Centipede gunner

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Centipede gunner

Centipede gunner

Heavy combat mechanoids that glide on dozens of tiny legs. Their thick carapace and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics.

Base Stats

Type
Mechanoid
Market Value
1200 Silver
Flammability
0%

Apparel

Armor - Sharp
72%
Armor - Blunt
22%
Armor - Heat
200%

Pawn Stats

Combat Power
400
Bandwidth
4
Move Speed
1.9 c/s
Health Scale
4.32
Body Size
3
Mass
180 kg
Pack Capacity
105 kg
Carrying Capacity
225 kg
Filth Rate
1
Life Expectancy
2,500 years
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack
Head
17 dmg (Blunt)
25 % AP
2.6 second cooldown
Average DPS
4.05

Creation

Crafted At
Large mech gestator
Required Research
High mechtech
Gestation Cycles
6
Resources to make
Steel 255 + Plasteel 255 + Component 8 + High subcore 1
Technical
weaponTags
Minigun


Centipede gunners are a variant of centipede that wield a minigun.

Acquisition[edit]

Centipede gunners can be gestated by a mechanitor at a Large mech gestator once the High mechtech research project has been completed. They require Steel 255 Steel, Plasteel 255 Plasteel, Component 8 Components, High subcore 1 High subcore and 6 gestation cycles taking 1,800 ticks (30 secs) each to initiate. They take up 4 bandwidth from their linked mechanitor.

Dead, friendly centipede gunners can also be resurrected at the large mech gestator using the "Resurrect heavy mechanoid" bill. This requires the corpse of the friendly Centipede gunner, Steel 100 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.

Summary[edit]

As mechanoids, centipedes are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks and will "adapt" for 2,200 ticks (36.67 secs), starting from the stun, rendering them immune to further EMP strikes.

Centipedes have a Psychic Sensitivity of 75%, reducing the duration of certain psycasts.Content added by the Royalty DLC However, most other mechanoids have a psychic sensitivity of 50%, making centipedes more vulnerable than their contemporaries.

Dead centipedes may be shredded at the machining table or crafting spot for Steel 30 steel and Plasteel 10 plasteel, though these values are affected by mechanoid shredding efficiency as well as missing parts on the centipede.

Combat[edit]

Centipede gunners are always equipped with a minigun. They are also able to engage in (less effective) melee combat with colonists.

  • Melee Attacks Damage Amount Cooldown
    Blunt 11.7 2.6 sec
  • Centipedes have a shooting accuracy of 96%, equivalent to a pawn with a Shooting skill of 8. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.

    As an ally[edit]

    Mechs under player control require power: centipedes use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a large mech recharger (constant 400W), for 50% power/day, creating 20 wastepacks whenever the recharger's waste is filled up.

    Analysis[edit]

    As an ally[edit]

    Minigun setup with centipede gunners in front.
    N.B. Likely needs more firepower.

    In general, centipedes are the tanks of the mechanitor's arsenal - slow, with decent to great firepower, but incredibly bulky. This is due to 2 key factors:

    • High raw bulk. Centipedes have good armor, but a massive health scale of 4.32. Centipedes have much higher bulk than 4 bandwidth of any lighter mech combined, even considering the tunneler's shield belt.
    • Superior physiology. Most light mechs are bipedal, with 1 torso and 2 legs. Centipedes have 6 body rings, all with a roughly equal chance of being shot. While the head is more likely to be hit, due to its higher health scale, a single headshot won't kill a centipede like it would a lancer.

    And like all mechanoids, centipedes are disposable - able to be repaired and resurrected for a rather cheap cost. A centipede placed in the front of your line can take a doomsday rocket launcher that would otherwise kill or dismember multiple colonists, and come out largely intact. While war queens may be better in the tank role, centipedes have "regular" armament. See the Comparisons section for more detail.

    Centipede gunners are effectively an incredibly durable pawn with a minigun. They can be used alongside regular pawns if you were already using miniguns in the first place. Miniguns are great in a dedicated kill area, mowing down a crowd of raiders without worry for accuracy. In those cases, gunners add more firepower at little worry. The main disadvantage is that mechanoids can't wield higher quality weapons. If you find value in miniguns, you'll find value with a centipede gunner. Centipedes are also very slow, which can be troublesome against targets like breachers.

