Armadillo
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Armadillo
A small mammal with leathery armor all over its body. It is surprisingly quick for a creature with such stubby legs.
Base Stats
- Type
- Animal
- Flammability
- 70%
Armor
- Armor - Sharp
- 35%
- Armor - Blunt
- 15%
Pawn Stats
- Combat Power
- 50
- Move Speed
- 4 c/s
- Health Scale
- 50% HP
- Body Size
- 0.4
- Mass - Baby
- 1.92 kg
- Mass - Juvenile
- 12 kg
- Mass - Adult
- 24 kg
- Carrying Capacity
- 30
- Filth Rate
- 1
- Hunger Rate
- 0.32 Nutrition/Day
- Diet
- omnivorous grazer
- Life Expectancy
- 14 years
- Coastal Animal
- false
- Manhunter Chance
- 0%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- None
- Wildness
- 75%
- Minimum Handling Skill
- 8
- Mate Interval
- 12 hours
- Maturity Age
- 0.222 years (13.3 days)
- Juvenile Age
- 0.1 years (6 days)
- Toxic Resistance
- 50%
- Toxic Environment Resistance
- 0%
- Comfortable Temp Range
- -10 °C – 55 °C (14 °F – 131 °F)
Production
- Meat Yield
56 armadillo meat- Leather Yield
22 armadillo leather- Gestation Period
- 5.661 days
- Offspring Per Birth
- 1-2 (1.60 avg)
Melee Combat
- Attack 1
- Left claw
4 dmg (Scratch)
6 % AP
1.5 second cooldown - Attack 2
- Right claw
4 dmg (Scratch)
6 % AP
1.5 second cooldown - Attack 3
- Teeth
7 dmg (Bite)
10 % AP
2 second cooldown
0.7 chance factor - Attack 4
- Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 1.86
- tradeTags
- AnimalUncommon
An armadillo is a small armored animal added by the Odyssey DLC.
Acquisition[edit]
Armadillos can be found in arid shrublands, and deserts. They can either be tamed by a handler or self-tame in a random event.
Armadillos can be bought and sold in other faction bases and from exotic goods traders. Armadillos purchased from traders will be already tamed.
Summary[edit]
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Analysis[edit]
As colony animals, armadillos are somewhat comparable to rats. Both have short gestation time and fast growth rates, and are not pen animals, but have no trainability- relegating them to use as cannon fodder via zoning. Like rats, armadillos can eat almost anything, including raider corpses. Compared to rats, however, armadillos are harder to tame (as well as much harder to find) and have higher wildness, meaning they will require more frequent colonist work. They eat about twice as much as a rat, as well, but due to having twice the health and substantial armor, their role as a defensive animal is much greater, and they produce nearly twice the meat and a much more useful leather when butchered. Larger (and more trainable) animals like elephants will outshine armadillos in combat and other uses, and devilstrand is a superior textile to armadillo leather, though, so the armadillo's overall utility is limited. A colony in a desert where food and arable land is scarce may be able to take better advantage of their diverse diet by feeding them raider corpses/insect meat/kibble rather than trying to manage large animals and devilstrand production, but in regions with better growing conditions or cold winters, armadillos will be a novelty at best.
Training[edit]
This animal can be trained as follows:
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*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.
Health[edit]
Body parts[edit]
The body part table is collapsed due to length. Expand to view.
| Part Name | HP | N° | C[1] | TC[2] | Subpart of | Internal | Capacity[3] | Effect if Destroyed/Removed |
|---|---|---|---|---|---|---|---|---|
| Body | 20 | 1 | 100% | 26% | N/A[4] | - | Death | |
| Spine | 12.5 | 1 | 3% | 3.0% | Body | Moving |
−100% Moving[5] | |
| Stomach | 10 | 1 | 3% | 3.0% | Body | Digestion |
−50% Digestion | |
| Heart | 7.5 | 1 | 3% | 3.0% | Body | Blood Pumping |
Death | |
| Lung | 7.5 | 2 | 3% | 3.0% | Body | Breathing |
−50% Breathing. Death if both lost | |
| Kidney | 7.5 | 2 | 3% | 3.0% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost | |
| Liver | 10 | 1 | 3% | 3.0% | Body | Digestion |
Death | |
| Neck | 12.5 | 1 | 22% | 22% | Body | Eating Talking Breathing |
Death | |
| Head | 12.5 | 1 | 75% | 9.9% | Neck | - | Death | |
| Skull | 12.5 | 1 | 25% | 1.2375% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
| Brain | 5 | 1 | 70% | 2.8875% | Skull | Consciousness |
Death Damage always results in scarring. | |
| Eye | 5 | 2 | 12% | 0.495% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
| Ear | 6 | 2 | 8% | 0.33% | Head | Hearing |
−25% Hearing. −100% if both lost. −15 Disfigured opinion penalty | |
| Nose | 5 | 1 | 10% | 0.4125% | Head | - | −15 Disfigured opinion penalty | |
| AnimalJaw | 5 | 1 | 10% | 0.4125% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
| Front Leg | 15 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack[6] | |
| Front Paw | 5 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. | |
| Rear Leg | 15 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost | |
| Rear Paw | 5 | 2 | 15% | 1.05% | Rear Leg | Moving |
−25% Moving. −50% if both lost |
- ↑ 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.
- ↑ 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.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Scratch attack that varies from animal to animal. Each front paw allows one attack.
Armor[edit]
| Armor |
|---|
Attack table
| Attack (Damage type) |
DPS[1] (Post Hit Chance)[2] |
Dam. | Cool. | AP | Selection chance[3] | |
|---|---|---|---|---|---|---|
| Average | 3 (1.86) |
- | - | 7.33% | - | |
| Left claw (Scratch) |
2.67 (1.65) |
4 | 1.5s | 6% | 33.33% | |
| Right claw (Scratch) |
2.67 (1.65) |
4 | 1.5s | 6% | 33.33% | |
| Teeth (Bite) |
3.5 (2.17) |
7 | 2s | 10% | 33.33% | |
| Head (Blunt) |
1.5 (0.93) |
3 | 2s | 4% | 0% | |
- ↑ Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
It may also change depending on the stats and the melee verbs available to the pawn. - ↑ Assuming a melee hit chance of 62%
- ↑ Chance for attack to be selected. It may change depending on the melee verbs available to the pawn.
Gallery[edit]
Version history[edit]
- Odyssey DLC Release - Added.





