Mechanoid hive

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Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them.

A Mechanoid Hive is a permanently hostile faction composed entirely of mechanoids, deadly autonomously intelligent robots.

Summary[edit]

All mechanoids from a mech hive are permanently hostile to the colony. They do not eat and are immune to toxic fallout and temperature extremes, despite having a Comfortable Temperature range. As machines, they are vulnerable to EMP attacks, though will "Adapt" for 2,200 ticks (36.67 secs) (regardless of source), making them immune to all further EMP strikes. Hostile mechanoids do not fear for their life, unable to feel pain and will not seek to take cover.

Mechanoids can be found sealed in ancient ruins in all biomes, which 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, psychic ships, and mech clustersContent added by the Royalty DLC. They may sometimes appear dormant in Ancient Complex and guarding any relic with Ideology DLCContent added by the Ideology DLC.

Hostile mechanoids are not bound by power limits. While mechanitors can create their own allied mechanoids in the Biotech DLC Content added by the Biotech DLC, they are unable to tame or convert hostile ones. Friendly mechs may become feral and join a mech hive if left Uncontrolled (such as having too little bandwidth) for too long, and can't be re-converted.

Pawns[edit]

Pawn Groups[edit]

Pawn Groups Commonality Options
Combat: All types 100 15.6% Scyther Scyther
15.6% Pikeman Pikeman
15.6% Lancer Lancer
15.6% Centipede blaster Centipede blaster
31.3% Militor Militor Content added by the Biotech DLC
3.1% Centurion Centurion Content added by the Biotech DLC
1.6% War queen War queen Content added by the Biotech DLC
1.6% Apocriton Apocriton Content added by the Biotech DLC
Combat: Ranged only 80 30.3% Pikeman Pikeman
30.3% Lancer Lancer
15.2% Scorcher Scorcher Content added by the Biotech DLC
15.2% Tesseron Tesseron Content added by the Biotech DLC
6.1% Legionary Legionary Content added by the Biotech DLC
3% Diabolus Diabolus Content added by the Biotech DLC
Combat: Melee only 70 100% Scyther Scyther
Combat: Centipede only 30 50% Centipede blaster Centipede blaster
25% Centipede gunner Centipede gunner
25% Centipede burner Centipede burner
Combat: militor only 30 100% Militor Militor Content added by the Biotech DLC
Combat: breach raids 1 16.4% Pikeman Pikeman
16.4% Scyther Scyther
16.4% Lancer Lancer
16.4% Centipede blaster Centipede blaster
1.6% Termite Termite
32.8% Militor Militor Content added by the Biotech DLC

Pawn Kinds[edit]

  • Pawn Type Combat Power Armor (S/B/H) Weapons Age Range Move Speed Additional Info
    Scyther
    Scyther
    150 40% / 20% / 200% Melee (Blades) Any 4.7 c/s -
    Lancer
    Lancer
    180 40% / 20% / 200% Charge lance Any 4.7 c/s -
    Centipede blaster
    Centipede blaster
    400 72% / 22% / 200% Heavy charge blaster Any 1.9 c/s -
    Centipede burner
    Centipede burner
    400 72% / 22% / 200% Inferno cannon Any 1.9 c/s -
    Centipede gunner
    Centipede gunner
    400 72% / 22% / 200% Minigun Any 1.9 c/s -
    Pikeman
    Pikeman
    110 40% / 20% / 200% Needle gun Any 2.5 c/s -
    Termite
    Termite
    110 56% / 22% / 200% Thump cannon Any 2.1 c/s -
    MilitorContent added by the Biotech DLC
    Militor
    45 20% / 10% / 200% mini-shotgun Any 3.8 c/s -
    LegionaryContent added by the Biotech DLC
    Legionary
    150 40% / 20% / 200% Needle launcher Any 4.3 c/s AoE shield
    TesseronContent added by the Biotech DLC
    Tesseron
    150 40% / 20% / 200% Beam graser Any 4.7 c/s -
    ScorcherContent added by the Biotech DLC
    Scorcher
    75 40% / 20% / 200% Mini-flameblaster Any 4.5 c/s -
    TunnelerContent added by the Biotech DLC
    Tunneler
    250 80% / 40% / 200% Melee (Power claws) Any 1.9 c/s Personal shield
    CenturionContent added by the Biotech DLC
    Centurion
    250 75% / 25% / 200% Charge blaster turret Any 1.6 c/s AoE shield
    DiabolusContent added by the Biotech DLC
    Diabolus
    500 75% / 25% / 200% Hellsphere cannon Any 2.4 c/s Flame burst ability
    War queenContent added by the Biotech DLC
    War queen
    600 75% / 25% / 200% Charge blaster turret Any 1.6 c/s Produces war urchins
    ApocritonContent added by the Biotech DLC
    Apocriton
    600 75% / 40% / 200% Toxic needle gun Any 3.2 c/s Various[Add these]
    War urchinContent added by the Biotech DLC
    War urchin
    10 20% / 10% / 200% Spiner Any 4.2 c/s -
  • Analysis[edit]

