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| flammability = 0
 
| flammability = 0
 
| marketvalue = 1600
 
| marketvalue = 1600
| combatPower = 600
 
 
| armorblunt = 25
 
| armorblunt = 25
 
| armorsharp = 75
 
| armorsharp = 75
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== Occurrence ==
 
== Occurrence ==
One or more war queens can spawn in mechanoid raids when sufficient [[raid point]]s are available for them, however they are also involved in the [[mechanitor]] progression and can be specifically summoned by the player.
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You can summon a hostile war queen with a [[mechanitor]] and a [[mechband antenna]], and destroys the antenna. Therefore, each summon requires {{Required Resources|Mechband antenna}} for the antenna, and [[Research#High Mechtech|Standard Mechtech]] already researched. However, war queens are not exclusive to summoning, as strong enough mechanoid raids may feature one or even multiple.  
 
 
Summoning a hostile war queen requires a [[mechanitor]] and a [[mechband antenna]], destroying the antenna in the process. Constructing a mechband antenna requires the [[Research#{{Q|Mechband antenna|Required Research}}|{{Q|Mechband antenna|Required Research}}]] research.
 
  
 
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned a War queen before, but is independent of wealth, time, or colony progress. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and "prepare" before launching their assault.
 
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned a War queen before, but is independent of wealth, time, or colony progress. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and "prepare" before launching their assault.
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== Summary ==
 
== Summary ==
 
{{Mechanoid Summary}} War queens have a 70% [[EMP]] resistance, meaning they are stunned for 70% less time.
 
{{Mechanoid Summary}} War queens have a 70% [[EMP]] resistance, meaning they are stunned for 70% less time.
 
Dead war queens may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||50}} [[steel]] and {{Icon Small|Plasteel||20}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the war queen.
 
  
 
Defeating a hostile War queen rewards the player with a [[Powerfocus chip]]. Studying one is required to research [[Research#High_Mechtech|High Mechtech]], and they can also be used to create various mechanitor gear.
 
Defeating a hostile War queen rewards the player with a [[Powerfocus chip]]. Studying one is required to research [[Research#High_Mechtech|High Mechtech]], and they can also be used to create various mechanitor gear.
  
=== Combat ===
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===Combat===
* Equipped with a [[charge blaster turret]].
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*Equipped with a [[charge blaster turret]].
* Spawns [[war urchin]]s; the queen can make up to 3 war urchins at a time. Each war urchin costs 25 [[steel]] to make. The war queen generates with 600 steel.
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*Spawns [[war urchin]]s; the queen can make up to 3 war urchins at a time. Each war urchin costs 25 [[steel]] to make. The war queen generates with 600 steel.
** This steel is not recovered upon killing the queen or shredding her at a [[Machining table]]
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**This steel is not recovered upon killing the queen or shredding her at a [[Machining table]]
** If the queen is killed before the urchins, they all die immediately
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*May come with an energy shield. 300 HP, recharges at a 0.5 rate.
* May come with an energy shield. 300 HP, recharges at a 0.5 rate.
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*MeleeDoorDamageFactor = 1.5
* MeleeDoorDamageFactor = 1.5
 
  
=== As an ally ===
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When used by the player, deploying a batch of urchins has a 15 second cooldown.  
It costs 25 steel to create each [[war urchin]]. Dead war urchins can be shredded at a [[machining table]] for up to 10 steel, so the actual cost of single urchin is closer to 15 steel, assuming you can retrieve their corpses intact. When summoning, you can summon 3 at a time every 15 seconds, for a total batch cost of 75 steel. The War Queen can hold up to 600 steel at a time, and the target level can be set by the player.
 
  
Player urchins cannot be operated manually, nor can they be [[allowed area|zoned]], but they respect forbidden doors. Otherwise they just behave like ally pawns from NPC factions, moving towards the nearest enemy on the entire map.
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Player urchins cannot be operated manually, nor can they be [[allowed area|zoned]]; they just behave like ally pawns from NPC factions.
  
War queens cannot release war urchins while dormant self-charging, and the operation mode of a mech cannot be changed when the overseer is unavailable. However, a war queen moving due to factors like zoning restrictions are not considered as dormant self-charging and can release war urchins.
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=== As an ally ===
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It costs 25 steel to create each [[war urchin]]. Dead war urchins can be shredded at a [[machining table]] for up to 10 steel, so the actual cost of single urchin is closer to 15 steel, assuming you can retrieve their corpses intact.
  
 
== Analysis ==
 
== Analysis ==
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== Health ==
 
== Health ==
===Body Parts (Summary)===
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{{Animal Health Table}}<!--{{Animal Health Table|Mech_Warqueen}}-->
{{Animal Health Table|Mech_Warqueen}}
 
  
 
== Gallery ==
 
== Gallery ==
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== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
* [[Version/1.4.3531|1.4.3531]] - Increased EMP resistance from 45% to 70%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled. Fix: War urchins are not newborn when created by a war queen.
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* [[Version/1.4.3531|1.4.3531]] - Increased EMP resistance from 45% to 70%. Fix: War urchins are not newborn when created by a war queen.
* [[Version/1.4.3541|1.4.3541]] - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.
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* [[Version/1.4.3555|1.4.3555]] - Now immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]].
* [[Version/1.4.3555|1.4.3555]] - Now immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Super-mechanoids cannot be called when there is already another super-mechanoid on the way.
 
  
 
{{nav|mechanoid|wide}}
 
{{nav|mechanoid|wide}}
 
[[Category:Mechanoids]]
 
[[Category:Mechanoids]]

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