Difference between revisions of "Centurion"

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<!-- Creation -->
 
<!-- Creation -->
 
| research = Ultra mechtech
 
| research = Ultra mechtech
| production facility 1 = Mech gestator
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| production facility 1 = Large mech gestator
 
| resource 1 = Steel
 
| resource 1 = Steel
 
| resource 1 amount = 300
 
| resource 1 amount = 300
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| resource 5 amount = 1
 
| resource 5 amount = 1
 
}}
 
}}
A '''centurion''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].
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A '''centurion''' is a [[mechanoid]] added by the [[Biotech DLC]] that projects a shield around itself and nearby pawns.
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 +
== Occurrence ==
 +
{{Stub|section=1|reason = General. Ensure parity with other non-commander mechs, whatever standard you or others might decide to set.}}
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Raids = Yes. When?
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 +
Ancient shrines = ?
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 +
Clusters = ?
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 +
Diabolus summons = Waves 6 & 8
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 +
War queen summons = Waves 6 & 8
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 +
Apocriton summons = Waves 5 & 6
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 +
== Acquisition ==
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Centurions can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and 12 [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.
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Dead, friendly centurions can also be resurrected at the large mech gestator using the "''Resurrect ultraheavy mechanoid''" bill. This requires the corpse of the friendly centurion, {{Icon Small|Steel||150}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
  
 
== Summary ==
 
== Summary ==
A nearly unstoppable ultra-heavy mech with a built-in shield bubble generator and point-defense bulb turret capable of firing even while the mechanoid is moving. The centurion acts as a mobile defense platform. Its massive shield is one of the strongest among mechanoids, providing large numbers of allies with strong defense while allowing them to shoot outwards.
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{{Mechanoid Summary}}
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 +
Centurions are nearly unstoppable ultra-heavy mech with a built-in shield bubble generator and point-defense bulb turret capable of firing even while the mechanoid is moving. The centurion acts as a mobile defense platform. Its massive shield is one of the strongest among mechanoids, providing large numbers of allies with strong defense while allowing them to shoot outwards.
  
 
=== Shield ===
 
=== Shield ===
 
{{Image wanted|section=1|reason = Coverage image ala [[:File:Low_shield_pack_radius.jpg]]}}
 
{{Image wanted|section=1|reason = Coverage image ala [[:File:Low_shield_pack_radius.jpg]]}}
The centurion projects a shield that is ? tiles in diameter.{{Check Tag|Detail|How wide and when?}} Similar to the [[low-shield pack]],{{RoyaltyIcon}} the shield stops all incoming ground-level fire from passing into the bubble but does not prevent pawns inside from firing out. This is in contrast to the otherwise similar [[Psycasts#Skipshield|Skipshield]] psycast,{{RoyaltyIcon}} which prevents all incoming ''and outgoing'' projectiles. Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Explosives will detonate on the shield edge. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] {{RoyaltyIcon}} will not be blocked by the shield, nor will explosions crossing the boundary.
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The centurion projects a shield that is 6 tiles in radius.{{Check Tag|When?|When is the shield up, for both friendly and enemy centurions}} The shield stops all incoming ground-level fire from passing into the bubble except that fired by the member's of the centurion's [[faction]],{{Check Tag|Turrets?|Does this include friendly turrets?}}{{Check Tag|Allies?|Does this exception apply to other factions that are allied to the centurion's?}} be it [[mechanoid hive]] or the players. It does not prevent pawns of any faction that are inside from firing out. Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Explosives not fired will detonate on the shield edge. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] {{RoyaltyIcon}} will not be blocked by the shield, nor will explosions crossing the boundary.
  
