Centipede

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Revision as of 23:59, 27 April 2021 by IronheadBorgal (talk | contribs) (Added the range of centipede weapons, so readers don't need to check two other pages for the information.)
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Centipede

"Heavy combat mechanoids that glide on dozens of tiny legs. Their heavy armor and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics."

Base Stats

Type
MechanoidCharacters

Armor

Armor - Sharp
72%
Armor - Blunt
22%
Armor - Heat
200%

Pawn Stats

Move Speed
1.9 c/s
Health Scale
432% HP
Body Size
1.8
Mass - Baby
21.6 kg
Mass - Juvenile
54 kg
Mass - Adult
108 kg
Carrying Capacity
135 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack
Head
17 dmg (Blunt)
25 % AP
156 second cooldown
Average DPS
0.07

Centipedes are mechanoids which do not eat, cannot be tamed or trained, and are always hostile to the colony. They can be found sealed in ancient ruins in all biomes, spawn inside mountains or outside on the landscape. They may also raid the player's base through events and can also be found in most poison ships and psychic ships. They will target doors, walls, base production tables and furniture.

Centipedes are often supported by scythers or lancers, though they usually outpace the centipedes by a great margin and won't stop to wait for them.

Dead centipedes may be shredded at the machining table or crafting spot for 30 steel and 10 plasteel though these values are affected by mechanoid shredding efficiency as well as missing parts on the centipede.

Combat & Strategy

Centipedes are slow-moving and highly resistant to sharp damage, which includes bullets, so they require many shots to take down with guns. Centipedes are equipped with a heavy charge blaster or an inferno cannon, both of which have a range of 27 tiles.

Slow movement speed is a significant weakness of this enemy, providing an effective way to take them down. A pawn with a default movement speed using a long-ranged weapon (sniper rifle or charge lance) should be able to safely take a shot and move away before a Centipede is able to respond.

Melee swarms are possible with little risk of long-term injuries, provided pawns can safely close the distance. Shield belts, drawing their fire from a different direction, or simply using walls and terrain to block projectiles are all good ways to move in. Centipedes with the heavy charge blaster must be simultaneously engaged in melee to make sure none of them can use their weapons.
Micromanagement should make sure that weaker fighters are targeted first, so that better ones can fight for longer before passing out from bruise pain.

Centipedes are good at crowd control, but struggle against single or widely scattered targets. One effective way of distracting fire from them (if they are not equipped with the inferno cannon or supported by lancers) is to simply let a colonist with a shield belt stand in front of other colonists; the centipedes will focus fire on the shielded colonist, allowing your other colonists to fire at the centipedes while taking less damage.

If you can spare the resources, uranium slug turrets can be effective against Centipedes, as they outrange them greatly and their shots are powerful enough to pierce their thick armor. Their tendency to stay at range keeps them roughly within the slug turret's effective range.

Combat

Centipedes are mechanized heavy siege units, and as such are equipped with either an inferno cannon or a heavy charge blaster, but are also able to engage in melee combat with colonists.

  • Melee Attacks Damage Amount Cooldown
    Blunt 11.7 2.6 sec
  • Centipedes are much less dangerous in melee range. If you have well-protected brawlers and are able to lock down all centipedes in melee range, that is highly beneficial. They won't be able to spray bullets everywhere. Eventually even well-protected brawlers will go down from pain due to multiple bruises, but it should not be fatal, and meanwhile they (and your gunners) should be able to more effectively deal damage to the centipedes.

    Armor

    Health

    Biology

    Centipedes consist entirely of mechanical parts, and are mostly composed of very large 'rings' that make their appearance similar to that of a real-life centipede. Despite being somewhat sluggish (in movement and appearance), they are immensely durable and can absorb a significant amount of fire before they are killed. Like pirates, they have a hostile appearance to every faction in the world (including ancients and insectoids).

    Centipedes have six body rings, several sensors for hearing, sight, and smell, and an artificial brain that drives them. Interestingly enough, they lack any sort of communication parts and always spawn with their communication indicated as 'None', or no ability to. The only other external body part a centipede has other than its rings is its head, making it very difficult to actually kill a centipede.

    Diet

    Centipedes are machines, and machines don't need to eat - but they do need some source of power.

    Currently, it is unknown what power source or other source of energy the Centipede uses.

    Body Parts (Summary)

    Centipedes are actually very simplistic and robust in design, with not that many parts overall. Their obvious weakness is that they're able to be severed in two, rapidly reducing their ability to move (which may eventually kill them).

    • Note: Centipedes have a health scale of 2.0 - meaning their parts have twice the health of body parts listed in the files.
  • Body Part Name Health (× Health Scale) Base Health Quantity Coverage (per part)[1] Group Function / Required for following System Effect if Destroyed/Removed
    First Body Ring 200 100 1 ? Core Part Functioning in general Machine Failure
    Mechanical Head 60 30 1 8.0% Head Houses Artificial Brain, Sensors Machine Failure
    Artificial Brain 60 30 1 20% Inside Head Data processing Machine Failure
    Sight Sensor 20 10 2 15% Head Sight Loss of sight/Blindness
    Hearing Sensor 20 10 2 5.0% Head Hearing Loss of hearing/Deafness
    Smell Sensor 20 10 1 10% Head - -
    Second Body Ring 170 85 1 75% Inside first ring Moving, Manipulation Loss of moving/manipulation ability
    Third Body Ring 140 70 1 80% Inside second ring Moving, Manipulation Loss of moving/manipulation ability
    Fourth Body Ring 110 55 1 75% Inside third ring Moving, Manipulation Loss of moving/manipulation ability
    Fifth Body Ring 80 40 1 66% Inside fourth ring Moving, Manipulation Loss of moving/manipulation ability
    Sixth Body Ring 200 100 1 50% Inside fifth ring Moving, Manipulation Loss of moving/manipulation ability
    1. 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.

    Version History