Tornado generator
Tornado generator
An ancient control unit for a network of weather-control satellites. This device has had certain failsafes bypassed; it is capable of causing a massive air current disturbance, which will generate a tornado at a chosen location. The weather network will detect this unauthorized intrusion and lock out the device after use, but the tornado will be left to spend its energy normally.
Base Stats
Apparel
- Clothing For Nudity
- False
- Lifestage
- Adult
- Coverage
- Waist
- Layer
- Belt
- thingSetMakerTags
- SingleUseWeapon, RewardStandardHighFreq
- tradeTags
- ExoticMisc, Clothing
The tornado generator is a powerful single-use utility artifact that forms a tornado at the targeted location upon activation, wreaking havoc around it.
Acquisition[edit]
Tornado generators cannot be crafted. Instead they can only be acquired through trade, found in ancient shrines, and as a reward for performing quests. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to a tornado generator in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the DLC dilute the reward pool with more options.
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: A lot of information is lacking about damage, damage multipliers, damage radii, effects on roofs, speed of tornado etc. See public class Tornado for details.. |
When equipped, a tornado generator is worn in the waist utility slot. Pawns that are incapable of violence can equip, but not use, the generator. Once the wearer is drafted, it can be manually activated by the player to target a tile within 45 tiles and within line of sight. It can be targeted under roofs of all types but the tornado will deal no damage to targets under overhead mountain.
After a 3s warm-up, a tornado will be created which will move about the map randomly before dissipating between 2,700 ticks (45 secs) and 10,080 ticks (2.8 mins) later. The warmup time before firing is affected by the Aiming Time stat of the wearer. Tornado will hurt units [Investigation Needed] in its proximity over time.
The generator cannot be recharged or refueled - once its single charge is expended, the item is completely destroyed.
Like all utility items, a tornado generator 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: Missing value proposition by itself and compared to other superweapons, deployment (e.g. wear it all the time, swap it for what, who its worth using on, take it on caravans? etc. |
Due to its random nature and its slow speed it is not very effective against non stationary targets. Its best use is against enemy bases, enemy sieges or Mechanoid clusters . Over all, this is a very weak and unpredictable super weapon - a doomsday rocket would be preferable in just about every scenario.
Additionally, with a potentially long duration, the tornado can traverse significant distances, and thus should not be used on your home tile unless you are willing to risk damaging your own base or you have a mountain base.
Version history[edit]
- 0.19.2009 - Added, replacing the tornado event of Beta 18.
- 1.2.2753 - new artwork for orbital targeters. Changed from a weapon to a Utility item. Prior to this, like all ranged weapons it couldn't be used when the pawn was wearing a shield belt.
- 1.3.3067 - escaping prisoners are now capable of picking up and using these.