Scorcher
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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
- Flammability
- 0%
Armor
- Armor - Sharp
- 40%
- Armor - Blunt
- 20%
- Armor - Heat
- 200%
Pawn Stats
- 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)
Creation
- Required Research
- Standard mechtech
- weaponTags
- MechanoidGunMiniFlameblaster
A scorcher is a mechanoid added by the Biotech DLC.
Summary
As mechanoids, scorchers are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. Enemy mechs do not require power, though may spawn dormant. They will be stunned by EMP attacks and will "adapt" for 2,200 ticks (36.67 secs), rendering them immune to further EMP strikes.
As an enemy
Scorchers will charge at the player, then try and mantain their maximum range, and will retreat if an enemy is too close. Due to the short-ranged nature of their weapon, this behavior is 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 clusters. Scorchers are a fairly low level threat.
As an ally
Scorchers are medium mechanoids, and require Standard Mechtech to be researched. They are created from a large mech gestator with 1 standard subcore, 80 steel, 32 plasteel, and 4 components, taking up 2 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 2 cycles (default 1.8 game days per cycle). Mechanoids can be fully repaired at the cost of power and nothing else. A dead scorcher can be resurected for 50 steel and 1 gestation cycle so long as the corpse is extant. Mechs do not count as a pawn for determining raid points, but still contribute towards wealth.
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 10 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 do not seem to take advantage of this fact. As its name suggests, the mini-flame blaster lights pawns on fire, which will cause them to run around widly if there is no firefoam or shallow water around. All mechanoids are completely immune to fire.
Analysis
As an enemy
Due to the above behavior, enemy scorchers are not much of a threat. A scorcher in range of firing is also just a few tiles from melee range, and will actively avoid shooting to try and avoid being in melee. Regardless, fire is a very dangerous ability. It may get a chance to fire, which will send your pawns kareeming into the attacks of other mechanoids. A firefoam pop pack is useful.
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.
Earlier on, scorchers are also decent out in the open - but a few scorchers won't be enough to supress a large tribal raid. Even in hallways, it may eventually become better to get a centipede (perhaps a centipede burner!) over a scorcher.
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.