Diabolus
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Diabolus
An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. Made for siegebreaking, its hellsphere cannon takes time to charge up a shot, but can melt concrete and vaporize bone. The diabolus dissipates the hellsphere cannon's waste power in a heat column mounted on its back, which can pulse to ignite flammable objects nearby. This mech's name comes from a thousand-year-old poem written by a Haspian monk who survived the erasure of his monastery. His religiously-tinged work describes a razor-bodied fiend pulsing with flesh-searing heat as it crushed scorched bodies under massive claws. The few who have faced a diabolus and survived tend to agree with this depiction.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Armor
- Armor - Sharp
- 75%
- Armor - Blunt
- 25%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 2.4 c/s
- Health Scale
- 450% HP
- Body Size
- 4
- Mass
- 240 kg
- Pack Capacity
- 140 kg
- Carrying Capacity
- 300 kg
- Filth Rate
- 1
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack
- Head
18 dmg (Blunt)
27 % AP
2.6 second cooldown - Average DPS
- 4.29
A Diabolus is a mechanoid added by the Biotech DLC.
Summary
Diaboluses are mechanoids. They do not eat and are immune to toxic fallout and temperature extremes, despite having a Comfortable Temperature range. Like all mechanoids, they are vulnerable to EMP attacks. Diaboluses have a 30% EMP resistance, meaning they are stunned for 30% less time.
As an enemy
You can summon a hostile Diabolus with a mechanitor and a powered comms console, the latter of which requires the Microelectronics research. When summoned, it will be accompanied by other mechanoids, depending on how many times you have summoned a Diabolus before. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and "prepare" before launching their assault.
The Diabolus alternates between two long range attacks:
1. Hellsphere cannon. When using this attack, Diabolus will create a red circle around a target. After several seconds, the circle erupts into flames, destroying all structures, leaving a large circle of fire, and often outright killing any pawn in the blast. The radius of the blast is a bit larger than the circle, so you may want to err on the side of caution.
2. A single pulse bullet. This is long range and relatively low damage, but it has almost no startup time. Try to get behind cover if possible.
When engaged in melee, the Diabolus will trigger a special ability. It surrounds itself in explosive fluids and then ignites them creating a massive fireball around it. This attack deals heavy damage, and there is almost no time to disengage and run to safety.
Defeating the Diabolus rewards the player with a signal chip, which is required to research Standard Mechtech. It may also be used to create various mechanitor gear or even your own Diabolus.
First summoning
Second summonding
1x Diabolus, ? x militor, ? x pikeman
As an ally
The Diabolus is an ultra-heavy mechanoid. After researching High Mechtech, they can be created from a large mech gestator with 1 high subcore, 2 signal chips, 300 steel, and 300 plasteel, taking 12 gestation cycles to form. It takes up 5 bandwidth from a mechanitor. They recharge in a large mech recharger, creating 25 wastepacks whenever the recharger's waste is filled up.
In combat, the Diabolus will automatically use their pulse turret, unless disabled. They must be manually commanded to use the hellsphere cannon, which can not be used too close, and still takes a long time to charge up. The cannon won't light the terrain on fire. They may also initiate a flame burst, which takes 3 seconds to warm up and cannot be used for 1 hour afterwards.
Analysis
As an enemy
Kiting is key to taking out the Diabolus. It is HIGHLY advised to NOT use melee attacks to avoid the close-ranged burst, unless you have sufficient fire protection (devilstrand clothing, phoenix armor, impids) or use your own mechanoids, who are immune against the fire. Instead, manually move pawns away from the blast radius, and always allow yourself the option to move. Splitting your pawns up will allow more of them to focus on shooting instead of running. You can even use your own militors to lure the blast; their range is short enough to justify staying close, anyway.
The fire is rather annoying; not only does this make it difficult to go back to your original positions, but it might also lure non-drafted pawns out onto the battlefield to extinguish the fire.
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.