Armadillo

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Armadillo

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
Market Value
100 Silver
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
Armadillo meat 56 armadillo meat
Leather Yield
Armadillo leather 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
Technical
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]

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Training[edit]

This animal can be trained as follows:

Obedience.png Guard:  Ex.png
Release.png Attack:  Ex.png
Rescue.png Rescue:  Ex.png
Haul animal.png Haul:  Ex.png

*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 Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 20 1 100% 26% N/A[4] Ex.png - Death
Spine 12.5 1 3% 3.0% Body Check.png Moving
−100% Moving[5]
Stomach 10 1 3% 3.0% Body Check.png Digestion
−50% Digestion
Heart 7.5 1 3% 3.0% Body Check.png Blood Pumping
Death
Lung 7.5 2 3% 3.0% Body Check.png Breathing
−50% Breathing. Death if both lost
Kidney 7.5 2 3% 3.0% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Liver 10 1 3% 3.0% Body Check.png Digestion
Death
Neck 12.5 1 22% 22% Body Ex.png Eating
Talking
Breathing
Death
Head 12.5 1 75% 9.9% Neck Ex.png - Death
Skull 12.5 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 5 1 70% 2.8875% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 5 2 12% 0.495% Head Ex.png 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 Ex.png Hearing
−25% Hearing. −100% if both lost.
−15 Disfigured Social penalty
Nose 5 1 10% 0.4125% Head Ex.png - −15 Disfigured Social penalty
AnimalJaw 5 1 10% 0.4125% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 15 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack[6]
Front Paw 5 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 15 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost
Rear Paw 5 2 15% 1.05% Rear Leg Ex.png Moving
−25% Moving. −50% if both lost
  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'.
  5. If Moving drops below 16% a pawn cannot move.
  6. A Scratch attack that varies from animal to animal. Each front paw allows one attack.

Armor[edit]

Armor

Attack table

  • Armadillo Armadillo
    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%
    1. 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.
    2. Assuming a melee hit chance of 62%
    3. Chance for attack to be selected. It may change depending on the melee verbs available to the pawn.

    Gallery[edit]

    Version history[edit]