    In theoretical DPS, it beats mechs like lancers and tesserons per bandwidth. However, the minigun has issues in practice. It has a long warmup cycle, and often "overkills" due to the 25-bullet burst. A gunner will have to aim and cooldown for the same time no matter how quick any single target dies. If bandwidth is not an issue, then lancers are generally better for DPS/material. Of course, in situations where miniguns are good (large, compact crowds), the centipede gunner is one of the best mechs, and beats anything smaller than it.

    Comparisons - as an ally[edit]

    Compared to other centipedes[edit]

    Compared to centipede blasters, centipede gunners cost Plasteel 100 plasteel less and are unlocked at High mechtech rather than Ultra mechtech. The minigun has ×66.6% the damage per shot, but has a firing cycle ×154.7% faster, and fires 1 more shot per cycle. In total, the minigun has slightly more raw DPS. The heavy charge blaster has a shorter warmup than the minigun, but a much longer cooldown. In addition, the blaster is slightly more accurate and has +7% AP, but 4 tiles less range.

    This results in the gunner having more sustained DPS than the blaster, while the blaster has a faster time to kill against targets that will be killed before the blaster's burst finishes (regardless of whether that it is from the blaster alone, many blasters firing together, or other damage sources). This time to kill can be very important in some killbox setups. If all your colonists, armed with 60 ticks (1 sec) warmup time charge rifles, are generally killing raiders in the first burst, then either centipede should only shoot if an enemy gets lucky and survives all your colonist's attacks. In this case, centipede blasters will be the preferred option, due to the lowered warm up and higher per-shot damage. In contrast, the gunner's higher average DPS is preferred if the mechs are constantly firing, such as in minigun killbox setups. For the same reasons, gunners are better when fighting outside of a killbox, like when against sappers and breachers.

    Compared to mech commanders[edit]

    War queens are more durable than any centipede, both in health and health per bandwidth. Centipedes have 77% the health and very slightly less armor (−3% Sharp / Blunt armor rating) than the war queen. War queens are even better for defense when considering war urchins, which can act as valuable distractions. If a doomsday rocket launcher is aimed at a war urchin, then little is lost. Centipedes are cheaper, require less research, and take 1 less bandwidth. They also come with (more) standard armament - which can be useful for its firepower. A possible niche is to use 1 war queen as a distraction, then have a squad of centipedes, with dual purpose of damage dealers and secondary tanks.

    The diabolus has a radically different niche to the centipedes. Its hellsphere cannon can blow up your killbox, but can be an equally devasting weapon against your enemies. A diabolus is only slightly bulkier than a centipede. Therefore, you should build diaboli if its cannon is desired, or centipedes if the cannon is not desired.

    Health[edit]

    Body parts[edit]


    Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
    First body ring 194.4 1 100% 14% N/A[4] Ex.png Moving
    Manipulation
    Death
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Head 129.6 1 15% 8.3% First body ring Ex.png - Death
    Will never take permanent injury.
    Artificial brain 43.2 1 5% 0.75% Head Check.png Data Processing Death
    Will never take permanent injury.
    Sight sensor 43.2 2 8% 1.2% Head Ex.png Sight −25% Sight. −100% if both lost.
    Will never take permanent injury.
    Hearing sensor 43.2 2 8% 1.2% Head Ex.png Hearing −25% Hearing. −100% if both lost.
    Will never take permanent injury.
    Chemical analyzer 43.2 1 8% 1.2% Head Ex.png - Will never take permanent injury.
    Second body ring 172.8 1 71% 11% First body ring Ex.png Moving
    Manipulation
    Death
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Reactor 86.4 1 5% 3.6% Second body ring Check.png Power Generation Death.
    Will never take permanent injury.
    Third body ring 151.2 1 80% 11% Second body ring Ex.png Moving
    Manipulation
    Death
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Fluid reprocessor 64.8 1 5% 2.80% Third body ring Check.png Fluid Reprocessing Death if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    Fourth body ring 129.6 1 75% 12% Third body ring Ex.png Moving
    Manipulation
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Fluid reprocessor 64.8 1 6% 2.60% Fourth body ring Check.png Fluid Reprocessing Death if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    Fifth body ring 108 1 66% 14% Fourth body ring Ex.png Moving
    Manipulation
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Sixth body ring 86.4 1 50% 14% Fifth body ring Ex.png Moving
    Manipulation
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
    2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
    3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.

    Version history[edit]