War queen
| This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
War queen
An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small war urchin combat mechs within its massive carapace and deploy them into combat. Even more than other mechanoids, the war queen resembles a giant, living insect. All war mechs can be terrifying, but humans tend to find the war queen disturbing on a deeper level.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Mechanoid
- Bandwidth Cost
- 5
Armor
- Armor - Sharp
- 75%
- Armor - Blunt
- 25%
- Armor - Heat
- 200%
Pawn Stats
- Combat Power
- 600
- Move Speed
- 1.6 c/s
- Health Scale
- 520% HP
- Body Size
- 4
- Mass
- 240 kg
- Pack Capacity
- 140 kg
- Carrying Capacity
- 300
- Filth Rate
- 1
- Toxic Resistance
- 100%
- Toxic Environment Resistance
- 100%
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack
- Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 1.24
Creation
- Required Research
- Ultra mechtech
- Gestation Cycles
- 12
A war queen is a mechanoid commander added by the Biotech DLC. It drops the powerfocus chip, required to research further mechanitor technology.
Occurrence[edit]
One or more war queens can spawn in mechanoid raids when sufficient raid points are available for them, however they are also involved in the mechanitor progression and can be specifically summoned by the player.
Summoning a hostile war queen requires a mechanitor and a mechband antenna, destroying the antenna in the process. Constructing a mechband antenna requires the Standard mechtech research.
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned a War queen before, but is independent of wealth, time, or colony progress. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and "prepare" before launching their assault.
Summoning:
| Tier | Number of bosses | Heavy shield unit | Escort |
|---|---|---|---|
| 1 | No | ||
| 2 | Yes | ||
| 3 | Yes | ||
| 4 | Yes | ||
| 5 | Yes | ||
| 6 | Yes | ||
| 7 | Yes | ||
| 8 | Yes |
Like the other mechanoid bosses, beyond wave 8, each new waves is chosen randomly from wave 3 to 8. The selection isn't purely random: it is determined by the world seed and the number of summons made prior. As such, the sequence of waves after wave 8 will be the same for a given seed. The wave count is per playthrough, not per colony or map. If the war queen is summoned once on one map, summoning another on a second map will bring the second wave. The Archonexus colony reset does reset this progression.
Acquisition[edit]
War queens can be gestated by a mechanitor at a large mech gestator once the Ultra mechtech research project has been completed. Note that this research requires a nano structuring chip to unlock. Each requires
600 Steel,
300 Plasteel,
3 Advanced components,
1 Nano structuring chip,
1 High subcore and 12 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 5 bandwidth from their linked mechanitor.
Dead, friendly war queens can also be resurrected at the large mech gestator using the "Resurrect ultraheavy mechanoid" bill. This requires the corpse of the friendly War queen,
150 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.
Summary[edit]
As mechanoids, every war queen 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). War queens have a 70% EMP resistance, meaning they are stunned for 70% less time.
The war queen is immune to psychic lances. In addition, the skip, chaos skip, berserk, and berserk pulse psycasts
do not function against the war queen due to "Psychic Resistance". Like most other mechanoids, the war queen has 50% Psychic Sensitivity.
Dead war queens may be shredded at the machining table or crafting spot for
50 steel and
20 plasteel. However, these values are affected by mechanoid shredding efficiency, as well as missing parts on the war queen.
Defeating a hostile War queen rewards the player with a Powerfocus chip. Studying one is required to research High Mechtech, and they can also be used to create various mechanitor gear.
Combat[edit]
| This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Effect of MeleeDoorDamageFactor = 1.5? Also add findings to Centurion. |
War queens are always equipped with a charge blaster turret. Note that this weapon is unique in that it can fire while moving. See the charge blaster turret page for further information.
War queens have a shooting accuracy of 96%, equivalent to a pawn with a Shooting skill of 8. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.
Despite this however, their primary combat capability is spawning war urchins to fight instead. The queen can make up to 3 war urchins at a time. Each war urchin costs 25 steel to make. The war queen generates with 600 steel. This steel is not recovered upon killing the queen or shredding her at a Machining table. If the queen is killed before the urchins, they all die immediately
When summoned, all war queens after the first two waves will spawn with a heavy shield unit, which has a strength of 400 HP - equal to 133 HP of actual damage. Note that it recharges x10 slower than a normal shield belt. It is currently unknown whether war queens that spawn as part of regular raids can spawn with the shield.[Detail needed]
| Shield stats | Value |
|---|---|
| Maximum charge | 400 |
| Damage capacity | 121.2 |
| Recharge rate (energy per second) | 1.3 |
As an ally[edit]
It costs 25 steel to create each war urchin. Dead war urchins can be shredded at a machining table for up to 10 steel, so the actual cost of single urchin is closer to 15 steel, assuming you can retrieve their corpses intact. When summoning, you can summon 3 at a time every 15 seconds, for a total batch cost of 75 steel. The War Queen can hold up to 600 steel at a time, and the target level can be set by the player.
Player urchins cannot be operated manually, nor can they be zoned, but they respect forbidden doors. Otherwise they just behave like ally pawns from NPC factions, moving towards the nearest enemy on the entire map.
