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| image = Psychic_shock_lance.png|Psychic shock lance
 
| image = Psychic_shock_lance.png|Psychic shock lance
 
| description = A limited-use psychic effector. It shocks the target's mind with chaotic images, blocking coherent perception and dropping him into a state of psychic shock. There is a risk of brain damage. It has a long range, but requires line of sight.
 
| description = A limited-use psychic effector. It shocks the target's mind with chaotic images, blocking coherent perception and dropping him into a state of psychic shock. There is a risk of brain damage. It has a long range, but requires line of sight.
| type = Gear
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| type = Artifact
| type2 = Utility
 
 
| tech level = Archotech
 
| tech level = Archotech
 
| marketvalue = 550
 
| marketvalue = 550
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| flammability = 1
 
| flammability = 1
 
| mass base = 0.5
 
| mass base = 0.5
| lifestage = Adult
 
| clothing for nudity = False
 
 
| coverage = Waist
 
| coverage = Waist
 
| layer = Belt
 
| layer = Belt
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== Summary ==
 
== Summary ==
When equipped, a psychic shock lance is worn in the waist [[Utility|utility slot]]. Pawns that are incapable of violence can equip, but not use, the lance. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a pawn within 35 tiles and within [[line of sight]]. The lance has 2 charges and cannot be recharged - when both charges are expended, the item disappears completely and no resources be salvaged from it.
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When equipped, a psychic shock lance is worn in the waist [[Utility|utility slot]]. Pawns that are incapable of violence can equip, but not use, the lance. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a pawn within 35 tiles and within [[line of sight]].
  
 
After a 0.5s warm-up, the target will immediately be affected by [[psychic shock]], setting their [[consciousness]] to a maximum of 10% and rendering them unconscious and [[downed]]. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. This shock lasts for {{ticks|7500}}. There is also a 30% chance that the target will be set [[Fire|on fire]] and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the [[difficulty]] settings.   
 
After a 0.5s warm-up, the target will immediately be affected by [[psychic shock]], setting their [[consciousness]] to a maximum of 10% and rendering them unconscious and [[downed]]. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. This shock lasts for {{ticks|7500}}. There is also a 30% chance that the target will be set [[Fire|on fire]] and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the [[difficulty]] settings.   
  
Pawns with 0% [[psychic sensitivity]], such as those with the [[psychically deaf]] trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. The three [[mechanoid commander]]s{{BiotechIcon}} are also immune to psychic lances.  
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Pawns with 0% [[psychic sensitivity]], such as those with the [[psychically deaf]] trait, cannot be targeted by the lance. Sensitivity does not otherwise modify the effect. Mechanoid commanders ([[Apocriton]]{{BiotechIcon}}, [[Diabolus]]{{BiotechIcon}}, [[War queen]]{{BiotechIcon}}) are also immune to psychic lances.
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The lance cannot be recharged - when both charges are expended the item disappears completely and no resources be salvaged from it.  
  
 
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by 200 points.
 
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by 200 points.
  
{{Utility Note}}
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== Analysis ==
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{{Stub|section=1}}
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As it has a significantly smaller warmup time (just 0.5s vs 4.5s) and comparable range (35 vs 36), it can be useful for downing pesky [[triple rocket launcher]] and [[doomsday rocket launcher]] raiders before they can fire.
  
== Analysis ==
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Psychic shock lances bypass the game's "auto-death on down" chance, meaning they almost always leave the target alive. This makes them good for capturing specific enemies, however the chance of brain damage can ruin previously good potential colonists unless [[biosculpter pod|bioregeneration]] {{IdeologyIcon}}, [[healer mech serum]], or [[luciferium]] is used to heal them.
Psychic shock lances can be used in a variety of ways:
 
* To disable dangerous enemies, especially those with [[doomsday rocket launcher]]s or [[triple rocket launcher]]s. The lance has a significantly smaller warmup time (just 0.5s vs 4.5s) and comparable range (35 vs 36), meaning it can down pawns before they can fire rockets.
 