    Mechanoid forces are specialized by their unit types, with each unit performing a single role. Basics summaries are available here, see the individual pages for further details and analysis.

    • Scythers - The melee boogeymen of Mechanoids. Fast and extremely dangerous up close, large numbers can and will overwhelm single enemies. Melee blocking, use of chokepoints, and focus fire while they close in are useful tactics. Mechanoid raids consisting entirely of large numbers of scythers are fairly common.
    • Lancer- Armed with charge lances, they have medium range and modest overall DPS. However, their high shot damage presents a modest, but serious risk of one-shot-killing pawns by destroying body parts. Therefore, exposure should be limited and lancers prioritized as threats. Like many non-scythers, melee combat is very effective if a pawn can get close enough.
    • Pikemans - Acting as the sniper, their needle gun doesn't do too much damage. Their main role is to allow mechanoids to engage at range - use bends in chokepoints to force them into range, or simply advance and kill them.
    • Centipedes - Centipedes are tanks and crowd controllers. They are incredibly durable, but rather slow. They can wield heavy charge blasters or miniguns for raw, inaccurate damage, or inferno cannons to light fires and force ignited pawns out of cover. Mortar Fire and melee combat are decent options for actually damaging the centipede due to it's slow movement speed and large size, and avoid bunching against any of their weapons. Alternatively, a psychic insanity lance against a centipede turns a danger into a significant asset, though note that other mechanoids are immune to inferno cannons.
    • Termites - While not particularly dangerous on their own, their thump cannon can destroy most walls in a single shot, leaving your colonists open to damage from other mechanoids. Depending on the exact strategy employed against the raid as a whole, these might be the highest priority, or of negligible concern.
    • MilitorsContent added by the Biotech DLC - A small combat mechanoid armed with a low power, 12 range mini-shotgun. One of the weakest mechanoids, they serve as earlygame threats and support other mechanoids. They can be scary through sheer numbers - large mechanoid raids comprised only of militors occasionally spawn.
    • ScorchersContent added by the Biotech DLC - A mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.
    • LegionarysContent added by the Biotech DLC - A combat support mechanoid with a wide range bullet shield and long-range needle gun. Designed to support other mechanoids from long range, the legionary is vulnerable to anyone who can get inside its shield.
    • TesseronsContent added by the Biotech DLC - A medium-range combat mechanoid. The tesseron's sweeping beam attack pierces shields, ignites pawns, and deals great damage, but can't be fired up close.
    • CenturionsContent added by the Biotech DLC - An incredibly durable ultra-heavy mech, with a large shield capable of defending allies. It also has point-defense turret, which can fire while moving.
    • TunnelersContent added by the Biotech DLC - A large, somewhat durable melee mechanoid with a natural shield and smokepop. While mostly made for mining, some apocriton summon groups will arrive with tunnelers. Does not seem to appear in regular mech raids.
    • DiabolussContent added by the Biotech DLC - An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. It takes time to charge up, but devastates everything including buildings and walls in a large radius. Also has a flame burst for use against nearby foes, and a general purpose turret.
    • War queensContent added by the Biotech DLC - An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small war urchin combat mechs within its massive carapace and deploy them into combat.
    • ApocritonsContent added by the Biotech DLC - A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.

    Trivia[edit]

    • Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above 'Spacer', and the second highest tech level in the game, below 'Transcendent'.

    Version history[edit]