Megascarab
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Megascarab
"A large, genetically-engineered beetle. Once the worker caste of an artificial ecosystem of insectoids designed to fight mechanoid invasions, it is now often seen without its deadlier insectoid cousins. Still, its size and hard shell make it dangerous when it attacks. A eusocial creature, it cannot reproduce individually."
Base Stats
- Type
- Animals – Insectoids
Armor
- Armor - Sharp
- 72%
- Armor - Blunt
- 18%
Pawn Stats
- Move Speed
- 3.75 c/s
- Health Scale
- 40% HP
- Body Size
- 0.2
- Mass - Baby
- 2.4 kg
- Mass - Juvenile
- 6 kg
- Mass - Adult
- 12 kg
- Carrying Capacity
- 15 kg
- Filth Rate
- 1
- Hunger Rate
- 0.16 Nutrition/Day
- Diet
- omnivorous
- Life Expectancy
- 10 years
- Manhunter Chance
- 50%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- Intermediate
- Wildness
- 20%
- Minimum Handling Skill
- 1
- Maturity Age
- 0.4 years (24 days)
- Juvenile Age
- 0.03 years (1.8 days)
- Comfortable Temp Range
- 0 °C – 60 °C (32 °F – 140 °F)
Production
- Meat Yield
- 31 Insect meat
Melee Combat
Megascarabs are a type of Insectoid found in regular and extreme deserts, infestations or inside ancient shrines, including inside the caskets. They are ground beetles of metallic color that posses elytra, a protective shell resistant to blunt damage by 18% and sharp damage by 72%. Megascarabs are hazardous to hunt, for if they are injured by a human or a mechanoid, they will turn manhunter and attack any human or mechanoid on the map they can reach. If slain, they can be butchered for insect meat. Colonists dislike eating any insect meat, but meat-eating animals have no such problem.
Like all insectoids, they experience hypothermic slowdown instead of hypothermia and have 0 Toxic Sensitivity, rendering them immune to toxic buildup from any source.
Analyis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Armor
Armor |
---|
Training
This animal can be trained as follows:
Guard: | |
---|---|
Attack: | |
Rescue: | |
Haul: |
*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.
Health
Version History
1.3 - Revenge on tame fail decreased from 20% to 10% - revenge on harm increased from 35% to 50% - wildness decreased from 95% to 20%