Impids
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Impids are a xenotype of fire-breathing devilish desertpeople. They are adapted well to the desert, but sacrifice ability with melee fighting, plants, and animals, to accomplish this. They're recognizable by their horns, bright skin, and fire-breathing attacks.
Lore
Made for desert life, impid cultures live on many rimworlds and dry deathworlds. Impids are extremely fast-moving, easily tolerate high temperatures, and can spew fire from their mouths. Though they are masters on the sand, impids struggle in other environments. They are terrible with farming. They fight well at range, but in close combat their physical weakness becomes apparent.
Outlanders call them dustrunners because of their speed over open terrain and resistance to heat. Some tribes call them devils because of their horns and because they burn their enemies.
The savage impid tribe has no intention of coexisting peacefully with anyone else. Their warriors are experts at using their natural speed and flame attacks to burn the towns and children of other peoples. Impid tribes' combat tactics usually center on rapid-approach incendiary attacks using both handheld fire weapons and their fire spew ability.
Having been on the planet for thousands of years, the origins of this tribe are lost in myth. They might descend from a group of settlers who lost their technology, or an impid community in some long-ruined civilization. - In Game Description
Summary
Impids generally live in the desert and their genes reflect this.
Genes
Impids have a mixed bag of physical abilities, but their fire spew ability is their main talent. They also have flame-colored skin, horns, blond hair, with no beards, making them quite recognizable. Their genes are all hereditary germline genes, unlike the xenogenes of some other xenotypes, like hussars.
This table has been collapsed due to length. Click to expand Click to collapse |
---|
Name | Description | Exclude | ||
---|---|---|---|---|
Fire spew |
Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.
|
−2 | 1 | - |
Weak immunity |
Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.
|
+2 | 1 | Immunity |
Slow wound healing |
Carriers of this gene heal from wounds half as fast as normal.
|
+2 | 1 | WoundHealingRate |
Very fast runner |
Carriers of this gene move much more quickly than normal.
|
−5 | 1 | MoveSpeed |
Unhappy |
Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.
|
+3 | 1 | Mood |
Cold weakness |
Carriers of this gene are slightly less comfortable in cold temperatures.
|
+1 | 1 | MinTemperature |
Heat super-tolerant |
Carriers of this gene are much more comfortable in warm temperatures.
|
−2 | 1 | MaxTemperature |
Fire resistant |
Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced.
|
−2 | 1 | FireDamage |
Weak melee damage |
Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.
|
+1 | 1 | MeleeDamage |
Beardless |
Carriers of this gene grow no facial hair. | 0 | 0 | BeardStyle |
Mini-horns |
Carriers of this gene grow two small horns protruding from the forehead. | 0 | 0 | Headbone |
Sandy-blonde hair |
Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
|
0 | 0 | HairColor |
Pale yellow skin |
Carriers of this gene produce a pigment that turns their skin a grayish yellow color.
|
0 | 0 | SkinColorOverride |
Poor Plants |
The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.
|
+1 | 1 | - |
Poor Animals |
The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.
|
+1 | 1 | - |
Impid genetic complexity is 11. With a metabolic efficiency of 0, they have a normal hunger rate.
Acquisition
You'll meet many impids when you get attacked by the Savage Impid Tribe: a vicious tribe with every intention of burning your base down. There is a slight chance that impids will show up with various pirate gangs, but it appears impids do not attempt to peacefully cohabitate in regular tribes and unions.