Scyther

From RimWorld Wiki
Jump to navigation Jump to search

Scyther

Scyther

Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but they mostly use their two arm blades to lop off limbs or gut their victims alive.

Base Stats

Type
Mechanoid
Market Value
1200 Silver

Mechanoid

Bandwidth Cost
2

Armor

Armor - Sharp
40%
Armor - Blunt
20%
Armor - Heat
200%

Pawn Stats

Combat Power
150
Move Speed
4.7 c/s
Health Scale
132% HP
Body Size
1
Mass
60 kg
Pack Capacity
35 kg
Carrying Capacity
75
Filth Rate
1
Life Expectancy
2500 years
Toxic Resistance
100%
Toxic Environment Resistance
100%
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack 1
Left blade
20 dmg (Cut)
30 % AP
2 second cooldown
Attack 2
Left blade
20 dmg (Stab)
30 % AP
2 second cooldown
Attack 3
Right blade
20 dmg (Cut)
30 % AP
2 second cooldown
Attack 4
Right blade
20 dmg (Stab)
30 % AP
2 second cooldown
Attack 5
Head
9 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor
Average DPS
6.2

Creation

Crafted At
Large mech gestator
Required Research
Standard mechtech
Gestation Cycles
2
Resources to make
Steel 75 + Plasteel 75 + Component 4 + Standard subcore 1

Scythers are fast-moving mechanoids that are powerful in melee.

Acquisition[edit]

Scythers 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 Steel 75 Steel, Plasteel 75 Plasteel, Component 4 Components, Standard subcore 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 scythers can also be resurrected at the large mech gestator using the "Resurrect medium mechanoid" bill. This requires the corpse of the friendly Scyther, Steel 50 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.

Summary[edit]

As mechanoids, every scyther 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 scythers may be shredded at the machining table or crafting spot for Steel 15 steel, though these values are affected by mechanoid shredding efficiency as well as missing parts on the scyther.

As an enemy[edit]

Scythers have no fear for their life, and will charge directly at colonists without regard to cover. As part of a raid, scythers will go ahead. But mechanoids part of a stationary threat, like a psychic ship, will only chase if a colonist continues to be within a certain radius.

Mechanoids can raid the player's base through events, and are found in most poison ships, psychic ships, and mech clustersContent added by the Royalty DLC. Scythers are often supported by heavier mechanoids like centipedes, but will charge ahead without letting them catch up.

As an ally[edit]

Mechs under player control require power: scythers 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.

Combat[edit]

Scythers are never equipped with any weapons, and instead exclusively use their body part attacks.

Scythers have a 62% melee hit chance, equivalent to a pawn with a Melee skill of 4.

Analysis[edit]

As an enemy[edit]

Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious. Melee fighters are essential in guarding against scythers, being able to 'peel' them off from more vulnerable allies. Even then, a scyther's blades can often result in permanent scars and even cut off limbs.

Scythers are vulnerable to spike traps, being more readily lured into them due to their melee nature.

As an ally[edit]

Scythers are one of the few melee-focused mechanoids that a mechanitor can control, and much faster than a tunneler. Mechanoids are much more disposable than other pawns engaging in melee: they are immune to pain, are slightly faster than an ordinary pawn, tend to remain fast after damage due to said pain immunity, and can repair "permanent" injuries or be resurrected for a fairly cheap cost.

Most pawns with a ranged weapon are unable to fire once engaged with melee combat. This makes scythers great at targeting specific, deadly threats in the back, like frag grenades and sniper rifles. This also makes them helpful against enemy centipedes, assuming your other colonists can dish out firepower. Against the diabolus or war queen, a mere scyther won't stop their ranged attacks, but the former's flame burst has no effect against machines. Against other mechanoids, watch out when using EMP. However, it's generally worth stunning your scyther in order to stun a centipede in the process.

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 52.8 1 100% 2% N/A[4] Ex.png - Death
Will never take permanent injury
Neck 39.6 1 10% 2% Thorax Ex.png Communication Death
Will never take permanent injury
Head 39.6 1 80% 2.7% Neck Ex.png - Death
Will never take permanent injury
Artificial Brain 13.2 1 10% 0.8% Head Check.png Data Processing Death
Will never take permanent injury
Sight Sensor 13.2 2 13% 1% Head Ex.png Sight −25% Sight. −100% if both lost.
Will never take permanent injury
Hearing Sensor 13.2 2 10% 0.8% Head Ex.png Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury
Chemical Analyzer 13.2 1 10% 0.8% Head Ex.png - Will never take permanent injury
Mechanical Shoulder 33 2 17% 2.5% Thorax Ex.png Manipulation −50% Manipulation.
Will never take permanent injury
Arm 39.6 2 85% 7.2% Mechanical Shoulder Ex.png Manipulation −50% Manipulation.
Will never take permanent injury
Blade 26.4 2 30% 4.3% Arm Ex.png - Will never take permanent injury
Hand 26.4 2 20% 1.2% Arm Ex.png Manipulation −50% Manipulation.
Will never take permanent injury
Finger 9.24 8 15% 0.43% Hand Ex.png Manipulation −10% Manipulation.
Will never take permanent injury
Leg 39.6 2 20% 16% Thorax Ex.png Moving −50% Moving.
Will never take permanent injury
Foot 26.4 2 20% 4% Leg Ex.png Moving −50% Moving.
Will never take permanent injury
Reactor 26.4 1 6% 6% Thorax Check.png Power Generation Death
Will never take permanent injury
Fluid Reprocessor 19.8 2 4% 4% Thorax Check.png Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
Will never take permanent injury
  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'.

Armor[edit]

Armor

Attack table

  • Scyther Scyther
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 10
    (6.2)
    - - 30% -
    Left blade
    (Cut)
    10
    (6.2)
    20 2s 30% 25%
    Left blade
    (Stab)
    10
    (6.2)
    20 2s 30% 25%
    Right blade
    (Cut)
    10
    (6.2)
    20 2s 30% 25%
    Right blade
    (Stab)
    10
    (6.2)
    20 2s 30% 25%
    Head
    (Blunt)
    4.5
    (2.79)
    9 2s 13% 0%
    1. 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.
    2. Assuming a melee hit chance of 62%
    3. Chance for attack to be selected. It may change depending on the melee verbs available to the pawn.

    Trivia[edit]

    Scythers have a unique slashing sound when they use their melee attacks.

    Gallery[edit]

    Version history[edit]

    • 0.5.492 - Added.
    • Beta 19 - Scythers, who could previously use melee or wield charge lances, were split into scythers and lancers. Downed scythers can no longer be be salvaged through a medical operation to obtain their blades if they are intact after the battle.
    • Beta 19/1.0 - Now dies when downed.
    • ? - Fix typo in description. Description changed from "[...] but their mostly use two arm blades [...]" changed to "[...] but they mostly use their two arm blades [...]".
    • Biotech DLC Release - Introduced ability to create and control scythers.