Difference between revisions of "Mechanoid hive"

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{{quote|"Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them."|RimWorld Universe Quick Primer<ref>[https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub Mechanoids - RimWorld Universe Quick Primer]</ref>}}
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{{quote|Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them.|[[Lore|RimWorld Universe Quick Primer]]|large=1}}</onlyinclude>
</onlyinclude>
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A  '''Mechanoid Hive''' is a permanently hostile [[faction]] composed entirely of '''[[mechanoids]]''', deadly autonomously intelligent robots.
{{clr}}
+
 
==Centipede==
+
== Summary ==
{{:Mechanoid_Centipede}}
+
All [[mechanoid]]s from a mech hive are permanently hostile to the colony. They do not eat and are immune to [[toxic fallout]] and temperature extremes, despite having a Comfortable Temperature range. As machines, they are vulnerable to [[EMP]] attacks, though will "Adapt" for {{ticks|2200}} (regardless of source), making them immune to all further EMP strikes. Hostile mechanoids do not fear for their life, unable to feel [[pain]] and will not seek to take [[cover]].
 +
 
 +
Mechanoids can be found sealed in ancient ruins in all biomes, which spawn inside mountains or outside on the landscape. They may also raid the player's base through [[events]] and can also be found in most [[Crashed Ship Part#Poison Ship|poison ships]], [[Crashed Ship Part#Psychic Ship|psychic ships]], and [[mech cluster]]s{{RoyaltyIcon}}. They may sometimes appear dormant in Ancient Complex and guarding any relic with [[Ideology DLC]]{{IdeologyIcon}}.
  
===Biology===
+
Hostile mechanoids are not bound by [[power]] limits. While [[mechanitor]]s can create their own [[allied mechanoid]]s in the [[Biotech DLC]] {{BiotechIcon}}, they are unable to tame or convert hostile ones. Friendly mechs may become feral and join a mech hive if left Uncontrolled (such as having too little [[bandwidth]]) for too long, and can't be re-converted.
Centipedes consist entirely of mechanical parts, and are mostly composed of very large 'rings' that make their appearance similar to that of a real-life centipede. Despite being somewhat sluggish (in movement and appearance), they are immensely durable and can absorb a significant amount of fire before they are killed.
 
  
Centipedes have six body rings, several sensors for hearing, sight, and smell, and an artificial brain that drives them. Interestingly enough, they lack any sort of communication parts and always spawn with their communication indicated as 'None', or no ability to. The only other external body part a centipede has other than its rings is its head, making it very difficult to actually kill a centipede.
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= Mechanoid Types =
 +
Mechanoid forces are specialized by their unit types, with each unit performing a single role. Basics summaries are available here, see the individual pages for further details and analysis.
 +
==Core==
 +
===Scyther===
 +
{{Main|Scyther}}
 +
The melee boogeymen of Mechanoids. Fast and extremely dangerous up close, large numbers can and will overwhelm single enemies. Melee blocking, use of chokepoints, and focus fire while they close in are useful tactics. Mechanoid raids consisting entirely of large numbers of scythers are fairly common.
  
===Diet===
+
===Lancer===
Centipedes are machines, and machines don't need to eat - but they do need some source of power.  
+
{{Main|Lancer}}
 +
Armed with [[charge lance]]s, they have medium range and modest overall DPS. However, their high shot damage presents a modest, but serious risk of one-shot-killing pawns by destroying body parts. Therefore, exposure should be limited and lancers prioritized as threats. Like many non-scythers, melee combat is very effective if a pawn can get close enough.
  
Currently, it is unknown what power source or other source of energy the Centipede uses.
+
===Pikeman===
 +
{{Main|Pikeman}}
 +
Acting as the sniper, their [[needle gun]] doesn't do too much damage. Their main role is to allow mechanoids to engage at range - use bends in chokepoints to force them into range, or simply advance and kill them.
  
