Scyther

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Scyther

Scyther

Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but they mostly use their two arm blades to lop off limbs or gut their victims alive.

Base Stats

Type
Mechanoid
Market Value
1200 Silver

Armor

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

Pawn Stats

Combat Power
150
Move Speed
4.7 c/s
Health Scale
132% HP
Body Size
1
Mass
60 kg
Pack Capacity
35 kg
Carrying Capacity
75 kg
Filth Rate
1
Life Expectancy
2500 years
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack 1
Left blade
20 dmg (Cut)
30 % AP
2 second cooldown
Attack 2
Left blade
20 dmg (Stab)
30 % AP
2 second cooldown
Attack 3
Right blade
20 dmg (Cut)
30 % AP
2 second cooldown
Attack 4
Right blade
20 dmg (Stab)
30 % AP
2 second cooldown
Attack 5
Head
9 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor
Average DPS
5.52

Creation

Crafted At
Large mech gestator
Required Research
Standard mechtech
Gestation Cycles
2
Resources to make
Steel 75 + Plasteel 75 + Component 4 + Standard subcore 1

Scythers are a fast-moving mechanoid that are powerful in melee.

Acquisition

Scythers 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 75 Steel, Plasteel 75 Plasteel, Component 4 Components, Standard subcore 1 Standard subcore and 2 gestation cycles taking 1,800 ticks (30 secs) each to initiate.

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

Summary

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

As an enemy

Scythers have no fear for their life, and will charge directly at colonists without regard to cover. As part of a raid, scythers will go ahead. But mechanoids part of a stationary threat, like a psychic ship, will only chase if a colonist continues to be within a certain radius.

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. Scythers are often supported by heavier mechanoids like centipedes, but will charge ahead without letting them catch up.

Combat

Scythers attack with a blade attached to each arm, dealing a massive 20 damage per blade. Even for brawlers with high melee skill, scythers are extremely dangerous.

  • Melee Attacks Damage Amount Cooldown
    Cut 20 2.0 sec
  • Scythers have a 62% melee hit chance, equivalent to a pawn with a Melee skill of 4. Their damage output is roughly equivalent to a pawn with 10 melee skill wielding a normal quality steel longsword.

    Armor

    Armor

    As an ally

    Mechs under player control require power: scythers 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.

    Analysis

    As an enemy

    Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious. Melee fighters are essential in guarding against scythers, being able to 'peel' them off from more vulnerable allies. Even then, a scyther's blades can often result in permanent scars and even cut off limbs.

    Scythers are vulnerable to spike traps, being more readily lured into them due to their melee nature.

    As an ally

    Scythers are one of the few melee-focused mechanoids that a mechanitor can control, and much faster than a tunneler. Mechanoids are much more disposable than other pawns engaging in melee: they are immune to pain, are slightly faster than an ordinary pawn, tend to remain fast after damage due to said pain immunity, and can repair "permanent" injuries or be resurrected for a fairly cheap cost.

    Most pawns with a ranged weapon are unable to fire once engaged with melee combat. This makes scythers great at targeting specific, deadly threats in the back, like frag grenades and sniper rifles. This also makes them helpful against enemy centipedes, assuming your other colonists can dish out firepower. Against the diabolus or war queen, a mere scyther won't stop their ranged attacks, but the former's flame burst has no effect against machines. Against other mechanoids, watch out when using EMP. However, it's generally worth stunning your scyther in order to stun a centipede in the process.

    Health

    Biology

    Scythers, although mechanical and not very human-looking, are actually almost the same in structure as a typical human (minus the organs). However, they're more durable than humans, don't feel pain and do not fear for their life - they don't even use cover. This can make them very dangerous to fight against when under-armed.

    Like Lancers they have two arms, run on two legs, and (surprisingly) have a neck and make vocal communication. Why a machine would use standard human-like air-based vocalization is unknown at this time - especially when Centipedes are completely unable to manually communicate.

    Diet

    Scythers are machines, and machines don't need to eat - but they do need some source of power.

    In the Biotech DLCContent added by the Biotech DLC, Scythers use standard electric power from a large mech recharger, creating toxic wastepacks in the process. However, enemy mechs get their power from a unknown source, and even player mechs can enter dormant self-charging from an independent power source.

    Body Parts (Summary)

    Scythers, again, are practically humans in biology, although they lack many of the human organs and bones.

  • Body Part Name Health (×1.5 Health Scale) Base Health Quantity Coverage (per part)[1] Group Function / Required for following System Effect if Destroyed/Removed
    Mechanical Thorax 40 40 1 ? Core part Functioning in general Machine failure
    Mechanical Neck 30 30 1 8.0% Top of Thorax Communication (vocal),
    connector of thorax and head
    Machine failure
    Mechanical Head 30 30 1 75% Neck Houses Artificial Brain, Sensors Machine failure
    Artificial Brain 30 30 1 15% Head Dataprocessing Machine failure
    Sight Sensor 10 10 2 15% Head Sight Loss of sight/Blindness
    Hearing Sensor 10 10 2 5.0% Head Hearing Loss of hearing/Deafness
    Smell Sensor 10 10 1 10% Head - -
    Arm 30 30 2 10% Thorax Manipulation Loss of manipulation ability/Unable to work (if both lost)
    Hand 20 20 2 20% Arm Manipulation Loss of manipulation ability
    Fingers 7 7 10 5.0% Hand Manipulation Loss of manipulation ability (minor)
    Leg 30 30 2 10% Thorax Moving Unable to move
    Foot 20 20 2 20% Leg Moving Loss of moving ability
    Toes 10 10 10 5.0% Foot Moving Loss of moving ability (minor)
    1. Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.

    Trivia

    Scythers have a unique slashing sound when they use their melee attacks.

    Gallery

    Version history

    • 0.5.492 - Added.
    • Beta 19 - Scythers, who could previously use melee or wield charge lances, were split into scythers and lancers. Downed scythers can no longer be be salvaged through a medical operation to obtain their blades if they are intact after the battle.
    • Beta 19/1.0 - Now dies when downed.
    • ? - Fix typo in description. Description changed from "[...] but their mostly use two arm blades [...]" changed to "[...] but they mostly use their two arm blades [...]".
    • Biotech DLC Release - Introduced ability to create and control scythers.