Mech low-shield
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
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Mech low-shield
A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.
Base Stats
- Type
- Building – Mechanoid cluster
- Beauty
- -20
- HP
- 200
- Flammability
- 0%
- Path Cost
- 50 (21%)
Building
- Size
- 1 × 1
- Placeable
- False
- Passability
- pass through only
- Cover Effectiveness
- 75%
- Blocks Wind
- True
Creation
Mech low-shields are Mechanoid cluster buildings added by the Royalty DLC. It blocks incoming projectiles in a 20-tile radius around them. Upon being hit by an EMP, it is disabled for 1,080 ticks (18 secs). Every 10 days, it goes down to charge for 1 day.
Acquisition[edit]
Mech low-shields can arrive as a component of mechanoid clusters. Mech low-shields cannot be acquired for player use, and shutdown when the cluster is defeated.
Summary[edit]
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Mech low-shields can arrive as parts of a mechanoid cluster. Upon landing, they will begin projecting a shield, with a radius of 20 cells, that stops all incoming ground-level fire from passing into the bubble, and detonating explosive projectiles at the point of impact with the shield radius. In contrast to the otherwise similar Skipshield psycast, which prevents all incoming and outgoing projectiles, the low-shield does not prevent pawns inside from firing out. Also note that this only applies to ground-level fire, i.e. fire from ranged weapons carried by all types of pawn and turrets, including grenades that cross the boundary of the shield. Fire from mortars, orbital bombardment, or aerodrone strikes or salvos will not be blocked by the shield, nor will explosions crossing the boundary including those from intercepted projectiles. The mech low-shield will also not intercept fire from mechanoids or mechanoid turrets, even if they are on the outside of the shield radius.
Low-shields will continuously project their shield without material or power requirements from the cluster. Every 10 days, the shield projector will be disabled for a 24 hour charge cycle. The projector will automatically re-enable itself after the charge cycle is complete. Once the cluster is defeated, they will be permanently disabled.
Low-shields will be disabled when the shield intercepts a projectile that deals EMP damage or when EMP damage from any source is dealt to the emitter itself. Projectiles that the shield type does not stop, such as EMP shells, will not have any effect when crossing the shield, nor does an EMP's area of effect overlapping with the projected shield - a projectile must be intercepted or the EMP damage must be dealt to the structure itself. The shield will be disabled for 1,080 ticks (18 secs) when hit by an EMP from any source.[Scale with EMP damage?] EMPing a mech low-shield will not wake up a dormant mech cluster.[Verify]
Low-shields will continuously project their shield without material or power requirements from the cluster. Every 10 days, the shield projector will be disabled for a 24 hour charge cycle. The projector will automatically re-enable itself after the charge cycle is complete. Once the cluster is defeated, they will be permanently disabled.
When deconstructed, they are a valuable source of shield cores needed to create low-shield packs.
They not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type.
Analysis[edit]
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Countering[edit]
Low shields can be countered fairly easily by throwing EMP grenades or firing an EMP launcher at the shield border. Each time the shield intercepts an EMP grenade or projectile, it will be disabled for 1,080 ticks (18 secs). Disabling the shield will allow pawns to engage targets inside the shield's radius without the shield intercepting their projectiles.
Low shields can also be countered by ordering pawns to enter the radius of the shield. Projectiles fired from inside the shield boundary will not be intercepted. Once inside the shield boundary, the emitter itself is also vulnerable to EMP explosions. EMP grenades thrown inside the shield boundary will explode normally, and if the explosion hits the emitter, the shield will be disabled.
Exploiting[edit]
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Doesn't work against mechanoids, it doesn't matter if they are from another mech cluster:
Version history[edit]
- 1.1.2575 - Implement mech shield generator charge cycle. Shields now go down for a random day every 10 days. Now shuts down when the cluster is defeated.
- 1.2.2753 - Renamed from bullet shield to mech low-shield.
- 1.4.3523 - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.
See also[edit]
- Skipshield - A 6th level psycast with that stops all incoming and outgoing ground-level ranged attacks in a smaller radius and short duration
- Low-shield pack - a utility item that stops all incoming ground-level ranged attacks in a smaller radius and short duration
- Mech high-shield - a mechanoid cluster building that produces a similar effect in size and duration, but tuned to mortar rounds, orbital bombardments, and aerodrone strikes only.