===Combat===
+
===Centipede===
Centipedes are mechanized heavy siege units, and as such are equipped with either an [[inferno cannon]] or a [[heavy charge blaster]], but are also able to engage in melee combat with colonists.
+
{{Main|Centipede}}
 +
Centipedes are tanks and crowd controllers. They are incredibly durable, but rather slow. They can wield [[heavy charge blaster]]s or [[minigun]]s for raw, inaccurate damage, or [[inferno cannon]]s to light fires and force ignited pawns out of cover. Mortar Fire and melee combat are decent options for actually damaging the centipede due to it's slow movement speed and large size, and avoid bunching against any of their weapons. Alternatively, a [[psychic insanity lance]] against a centipede turns a danger into a significant asset, though note that other mechanoids are immune to inferno cannons.
  
{| {{STDT| c_06 text-center}}
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===Termite===
! Melee Attacks !! Damage Amount !! Cooldown
+
{{Main|Termite}}
|-
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While not particularly dangerous on their own, their thump cannon can destroy most walls in a single shot, leaving your colonists open to damage from other mechanoids. Depending on the exact strategy employed against the raid as a whole, these might be the highest priority, or of negligible concern.
![[Injury#Blunt|Blunt]]
 
| 11.7
 
| 2.6 sec
 
|}
 
  
Centipedes are much less dangerous in melee range. If you have well-protected brawlers and are able to lock down all centipedes in melee range, that is highly beneficial. They won't be able to spray bullets everywhere. Eventually even well-protected brawlers will go down from pain due to multiple bruises, but it should not be fatal, and meanwhile they (and your gunners) should be able to more effectively deal damage to the centipedes.
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==Biotech Mechanoids==
 +
{{Biotech|section=1}}
 +
===Militor===
 +
{{Main|Militor}}
 +
A small combat mechanoid armed with a low power, 12 range mini-shotgun. One of the weakest mechanoids, they serve as earlygame threats and support other mechanoids. They can be scary through sheer numbers - large mechanoid raids comprised only of militors occasionally spawn.
 +
===Scorcher===
 +
{{Main|Scorcher}}
 +
A mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.
 +
===Legionary===
 +
{{Main|Legionary}}
 +
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.
 +
===Tesseron===
 +
{{Main|Tesseron}}
 +
A medium-range combat mechanoid. The tesseron's sweeping beam attack pierces shields, ignites pawns, and deals great damage, but can't be fired up close.
 +
===Centurion===
 +
{{Main|Centurion}}
 +
An incredibly durable ultra-heavy mech, with a large shield capable of defending allies. It also has point-defense turret, which can fire while moving.
 +
===Tunneler===
 +
{{Main|Tunneler}}
 +
A large, somewhat durable melee mechanoid with a natural shield and smokepop. While mostly made for mining, some [[apocriton]] summon groups will arrive with tunnelers. Does not seem to appear in regular mech raids.
  
===Body Parts (Summary)===
+
== Mechanoid commanders ==
Centipedes are actually very simplistic and robust in design, with not that many parts overall. Their obvious weakness is that they're able to be severed in two, rapidly reducing their ability to move (which may eventually kill them).
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{{Biotech|section=1}}
 +
=== Diabolus ===
 +
{{Main|Diabolus}}
 +
An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. It takes time to charge up, but devastates everything including buildings and walls in a large radius. Also has a flame burst for use against nearby foes, and a general purpose turret.
 +
=== War queen ===
 +
{{Main|War queen}}
 +
An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small [[war urchin]] combat mechs within its massive carapace and deploy them into combat.  
  
*Note: Centipedes have a health scale of '''2.0''' - meaning their parts have twice the health of body parts listed in the files.
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=== Apocriton ===
 +
{{Main|Apocriton}}
 +
A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius.  While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.
  
