Scimitar cat

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Scimitar cat

Scimitar cat

A bioengineered predator that resembles its long-extinct namesake. Originally bred to populate iceworld hunting reserves, these animals are now common pets among glitterworld socialites. Their ferocity should not be underestimated.

Base Stats

Type
Animal
Market Value
500 Silver
Flammability
70%

Pawn Stats

Combat Power
120
Move Speed
6 c/s
Health Scale
150% HP
Body Size
1.3
Mass - Baby
15.6 kg
Mass - Juvenile
39 kg
Mass - Adult
78 kg
Carrying Capacity
97
Filth Rate
2
Hunger Rate
0.42 Nutrition/Day
Diet
carnivorous, ovivorous
Life Expectancy
13 years
Coastal Animal
false
Manhunter Chance
100%
Manhunter Chance (Taming)
40%
Trainable Intelligence
Advanced
Available Training
Guard, Attack, Rescue, Haul
Wildness
80%
Minimum Handling Skill
8
Mate Interval
12 hours
Maturity Age
0.5 years (30 days)
Juvenile Age
0.25 years (15 days)
Toxic Resistance
50%
Toxic Environment Resistance
0%
Comfortable Temp Range
-40 °C – 40 °C (-40 °F – 104 °F)

Production

Meat Yield
Scimitar cat meat 182 scimitar cat meat
Leather Yield
Panthera fur 52 panthera fur
Gestation Period
10 days
Offspring Per Birth
1

Melee Combat

Attack 1
Front left paw
11 dmg (Scratch)
16 % AP
1.5 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
Front right paw
11 dmg (Scratch)
16 % AP
1.5 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 3
Teeth
16 dmg (Bite)
24 % AP
2 second cooldown
0.7 chance factor
Stun for 280 ticks (4.67 secs) on first strike
Attack 4
Head
9 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor
Average DPS
4.6748
Technical
tradeTags
AnimalUncommon, AnimalFighter


A Scimitar cat is an animal added by the Odyssey DLC.

Acquisition[edit]

Scimitar cats can be found in glacial plains. They can either be tamed by a handler or self-tame in a random event.

Scimitar cats can be bought and sold in other faction bases and from exotic goods traders. Scimitar cats purchased from traders will be already tamed.

Summary[edit]

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Analysis[edit]

Compared to panther: Faster (5 c/s vs 6 c/s), slightly more durable, but the exact same attacks and eats more

Training[edit]

This animal can be trained as follows:

Obedience.png Guard:  Check.png
Release.png Attack:  Check.png
Rescue.png Rescue:  Check.png
Haul animal.png Haul:  Check.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]

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 60 1 100% 21% N/A[4] Ex.png - Death
Tail 15 1 7% 7% Body Ex.png - -
Spine 37.5 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 30 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 22.5 1 3% 3% Body Check.png Blood Pumping
Death
Lung 22.5 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 22.5 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 30 1 3% 3% Body Check.png Digestion
Death
Neck 37.5 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 37.5 1 75% 2.25% Neck Ex.png - Death
Skull 37.5 1 25% 1.125% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 15 1 70% 2.625% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 15 2 12% 1.8% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 18 2 8% 1.2% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 15 1 10% 1.5% Head Ex.png - -
AnimalJaw 15 1 10% 1.5% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 45 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.[6]
Front Paw 15 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.
Rear Leg 45 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Paw 15 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.

Gallery[edit]

Version history[edit]