Cyclops
| This article relates to content added by Odyssey (DLC). Please note that it will not be present without the DLC enabled. |
Cyclops
A front-line combat mechanoid named for its large optical array. The cyclops specializes in counter-shield attacks. It takes a long time to lock onto a target, but once locked on, it fires a near endless barrage of shield-piercing beams.
Base Stats
- Type
- Mechanoid
Mechanoid
- Bandwidth Cost
- 2
Armor
- Armor - Sharp
- 40%
- Armor - Blunt
- 20%
- Armor - Heat
- 200%
Pawn Stats
- Combat Power
- 110
- Move Speed
- 4.5 c/s
- Health Scale
- 90% HP
- Body Size
- 1
- Mass
- 60 kg
- Pack Capacity
- 35 kg
- Carrying Capacity
- 75
- Filth Rate
- 1
- Life Expectancy
- 2500 years
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack 1
- Front left leg
12 dmg (Blunt)
18 % AP
2 second cooldown - Attack 2
- Front right leg
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
- 3.72
Creation
- Required Research
- Standard mechtech
- Gestation Cycles
- 2
- weaponTags
- WeaponBeamRepeater
Cyclopes a type of mechanoid added by the Odyssey DLC.
Acquisition[edit]
| This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Cyclopes can be gestated by a mechanitor at a large mech gestator once the Standard mechtech research project has been completed. Note that this research requires a signal chip to unlock. Each requires
120 Steel,
40 Plasteel,
5 Components,
1 Standard subcore and 2 gestation cycles taking 1,800 ticks (30 secs) each to initiate and lasting a duration dependent on the Mech Gestation Speed of the mechanitor. They take up 2 bandwidth from their linked mechanitor.
Dead, friendly cyclopss can also be resurrected at the large mech gestator using the "Resurrect medium mechanoid" bill. This requires the corpse of the friendly Cyclops,
50 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.
Summary[edit]
As mechanoids, every cyclops 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, have no mood and do not feel pain. They do not seek cover in combat. 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 cyclopes may be shredded at a machining table or crafting spot for
15 steel, though these values are affected by mechanoid shredding efficiency as well as any missing parts on the cyclops.
Mechs under player control
require power: cyclopes 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 (400W), for 50% power/day, creating 10 wastepacks whenever the recharger's waste is filled up.
As an enemy[edit]
Cyclopes march into position towards the front lines with their moderately short range until they have a clear line of sight with a pawn or turret, and will then fire their weapon. If their target is downed, they will keep firing until all shots of the burst were shot, meaning a downed entity could take a few extra hits after being downed. The Cyclopes will, however, stop shooting immediately if their target is destroyed or killed, if their target leaves their range, or if their line of sight is blocked.
Combat[edit]
Cyclopes are always equipped with a beam repeater of Normal quality. See the beam repeater page for further information.
Cyclopes have a 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]
As an enemy[edit]
Alone, a Cyclops doesn't pose much of a threat. Its very long aiming time of 240 ticks (4 secs) and cooldown of 180 ticks (3 secs) mean a pawn wielding a regular firearm such as a heavy SMG, an assault rifle, or any gun with a relatively short shooting cycle has the time to fire and leave the Cyclops' range before it can fire on your pawns, making it an easy target to kite.
In a group of mechanoids, or if kiting is not possible, a single burst of a Cyclops can cause tremendous damage and pain to pawns that do not have reliable armor against heat attacks or cover, adding 6% pain for every wound. Since Cyclopes are not as inaccurate as centipedes, they are more than capable of downing an unprotected pawn in a single burst of their beam repeater. Their health, being the same as a Pikeman's, combined with their shorter reach make Cyclopes relatively frail and easy to take down.
Should you encounter Cyclopes, consider kiting them if possible, take cover, and take them down before they get in a troublesome position. If you do not allow them to fire, they pose little threat to your pawns.
Uniquely, the beam repeater dealing less damage to buildings may give them trouble when taking down turrets is required, as they only deal 40% of their usual damage on passable structures.
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. |
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The Cyclops' weapon is identical to the human-equippable beam repeater, which is favorable against humans equipped with heavy armor and shields. However, it is ineffective against hostile mechanoids.
Health[edit]
Body parts[edit]
The body part table is collapsed due to length. Expand to view.
| Body Part Name | Health | Quantity | Coverage[1] | Target Chance[2] | Subpart of | Internal | Capacity[3] | Effect if Destroyed/Removed |
|---|---|---|---|---|---|---|---|---|
| Thorax | 36 | 1 | 100% | 4% | N/A[4] | - | Death Will never take permanent injury | |
| Neck | 27 | 1 | 10% | 2% | Thorax | Communication | Death Will never take permanent injury | |
| Head | 27 | 1 | 80% | 2.7% | Neck | - | Death Will never take permanent injury | |
| Artificial Brain | 9 | 1 | 10% | 0.8% | Head | Data Processing | Death Will never take permanent injury | |
| Sight Sensor | 9 | 2 | 20% | 1.6% | Head | Sight | −25% Sight. −100% if both lost. Will never take permanent injury | |
| Hearing Sensor | 9 | 2 | 5% | 0.4% | Head | Hearing | −25% Hearing. −100% if both lost. Will never take permanent injury | |
| Chemical Analyzer | 9 | 1 | 6% | 0.48% | Head | - | Will never take permanent injury | |
| Leg | 27 | 4 | 18% | 9% | Thorax | Moving | −25% Moving. Will never take permanent injury | |
| Foot | 18 | 4 | 50% | 9% | Leg | Moving | −25% Moving. Will never take permanent injury | |
| Reactor | 18 | 1 | 6% | 6% | Thorax | Power Generation | Death Will never take permanent injury | |
| Fluid Reprocessor | 13.5 | 2 | 4% | 4% | Thorax | Fluid Reprocessing | Death if both lost −50% Fluid reprocessing 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'.
Armor[edit]
| Armor |
|---|
Attack table
Melee
| Attack (Damage type) |
DPS[1] (Post Hit Chance)[2] |
Dam. | Cool. | AP | Selection chance[3] | |
|---|---|---|---|---|---|---|
| Average | 5.55 (3.44) |
- | - | 18% | - | |
| Stock (Blunt) |
4.5 (2.79) |
11.7 | 2.6s | 18% | 25% | |
| Front left leg (Blunt) |
6 (3.72) |
12 | 2s | 18% | 37.5% | |
| Front right leg (Blunt) |
6 (3.72) |
12 | 2s | 18% | 37.5% | |
| Head (Blunt) |
4.25 (2.64) |
8.5 | 2s | 13% | 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.
Trivia[edit]
The cyclops, Polyphemus, plays a pivotal role in Homer's Odyssey, the epic of ancient Greek literature from which the name of the DLC that added this mechanoid comes.
Gallery[edit]
Version history[edit]
- Odyssey DLC Release - Added.