{| {{STDT| sortable c_08 text-center}}
+
== Pawns ==
! Body Part Name  !! Health (&times; Health Scale) !! Base Health !! Quantity !! Coverage (per part)<ref name="coverage">Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.</ref>  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed
+
{| {{STDT| c_01 text-center}}
 +
! Pawn Type !! Image !! Combat Power !! Armor (S/B/H) !! Gear Health (%) !! Avg. Gear Quality !! Weapon Budget !! Available Weapons !! Age Range !! Move Speed !! Additional Info
 
|-
 
|-
! [[#Body Rings|First Body Ring]]
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! [[Scyther]]
| 200 || | 100 || | 1 || | ? || | Core Part || | Functioning in general || | Machine Failure
+
|[[{{Q|Scyther|Image}}|50px]]   || {{Q|Scyther|Combat Power}} || {{Q|Scyther|Armor - Sharp}}% / {{Q|Scyther|Armor - Blunt}}% / {{Q|Scyther|Armor - Heat|0}}% || 100 ||   -    ||   -  || '''Melee (Blades)''' || Any || {{Q|Scyther|Move Speed Base}} {{CS}} || - <!--Before adding anything to these sections, see its purpose on other faction pages. They are not for general analysis-->
 
|-
 
|-
! [[#Mechanical Head|Mechanical Head]]
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! [[Lancer]]
| 60 || | 30 || | 1 || | 8.0% || | Head || | Houses Artificial Brain, Sensors || | Machine Failure
+
|[[{{Q|Lancer|Image}}|50px]]   || {{Q|Lancer|Combat Power}} || {{Q|Lancer|Armor - Sharp}}% / {{Q|Lancer|Armor - Blunt}}% / {{Q|Lancer|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[Charge lance]]''' || Any || {{Q|Lancer|Move Speed Base}} {{CS}} || -
 
|-
 
|-
! [[#Artificial Brain|Artificial Brain]]
+
! [[Centipede]]
| 60 || | 30 || | 1 || | 20% || | Inside Head || | Data processing || | Machine Failure
+
|[[{{Q|Centipede|Image}}|50px]] || {{Q|Centipede|Combat Power}} || {{Q|Centipede|Armor - Sharp}}% / {{Q|Centipede|Armor - Blunt}}% / {{Q|Centipede|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[Heavy charge blaster]] / [[Inferno cannon]]''' || Any || {{Q|Centipede|Move Speed Base}} {{CS}} || -
 
|-
 
|-
! [[#Sensors|Sight Sensor]]
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! [[Pikeman]]
| 20 || | 10 || | 2 || | 15% || | Head || | Sight || | Loss of sight/Blindness
+
|[[{{Q|Pikeman|Image}}|50px]]   || {{Q|Pikeman|Combat Power}} || {{Q|Pikeman|Armor - Sharp}}% / {{Q|Pikeman|Armor - Blunt}}% / {{Q|Pikeman|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[Needle gun]]''' || Any || {{Q|Pikeman|Move Speed Base}} {{CS}} || -
 
|-
 
|-
! [[#Sensors|Hearing Sensor]]
+
! [[Termite]]
| 20 || | 10 || | 2 || | 5.0% || | Head || | Hearing || | Loss of hearing/Deafness
+
|[[{{Q|Termite|Image}}|50px]]   || {{Q|Termite|Combat Power}} || {{Q|Termite|Armor - Sharp}}% / {{Q|Termite|Armor - Blunt}}% / {{Q|Termite|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[Thump cannon]]''' || Any || {{Q|Termite|Move Speed Base}} {{CS}} || -
 
|-
 
|-
! [[#Sensors|Smell Sensor]]
+
! [[Militor]]
| 20 || | 10 || | 1 || | 10% || | Head || | - || | -
+
|[[{{Q|Militor|Image}}|50px]]   || {{Q|Militor|Combat Power}} || {{Q|Militor|Armor - Sharp}}% / {{Q|Militor|Armor - Blunt}}% / {{Q|Militor|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[mini-shotgun]]''' || Any || {{Q|Militor|Move Speed Base}} {{CS}} || -
 
|-
 
|-
! [[#Body Rings|Second Body Ring]]
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! [[Legionary]]
| 170 || | 85 || | 1 || | 75% || | Inside first ring || | Moving, Manipulation || | Loss of moving/manipulation ability
+
|[[{{Q|Legionary|Image}}|50px]]   || {{Q|Legionary|Combat Power}} || {{Q|Legionary|Armor - Sharp}}% / {{Q|Legionary|Armor - Blunt}}% / {{Q|Legionary|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[needle gun]]''' || Any || {{Q|Legionary|Move Speed Base}} {{CS}} || -
 
