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 their[sic] mostly use two arm blades to lop off limbs or gut their victims alive.
Base Stats
- Type
- Mechanoid
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
- Mass
- 60 kg
- Pack Capacity
- 35 kg
- Carrying Capacity
- 75 kg
- Filth Rate
- 1
- Life Expectancy
- 2500 years
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack 1
- Left blade
20 dmg (Cut)
30 % AP
2 second cooldown - Attack 2
- Left blade
20 dmg (Stab)
30 % AP
2 second cooldown - Attack 3
- Right blade
20 dmg (Cut)
30 % AP
2 second cooldown - Attack 4
- Right blade
20 dmg (Stab)
30 % AP
2 second cooldown - Attack 5
- Head
9 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 5.52
Creation
- Required Research
- Standard mechtech
Scythers are a fast-moving mechanoid that are powerful in melee.
Summary
As mechanoids, scythers are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. Enemy mechs do not require power, though may spawn dormant. They will be stunned by EMP attacks and will "adapt" for 2,200 ticks (36.67 secs), rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining raid points, but still contribute towards wealth.]
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.
As an enemy
Mechanoids can raid the player's base through events, and are found in most poison ships, psychic ships, and mech clusters. Scythers are often supported by heavier mechanoids, but
Scythers have no fear for their life, and will charge directly at colonists without regard to cover. As part of a raid, scythers will go ahead. But as part of a stationary threat (like a psychic ship), scythers will only chase if a colonist is within a certain radius.
Combat
Scythers attack with a blade attached to each arm, dealing a massive 20 damage per blade. Even for brawlers with high melee skill, scythers are extremely dangeous.
Melee Attacks | Damage Amount | Cooldown |
---|---|---|
Cut | 20 | 2.0 sec |
Scythers have a 62% melee hit chance, equivalent to a pawn with a Melee skill of 4. Their damage output is roughly equivalent to a pawn with 10 melee skill wielding a normal quality steel longsword.
Armor
Armor |
---|
As an ally
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Scythers are medium mechanoids, requiring Standard Mechtech to be researched. They are created from a large mech gestator with 1 standard subcore, 75 steel, 75 plasteel, and 4 components, taking up 2 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 2 cycles (default 1.8 game days per cycle). Mechanoids can be fully repaired at the cost of power and nothing else. A dead scyther can be resurected for ? steel and 1 gestation cycle so long as the corpse is extant.
Mechs under player control require power: scythers 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 10 wastepacks whenever the recharger's waste is filled up.
Analysis
As an enemy
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. Even then, a scyther's blades can often result in permanent scars and even cut off limbs.
Scythers are vulnerable to spike traps, being more readily lured into them due to their melee nature.
As an ally
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Scythers are the only melee-focused mechanoid that a mechanitor can control. Scythers are much more disposable than other pawns engaging in melee: they are immune to pain, are slightly faster than an ordinary pawn, tend to remain fast after damage due to said pain immunity, and can be repaired and resurected for a fairly cheap cost.
Most pawns with a ranged weapon are unable to fire once engaged with melee combat. This makes scythers great at targeting specific, deadly threats in the back, like frag grenades and sniper rifles. This also makes them helpful against enemy centipedes, assuming your other colonists can dish out firepower. Against other mechanoids, watch out when using EMP - though note that stunning a centipede is worth stunning a scyther for.
Health
Biology
Scythers, although mechanical and not very human-looking, are actually almost the same in structure as a typical human (minus the organs). However, they're more durable than humans, don't feel pain and do not fear for their life - they don't even use cover. This can make them very dangerous to fight against when under-armed.
Like Lancers they have two arms, run on two legs, and (surprisingly) have a neck and make vocal communication. Why a machine would use standard human-like air-based vocalization is unknown at this time - especially when Centipedes are completely unable to manually communicate.
Diet
Much like Centipedes and Lancers, it's unknown what exactly drives a Scyther, but it's likely it would be similar to whatever powers the Centipede.
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) |
- ↑ 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.
Trivia
Scythers have a unique slashing sound when they use their melee attacks.
Version history
- 0.5.492 - Added.
- Beta 19 - scythers will no longer always spawn equipped with the charge lance and will generally prefer to engage at range over melee. Downed scythers can no longer be be salvaged through a medical operation to obtain their blades if they are intact after the battle.