Tesseron

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Tesseron

Tesseron

A medium-range combat mechanoid. While it is fairly vulnerable to attacks, the tesseron's sweeping beam graser attack is so deadly that few opponents can get shots off against it.

Base Stats

Type
Mechanoid
Market Value
1200 Silver
Flammability
0%

Armor

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

Pawn Stats

Move Speed
4.7 c/s
Health Scale
72% 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)

Melee Combat

Attack 1
Left fist
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 2
Right fist
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 3
Head
8.5 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor
Average DPS
3.36

Creation

Crafted At
Large mech gestator
Required Research
Ultra mechtech
Gestation Cycles
4
Resources to make
Plasteel 110 + Component 7 + High subcore 1
Technical
weaponTags
BeamGraserGun


A tesseron is a mechanoid added by the Biotech DLC.

Acquisition

Tesserons can be gestated by a mechanitor at a Large mech gestator once the Ultra mechtech research project has been completed. They require Plasteel 110 Plasteel, Component 7 Components, High subcore 1 High subcore and 4 gestation cycles taking 1,800 ticks (30 secs) each to initiate. They take up 3 bandwidth from their linked mechanitor.

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

Summary

As mechanoids, every tesseron 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).

As an enemy

Tesserons are similar to the lancer as a fast, ranged mechanoid. They move into range and continuously fire until interrupted, either by being engaged in melee or killed. They are most commonly found alongside later summons of the mechanoid commanders, but can also be found in ancient dangers and in high-wealth mechanoid raids.

Their weapon, the beam graser, fires a sweeping laser that damages pawns in a line, with a 50% chance on hit to set on fire. The main target of the tesseron is the only one that is immune to the sweeping laser; they are checked for hits separately and can be hit even if they move out of the physical path of the beam. The beam graser has a minimum range of 3.9 tiles, meaning that it cannot engage targets closer to them than this. The Tesseron will attempt to back up past the minimum distance if a colonist gets within this range.

As an ally

Tesserons are medium mechanoids, and require Ultra Mechtech to be researched.

They are created from a large mech gestator with Plasteel 110 Plasteel, Component 7 Components, High subcore 1 High subcore, taking up 3 bandwidth from a mechanitor. They take 1800 ticks to initially craft, and then it must gestate for 2(?) cycles. Mechanoids can be fully repaired at the cost of power and nothing else. A dead tesseron can be resurrected for 50 steel and 1 gestation cycle so long as the corpse is extant.

Mechs under player control require power: tesserons 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 mech recharger (200W), for 50% power/day, creating 15 wastepacks whenever the recharger's waste is filled up.

Combat

Tesserons use the beam graser. This weapon fires a laser that attacks pawns as it travels through multiple different tiles, dealing beam-type damage and potentially lighting them on fire.

Tesserons have a base shooting accuracy of 96%, equivalent to a pawn with a Shooting skill of 8. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.

Analysis

With high damage and the ability to set pawns on fire, tesserons pose a very serious threat. Ignited pawns will ignore all commands until they are put out, making it very possible for them to flee into other mechanoids, or simply be re-ignited over and over until they die.

If possible, force them into melee, where they are very vulnerable. If not, spread pawns out vertically to avoid multiple pawns being hit at once. Firefoam pop packs can be handy to extinguish and prevent fires. They have a moderately long range that can be taken advantage of with longer-ranged weaponry such as assault rifles, and their low health scale makes them vulnerable to being picked off quickly.

As with all other mechanoids, avoid using fire-based weaponry against them, as they are completely immune to fire damage. In the tesseron's case, this can be taken advantage of, as all allied mechs are immune to the tesseron's ability to light them on fire.

Health

Specify body type when known.


Body part Health
Head 18
Skull 18
Brain 7
Nose 7
Neck 18
Jaw 14
Eye [1]
(left, right)
7
Ear
(left, right)
7
Body 29
Kidney[2]
(left, right)
11
Lung[2]
(left, right)
11
Liver[2] 14
Heart[2] 11
Spine[2] 18
Stomach[2] 14
Limbs
(left, right, fore, hind)
22
Appendage
(left, right, fore, hind)
14
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Gallery

Version history