|-
 
|-
! [[#Body Rings|Third Body Ring]]
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! [[Tesseron]]
| 140 || | 70 || | 1 || | 80% || | Inside second ring || | Moving, Manipulation || | Loss of moving/manipulation ability
+
|[[{{Q|Tesseron|Image}}|50px]]   || {{Q|Tesseron|Combat Power}} || {{Q|Tesseron|Armor - Sharp}}% / {{Q|Tesseron|Armor - Blunt}}% / {{Q|Tesseron|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[beam graser]]''' || Any || {{Q|Tesseron|Move Speed Base}} {{CS}} || -
 
|-
 
|-
! [[#Body Rings|Fourth Body Ring]]
+
! [[Scorcher]]
| 110 || | 55 || | 1 || | 75% || | Inside third ring || | Moving, Manipulation || | Loss of moving/manipulation ability
+
|[[{{Q|Scorcher|Image}}|50px]]   || {{Q|Scorcher|Combat Power}} || {{Q|Scorcher|Armor - Sharp}}% / {{Q|Scorcher|Armor - Blunt}}% / {{Q|Scorcher|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[mini-flameblaster]]''' || Any || {{Q|Scorcher|Move Speed Base}} {{CS}} || -
 
|-
 
|-
! [[#Body Rings|Fifth Body Ring]]
+
! [[Tunneler]]
| 80 || | 40 || | 1 || | 66% || | Inside fourth ring || | Moving, Manipulation || | Loss of moving/manipulation ability
+
|[[{{Q|Tunneler|Image}}|50px]]   || {{Q|Tunneler|Combat Power}} || {{Q|Tunneler|Armor - Sharp}}% / {{Q|Tunneler|Armor - Blunt}}% / {{Q|Tunneler|Armor - Heat|0}}% || 100 || Normal || 9999 || '''Melee (Power claws)''' || Any || {{Q|Tunneler|Move Speed Base}} {{CS}} || -
 
|-
 
|-
! [[#Body Rings|Sixth Body Ring]]
+
! [[Centurion]]
| 200 || | 100 || | 1 || | 50% || | Inside fifth ring || | Moving, Manipulation || | Loss of moving/manipulation ability
+
|[[{{Q|Centurion|Image}}|50px]]   || {{Q|Centurion|Combat Power}} || {{Q|Centurion|Armor - Sharp}}% / {{Q|Centurion|Armor - Blunt}}% / {{Q|Centurion|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[charge blaster turret]]''' || Any || {{Q|Centurion|Move Speed Base}} {{CS}} || -
|}
 
==Lancer==
 
|image = MechanoidLancer.png|Lancer
 
|description = "A human-sized combat mechanoid with huge optical sensors on its face for aiming weapons at long range. While effective at distance, it is weaker in melee combat. Veterans of mechanoid wars know that often, the safest thing to do against a lancer is to charge."
 
|type = Mechanoid{{!}}Mechanoid
 
|type2 = Characters{{!}}Characters
 
|movespeed = 4.9
 
|attack1dmg = 12
 
|attack1type = blunt
 
|attack1part = left fist
 
|attack1cool = 120
 
|attack2dmg = 12
 
|attack2type = blunt
 
|attack2part = right fist
 
|attack2cool = 120
 
|armorblunt = 20
 
|armorsharp = 40
 
|meatyield = 0
 
<!--|bodysize = 1.0-->
 
|healthscale = 1.0
 
}}
 
 
 
'''Lancers''' are a type of fast-moving [[mechanoid]] with strong long-range firepower that deals 30 damage per hit. They can be found sealed in ancient ruins in all biomes, either spawned inside mountains or outside on the landscape. They may also raid the player's base through a random raid-type event and can also be found in most [[Crashed Ship Part#Poison Ship|poison ships]] and [[Crashed Ship Part#Psychic Ship|psychic ships]].
 
 
 
Lancers are often supported by [[centipede]]s and [[scyther]]s, though they outrun centipedes by a huge margin, and will not stop to let them catch up.
 