The shield can absorb up to 300 damage before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken. After the shield takes damage and a delay of {{ticks|120}} has passed,{{Check Tag|Verify|Verify delay time}} the shield regenerates charge at rate of 0.5 HP per second, so long as it has not been broken. However, once the shield's charge is completely expended, the shield will break and be totally disabled for {{ticks|1800}} after which point the shield will be restored at full health.  
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The shield can absorb up to 300 damage before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken. After the shield takes damage and a delay of {{ticks|120}} has passed,{{Check Tag|Verify|Verify delay time}} the shield regenerates charge at rate of 0.5 HP per second, so long as it has not been broken. However, once the shield's charge is completely expended, the shield will break and be totally disabled for {{ticks|1800}} after which point the shield will be restored at full health. Projectiles from [[EMP grenades]] and [[EMP launcher|launchers]] from outside hitting the shield will disable the shield for {{ticks|1500}}, after which time the shield will be restored at full health. Furthermore, unlike the mechanoid itself, the shield projector will not adapt to the EMP effect. Its therefore possible to continuously disable the shield until the mechanoid can be killed. Note that an EMP area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself
  
A pawn does not need to be inside the shield to benefit from the effect, assuming the enemy is not inside the shield and that the shield is between them and their attacker the incoming rounds will be stopped. However, it does not prevent pawns from moving inside the shield and attacking. Projectiles from [[EMP grenades]] and [[EMP launcher|launchers]] from outside hitting the shield or [[EMP]] damage from any source done to the centurion itself, will disable the shield for {{ticks|1500}}, during which time the shield <WILL/WILL NOT>?{{Check Tag|Detail needed}} continue to regenerate.
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If the [[EMP]] damage is dealt to the centurion itself, the shield is similarly disabled{{Check Tag|What time?|Is it down for as long as the mech is EMP'd or is it down for 1500 ticks like if the shield was hit}} but will continue to regenerate as if it was not.
  
Furthermore, unlike the mechanoid itself, the shield projector will not adapt to the EMP effect. Its therefore possible to continuously disable the shield until the projector burns out. Note that an EMP area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself
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A pawn does not need to be inside the shield to benefit from the effect, assuming the enemy is not inside the shield and that the shield is between them and their attacker the incoming rounds will be stopped. However, it does not prevent pawns from moving inside the shield and attacking.
  
 
=== Attacks ===
 
=== Attacks ===
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== Analysis ==
 
== Analysis ==
 
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{{stub|section=1|reason=Needs analysis. Cost effectiveness, strategies for player use or as enemies, weakenesses etc}}
 
The Centurion is a superheavy unit, sharing similarities such as armor and base health with the deadly Warqueen and Diabolus.
 
The Centurion is a superheavy unit, sharing similarities such as armor and base health with the deadly Warqueen and Diabolus.
  
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Specify body type when known.
 
Specify body type when known.
 
{{Animal Health Table}}
 
{{Animal Health Table}}
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== Gallery ==
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<gallery>
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Centurion east.png| Age 0-99 Centurion facing east
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Centurion north.png| Age 0-99 Centurion facing north
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Centurion south.png| Age 0-99 Centurion facing south
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</gallery><gallery>
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CenturionAncient east.png| Age 100+ Centurion facing east
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CenturionAncient north.png| Age 100+ Centurion facing north
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CenturionAncient south.png| Age 100+ Centurion facing south
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</gallery>
  
 
== Version history ==
 
== Version history ==

Revision as of 12:49, 17 January 2023

Centurion

Centurion

An ultraheavy mech with a built-in shield bubble generator. The centurion carries a point-defense bulb turret capable of firing while the mechanoid is moving.

Base Stats

Type
Mechanoid
Market Value
1600 Silver
Flammability
0%

Apparel

Armor - Sharp
75%
Armor - Blunt
25%
Armor - Heat
200%

Pawn Stats

Bandwidth
5
Move Speed
1.6 c/s
Health Scale
3
Body Size
3.6
Mass
216 kg
Pack Capacity
126 kg
Carrying Capacity
270 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack
Head
12 dmg (Demolish)
18 % AP
2 second cooldown
Average DPS
3.72

Creation

Crafted At
Large mech gestator
Required Research
Ultra mechtech
Resources to make
Steel 300 + Plasteel 200 + Advanced component 2 + Powerfocus chip 1 + High subcore 1

A centurion is a mechanoid added by the Biotech DLC that projects a shield around itself and nearby pawns.

Occurrence

Raids = Yes. When?

Ancient shrines = ?

Clusters = ?

