Shard shock lance
| This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Shard shock lance
A limited-use psychic effector. It shocks the target's mind with chaotic images, blocking coherent perception and dropping them into a state of psychic shock. There is a risk of brain damage. This shock lance was crafted from a broken shard of dark archotechnology. It has a shorter range than its non-shard based counterpart and it requires line of sight.
Base Stats
- Tech Level
- Archotech
- Mass
- 0.7 kg
- Beauty
- -3
- HP
- 60
- Flammability
- 100%
Apparel
- Clothing For Nudity
- False
- Coverage
- Waist
- Layer
- Belt
- Lifestage
- Adult
- Equip Delay
- 60 ticks (1 sec)
Ranged Combat
- Warm-Up
- 144 ticks (2.4 secs)
- Range
- 16.9 tile(s)
Creation
- Required Research
- Insanity weaponry
- Skill Required
- Crafting 4
- Work To Make
- 18,000 ticks (5 mins)
- Work Speed Stat
- General Labor Speed
- defName
- Apparel_ShardPsychicShockLance
- thingCategories
- ApparelUtility
- thingSetMakerTags
- RewardStandardLowFreq
- tradeTags
- UtilitySpecial
The shard shock lance is a two-use artifact that can be equipped by pawns in the Utility slot and manually activated to inflict psychic shock on a target, rendering them unconscious.
The shard shock lance is largely identically to the psychic shock lance, but craftable and shorter ranged.
Acquisition[edit]
Shard shock lances can be crafted at a bioferrite shaper once the Insanity weaponry research project has been completed. Note that this research requires dark study to unlock. Each requires
1 Shard,
60 Bioferrite, 18,000 ticks (5 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 4.
Summary[edit]
When equipped, a shard shock lance is worn in the waist utility slot. Pawns that are incapable of violence can equip, but not use, the lance. Once the wearer is drafted, it can be manually activated by the player to target a pawn within 16.9 tiles and within line of sight. The lance has 2 charges and cannot be recharged - when both charges are expended, the item disappears completely and no resources can be salvaged from it.
After a 144 ticks (2.4 secs) warm-up, the target will immediately be affected by psychic shock, setting their consciousness to a maximum of 10% and rendering them unconscious and downed. The warmup time before firing is affected by the Aiming Time stat of the wearer. This shock lasts for 7,500 ticks (2.08 mins). There is also a 30% chance that the target will be set on fire and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the difficulty settings.
Pawns with 0% psychic sensitivity, such as those with the psychically deaf trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. The three mechanoid commanders
and the dreadmeld are also immune to psychic lances.
If used on a non-hostile faction's pawn, it will decrease goodwill with that faction by −200 points.
Like all utility items, a shard shock lance is treated largely like any piece of apparel, however some exceptions exist. Utility items are worn on the waist and are mutually exclusive only with each other, regardless of the layer or coverage of other apparel worn. Additionally, utility items never become tainted, deteriorate from being worn, or inflict a worn-out or tattered mood debuff when damaged.
Analysis[edit]
| This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Analysis - needs basic analysis (even if largely copied from psychic shock lance), general value proposition (e.g. is it worth a shard, worth researching, etc) AND a comparison to base lance. |
Another potential option is to use this along with the provoke pit gate psychic ritual to obtain a reliable source of bulbfreaks for containment, offering a massive bioferrite yeild of 7/day each at the cost of requiring 75 containment strength and being extremely fragile, meaning they could easily be killed on accident if not careful, especially during an entity escape. This can be done by searching for roaming bulbfreaks inside the pit gate, or attempting to stun the bulbfreak that spawns from the dreadmeld on death. This is on top of the dreadmeld dropping three shards upon death than can be used for even more Shard shock lances or any other uses, along with whatever other treasure and minerals can be obtained from within the pit gate. It is worth noting that this may potentially require both charges per bulbfreak depending how far away the bulbfreak is from the exit to the pit gate and the distance between the pit gate entrance and the containment area. This, however, can be partially mitigated by baiting the bulbfreak closer to the exit before shocking it. [Verify]
Version history[edit]
- Anomaly DLC Release - Added.