 
 
Like other mechanoids, lancers are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Lancers have a moderate resistance to sharp damage and a small resistance to blunt damage but somewhat low health, making them trivial to disable at range with sufficient firepower. Lancers are vulnerable to [[spike trap]]s, with only a few hits required to kill them.
 
 
 
Lancers will quickly charge until they are at range, in which they will stay at maximum range to fire. They will not move around to seek cover, or avoid incoming fighters.
 
 
 
Dead lancers may be disassembled at the [[machining table]] for 20 [[steel]], 5 [[plasteel]] and 1 [[component]], though these values are affected by mechanoid disassembly efficiency.
 
 
 
== Combat & Strategy ==
 
 
 
{{main|Defense tactics#Lancers}}
 
 
 
Lancers play a supportive role, providing firepower at range to pick off lone colonists while centipedes mow down groups and scythers charge your gunners.
 
 
 
As the description says, charging lancers can be a viable way to take them down, once you have taken care of the initial scyther charge.
 
 
 
==Biology==
 
Lancers, although mechanical and not very human-looking, are actually almost the same in structure as a typical human (minus the organs). However, they're more durable than humans, don't feel pain and ''do not fear for their life'' - they don't even use cover. This can make them very dangerous to fight against when under-armed.
 
They have two arms, run on two legs, and (surprisingly) have a neck and make vocal communication. Why a machine would use standard human-like air-based vocalization is unknown at this time - especially when Centipedes are completely unable to manually communicate.
 
 
 
===Diet===
 
Much like Centipedes, it's unknown what exactly drives a Lancer, but it's likely it would be similar to whatever powers the Centipede.
 
===Combat===
 
Lancers will quickly charge until they are at range, in which they will stay at maximum range to fire. They will not move around to seek cover, or avoid incoming fighters.
 
==Body Parts (Detailed)==
 
 
 
Modification bills are performed by colonists assigned to Crafting.
 
 
 
=== Artificial Brain ===
 
 
 
Required for overall function and function of any Mechanoid. Without this, a Mechanoid is simply an empty husk of mechanical parts. Can be deactivated if incapacitated, causes same effect as euthanizing
 
 
 
==Scyther==
 
{{:Mechanoid_Scyther}}
 
 
 
===Biology===
 
Scythers, although mechanical and not very human-looking, are actually almost the same in structure as a typical human (minus the organs). However, they're more durable than humans, don't feel pain and ''do not fear for their life'' - they don't even use cover. This can make them very dangerous to fight against when under-armed.
 
 
 
Like Lancers they have two arms, run on two legs, and (surprisingly) have a neck and make vocal communication. Why a machine would use standard human-like air-based vocalization is unknown at this time - especially when Centipedes are completely unable to manually communicate.
 
 
 
===Diet===
 
Much like Centipedes and Lancers, it's unknown what exactly drives a Scyther, but it's likely it would be similar to whatever powers the Centipede.
 
 
 
===Combat===
 
Scythers attack with a blade attached to each arm, which does 20 damage per hit, which is significant and is quickly dangerous, even to brawlers.
 
{| {{STDT| c_06 text-center}}
 
! Melee Attacks !! Damage Amount !! Cooldown
 
|-
 
![[Injury#Cut|Cut]]
 
| 20
 
| 2.0 sec
 
|}
 
 
 
The name "Scythers" is derived from the vicious scythe-blades they wield as melee weapons, which are frighteningly effective at dismembering careless colonists that stray too close.
 
 
 
In fact, they have the highest melee DPS of any pawn in game, minus a colonist equipped with dual [[scyther blade]]s or a Masterwork/Legendary plasteel [[longsword]].
 
 
 
===Body Parts (Summary)===
 
Scythers, again, are practically humans in biology, although they lack many of the human organs and bones.
 