War queens cannot release war urchins while dormant self-charging, and the operation mode of a mech cannot be changed when the overseer is unavailable. However, a war queen moving due to factors like zoning restrictions are not considered as dormant self-charging and can release war urchins.
Analysis[edit]
| This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Physical strategies and/or building structures in order to fight.. |
As an enemy[edit]
Despite their description in a Biotech preview, rushing the war queen is generally not the best strategy. The war queen will only begin to deploy urchins when she is within range of an enemy, so it can be advantageous to let her come to you. Furthermore, the war queen can only build a finite number of urchins, so it is quite viable to hunker down and win a battle of attrition. Aiming for the queen can help, but you'll need to use EMP and rush it down very quickly, lest the swarm takes you out. Letting all the urchins be deployed allows for more steel to be recovered, as they can be shredded after, but any remaining steel inside the queen is lost.
The real threat isn't so much the war queen as the escorts she spawns with. The first summon comes with 5(!!) pikemen, and later fights only get harder. Pikemen in particular can snipe from a long range, making it extra difficult to interrupt the constant flow of war urchins. You might want to construct a close quarter combat arena in order to counter this.
As an ally[edit]
The war queen is the single most durable mech you can gestate, boasting the highest health scale and 2nd highest armor in the game. Even if the war queen never fires, it makes for an amazing distraction. This is further enhanced by the war urchins it can deploy. If a doomsday rocket launcher hits a war urchin, little is lost. War urchins aren't nearly as durable, but due to their small body size, they are hard to hit.
In terms of raw firepower, the war queen is lacking, especially for an ultra-heavy mech. Instead, it relies on the swarm of urchins. Individual urchins are not effective against large enemy forces, so you may want to bunch them up. In order to bunch up your urchins, deploy them inside a room where its doors are forbidden. Once all the urchins are ready, unforbid the doors and unleash the swarm. This can be an effective but expensive way to deploy a lot of firepower.
Health[edit]
Body parts[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 |
|---|---|---|---|---|---|---|---|---|
| First body ring | 286 | 1 | 100% | 10% | N/A[4] | Moving Manipulation |
Death −20% Moving −20% Manipulation Will never take permanent injury | |
| Head | 156 | 1 | 10% | 3.4% | First body ring | - | Death Will never take permanent injury. | |
| Artificial brain | 52 | 1 | 10% | 1% | Head | Data Processing | Death Will never take permanent injury. | |
| Sight sensor | 52 | 2 | 8% | 1.3% | Head | Sight | −25% Sight. −100% if both lost. Will never take permanent injury. | |
| Hearing sensor | 52 | 2 | 8% | 1% | Head | Hearing | −25% Hearing. −100% if both lost. Will never take permanent injury. | |
| Chemical analyzer | 52 | 1 | 8% | 1% | Head | - | Will never take permanent injury. | |
| Bulb turret | 208 | 1 | 5% | 5% | First body ring | - | Will never take permanent injury. | |
| Second body ring | 286 | 1 | 75% | 11% | First body ring | Moving Manipulation |
Death −20% Moving −20% Manipulation Will never take permanent injury | |
| Reactor | 104 | 1 | 5% | 3.8% | Second body ring | Power Generation | Death. Will never take permanent injury. | |
| Third body ring | 260 | 1 | 80% | 18% | Second body ring | Moving Manipulation |
Death −20% Moving −20% Manipulation Will never take permanent injury | |
| Fourth body ring | 234 | 1 | 70% | 17% | Third body ring | Moving Manipulation |
Death −20% Moving −20% Manipulation Will never take permanent injury | |
| Fifth body ring | 208 | 1 | 60% | 11% | Fourth body ring | Moving Manipulation |
Death −20% Moving −20% Manipulation Will never take permanent injury | |
| Fluid reprocessor | 78 | 1 | 5% | 1.3% | Fifth body ring | Fluid Reprocessing | Death Will never take permanent injury | |
| Forming sack | 1040 | 1 | 50% | 13% | Fifth body ring | - | Will never take permanent injury |
- ↑ 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'.
Armor[edit]
| Armor |
|---|
| This section has been suggested for recoding. Reason: Verify melee verbs are correct given weirdness about the turret. You can help RimWorld Wiki by improving it. |
Attack table
Melee
| Attack (Damage type) |
DPS[1] (Post Hit Chance)[2] |
Dam. | Cool. | AP | Selection chance[3] | |
|---|---|---|---|---|---|---|
| Average | 4.5 (2.79) |
- | - | 18% | - | |
| Barrel (Blunt) |
4.5 (2.79) |
11.7 | 2.6s | 18% | 100% | |
| Head (Blunt) |
2 (1.24) |
4 | 2s | 6% | 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]
- Biotech DLC Release - Added.
- 1.4.3531 - Increased EMP resistance from 45% to 70%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled. Fix: War urchins are not newborn when created by a war queen.
- 1.4.3541 - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.
- 1.4.3555 - Now immune to psychic lances. Super-mechanoids cannot be called when there is already another super-mechanoid on the way.
- 1.5.4062 - Berserk
and similar psycasts
no longer work on mechanoid bosses. - 1.6.4566 - Fix: War queen resets to full steel when changing map.