Scyther
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Scyther
Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but their[sic] mostly use two arm blades to lop off limbs or gut their victims alive.
Base Stats
- Type
- Mechanoid
Armor
- Armor - Sharp
- 40%
- Armor - Blunt
- 20%
- Armor - Heat
- 200%
Pawn Stats
- 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
- Required Research
- Standard mechtech
Scythers are a fast-moving mechanoid that is powerful in melee.
Summary
All mechanoids are hostile to the colony, unable to be tamed or trained. 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.
Mechanoids can be found sealed in ancient ruins in all biomes, which spawn inside mountains or outside on the landscape. They may also raid the player's base through events and can also be found in most poison ships and psychic ships. Scythers are often supported by lancers and centipedes - though they outrun centipedes by a huge margin, and will not stop to let them catch up. Unless out of range, Scythers always charge head-on at your colonists, spelling disaster should they successfully close the distance due to their excellent melee capabilities.
Scrapping
Dead scythers may be shredded at the machining table or crafting spot for 15 steel, though these values are affected by mechanoid shredding efficiency as well as missing parts on the scyther.
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 dangeous.
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 |
---|
Analysis
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.
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
Much like Centipedes and Lancers, it's unknown what exactly drives a Scyther, but it's likely it would be similar to whatever powers the Centipede.
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) |
- ↑ 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.
Version history
- 0.5.492 - Added.
- Beta 19 - scythers will no longer always spawn equipped with the charge lance and will generally prefer to engage at range over melee. Downed scythers can no longer be be salvaged through a medical operation to obtain their blades if they are intact after the battle.