Scorcher

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Scorcher

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
Market Value
1200 Silver
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)

Melee Combat

Attack 1
Front left leg
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 2
Front right leg
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
Standard mechtech
Gestation Cycles
2
Resources to make
Steel 80 + Plasteel 32 + Component 3 + Standard subcore 1
Technical
weaponTags
MechanoidGunMiniFlameblaster


A scorcher is a mechanoid added by the Biotech DLC.

Acquisition

Scorchers can be gestated by a mechanitor at a Large mech gestator once the Standard mechtech research project has been completed. They require Steel 80 Steel, Plasteel 32 Plasteel, Component 3 Components, Standard subcore 1 Standard subcore and 2 gestation cycles taking 1,800 ticks (30 secs) each to initiate. They take up 1 bandwidth from their linked mechanitor.

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

Summary

As mechanoids, every scorcher 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

Scorchers will charge at the player, then try to stay at maximum range. Due to the short-ranged nature of their weapon, this behavior is somewhat 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 clustersContent added by the Royalty DLC. Scorchers are a fairly low level threat, but can be dangerous with other mechs.

As an ally

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 5 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 are able to do so but do not actively 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 water around. All mechanoids are completely immune to fire.

Analysis

As an enemy

Enemy scorchers are not much of a threat on their own. A scorcher in range of firing is also just a few tiles from melee range, and can be shot down as it tries to approach. But if it gets to shoot, fire is a very dangerous condition. It will send your pawns careening 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. Effective against infestations.

Earlier on, scorchers are also decent out in the open - but a few scorchers won't be enough to suppress a large tribal raid.

Scythers are accessible at the same time, have higher melee damage, melee penetration and almost twice the health scaling, but lack crowd-controlling flamethrower. Also, low bandwidth cost means you can have two scorchers for every Scyther.

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 28
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)
21
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