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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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== Analysis ==
 
== Analysis ==
 
Psychic shock lances can be used in a variety of ways:
 
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.
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* To disable enemies, namely 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 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.
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* To capture and recruit new pawns. Psychic shock bypasses the automatic [[AI Storytellers#Enemy death on downed|death on down]] through regular combat. Therefore, these lances can be used to capture amazing pawns that appear as raiders, or just capture raiders in general. Note that the chance of brain damage is significant; it can ruin previously good potential colonists unless [[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]].  
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* To acquire equipment for use or resale. Using shock will avoid [[Tainted|tainting]] their apparel and only causes a small amount of damage ''if'' it causes burning. It also avoids activating the [[empire]]'s{{RoyaltyIcon}} [[death acidifier]]s.  
: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.  
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: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}}. This can be combined with [[organ harvesting]] for even more profit, if so desired.
  
 
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.
 
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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== 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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