Paramedic

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Paramedic

Paramedic

A small mechanoid designed for non-violent emergency situation management and medical care. The paramedic can rescue the wounded, fight fires, treat the sick, and even perform surgery when a more-qualified human is not available. Its built-in jump launcher allows it to jump into, and out of, emergency situations, and its built-in firefoam popper can quickly extinguish fires.

Base Stats

Type
Mechanoid
Market Value
800 Silver
Flammability
0%

Armor

Armor - Sharp
20%
Armor - Blunt
10%
Armor - Heat
200%

Pawn Stats

Move Speed
3.8 c/s
Body Size
0.7
Mass
42 kg
Pack Capacity
24.5 kg
Carrying Capacity
53 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Creation

Crafted At
Mech gestator
Required Research
High mechtech
Resources to make
Steel 100 + High subcore 1

A paramedic is a mechanoid added by the Biotech DLC.

Summary

As mechanoids, paramedics are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. 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.

Paramedics are light mechanoids, and require High mechtech to be researched. They are created from a standard mech gestator with 1 basic subcore and 50 steel, taking up 1 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 1 cycle. A dead paramedic can be resurected for 25 steel and 1 gestation cycle so long as the corpse is extant.

Mechs under player control require power: paramedics 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 mech recharger (constant 200W), for 50% power/day, creating 5 wastepacks whenever the recharger's waste is filled up.

Paramedics will do tasks under the Doctoring tab, though can also feed prisoners. Paramedics have an effective Medical skill of 10. They will recuse pawns before tending to them. They have a base Global Work Speed of 50% and naturally move slower than a human.

Abilities

When drafted, paramedics have the ability to long jump up to 16 tiles away. It can be used twice, then has an 8 game-hour cooldown. Unlike regular movement, the long jump can be directed outside of the mechanitor's command radius. However, a paramedic must be within said radius when starting the jump.

They also have access to a firefoam pop pack equivalent. It takes 30 ticks (0.5 secs) to deploy, but then has a 5 day cooldown.

Analysis

Because of their slow work speed, paramedics are often a poor choice for tending a pawn in imminent danger. If you have a pawn with more Medical skill, surgeries should also be left to humans.

However, with a whole squad of injured pawns, paramedics are potentially vital in managing the entire group. Paramedics can't be controlled, but humans can. As only one pawn can tend to a specific person, order humans to patients with priority.

The mechanitor requirement of a long jump is restrictive, limiting its ability to be escape dangerous situations. Position your mechanitors wisely; you don't want them downed, but you want them close enough for paramedics (and combat mechs) to be effective.

With their firefoam pack and natural immunity to fire and heat, paramedics excel at firefighting. Paramedics can help cool off a burning building, which would be otherwise be too hot to firefight in. Paramedics are also useful for extricating a pawn in fire, when you want to preserve it, such as when burning an insectoid nest.

As medical duties typically aren't needed on a daily basis, you can keep paramedics dormant. Turn them on whenever combat or a large outbreak of disease hits. This analysis assumes that the mechanitor is conscious to turn them on -- a lone mechanitor should have one always ready, for example. Note that paramedics will feed prisoners as part of their work routines, which can help free up time for one's Wardens.

Health

Specify body type when known.


Body part Health
Head 25
Skull 25
Brain 10
Nose 10
Neck 25
Jaw 20
Eye [1]
(left, right)
10
Ear
(left, right)
10
Body 40
Kidney[2]
(left, right)
15
Lung[2]
(left, right)
15
Liver[2] 20
Heart[2] 15
Spine[2] 25
Stomach[2] 20
Limbs
(left, right, fore, hind)
30
Appendage
(left, right, fore, hind)
20
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

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