Scimitar cat
| This article relates to content added by Odyssey (DLC). Please note that it will not be present without the DLC enabled. |
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
- 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
182 scimitar cat meat- Leather Yield
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
- 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.
Analysis[edit]
Scimitar cats are fairly dangerous predators and slightly above average combat tames. With the exact same melee verbs and DPS as cougars with which they share a habitat, but significantly faster at 6 c/s vs. 5 c/s, and durable at 150% vs. 130% health scale, they are more likely to survive combat and well worth the additional food cost.
The issue comes when comparing them to the better pack tames like grizzly bears and wargs, which both have superior DPS. The bear combines this with a massively superior health scale and a similar wildness, while the warg is slightly more fragile than the cat but breeds 70% faster and is significantly easier to tame and train.
As such, the scimitar cat tends to be replaced by the midgame, even in combat animal focused colonies.
Wild scimitar cats should be hunted to prevent them predating upon your colonists and livestock, as once angered they are difficult to escape. Their fur also makes for decently protective and beautiful items with excellent heat insulation. The utility of this heat insulation in the biome in which the scimitar cat appears is minimal however.
Training[edit]
This animal can be trained as follows:
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*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] | - | Death | |
| Tail | 15 | 1 | 7% | 7% | Body | - | - | |
| Spine | 37.5 | 1 | 3% | 3% | Body | Moving |
−100% Moving[5] | |
| Stomach | 30 | 1 | 3% | 3% | Body | Digestion |
−50% Digestion | |
| Heart | 22.5 | 1 | 3% | 3% | Body | Blood Pumping |
Death | |
| Lung | 22.5 | 2 | 3% | 3% | Body | Breathing |
−50% Breathing. Death if both lost. | |
| Kidney | 22.5 | 2 | 3% | 3% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost. | |
| Liver | 30 | 1 | 3% | 3% | Body | Digestion |
Death | |
| Neck | 37.5 | 1 | 20% | 5% | Body | Eating Talking Breathing |
Death | |
| Head | 37.5 | 1 | 75% | 2.25% | Neck | - | Death | |
| Skull | 37.5 | 1 | 25% | 1.125% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
| Brain | 15 | 1 | 70% | 2.625% | Skull | Consciousness |
Death Damage always results in scarring. | |
| Eye | 15 | 2 | 12% | 1.8% | Head | 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 | Hearing |
−25% Hearing. −100% if both lost. | |
| Nose | 15 | 1 | 10% | 1.5% | Head | - | - | |
| AnimalJaw | 15 | 1 | 10% | 1.5% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
| Front Leg | 45 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack.[6] | |
| Front Paw | 15 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack. | |
| Rear Leg | 45 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. | |
| Rear Paw | 15 | 2 | 15% | 1.05% | Rear Leg | Moving |
−25% Moving. −50% if both lost. |
- ↑ 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'.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Scratch attack that varies from animal to animal. Each front paw allows one attack.
Attack table
| Attack (Damage type) |
DPS[1] (Post Hit Chance)[2] |
Dam. | Cool. | AP | Selection chance[3] | |
|---|---|---|---|---|---|---|
| Average | 7.54 (4.67) |
- | - | 18% | - | |
| Front left paw (Scratch) |
7.33 (4.55) |
11 | 1.5s | 16% | 37.5% | |
| Front right paw (Scratch) |
7.33 (4.55) |
11 | 1.5s | 16% | 37.5% | |
| Teeth (Bite) |
8 (4.96) |
16 | 2s | 24% | 25% | |
| Head (Blunt) |
4.5 (2.79) |
9 | 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.
Gallery[edit]
Version history[edit]
- Odyssey DLC Release - Added.
