War queen

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War queen

War queen

An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small war urchin combat mechs within its massive carapace and deploy them into combat. Even more than other mechanoids, the war queen resembles a giant, living insect. All war mechs can be terrifying, but humans tend to find the war queen disturbing on a deeper level.

Base Stats

Type
Mechanoid
Market Value
1600 Silver
Flammability
0%

Armor

Armor - Sharp
75%
Armor - Blunt
25%
Armor - Heat
200%

Pawn Stats

Move Speed
1.6 c/s
Health Scale
520% HP
Body Size
4
Mass
240 kg
Pack Capacity
140 kg
Carrying Capacity
300 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack
Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.2 chance factor
Average DPS
1.24

A war queen is a mechanoid added by the Biotech DLC.

Summary

?

Takes 45% of the stun time from EMP. EnergyShieldRechargeRate>0.5</EnergyShieldRechargeRate> EnergyShieldEnergyMax>3</EnergyShieldEnergyMax> MeleeDoorDamageFactor>1.5</MeleeDoorDamageFactor>


li Class="CompProperties_MechCarrier"> spawnPawnKind>Mech_WarUrchin</spawnPawnKind> fixedIngredient>Steel</fixedIngredient> costPerPawn>25</costPerPawn> startingIngredientCount>600</startingIngredientCount> maxIngredientCount>600</maxIngredientCount>

When a hostile war queen is killed, it drops a Powerfocus chip.

Equipped with a charge blaster turret.

Analysis

? A terrifying mechanoid with a built-in mech gestator. The war queen can gestate small war urchin combat mechs inside its massive carapace and deploy them into combat. Given time to build up numbers, a war queen can overwhelm any opponent with dozens of war urchins. The war queen demands respect - failing to destroy it quickly could have devastating consequences as it grows its swarm and overruns your colony.

Health


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
First body ring 286 1 100% 10% N/A[4] Ex.png Moving
Manipulation
Death
−20% Moving
−20% Manipulation
Will never take permanent injury
Head 156 1 10% 3.4% First body ring Ex.png - Death
Will never take permanent injury.
Artificial brain 52 1 10% 1% Head Check.png Data Processing Death
Will never take permanent injury.
Sight sensor 52 2 8% 1.3% Head Ex.png Sight −25% Sight. −100% if both lost.
Will never take permanent injury.
Hearing sensor 52 2 8% 1% Head Ex.png Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury.
Chemical analyzer 52 1 8% 1% Head Ex.png - Will never take permanent injury.
Bulb turret 208 1 5% 5% First body ring Ex.png - Will never take permanent injury.
Second body ring 286 1 75% 11% First body ring Ex.png Moving
Manipulation
Death
−20% Moving
−20% Manipulation
Will never take permanent injury
Reactor 104 1 5% 3.8% Second body ring Check.png Power Generation Death.
Will never take permanent injury.
Third body ring 260 1 80% 18% Second body ring Ex.png Moving
Manipulation
Death
−20% Moving
−20% Manipulation
Will never take permanent injury
Fourth body ring 234 1 70% 17% Third body ring Ex.png Moving
Manipulation
Death
−20% Moving
−20% Manipulation
Will never take permanent injury
Fifth body ring 208 1 60% 11% Fourth body ring Ex.png Moving
Manipulation
Death
−20% Moving
−20% Manipulation
Will never take permanent injury
Fluid reprocessor 78 1 5% 1.3% Fifth body ring Check.png Fluid Reprocessing Death
Will never take permanent injury
Forming sack 1040 1 50% 13% Fifth body ring Check.png - Will never take permanent injury
  1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
  2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
  3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  4. This is the part that everything else connects to to be considered 'connected'.

Version history