Legionary

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Legionary

Legionary

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.

Base Stats

Type
Mechanoid
Market Value
1200 Silver
Flammability
0%

Apparel

Armor - Sharp
40%
Armor - Blunt
20%
Armor - Heat
200%

Pawn Stats

Combat Power
150
Bandwidth
2
Move Speed
4.3 c/s
Health Scale
0.72
Body Size
1
Mass
60 kg
Pack Capacity
35 kg
Carrying Capacity
75 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack 1
Left fist
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 2
Right fist
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 3
Head
8.5 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor
Average DPS
3.36

Creation

Crafted At
Large mech gestator
Required Research
Ultra mechtech
Gestation Cycles
4
Resources to make
Plasteel 100 + Component 6 + High subcore 1
Technical
weaponTags
MechanoidGunNeedleLauncher


A legionary is a mechanoid added by the Biotech DLC that projects a shield.

Acquisition

Legionarys can be gestated by a mechanitor at a Large mech gestator once the Ultra mechtech research project has been completed. They require Plasteel 100 Plasteel, Component 6 Components, High subcore 1 High subcore and 4 gestation cycles taking 1,800 ticks (30 secs) each to initiate. They take up 2 bandwidth from their linked mechanitor.

Dead, friendly legionarys can also be resurrected at the large mech gestator using the "Resurrect medium mechanoid" bill. This requires the corpse of the friendly Legionary, Steel 50 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.

Summary

As mechanoids, every legionary 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 legionaries may be shredded at the machining table or crafting spot for Steel 15 steel. However, these values are affected by mechanoid shredding efficiency, as well as missing parts on the legionary.

Shield

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,[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 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. The shield regenerates charge at rate of 0.25 HP per second, so long as it has not been broken.[Delay?] However, once the shield's charge is completely expended, the shield will break and be totally disabled for 5,400 ticks (1.5 mins) 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 legionary 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.

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 wastepacks whenever the recharger's waste is filled up.

Combat

Legionaries use the needle launcher, a shorter range version of the needle gun.

Analysis

As an enemy

  • The launcher is weak, but don't underestimate it. It's still strong enough to destroy vulnerable organs, including the brain.
  • 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

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.

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.

Health

Body Parts (Summary)


Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Thorax 28.8 1 100% 2% N/A[4] Ex.png - Death
Will never take permanent injury
Neck 21.6 1 10% 2% Thorax Ex.png Communication Death
Will never take permanent injury
Head 21.6 1 80% 2.7% Neck Ex.png - Death
Will never take permanent injury
Artificial Brain 7.2 1 10% 0.8% Head Check.png Data Processing Death
Will never take permanent injury
Sight Sensor 7.2 2 13% 1% Head Ex.png Sight −25% Sight. −100% if both lost.
Will never take permanent injury
Hearing Sensor 7.2 2 10% 0.8% Head Ex.png Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury
Chemical Analyzer 7.2 1 10% 0.8% Head Ex.png - Will never take permanent injury
Mechanical Shoulder 18 2 17% 2.5% Thorax Ex.png Manipulation −50% Manipulation.
Will never take permanent injury
Arm 21.6 2 85% 12% Mechanical Shoulder Ex.png Manipulation −50% Manipulation.
Will never take permanent injury
Hand 14.4 2 20% 1.2% Arm Ex.png Manipulation −50% Manipulation.
Will never take permanent injury
Finger 5.04 8 15% 0.43% Hand Ex.png Manipulation −10% Manipulation.
Will never take permanent injury
Leg 21.6 2 20% 20% Thorax Ex.png Moving −50% Moving.
Will never take permanent injury
Foot 14.4 2 20% 4% Leg Ex.png Moving −50% Moving.
Will never take permanent injury
Reactor 14.4 1 6% 6% Thorax Check.png Power Generation Death
Will never take permanent injury
Fluid Reprocessor 10.8 2 4% 4% Thorax Check.png Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
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'.

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

Version history

  • Biotech DLC Release - Added.
  • 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
  • 1.4.3682 - Fix: Missing final period in legionary description.