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{{Biotech}}
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{{Biotech}}{{Stub}}
 
{{See also|Centurion}}
 
{{See also|Centurion}}
 
{{infobox main|none|
 
{{infobox main|none|
 
| name = Legionary
 
| name = Legionary
 
| image = Legionary east.png
 
| image = Legionary east.png
| description = A combat support mechanoid with a wide-range bullet shield and mid-range needle gun. Designed to support other mechanoids, the legionary is vulnerable to anyone who can get inside its shield.
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| description = A combat support mechanoid with a wide range bullet shield and long-range needle gun. Designed to support other mechanoids from long range, the legionary is vulnerable to anyone who can get inside its shield.
| combatPower = 150
 
 
| type = Mechanoid
 
| type = Mechanoid
 
| movespeed = 4.3
 
| movespeed = 4.3
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| min comfortable temperature = -100
 
| min comfortable temperature = -100
 
| max comfortable temperature = 250
 
| max comfortable temperature = 250
| bandwidth = 2
 
 
| bodysize = 1
 
| bodysize = 1
 
| healthscale = 0.72
 
| healthscale = 0.72
 
| lifespan =  
 
| lifespan =  
| attack1dmg = 12
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| attack1dmg =  
| attack1type = Blunt
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| attack1type =  
| attack1cool = 2
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| attack1cool =  
| attack1part = left fist
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| attack1part =  
| attack2dmg = 12
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| attack1chancefactor =  
| attack2type = Blunt
 
| attack2cool = 2
 
| attack2part = right fist
 
| attack3dmg = 8.5
 
| attack3type = Blunt
 
| attack3cool = 2
 
| attack3part = head
 
| attack3chancefactor = 0.2
 
 
| page verified for version = 1.4.3525
 
| page verified for version = 1.4.3525
| weaponTags = MechanoidGunNeedleLauncher
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| weaponTags = MechanoidGunLongRange
 
<!-- Creation -->
 
<!-- Creation -->
 
| research = Ultra mechtech
 
| research = Ultra mechtech
| production facility 1 = Large mech gestator
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| production facility 1 = Mech gestator
| gestation cycles = 4
 
 
| resource 1 = Plasteel
 
| resource 1 = Plasteel
 
| resource 1 amount = 100
 
| resource 1 amount = 100
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| resource 3 amount = 1
 
| resource 3 amount = 1
 
}}
 
}}
A '''legionary''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]] that projects a shield.
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A '''legionary''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].
  
== Acquisition ==
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== Summary ==
{{PAGENAME}}s 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 {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.
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As mechanoids, legionaries are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. Enemy mechs do not require power, though may spawn dormant. They will be stunned by EMP attacks and will "adapt" for 2,200 ticks (36.67 secs), rendering them immune to further EMP strikes.
  
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect medium mechanoid''" bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||50}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
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===As an ally===
 
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Legionaries are medium mechanoids, and require [[Research#Ultra Mechtech|Ultra Mechtech]] to be researched. They are created from a [[large mech gestator]] with 1 [[high subcore]], 100 [[plasteel]], and 6 [[component]]s, taking up 2 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initally craft, and then it must gestate for 4 cycles. Mechanoids can be fully repaired at the cost of power and nothing else. A dead legionary can be resurected for 50 [[steel]] and 1 gestation cycle so long as the corpse is extant. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth.
== Summary ==  
 
{{Mechanoid Summary}}
 
 
 
Dead legionaries may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the legionary.
 
 
 
=== Shield ===
 
{{Image wanted|section=1|reason = Coverage image ala [[:File:Low_shield_pack_radius.jpg]]}}
 
The legionary projects a shield that is 3 tiles in radius, which is visible whenever drafted or attacked. The shield stops all incoming ground-level fire from passing into the bubble except that fired by the member's of the legionary'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 legionary'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 200 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 0.25 HP per second, so long as it has not been broken.{{Check Tag|Delay?|Is there a delay after the shield taking damage before it can regen again?}} However, once the shield's charge is completely expended, the shield will break and be totally disabled for {{ticks|5400}} 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
 
 
 
If the [[EMP]] damage is dealt to the legionary 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.
 
  
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.
 
