily burn all of your raiders as they open a room without visibility, and rooms deep in the complex will heat up quickly to extreme temperatures. Keep your raiders spread out when entering rooms, and extinguish fires quickly after taking out the scorcher. In dire circumstances, forcefully break outside walls with melee attacks to return to a normal outdoor temperature.

As an ally

Scorchers have a very limited range, so are dedicated to melee combat, or to help other pawns out in melee combat. Scorchers can be very effective in hallways, either in melee or just behind a melee blocker. Fire will cause vulnerable enemies to stop attacking, which allows pawns in the front lines to survive for longer, giving more time to kill in general. Effective against infestations.

Earlier on, scorchers are also decent out in the open - but a few scorchers won't be enough to suppress a large tribal raid.

Scythers are accessible at the same time, have higher melee damage, melee penetration and almost twice the health scaling, but lack crowd-controlling flamethrower. Also, low bandwidth cost means you can have two scorchers for every Scyther.

Health

Body parts


Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Thorax 28 1 100% 4% N/A[4] Ex.png - Death
Will never take permanent injury
Neck 21 1 10% 2% Thorax Ex.png Communication Death
Will never take permanent injury
Head 21 1 80% 2.7% Neck Ex.png - Death
Will never take permanent injury
Artificial Brain 7 1 10% 0.8% Head Check.png Data Processing Death
Will never take permanent injury
Sight Sensor 7 2 20% 1.6% Head Ex.png Sight −25% Sight. −100% if both lost.
Will never take permanent injury
Hearing Sensor 7 2 5% 0.4% Head Ex.png Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury
Chemical Analyzer 7 1 6% 0.48% Head Ex.png - Will never take permanent injury
Leg 21 4 18% 9% Thorax Ex.png Moving −25% Moving.
Will never take permanent injury
Foot 14 4 50% 9% Leg Ex.png Moving −25% Moving.
Will never take permanent injury
Reactor 14 1 6% 6% Thorax Check.png Power Generation Death
Will never take permanent injury
Fluid Reprocessor 10.5 2 4% 4% Thorax Check.png Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
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