Difference between revisions of "Gorehulk"

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{{Anomaly}}
 
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{{Stub|reason=Add more information, also specifically finish infobox}}
{{Infobox main<!-- Add infobox category here -->
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{{infobox main|none|
 
| name = Gorehulk
 
| name = Gorehulk
 
| image = Gorehulk.png
 
| image = Gorehulk.png
| description = A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.<br/><br/>Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.<br/><br/>It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.
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| description = A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.<br/>Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.<br/>It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.
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| type = Entity
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| bodysize = 2
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| movespeed = 3.25
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| min comfortable temperature = -40
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| max comfortable temperature = 60
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| flammability = 0.70
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| basemeatamount = 140
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| baseleatheramount = 40
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| leathername = human leather
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| meatname = human meat
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| lifespan = 25
 
}}
 
}}
intro
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'''Gorehulks''' are a type of [[entity]] added by the [[Anomaly DLC]].
  
Acquisition or Occurrence  
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== Occurrence ==
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spawn in raids of large numbers
  
 
== Summary ==
 
== Summary ==
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{{Stub|section=reason=ranged attack details, Unique combat ai}}
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They are very easy to bring down as they have little armor,{{Check Tag|Any?}} no resistance to pain and are extremely weak in close combat. {{Check Tag|Verify|this statement was made before the may 3rd update patching out the lack of manipulation affecting limbs that made them weak in melee.}}
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=== Yield ===
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They yield 3 [[bioferrite]] and 400W per day.
  
 
== Analysis ==
 
== Analysis ==
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While not especially dangerous in small groups, the gorehulk is particularly adept at breaking out of containment for its level, and as such should receive the best storage possible that a beginning player can provide.  Their great bulk combined with no particular resistance to pain makes them easy to capture.  With a little investment into proper facilities they can be a great source of [[bioferrite]].
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For comparisons sake, sightstealers yield 1.6 and are arguably more dangerous.
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In large numbers, they can be extremely dangerous when fought in an open area as their primary attack is ranged, and they attempt to retreat when approached. This can lead to situations where you get kited by them while you are not being able to use your weapons properly.
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While not in sight they will walk towards your colonists. Therefore, a good way to deal with them is to fight in chokepoints around corners to not let them range attack you and get them one by one.
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Despite not being an animal, the [[manhunter pulse]] works on them like a [[berserk pulse]]. This can be extremely useful to deal with them as they will fight each other and almost completely ignore your combatants while you can shoot them at will.
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== Version history ==
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* [[Anomaly DLC]] Release - Added.
  
While not especially dangerous, the Gorehulk is particularly adept at breaking out of containment for its level, and as such should receive the best storage possible that a beginning player can provide.  Their great bulk combined with no particular resistance to pain makes them easy to capture.  With a little investment into proper facilities they can be a great source of bioferrite.
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[[Category: Entities]]

Latest revision as of 23:40, 8 June 2024

Gorehulk

Gorehulk

A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.
Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.
It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.

Base Stats

Type
Entity
Flammability
70%

Pawn Stats

Move Speed
3.25 c/s
Body Size
2
Mass - Baby
24 kg
Mass - Juvenile
60 kg
Mass - Adult
120 kg
Carrying Capacity
150 kg
Filth Rate
1
Life Expectancy
25 years
Comfortable Temp Range
-40 °C – 60 °C (-40 °F – 140 °F)

Production

Meat Yield
280 human meat
Leather Yield
80 human leather

Gorehulks are a type of entity added by the Anomaly DLC.

Occurrence[edit]

spawn in raids of large numbers

Summary[edit]

They are very easy to bring down as they have little armor,[Any?] no resistance to pain and are extremely weak in close combat. [Verify]

Yield[edit]

They yield 3 bioferrite and 400W per day.

Analysis[edit]

While not especially dangerous in small groups, the gorehulk is particularly adept at breaking out of containment for its level, and as such should receive the best storage possible that a beginning player can provide. Their great bulk combined with no particular resistance to pain makes them easy to capture. With a little investment into proper facilities they can be a great source of bioferrite.

For comparisons sake, sightstealers yield 1.6 and are arguably more dangerous.

In large numbers, they can be extremely dangerous when fought in an open area as their primary attack is ranged, and they attempt to retreat when approached. This can lead to situations where you get kited by them while you are not being able to use your weapons properly.

While not in sight they will walk towards your colonists. Therefore, a good way to deal with them is to fight in chokepoints around corners to not let them range attack you and get them one by one.

Despite not being an animal, the manhunter pulse works on them like a berserk pulse. This can be extremely useful to deal with them as they will fight each other and almost completely ignore your combatants while you can shoot them at will.

Version history[edit]