War urchin

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War urchin

War urchin

A small, deployable combat mechanoid usually manufactured inside an ultra-heavy war queen mech. War urchins are expendable fighters designed to swarm-attack enemies. They are mounted with short-ranged spiner guns and have a non-rechargeable power source.

Base Stats

Type
Mechanoid
Market Value
800 Silver
Flammability
0%

Armor

Armor - Sharp
20%
Armor - Blunt
10%
Armor - Heat
200%

Pawn Stats

Combat Power
10
Move Speed
4.2 c/s
Health Scale
130% HP
Body Size
0.7
Mass
42 kg
Pack Capacity
24.5 kg
Carrying Capacity
53 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack
Head
6 dmg (Blunt)
9 % AP
2.6 second cooldown
Average DPS
1.4322

Creation

Crafted At
War queen
Required Research
Ultra mechtech
Resources to make
Steel 25
Technical
weaponTags
MechanoidGunSpiner


A war urchin is a mechanoid added by the Biotech DLC.

Summary[edit]

As mechanoids, every war urchin 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, and have no mood. 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 war urchins may be shredded at the machining table or crafting spot for Steel 10 steel. However, these values are affected by mechanoid shredding efficiency, as well as missing parts on the urchin.

War urchins are mechanoids created by a war queen. A war queen can create 3 war urchins every 15 seconds, and each one costs 25 steel to create (75 steel per batch). Uniquely, war urchins can not be recharged - they will expire after 15,000 ticks (6 in-game hours) have passed. They do not use bandwidth and can't go dormant.

Unlike other mechanoids, war urchins created by the player cannot be manually ordered, even within range of their mechanitor, nor can they be zoned; they just behave like ally pawns from NPC factions.

Combat[edit]

War urchins wield the spiner gun, which has an incredibly short range of 6.9 tiles.

Effect of its armor on melee damage

Analysis[edit]

As an enemy[edit]

War urchins spawn directly on queen's position. When they enter combat (more specifically "collision"), they can push combatants around, disrupting positioning, until every creature has its own space.

As an ally[edit]

War urchins are extra-disposable pawns, even cheaper than a militor. They can lure in attacks from enemies. Their small size can make them surprisingly competent hallway blockers.

Health[edit]

Body parts[edit]


Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Thorax 52 1 100% 40% N/A[4] Ex.png - Death
Will never take permanent injury
Neck 39 1 10% 2% Thorax Ex.png Communication Death
Will never take permanent injury
Head 39 1 80% 4.6% Neck Ex.png - Death
Will never take permanent injury
Artificial Brain 13 1 10% 0.8% Head Check.png Data Processing Death
Will never take permanent injury
Sight Sensor 13 1 13% 1% Head Ex.png Sight −25% Sight. −100% if both lost.
Will never take permanent injury
Hearing Sensor 13 1 10% 0.8% Head Ex.png Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury
Chemical Analyzer 13 1 10% 0.8% Head Ex.png - Will never take permanent injury
Leg 39 2 20% 16% Thorax Ex.png Moving −50% Moving.
Will never take permanent injury
Foot 26 2 20% 4% Leg Ex.png Moving −50% Moving.
Will never take permanent injury
Reactor 26 1 6% 6% Thorax Check.png Power Generation Death
Will never take permanent injury
Fluid Reprocessor 19.5 1 4% 4% Thorax Check.png Fluid Reprocessing Death
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'.

Version history[edit]

  • Biotech DLC Release - Added.
  • 1.4.3531 - Fix: War urchins are not newborn when created by a war queen.