* To protect solo colonists against [[Events#Caravan ambushed / (manhunters)|caravan ambushes]] or predator attacks.
 
* To capture specific pawns alive, such as for recruitment, [[organ harvesting]], [[Gene extractor|gene extraction]]{{BiotechIcon}}, or faction leader release goodwill or execution bonuses. Psychic shock bypasses the chance of automatic [[AI Storytellers#Enemy death on downed|death on down]] through regular combat. Therefore, these lances can be used to reliably capture amazing pawns from other factions, or just capture pawns in general. Note that the chance of brain damage is significant; it can ruin previously good potential colonists unless a [[healer mech serum]], [[luciferium]], [[biosculpter pod|bioregeneration]]{{IdeologyIcon}}, or the [[Genes#Scarless|Scarless gene]]{{BiotechIcon}} is used to heal them.
 
* To acquire equipment for use or resale. Downing by shock avoids [[Tainted|tainting]] their apparel and only causes a small amount of damage ''if'' it causes burning. It also avoids activating the [[death acidifier]]s present on all [[Empire]]{{RoyaltyIcon}} combatants and some [[Raider#Mercenaries|mercenaries]].
 
:As each charge effectively costs {{#expr:{{P|Market Value Base}}/2}} {{Icon small|silver}}, good target selection can give a value return significantly exceeding the cost. This tactic can be combined with [[organ harvesting]] for even more profit, if so desired. [[Raiders]] wearing [[marine armor]] (worth {{Q|Marine armor|Market Value Base}} {{Icon small|silver}}) are ideal targets, as are [[Empire#Cataphract|Imperial Cataphracts]] {{RoyaltyIcon}}. Obtaining one or more shock lances before opening [[ancient shrine]]s is also advisable as recon and marine armor is fairly common among [[ancients]] and can make a significant difference economically or in combat in the early game.  
 
  
Of these uses, [[psychic insanity lance]]s are equally, if not more, effective at disabling pawns with rocket launchers. However, as they do not down pawns, insanity lances cannot be used to capture enemies or recover apparel. In addition, insanity lances are useless if there is only a single enemy, such as in a small caravan amubush.
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It can also be useful in acquiring equipment for use or sale - the lance downs pawns without killing them, and thus avoids [[Tainted|tainting]] any [[apparel]], and only damages apparel if it causes burning and even then only by a small amount. As each charge effectively costs {{#expr:{{P|Market Value Base}}/2}} {{Icon small|silver}}, good target selection can give a value return significantly exceeding the cost. [[Raiders]] wearing [[marine armor]] worth {{Q|Marine armor|Market Value Base}} {{Icon small|silver}} are ideal targets, as are [[Empire#Cataphract|Imperial Cataphracts]] {{RoyaltyIcon}}.
  
 
==Gallery==
 
==Gallery==
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== Version history ==
 
== Version history ==
 
* [[Version/0.12.906|0.12.906]] - Added
 
* [[Version/0.12.906|0.12.906]] - Added
* [[Version/1.2.2719|1.2.2719]] - Changed from a single-use artifact that occupied the pawn's weapon slot, and had to be activated by selecting a colonist, then right-clicking the artifact and selecting 'Activate' manually. It now also has a limited range and no longer works through walls.  
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* [[Version/1.2.2719|1.2.2719]] - changed from a single-use artifact that occupied the pawn's weapon slot, and had to be activated by selecting a colonist, then right-clicking the artifact and selecting 'Activate' manually. It now also has a limited range and no longer works through walls.  
 
* [[Version/1.4.3555|1.4.3555]] - Mechanoid commanders{{BiotechIcon}} now immune to psychic lances.
 
* [[Version/1.4.3555|1.4.3555]] - Mechanoid commanders{{BiotechIcon}} now immune to psychic lances.
  

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