 
 
<!-- *Note: Scythers have a health scale of '''1.5''' - meaning their parts have &times;1.5 the health of body parts listed in the files.-->
 
{| {{STDT| sortable c_08 text-center}}
 
! Body Part Name !! Health (&times;1.5 Health Scale) !! Base Health !! Quantity !! Coverage (per part)<ref name="coverage" />  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed
 
|-
 
! [[#Mechanical Thorax|Mechanical Thorax]]
 
| 40 || | 40 || | 1 || | ? || | Core part || | Functioning in general || | Machine failure
 
|-
 
! [[#Mechanical Neck|Mechanical Neck]]
 
| 30 || | 30 || | 1 || | 8.0% || | Top of Thorax || | Communication (vocal),<br/>connector of thorax and head || | Machine failure
 
|-
 
! [[#Mechanical Head|Mechanical Head]]
 
| 30 || | 30 || | 1 || | 75% || | Neck || | Houses Artificial Brain, Sensors || | Machine failure
 
 
|-
 
|-
! [[#Artificial Brain|Artificial Brain]]
 
| 30 || | 30 || | 1 || | 15% || | Head || | Dataprocessing || | Machine failure
 
 
|-
 
|-
! [[#Sensors|Sight Sensor]]
+
! [[Diabolus]]
| 10 || | 10 || | 2 || | 15% || | Head || | Sight || | Loss of sight/Blindness
+
|[[{{Q|Diabolus|Image}}|50px]]   || {{Q|Diabolus|Combat Power}} || {{Q|Diabolus|Armor - Sharp}}% / {{Q|Diabolus|Armor - Blunt}}% / {{Q|Diabolus|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[hellsphere cannon]]''' || Any || {{Q|Diabolus|Move Speed Base}} {{CS}} || -
 
|-
 
|-
! [[#Sensors|Hearing Sensor]]
+
! [[War queen]]
| 10 || | 10 || | 2 || | 5.0% || | Head || | Hearing || | Loss of hearing/Deafness
+
|[[{{Q|War queen|Image}}|50px]]   || {{Q|War queen|Combat Power}} || {{Q|War queen|Armor - Sharp}}% / {{Q|War queen|Armor - Blunt}}% / {{Q|War queen|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[charge blaster turret]]''' || Any || {{Q|War queen|Move Speed Base}} {{CS}} || -
 
|-
 
|-
! [[#Sensors|Smell Sensor]]
+
! [[Apocriton]]
| 10 || | 10  || | 1 || | 10% || | Head || | - || | -
+
|[[{{Q|Apocriton|Image}}|50px]]  || {{Q|Apocriton|Combat Power}} || {{Q|Apocriton|Armor - Sharp}}% / {{Q|Apocriton|Armor - Blunt}}% / {{Q|Apocriton|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[toxic needle gun]]''' || Any || {{Q|Apocriton|Move Speed Base}} {{CS}} || -
 
|-
 
|-
! [[#Arm|Arm]]
+
! [[War urchin]]
| 30 || | 30 || | 2 || | 10% || | Thorax || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost)
+
|[[{{Q|War urchin|Image}}|50px]]   || {{Q|War urchin|Combat Power}} || {{Q|War urchin|Armor - Sharp}}% / {{Q|War urchin|Armor - Blunt}}% / {{Q|War urchin|Armor - Heat|0}}% || 100 || Normal || 9999 || '''[[spiner]]''' || Any || {{Q|War urchin|Move Speed Base}} {{CS}} || -
 
|-
 
|-
! [[#Hand|Hand]]
 
| 20 || | 20 || | 2 || | 20% || | Arm || | Manipulation || | Loss of manipulation ability
 
|-
 
! [[#Fingers|Fingers]]
 
| 7 || | 7 || | 10 || | 5.0% || | Hand || | Manipulation || | Loss of manipulation ability (minor)
 
|-
 
! [[#Leg|Leg]]
 
| 30 || | 30 || | 2 || | 10% || | Thorax || | Moving || | Unable to move
 
|-
 
! [[#Foot|Foot]]
 
| 20 || | 20 || | 2 || | 20% || | Leg || | Moving || | Loss of moving ability
 
|-
 
! [[#Toes|Toes]]
 
| 10 || | 10 || | 10 || | 5.0% || | Foot || | Moving || | Loss of moving ability (minor)
 
 
|}
 
|}
  
==Body Parts (Detailed)==
+
== Trivia ==
 
+
* Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above 'Spacer', and the second highest tech level in the game, below 'Transcendent'.
Modification bills are performed by colonists assigned to Crafting.
 
