From RimWorld Wiki
Jump to navigation Jump to search



Fast human-sized combat mechanoids built for medium and long-range combat. Their bodies are light, making them vulnerable targets at close range - especially in melee combat.

Base Stats

Market Value
1200 Silver


Armor - Sharp
Armor - Blunt
Armor - Heat

Pawn Stats

Combat Power
Move Speed
4.7 c/s
Health Scale
Body Size
60 kg
Pack Capacity
35 kg
Carrying Capacity
75 kg
Filth Rate
Life Expectancy
2500 years
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack 1
Left fist
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 2
Right fist
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 3
8.5 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor
Average DPS


Crafted At
Large mech gestator
Required Research
High mechtech
Gestation Cycles
Resources to make
Steel 75 + Plasteel 75 + Component 4 + Standard subcore 1

Lancers are a type of fast-moving mechanoid, with strong mid-long range firepower.


Lancers can be gestated by a mechanitor at a Large mech gestator once the High mechtech research project has been completed. They require Steel 75 Steel, Plasteel 75 Plasteel, Component 4 Components, Standard subcore 1 Standard subcore and 2 gestation cycles taking 1,800 ticks (30 secs) each to initiate. They take up 3 bandwidth from their linked mechanitor.

Dead, friendly lancers can also be resurrected at the large mech gestator using the "Resurrect medium mechanoid" bill. This requires the corpse of the friendly Lancer, Steel 50 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.


As mechanoids, every lancer is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).

Dead lancers may be shredded at a machining table or crafting spot for Steel 15 steel, though these values are affected by mechanoid shredding efficiency as well as any missing parts on the lancer.

Mechs under player controlContent added by the Biotech DLC require power: lancers 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 (400W), for 50% power/day, creating 15 wastepacks whenever the recharger's waste is filled up.

As an enemy[edit]

Mechanoids can raid the player's base through events, and are found in most poison ships, psychic ships, and mech clustersContent added by the Royalty DLC.

Lancers are fast-moving attackers. They will seek out colonists until they can fire, in which they will stay at maximum range to fire. While defending stationary threat (like a psychic ship), mechanoids will only continue to chase if a colonist is a close enough. They will not move around to seek cover, or avoid incoming fighters. They tend to run ahead of slower mechanoids like centipedes, and won't stop to let them catch up. Their armor is not especially good, so lancers aren't difficult to take out.


Lancers come equipped with the charge lance, which can deal 30 damage per hit from a range of over 29 tiles, making them a threatening foe.

Lancers 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 enemy[edit]

The DPS of a lancer might be weak compared to a centipede or scyther, but their slow-firing charge lance deals tremendous one-shot damage, enough to take out exposed limbs and organs in 1 hit. They don't fire very often, but when they do, it hurts.

Lancers are vulnerable to spike traps, with only a few required to kill them. They should be priority targets during the early game, as your pawns will likely lack armor to prevent dismemberment.

As the description says, charging lancers can be a viable way to take them down, once you have taken care of any scythers.

As an ally[edit]

Lancers are analagous to human colonists. They move at similar speeds (and are slightly faster), have a similar health, and even use a human weapon. While they don't have quite the same firepower as a centipede (let alone bulk), lancers move much faster, allowing them to be used in strategies alongside ordinary colonists. As a lancer feels no pain and is easily repaired, they should be on the frontlines, and can be used in generally riskier positions than their organic counterparts.

Tesserons are another ranged, fast, medium-size mechanoid. Lancers are better against high armored targets, like other mechanoids, or when targets arrive in low numbers: whenever separated, killed quickly in a killbox, or when their actual quantity is low. Meanwhile, a tesseron's beam graser excels at hitting clumped up groups, such as tribals. The legionary is another fast mechanoid, but is clearly meant for shield utility rather than raw combat.



Lancers, 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.


Player lancers can be recharged with regular power. However, enemy mechanoids don't require power at all, and even gestated variants can get "free" power when entering dormancy. It is unknown where their power comes from.

Body Parts (Summary)[edit]

Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Thorax 28.8 1 100% 2% N/A[4] Ex.png - Death
Will never take permanent injury
Neck 21.6 1 10% 2% Thorax Ex.png Communication Death
Will never take permanent injury
Head 21.6 1 80% 2.7% Neck Ex.png - Death
Will never take permanent injury
Artificial Brain 7.2 1 10% 0.8% Head Check.png Data Processing Death
Will never take permanent injury
Sight Sensor 7.2 2 13% 1% Head Ex.png Sight −25% Sight. −100% if both lost.
Will never take permanent injury
Hearing Sensor 7.2 2 10% 0.8% Head Ex.png Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury
Chemical Analyzer 7.2 1 10% 0.8% Head Ex.png - Will never take permanent injury
Mechanical Shoulder 18 2 17% 2.5% Thorax Ex.png Manipulation −50% Manipulation.
Will never take permanent injury
Arm 21.6 2 85% 12% Mechanical Shoulder Ex.png Manipulation −50% Manipulation.
Will never take permanent injury
Hand 14.4 2 20% 1.2% Arm Ex.png Manipulation −50% Manipulation.
Will never take permanent injury
Finger 5.04 8 15% 0.43% Hand Ex.png Manipulation −10% Manipulation.
Will never take permanent injury
Leg 21.6 2 20% 20% Thorax Ex.png Moving −50% Moving.
Will never take permanent injury
Foot 14.4 2 20% 4% Leg Ex.png Moving −50% Moving.
Will never take permanent injury
Reactor 14.4 1 6% 6% Thorax Check.png Power Generation Death
Will never take permanent injury
Fluid Reprocessor 10.8 2 4% 4% Thorax Check.png Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
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'.


A real life “Lancer” is a soldier who is armed with a Lance, and while the Lancer isn’t armed with a traditional lance, the charge lance variant they wield gives them their “Lancer” status.


Version history[edit]

  • Beta 19 - Introduced. Previously, scythers could wield charge lances.
  • Beta 19/1.0 - Now dies when downed.
  • 1.1 - Now have 200% heat armor, rendering them immune to regular fire damage. Charge lances were nerfed, reducing the range and accuracy of lancers in the process.
  • Biotech DLC - Introduced ability to create and control mechanoids.
  • 1.4.3555 - Bandwidth cost increased from 2 to 3.
  • 1.4.3641 - Fix: Lancer shoulder parts labels inconsistent.