Centipede burner
Centipede burner
Heavy combat mechanoids that glide on dozens of tiny legs. Their thick carapace and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Armor
- Armor - Sharp
- 72%
- Armor - Blunt
- 22%
- Armor - Heat
- 200%
Pawn Stats
- Combat Power
- 400
- Move Speed
- 1.9 c/s
- Health Scale
- 432% HP
- Body Size
- 3
- Mass
- 180 kg
- Pack Capacity
- 105 kg
- Carrying Capacity
- 225 kg
- Filth Rate
- 1
- Life Expectancy
- 2,500 years
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack
- Head
17 dmg (Blunt)
25 % AP
2.6 second cooldown - Average DPS
- 4.05
Creation
- Required Research
- High mechtech
- Gestation Cycles
- 6
- weaponTags
- InfernoCannonGun
Centipede burners are a variant of centipede that wield the inferno cannon.
Acquisition[edit]
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Centipede burners can be gestated by a mechanitor at a large mech gestator once the high mechtech research project has been completed. Note that this research requires a powerfocus chip to unlock. Each requires 255 Steel, 255 Plasteel, 8 Components, 1 High subcore and 6 gestation cycles taking 1,800 ticks (30 secs) each to initiate.
Dead, friendly centipede burners can also be resurrected at the large mech gestator using the "Resurrect heavy mechanoid" bill. This requires the corpse of the friendly Centipede burner, 100 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.
Summary[edit]
As mechanoids, centipedes are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks and will "adapt" for 2,200 ticks (36.67 secs), starting from the stun, rendering them immune to further EMP strikes.
Centipedes have a Psychic Sensitivity of 75%, reducing the duration of certain psycasts. However, most other mechanoids have a psychic sensitivity of 50%, making centipedes more vulnerable than their contemporaries.
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[edit]
Centipede burners are always equipped with a inferno cannon. It creates explosions of fire, which can ignite pawns. They are also able to engage in (less effective) melee combat with colonists.
Melee Attacks | Damage Amount | Cooldown |
---|---|---|
Blunt | 11.7 | 2.6 sec |
The inferno cannon has a Forced Miss Radius of 3.5 tiles, where blasts will always land. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.
As an ally[edit]
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Mechs under player control require power: centipedes 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 large mech recharger (constant 400W), for 50% power/day, creating 20 wastepacks whenever the recharger's waste is filled up.
Analysis[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: As an ally. |
Centipede burners are high-tier threats due to the fire they create. Fire causes pawns to run around wildly, ignore orders, and get out of cover, which can all lead to death. Firefoam pop packs are helpful to protect against their attacks.
As mechanoids are not hurt by fire damage, centipede burners are not great targets for psychic insanity lances. However, using one will still take the burner out of combat for an extended time.
Health[edit]
Body parts[edit]
Part Name | Health | Quantity | Coverage[1] | Target Chance[2] | Subpart of | Internal | Capacity[3] | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|---|
First body ring | 194.4 | 1 | 100% | 14% | N/A[4] | Moving Manipulation |
Death −16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Head | 129.6 | 1 | 15% | 8.3% | First body ring | - | Death Will never take permanent injury. | |
Artificial brain | 43.2 | 1 | 5% | 0.75% | Head | Data Processing | Death Will never take permanent injury. | |
Sight sensor | 43.2 | 2 | 8% | 1.2% | Head | Sight | −25% Sight. −100% if both lost. Will never take permanent injury. | |
Hearing sensor | 43.2 | 2 | 8% | 1.2% | Head | Hearing | −25% Hearing. −100% if both lost. Will never take permanent injury. | |
Chemical analyzer | 43.2 | 1 | 8% | 1.2% | Head | - | Will never take permanent injury. | |
Second body ring | 172.8 | 1 | 71% | 11% | First body ring | Moving Manipulation |
Death −16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Reactor | 86.4 | 1 | 5% | 3.6% | Second body ring | Power Generation | Death. Will never take permanent injury. | |
Third body ring | 151.2 | 1 | 80% | 11% | Second body ring | Moving Manipulation |
Death −16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Fluid reprocessor | 64.8 | 1 | 5% | 2.80% | Third body ring | Fluid Reprocessing | Death if both lost −50% Fluid reprocessing Will never take permanent injury | |
Fourth body ring | 129.6 | 1 | 75% | 12% | Third body ring | Moving Manipulation |
−16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Fluid reprocessor | 64.8 | 1 | 6% | 2.60% | Fourth body ring | Fluid Reprocessing | Death if both lost −50% Fluid reprocessing Will never take permanent injury | |
Fifth body ring | 108 | 1 | 66% | 14% | Fourth body ring | Moving Manipulation |
−16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Sixth body ring | 86.4 | 1 | 50% | 14% | Fifth body ring | Moving Manipulation |
−16.6% Moving −16.6% Manipulation Will never take permanent injury |
- ↑ 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'.
Gallery[edit]
Version history[edit]
- 1.4.3523 - The base centipede, which could wield both the charge blaster and inferno cannon, was split into blaster, burner, and gunner.
- Biotech DLC Release - Introduced ability to create and control centipedes.