 
 
=== Artificial Brain ===
 
 
 
Required for overall function and function of any Mechanoid. Without this, a Mechanoid is simply an empty husk of mechanical parts. Can be deactivated if incapacitated, causes same effect as euthanizing
 
 
 
=== Body Rings ===
 
 
 
Everything is built off of the Centipede's first body ring - the head, and second body ring are connected to the first ring, while the rest of the rings chain off from there (second ring connected to third, third connected to fourth, etc.).
 
 
 
Body rings enable the Centipede to move and work, as there are many tiny, tiny legs that are connected to the body rings (not listed under body parts).
 
 
 
=== Sensors ===
 
 
 
Sight sensors for seeing, hearing sensors for hearing, and smell sensors for smell.
 
 
 
It's worth noting that smell is not yet implemented in the game, so destroying a smelling sensor doesn't harm a Mechanoid overall since they do not feel pain.
 
  
{{#show: Scyther Blade | ?Note}}
+
== Version history ==
 +
* [[Version/0.4.460|0.4.460]] - Mechanoid raids added.
 +
* [[Biotech DLC]] - Added many new mechanoids.
  
==References==
+
{{nav|mechanoid|wide}}
<references/>
+
{{nav|factions|wide}}
  
==Trivia==
+
[[Category: Factions]]
* Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above spacer, and the second highest tech level in the game, below 'Transcendent'.
 

Latest revision as of 01:54, 31 December 2023

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Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them.

A Mechanoid Hive is a permanently hostile faction composed entirely of mechanoids, deadly autonomously intelligent robots.

Summary[edit]

All mechanoids from a mech hive are permanently hostile to the colony. They do not eat and are immune to toxic fallout and temperature extremes, despite having a Comfortable Temperature range. As machines, they are vulnerable to EMP attacks, though will "Adapt" for 2,200 ticks (36.67 secs) (regardless of source), making them immune to all further EMP strikes. Hostile mechanoids do not fear for their life, unable to feel pain and will not seek to take cover.

Mechanoids can be found sealed in ancient ruins in all biomes, which spawn inside mountains or outside on the landscape. They may also raid the player's base through events and can also be found in most poison ships, psychic ships, and mech clustersContent added by the Royalty DLC. They may sometimes appear dormant in Ancient Complex and guarding any relic with Ideology DLCContent added by the Ideology DLC.

Hostile mechanoids are not bound by power limits. While mechanitors can create their own allied mechanoids in the Biotech DLC Content added by the Biotech DLC, they are unable to tame or convert hostile ones. Friendly mechs may become feral and join a mech hive if left Uncontrolled (such as having too little bandwidth) for too long, and can't be re-converted.

Mechanoid Types[edit]

Mechanoid forces are specialized by their unit types, with each unit performing a single role. Basics summaries are available here, see the individual pages for further details and analysis.

Core[edit]

Scyther[edit]

The melee boogeymen of Mechanoids. Fast and extremely dangerous up close, large numbers can and will overwhelm single enemies. Melee blocking, use of chokepoints, and focus fire while they close in are useful tactics. Mechanoid raids consisting entirely of large numbers of scythers are fairly common.

Lancer[edit]

Armed with charge lances, they have medium range and modest overall DPS. However, their high shot damage presents a modest, but serious risk of one-shot-killing pawns by destroying body parts. Therefore, exposure should be limited and lancers prioritized as threats. Like many non-scythers, melee combat is very effective if a pawn can get close enough.

Pikeman[edit]

Acting as the sniper, their needle gun doesn't do too much damage. Their main role is to allow mechanoids to engage at range - use bends in chokepoints to force them into range, or simply advance and kill them.

Centipede[edit]

Centipedes are tanks and crowd controllers. They are incredibly durable, but rather slow. They can wield heavy charge blasters or miniguns for raw, inaccurate damage, or inferno cannons to light fires and force ignited pawns out of cover. Mortar Fire and melee combat are decent options for actually damaging the centipede due to it's slow movement speed and large size, and avoid bunching against any of their weapons. Alternatively, a psychic insanity lance against a centipede turns a danger into a significant asset, though note that other mechanoids are immune to inferno cannons.

