Scyther
Scyther
"Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but they mostly use two arm blades to lop off limbs or gut their victims alive."
Base Stats
- Type
- Mechanoid – Characters
Armor
- Armor - Sharp
- 40%
- Armor - Blunt
- 20%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 4.7 c/s
- Health Scale
- 132% HP
- Body Size
- 1.0
- Mass - Baby
- 12 kg
- Mass - Juvenile
- 30 kg
- Mass - Adult
- 60 kg
- Carrying Capacity
- 75 kg
- Filth Rate
- 1
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
Scythers are a type of fast-moving mechanoid with strong melee skills that can be found sealed in ancient ruins in all biomes, either spawned inside mountains or outside on the landscape. They may also raid the player's base through a random raid-type event and can also be found in most poison ships and psychic ships.
Scythers are often supported by centipedes and lancers, though they outrun centipedes by a huge margin, and will not stop to let them catch up. They always charge head-on at your colonists, spelling disaster should they successfully close the distance due to their excellent melee capabilities.
Like other mechanoids, scythers are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Scythers have a moderate resistance to sharp damage and a small resistance to blunt damage combined with a higher-than-average health scale, meaning that it is unlikely that a scyther charge can be completely intercepted at range. Scythers are vulnerable to deadfall traps, being more readily lured into them due to their melee nature.
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 & Strategy
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.
Health
Note, that due to mechanoids having different body part structures, this table is only provided as a rough guide.
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) |
Trivia
- Scythers have a unique slashing sound when they use their melee attacks.
Version history
- 0.5.492 - Added.
Prior to Beta 19, scythers will always spawn equipped with the charge lance and will generally prefer to engage at range over melee.
Downed scythers could also be salvaged through a medical operation to obtain their blades so long as they are intact after the battle.
- ↑ 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.