"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
"Heavy combat mechanoids that glide on dozens of tiny legs. Their heavy armor and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics."
Centipedes are mechanoids which do not eat, cannot be tamed or trained, and are always hostile to the colony. They can be found sealed in ancient ruins in all biomes, 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 and psychic ships. They will target doors, walls, base production tables and furniture.
Dead centipedes may be disassembled at the machining table for 50, 10, and 2, though these values are affected by mechanoid disassembly efficiency as well as missing parts on the centipede.
Combat & Strategy
Centipedes are slow-moving and highly resistant to sharp damage, which includes bullets, so they require many shots to take down with guns. Centipedes may spawn equipped with heavy charge blaster or inferno cannon.
Slow movement speed is a significant weakness of this enemy, providing an effective way to take them down. A pawn with a default movement speed using a long-ranged weapon (sniper rifle or charge lance) should be able to safely take a shot and move away before a Centipede is able to respond.
Melee swarms are possible with little risk of long-term injuries, provided pawns can safely close the distance. Shield belts, drawing their fire from a different direction, or simply using walls and terrain to block projectiles are all good ways to move in. Centipedes with the heavy charge blaster must be simultaneously engaged in melee to make sure none of them can use their weapons, otherwise they can eviscerate your colonist at point-blank before you can get the victim to escape.
Micromanagement should make sure that weaker fighters are targeted first, so that better ones can fight for longer before passing out from bruise pain.
Centipedes are good at crowd control, but struggle against single or widely scattered targets. One effective way of distracting fire from them (if they are not equipped with the inferno cannon or supported by lancers) is to simply let a colonist with a shield belt stand in front of other colonists; the centipedes will focus fire on the shielded colonist, allowing your other colonists to fire at the centipedes without getting hurt.
If you can spare the resources, uranium slug turrets can be an extremely effective hard counter to Centipedes, as they outrange them greatly and their shots are powerful enough to pierce their thick armor. Their tendency to stay at range keeps them within the slug turret's effective range.
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 or even disabled.
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. The only operation that can be performed on centipedes is the "Shut Down" function. This has no effect aside from shutting down Mechanoids that are already incapacitated. This operation can only be performed by a colonist that is assigned as a Repairer. This provides a helpful alternative to simply shooting incapacitated mechanoids, leaving your colonists free to help with the inevitable cleanup after a mechanoid raid.
Centipedes are machines, and machines don't need to eat - but they do need some source of power.
Currently, it is unknown what power source or other source of energy the Centipede uses.
Centipedes are mechanized heavy siege units, and as such are generally equipped with either a minigun, inferno cannon, or heavy charge blaster on semi-rare occasions, but are also able to engage in melee combat with colonists.
|Melee Attacks||Damage Amount||Cooldown|
Their melee attack is the highest damaging melee attack in the game, not counting explosives or quality melee weapons such as high-quality longswords. Getting in close is not recommended, unless you absolutely have to interrupt their firing sequence to save vital assets from death or destruction. Even then, it is advised to wear the heaviest armor possible to block blunt-type damage.
Body Parts (Summary)
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 incapacitate them).
- Note: Centipedes have a health scale of 2.0 - meaning their parts have twice the health of body parts listed in the files.
|Body Part Name||Health (× Health Scale)||Base Health||Quantity||Coverage (per part)||Group||Function / Required for following System||Effect if Destroyed/Removed|
|First Body Ring||200||100||1||?||Core Part||Functioning in general||Machine Failure|
|Mechanical Head||60||30||1||8.0%||Head||Houses Artificial Brain, Sensors||Machine Failure|
|Artificial Brain||60||30||1||20%||Inside Head||Data processing||Machine Failure|
|Sight Sensor||20||10||2||15%||Head||Sight||Loss of sight/Blindness|
|Hearing Sensor||20||10||2||5.0%||Head||Hearing||Loss of hearing/Deafness|
|Second Body Ring||170||85||1||75%||Inside first ring||Moving, Manipulation||Loss of moving/manipulation ability|
|Third Body Ring||140||70||1||80%||Inside second ring||Moving, Manipulation||Loss of moving/manipulation ability|
|Fourth Body Ring||110||55||1||75%||Inside third ring||Moving, Manipulation||Loss of moving/manipulation ability|
|Fifth Body Ring||80||40||1||66%||Inside fourth ring||Moving, Manipulation||Loss of moving/manipulation ability|
|Sixth Body Ring||200||100||1||50%||Inside fifth ring||Moving, Manipulation||Loss of moving/manipulation ability|
"Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but they mostly use two arm blades to lop off limbs or gut their victims alive."
Scythers are a type of fast-moving mechanoid with strong melee skills that 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 poison ships and psychic ships.
Like other mechanoids, scythers are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Scythers have a moderate resistance to sharp damage and a small resistance to blunt damage combined with an average health scale, making them trivial to disable at range with sufficient firepower. Scythers are vulnerable to deadfall traps, with only a few hits required to kill them.
Scythers will always charge head-on at your colonists, being horrifyingly effective at melee.
Dead scythers may be disassembled at the machining table for 20, 5, and 1, though these values are affected by mechanoid disassembly efficiency.
Combat & Strategy
Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious.
Melee fighters are essential in guarding against scythers, being able to 'peel' them off from more vulnerable allies.
- Scythers have a unique slashing sound when they use their melee attacks.
Prior to Beta 19, scythers will always spawn equipped with the charge lance and will generally prefer to engage at range over melee.
Downed scythers could also be salvaged through a medical operation to obtain their blades so long as they are intact after battle.
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.
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. Scythers have the same "Shut Down" function as centipedes.
Much like Centipedes, it's unknown what exactly drives a Scyther, but it's likely it would be similar to whatever powers the Centipede.
Scythers are usually seen carrying their charge lance into battle, but are able to engage in melee.
|Melee Attacks||Damage Amount||Cooldown|
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.
Body Parts (Summary)
Scythers, again, are practically humans in biology, although they lack many of the human organs and bones.
|Body Part Name||Health (×1.5 Health Scale)||Base Health||Quantity||Coverage (per part)||Group||Function / Required for following System||Effect if Destroyed/Removed|
|Mechanical Thorax||40||40||1||?||Core part||Functioning in general||Machine failure|
|Mechanical Neck||30||30||1||8.0%||Top of Thorax||Communication (vocal),
connector of thorax and head
|Mechanical Head||30||30||1||75%||Neck||Houses Artificial Brain, Sensors||Machine failure|
|Artificial Brain||30||30||1||15%||Head||Dataprocessing||Machine failure|
|Sight Sensor||10||10||2||15%||Head||Sight||Loss of sight/Blindness|
|Hearing Sensor||10||10||2||5.0%||Head||Hearing||Loss of hearing/Deafness|
|Arm||30||30||2||10%||Thorax||Manipulation||Loss of manipulation ability/Unable to work (if both lost)|
|Hand||20||20||2||20%||Arm||Manipulation||Loss of manipulation ability|
|Fingers||7||7||10||5.0%||Hand||Manipulation||Loss of manipulation ability (minor)|
|Leg||30||30||2||10%||Thorax||Moving||Unable to move|
|Foot||20||20||2||20%||Leg||Moving||Loss of moving ability|
|Toes||10||10||10||5.0%||Foot||Moving||Loss of moving ability (minor)|
Body Parts (Detailed)
Modification bills are performed by colonists assigned to Crafting.
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
Colonists set as constructors can remove these (add a bill in the Health, Modifications tab) from downed but not dead scythers, so long as it hasn't been damaged during combat.
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).
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.
- Mechanoids - RimWorld Universe Quick Primer
- 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.
- 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'.