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  • ...on impact, creating a small [[EMP]] pulse that downs shields, and stuns [[mechanoid]]s, [[mortar]]s and [[turret]]s.}} ...d on stun, and the duration is not extended by stunning an already adapted mechanoid. EMP also disables [[shield belt]]s, causes [[brain shock]] on humanoids wi
    6 KB (867 words) - 22:35, 16 January 2024
  • * Control mechanoids, including many new mechanoid types, by making your colonist into a [[Mechanitor|mechanitor]] ...tech gestator tanks. Command the original [[centipede]], [[lancer]], and [[scyther]], plus a wide variety of new combat and labor mechanoids. Grow your swarm
    7 KB (1,003 words) - 04:15, 7 January 2024
  • ...he corresponding vest. The sword is also better against light mechs like [[scyther]]s and [[lancer]]s. ...the most common way to down / kill enemies in combat. Even with painless [[mechanoid]]s, dealing enough HP of damage will cause a pawn to die, even if you never
    8 KB (1,165 words) - 20:54, 29 April 2024
  • ...lony and become visible when moving to attack a pawn or active, friendly [[mechanoid]]{{BiotechIcon}}. 1-2 [[Shard]]s can be acquired from destroying the pack. ...f sightstealers. If the colony contains a [[mechanitor]]{{BiotechIcon}}, [[scyther]]s, [[scorcher]]s, [[tesseron]]s, and [[centipede burner]]s are effective c
    3 KB (500 words) - 05:01, 27 May 2024
  • | type = Mechanoid '''Centipedes''' are heavily armored, slow [[mechanoid]]s designed as siege units.
    12 KB (1,896 words) - 13:53, 25 February 2024
  • * New [[mechanoid]] type added – the [[scyther]].
    4 KB (572 words) - 02:52, 7 November 2023
  • ...''' are - as the name would obviously imply - the parts of an organic or [[Mechanoid|autonomous]] [[Pawn|creature]]. These parts include limbs, organs and even ...of mechanoid, it functions as an autonomous turret that can fire while the mechanoid is moving, and is used in addition to their main weapon.
    19 KB (3,008 words) - 13:48, 14 May 2024
  • ...amage gene]].{{BiotechIcon}} The mace would be slightly stronger against [[mechanoid]]s, but [[spear]]s and [[longsword]]s would be even better. ...stunned for a short time. This is completely independent from [[EMP]] and mechanoid adaptation. A good uranium warhammer, hitting a human's torso, has roughly
    6 KB (902 words) - 00:23, 20 April 2024
  • [[Royalty]] added a new type of hostile event - the '''Mechanoid Cluster'''. These may be associated with quests, or can spawn in place of a Defeating an mechanoid cluster grants a {{+|4}} ''Defeated mech cluster'' [[mood]] buff to all col
    14 KB (2,229 words) - 13:16, 6 June 2023
  • ...d on stun, and the duration is not extended by stunning an already adapted mechanoid. EMP also disables [[shield belt]]s, causes [[brain shock]] on humanoids wi ...-[[tough]] humans - regardless of armor - and human-sized pawns like the [[scyther]]. This is due to a combination of overkill mechanics and the ability to on
    8 KB (1,103 words) - 21:02, 15 February 2024
  • | [[Legionary]], [[Pikeman]], [[Scyther]] || 2 || 10 || 2.4 | [[Lancer]], [[Tesseron]], [[Tunneler (Mechanoid)|Tunneler]] || 3 || 15 || 1.6
    5 KB (672 words) - 18:21, 17 March 2024
  • ...s main attack, a ''normal'' persona monosword will completely pierce any [[mechanoid]]'s hide, and pretty much ignore [[power armor]] up to [[recon armor|recon] ...persona monosword of the same quality has higher raw {{DPS}} against all [[mechanoid]]s, as well as human targets up to (and including) [[marine armor]]. Howeve
    13 KB (1,923 words) - 20:25, 15 February 2024
  • | description = An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. Made for siegebreaking, its hells | type = Mechanoid
    16 KB (2,515 words) - 23:59, 24 May 2024
  • ...Human raiders continue to attack until one of several conditions are met. Mechanoid raiders continue to attack indefinitely. Raiders who survive may return to ! [[Mechanoid Hive]] !! [[Outlanders]] !! [[Tribals]] !! [[Pirates]] !! [[Empire]]{{Royal
    36 KB (5,582 words) - 19:51, 11 May 2024
  • ...threat immediately revealed when opening the shrine. This can be either [[mechanoid]]s, [[insectoid]]s with their requisite bug [[hive]]s, or even a few [[fles ...stroy it with ranged weaponry. This gives you some distance to deal with [[scyther]]s and other threats. Make sure to keep colonists [[draft]]ed, or toggle th
    11 KB (1,473 words) - 16:42, 25 April 2024
  • * Split mechanoid scyther into scyther (close combat specialist) and lancer (fast sniper) * Removed scyther blade.
    14 KB (2,151 words) - 04:12, 7 November 2023
  • .... However, at 1.4, the limitation for how many can exist are 12, excluding Mechanoid Hive and Insect geneline. [[Biotech]] replace some of the starting faction {{main|Mechanoid}}
    35 KB (5,575 words) - 13:15, 14 June 2024
  • ...a body size of 3.5. The devourer is capable of swallowing and digesting [[mechanoid]]s. If a devourer catches fire, is affected by [[Vertigo pulse]]{{RoyaltyIc ...t it. Some medium sized mechs, such as the [[Pikeman]]{{BiotechIcon}} or [[Scyther]]{{BiotechIcon}}, can be swallowed and go through a full digestion cycle wi
    8 KB (1,291 words) - 00:41, 8 June 2024
  • ...volver can [[stagger]] [[human]]s and [[Lancer|human-]][[Scyther|sized]] [[mechanoid]]s, a noticeable advantage for close-range combat. The autopistol is also s
    8 KB (1,086 words) - 09:18, 7 April 2024
  • ...er to stagger advancing [[human]]s or [[Lancer|human-]][[Scyther|sized]] [[mechanoid]]s. It is better than the [[bolt-action rifle]] for close ranged combat - w
    9 KB (1,115 words) - 09:18, 7 April 2024

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