Termite[edit]

While not particularly dangerous on their own, their thump cannon can destroy most walls in a single shot, leaving your colonists open to damage from other mechanoids. Depending on the exact strategy employed against the raid as a whole, these might be the highest priority, or of negligible concern.

Biotech Mechanoids[edit]

Militor[edit]

A small combat mechanoid armed with a low power, 12 range mini-shotgun. One of the weakest mechanoids, they serve as earlygame threats and support other mechanoids. They can be scary through sheer numbers - large mechanoid raids comprised only of militors occasionally spawn.

Scorcher[edit]

A mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.

Legionary[edit]

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.

Tesseron[edit]

A medium-range combat mechanoid. The tesseron's sweeping beam attack pierces shields, ignites pawns, and deals great damage, but can't be fired up close.

Centurion[edit]

An incredibly durable ultra-heavy mech, with a large shield capable of defending allies. It also has point-defense turret, which can fire while moving.

Tunneler[edit]

A large, somewhat durable melee mechanoid with a natural shield and smokepop. While mostly made for mining, some apocriton summon groups will arrive with tunnelers. Does not seem to appear in regular mech raids.

Mechanoid commanders[edit]

Diabolus[edit]

An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. It takes time to charge up, but devastates everything including buildings and walls in a large radius. Also has a flame burst for use against nearby foes, and a general purpose turret.

War queen[edit]

An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small war urchin combat mechs within its massive carapace and deploy them into combat.

Apocriton[edit]

A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.

Pawns[edit]

Pawn Type Image Combat Power Armor (S/B/H) Gear Health (%) Avg. Gear Quality Weapon Budget Available Weapons Age Range Move Speed Additional Info
Scyther Scyther east.png 150 40% / 20% / 200% 100 - - Melee (Blades) Any 4.7 c/s -
Lancer MechanoidLancer.png 180 40% / 20% / 200% 100 Normal 9999 Charge lance Any 4.7 c/s -
Centipede Centipede east.png 400 72% / 22% / 200% 100 Normal 9999 Heavy charge blaster / Inferno cannon Any 1.9 c/s -
Pikeman MechanoidPikeman.png 110 40% / 20% / 200% 100 Normal 9999 Needle gun Any 2.5 c/s -
Termite Termite.png 110 56% / 22% / 200% 100 Normal 9999 Thump cannon Any 2.1 c/s -
Militor Militor east.png 45 20% / 10% / 200% 100 Normal 9999 mini-shotgun Any 3.8 c/s -
Legionary Legionary east.png 150 40% / 20% / 200% 100 Normal 9999 needle gun Any 4.3 c/s -
Tesseron Tesseron east.png 150 40% / 20% / 200% 100 Normal 9999 beam graser Any 4.7 c/s -
Scorcher Scorcher east.png 75 40% / 20% / 200% 100 Normal 9999 mini-flameblaster Any 4.5 c/s -
Tunneler Tunneler Mechanoid east.png 250 80% / 40% / 200% 100 Normal 9999 Melee (Power claws) Any 1.9 c/s -
Centurion Centurion east.png 250 75% / 25% / 200% 100 Normal 9999 charge blaster turret Any 1.6 c/s -
Diabolus Diabolus east.png 500 75% / 25% / 200% 100 Normal 9999 hellsphere cannon Any 2.4 c/s -
War queen Warqueen east.png 600 75% / 25% / 200% 100 Normal 9999 charge blaster turret Any 1.6 c/s -
Apocriton ApocritonAncient east.png 600 75% / 40% / 200% 100 Normal 9999 toxic needle gun Any 3.2 c/s -
War urchin War urchin east.png 10 20% / 10% / 200% 100 Normal 9999 spiner Any 4.2 c/s -

Trivia[edit]

  • Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above 'Spacer', and the second highest tech level in the game, below 'Transcendent'.

Version history[edit]