Tesseron

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Tesseron

Tesseron

A medium-range combat mechanoid. While it is fairly vulnerable to attacks, the tesseron's sweeping beam graser attack is so deadly that few opponents can get shots off against it.

Base Stats

Type
Mechanoid
Market Value
1200 Silver
Flammability
0%

Armor

Armor - Sharp
40%
Armor - Blunt
20%
Armor - Heat
200%

Pawn Stats

Combat Power
150
Move Speed
4.7 c/s
Health Scale
72% HP
Body Size
1
Mass
60 kg
Pack Capacity
35 kg
Carrying Capacity
75 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack 1
Left fist
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 2
Right fist
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 3
Head
8.5 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor
Average DPS
3.36

Creation

Crafted At
Large mech gestator
Required Research
Ultra mechtech
Gestation Cycles
4
Resources to make
Plasteel 110 + Component 7 + High subcore 1
Technical
weaponTags
BeamGraserGun


A tesseron is a mechanoid added by the Biotech DLC.

Acquisition[edit]

Tesserons can be gestated by a mechanitor at a large mech gestator once the ultra mechtech research project has been completed. Note that this research requires a nano structuring chip to unlock. Each requires Plasteel 110 Plasteel, Component 7 Components, High subcore 1 High subcore and 4 gestation cycles taking 1,800 ticks (30 secs) each to initiate.

Dead, friendly tesserons can also be resurrected at the large mech gestator using the "Resurrect medium mechanoid" bill. This requires the corpse of the friendly Tesseron, Steel 50 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.

Summary[edit]

As mechanoids, every tesseron is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).

Dead tesserons may be shredded at the machining table or crafting spot for Steel 15 steel. However, these values are affected by mechanoid shredding efficiency, as well as missing parts on the tesseron.

As an enemy[edit]

Tesserons are similar to the lancer as a fast, ranged mechanoid. They move into range and continuously fire until interrupted, either by being engaged in melee or killed. They are most commonly found alongside later summons of the mechanoid commanders, but can also be found in ancient dangers and in high-wealth mechanoid raids.

Their weapon, the beam graser, fires a sweeping laser that damages pawns in a line, with a 50% chance on hit to set on fire. The main target of the tesseron is the only one that is immune to the sweeping laser; they are checked for hits separately and can be hit even if they move out of the physical path of the beam. The beam graser has a minimum range of 3.9 tiles, meaning that it cannot engage targets closer to them than this. The Tesseron will attempt to back up past the minimum distance if a colonist gets within this range.

As an ally[edit]

Mechs under player control require power: tesserons 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 (200W), for 50% power/day, creating 15 wastepacks whenever the recharger's waste is filled up.

Combat[edit]

Tesserons use the beam graser. This weapon fires a laser that attacks pawns as it travels through multiple different tiles, dealing beam-type damage and potentially lighting them on fire.

Tesserons have a base shooting accuracy of 96%, equivalent to a pawn with a Shooting skill of 8. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.

Analysis[edit]

With high damage and the ability to set pawns on fire, tesserons pose a very serious threat. Ignited pawns will ignore all commands until they are put out, making it very possible for them to flee into other mechanoids, or simply be re-ignited over and over until they die.

If possible, force them into melee, where they are very vulnerable. If not, spread pawns out vertically to avoid multiple pawns being hit at once. Firefoam pop packs can be handy to extinguish and prevent fires. They have a moderately long range that can be taken advantage of with longer-ranged weaponry such as assault rifles, and their low health scale makes them vulnerable to being picked off quickly.

As with all other mechanoids, avoid using fire-based weaponry against them, as they are completely immune to fire damage. In the tesseron's case, this can be taken advantage of, as all allied mechs are immune to the tesseron's ability to light them on fire. This does not, however, mean they are immune to the Beam-type damage of the Beam Graser, which counts as both a separate effect and damage type from igniting pawns in the beam's path.

Health[edit]

Body parts[edit]


Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Thorax 28.8 1 100% 2% N/A[4] Ex.png - Death
Will never take permanent injury
Neck 21.6 1 10% 2% Thorax Ex.png Communication Death
Will never take permanent injury
Head 21.6 1 80% 2.7% Neck Ex.png - Death
Will never take permanent injury
Artificial Brain 7.2 1 10% 0.8% Head Check.png Data Processing Death
Will never take permanent injury
Sight Sensor 7.2 2 13% 1% Head Ex.png Sight −25% Sight. −100% if both lost.
Will never take permanent injury
Hearing Sensor 7.2 2 10% 0.8% Head Ex.png Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury
Chemical Analyzer 7.2 1 10% 0.8% Head Ex.png - Will never take permanent injury
Mechanical Shoulder 18 2 17% 2.5% Thorax Ex.png Manipulation −50% Manipulation.
Will never take permanent injury
Arm 21.6 2 85% 12% Mechanical Shoulder Ex.png Manipulation −50% Manipulation.
Will never take permanent injury
Hand 14.4 2 20% 1.2% Arm Ex.png Manipulation −50% Manipulation.
Will never take permanent injury
Finger 5.04 8 15% 0.43% Hand Ex.png Manipulation −10% Manipulation.
Will never take permanent injury
Leg 21.6 2 20% 20% Thorax Ex.png Moving −50% Moving.
Will never take permanent injury
Foot 14.4 2 20% 4% Leg Ex.png Moving −50% Moving.
Will never take permanent injury
Reactor 14.4 1 6% 6% Thorax Check.png Power Generation Death
Will never take permanent injury
Fluid Reprocessor 10.8 2 4% 4% Thorax Check.png Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
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'.

Gallery[edit]

Version history[edit]