Shambler
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Shambler
INTRO TEXT
Acquisition
Shamblers are immune to pain and thus are quite difficult to capture without killing them outright. Their tendency to appear in large groups means that there may be a specimen or two that ends up with damaged legs after you have netralized the threat.
Summary
Shamblers are typically humanoids, who are rebirthed from death. They act as though they are unarmed humanoids, and will attack any other humanoids on sight. While this may sound unthreatening, Shamblers have far more pain tolerance and health than regular humanoids, making them harder to take down.
Analysis
Shamblers will not attack unless a pawn enters sight range of them. This means that they can be treated much as you would treat a mech cluster; you can safely ignore them if they're in a good location. They have significant defensive applications for this reason as well, attacking raiders and other invaders indiscriminately. The ritual to summon them is potentially useful for this purpose.
Despite the name, most shamblers move at nearly the same speed as a healthy pawn. They are only capable of melee attacks, and they are fairly durable. A group of shamblers is a modest threat, roughly equivalent to an equivalent group of tribals. Due to being limited to melee, shamblers can be attacked from range or kited with little risk.
Shamblers that are not contained will naturally die from metabolic exhaustion after a few hours or days, so simply waiting until they eventually die out is a viable strategy if the player cannot combat them directly. Shamblers that are contained in a holding spot or holding platform will not die from metabolic exhaustion, and thus can be held indefinitely.
Version history
- Anomaly DLC Release - Added.
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