Diabolus summons = Waves 6 & 8

War queen summons = Waves 6 & 8

Apocriton summons = Waves 5 & 6

Acquisition

Centurions can be gestated by a mechanitor at a Large mech gestator once the Ultra mechtech research project has been completed. They require Steel 300 Steel, Plasteel 200 Plasteel, Advanced component 2 Advanced components, Powerfocus chip 1 Powerfocus chip, High subcore 1 High subcore and 12 gestation cycles taking 1,800 ticks (30 secs) each to initiate. They take up 5 bandwidth from their linked mechanitor.

Dead, friendly centurions can also be resurrected at the large mech gestator using the "Resurrect ultraheavy mechanoid" bill. This requires the corpse of the friendly centurion, Steel 150 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.

Summary

As mechanoids, every centurion 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).

Centurions are nearly unstoppable ultra-heavy mech with a built-in shield bubble generator and point-defense bulb turret capable of firing even while the mechanoid is moving. The centurion acts as a mobile defense platform. Its massive shield is one of the strongest among mechanoids, providing large numbers of allies with strong defense while allowing them to shoot outwards.

Shield

The centurion projects a shield that is 6 tiles in radius.[When?] The shield stops all incoming ground-level fire from passing into the bubble except that fired by the member's of the centurion's faction,[Turrets?][Allies?] be it mechanoid hive or the players. It does not prevent pawns of any faction that are inside from firing out. Also note that this only applies to ground-level fire, i.e. fire from ranged weapons carried by all types of pawn and turrets, including grenades that cross the boundary of the shield. Explosives not fired will detonate on the shield edge. Fire from mortars, orbital bombardment, or aerodrone strikes or salvos Content added by the Royalty DLC will not be blocked by the shield, nor will explosions crossing the boundary.

The shield can absorb up to 300 damage before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken. After the shield takes damage and a delay of 120 ticks (2 secs) has passed,[Verify] the shield regenerates charge at rate of 0.5 HP per second, so long as it has not been broken. However, once the shield's charge is completely expended, the shield will break and be totally disabled for 1,800 ticks (30 secs) after which point the shield will be restored at full health. Projectiles from EMP grenades and launchers from outside hitting the shield will disable the shield for 1,500 ticks (25 secs), after which time the shield will be restored at full health. Furthermore, unlike the mechanoid itself, the shield projector will not adapt to the EMP effect. Its therefore possible to continuously disable the shield until the mechanoid can be killed. Note that an EMP area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself

If the EMP damage is dealt to the centurion itself, the shield is similarly disabled[What time?] but will continue to regenerate as if it was not.

A pawn does not need to be inside the shield to benefit from the effect, assuming the enemy is not inside the shield and that the shield is between them and their attacker the incoming rounds will be stopped. However, it does not prevent pawns from moving inside the shield and attacking.

Attacks

Centurions are armed with a charge blaster turret that they can fire while moving, as well as both the melee attack added by the turret and a natural melee attack.

The centurion's head attack deals Demolish damage which does significantly more damage to buildings than to pawns on average. The head attacks have a 10x damage multiplier against passable buildings and a 7.5x multiplier against impassable buildings such as walls. Thus, the head attack deals the following:

  • Passable buildings: 120 damage
  • Impassable buildings: 90 damage
  • All other targets: 12 damage

Note that only the head's attack has the multiplier. As this multiplier is not taken into account when choosing which attack to perform,other attacks, such as those added by the charge blaster turret, without the multiplier can still be chosen when attacking buildings and the resulting DPS versus buildings is not simply 7.5x or 10x that when used against pawns.

Analysis

The Centurion is a superheavy unit, sharing similarities such as armor and base health with the deadly Warqueen and Diabolus.

Health

Specify body type when known.


Body part Health
Head 75
Skull 75
Brain 30
Nose 30
Neck 75
Jaw 60
Eye [1]
(left, right)
30
Ear
(left, right)
30
Body 120
Kidney[2]
(left, right)
45
Lung[2]
(left, right)
45
Liver[2] 60
Heart[2] 45
Spine[2] 75
Stomach[2] 60
Limbs
(left, right, fore, hind)
90
Appendage
(left, right, fore, hind)
60
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Gallery

Version history