 
=== As an ally ===
 
 
Mechs under player control require power: legionaries use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[large mech recharger]] (400W), for 50% power/day, creating 10 [[wastepack]]s whenever the recharger's waste is filled up.
 
Mechs under player control require power: legionaries use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[large mech recharger]] (400W), for 50% power/day, creating 10 [[wastepack]]s whenever the recharger's waste is filled up.
  
 
===Combat===
 
===Combat===
Legionaries use the [[needle launcher]], a shorter range version of the [[needle gun]].
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Legionaries use the [[needle gun]] - the same weapon as a [[pikeman]]. The needle gun is a rather weak, but very long range weapon.
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They come with a small low-shield, roughly 2 tiles in radius.{{Check Tag|Mechanics?}} It blocks incoming, but not outgoing projectiles. It has 200 health and recharges at 25% per second, but is instantly broken by any source of [[EMP]].
  
 
== Analysis ==
 
== Analysis ==
{{Stub|reason=Analysis needed}}
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===As an enemy===
=== As an enemy ===
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*Cannon is weak, but don't underestimate it. It's still strong enough to destroy vulnerable organs, including the brain.
* The launcher is weak, but don't underestimate it. It's still strong enough to destroy vulnerable organs, including the brain.
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*EMP works well to break the shield, if you can get close enough at all. Legionaries are often surrounded by powerful mechanoids due to their advanced nature.
* EMP works well to break the shield, if you can get close enough at all. Legionaries are often surrounded by powerful mechanoids due to their advanced nature.
 
  
 
===As an ally===
 
===As an ally===
The Legionary's shield provides a safe space for your ranged pawns to attack the enemy without worrying about retaliatory fire. With 200 hitpoints, slow firing weapons like pila, sniper rifles, and charge lances will no longer trouble your pawns as their slow fire rate gives the shield a bit of time to regenerate. However, care should still be utilized when relying on its shield. Exposure to rapid-fire weapons like miniguns or heavy charge blasters (both found on Centipedes) can shred the shield extremely fast.
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In terms of combat, legionaries act similar to (and are superior to) [[pikemen]]. With the same gun, a much faster movement speed, and only slightly less health, legionaries are great at doing the long range duties that the colony needs. Examples include interupting a [[siege]] or picking off preparing raiders. If you already have Ultra Mechtech, legionaries have the same weight class, the same bandwidth, and only cost slightly more (including 1 human life) than a pikeman. This is disregarding the actual shield.
  
As a projected momentum repulsor field, the Legionary's shield is vulnerable to EMP, so try to take out enemies who wield EMP grenades or launchers first.
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(info about the shield here)
  
 
== Health ==
 
== Health ==
===Body Parts (Summary)===
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Specify body type when known.
{{Animal Health Table|Lancer}}
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{{Animal Health Table}}
 
 
== Trivia ==
 
Both shield mechanoids, the centurion and the legionary, are named after positions in the ancient Roman Army. The Roman Army famously used large shields called scuta.
 
 
 
== Gallery ==
 
<gallery>
 
Legionary east.png| Age 0-99 Legionary facing east
 
Legionary north.png| Age 0-99 Legionary facing north
 
Legionary south.png| Age 0-99 Legionary facing south
 
</gallery><gallery>
 
LegionaryAncient east.png| Age 100+ Legionary facing east
 
LegionaryAncient north.png| Age 100+ Legionary facing north
 
LegionaryAncient south.png| Age 100+ Legionary facing south
 
</gallery>
 
  
 
== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
* [[Version/1.4.3555|1.4.3555]] - Weapon changed from needle gun to needle launcher.
 
* ? - Description changed to reflect change from needle gun to needle launcher. ''A combat support mechanoid with a wide range bullet shield and long-range needle gun. Designed to support other mechanoids from long range, the legionary is vulnerable to anyone who can get inside its shield.'' -> ''A combat support mechanoid with a wide-range bullet shield and mid-range needle gun. Designed to support other mechanoids, the legionary is vulnerable to anyone who can get inside its shield''
 
* [[Version/1.4.3682|1.4.3682]] - Fix: Missing final period in legionary description.
 
  
 
{{nav|mechanoid|wide}}
 
{{nav|mechanoid|wide}}
 
[[Category:Mechanoids]]
 
[[Category:Mechanoids]]

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