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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.
- Armor - Sharp
- Armor - Blunt
- Armor - Heat
- Move Speed
- 4.7 c/s
- Mass - Baby
- 12 kg
- Mass - Juvenile
- 30 kg
- Mass - Adult
- 60 kg
- Health Scale
- Body Size
- Carrying Capacity
- 75 kg
- Life Expectancy
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Lancers are a type of fast-moving mechanoid with strong mid-long range firepower. They come equipped with the charge lance which can deal 30 damage per hit and a range of over 29 tiles, making them a threatening foe. Like other mechanoids, lancers are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony.
They can be found sealed in ancient ruins in all biomes, either spawned inside mountains or outside on the landscape. They may also raid the player's base through a random raid-type event, and will often spawn with psychic ship and defoliator ship events.
Despite having a maximum and minimum comfortable temperature, and the definitions of those stats mentioning that being significantly outside the comfortable range will result in ailments and eventually death, all mechanoids are completely immune to temperature extremes and will not suffer any damage or ill effects because of them.
Combat & Strategy
The DPS of a lancer is low compared to a centipede or scyther, but their slow-firing charge lance deals tremendous one-shot damage, enough to take out limbs and organs in 1 hit if not wearing good armor. They don't fire very often, but when they do it hurts.
Lancers play an offensive role, providing firepower to pick off lone colonists while centipedes mow down groups and scythers charge your gunners. Lancers will quickly charge until they are in range, at which point they will stay at maximum range to fire. They will not move around to seek cover, or avoid incoming fighters. Lancers are often supported by centipedes and scythers, though they outrun centipedes by a huge margin, and will not stop to let them catch up.
Lancers have a moderate resistance to sharp damage and a small resistance to blunt damage but somewhat low health, making them trivial to disable at range with sufficient firepower. Lancers are vulnerable to spike traps, with only a few hits 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.
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.
Much like Centipedes, it's unknown what exactly drives a Lancer, but it's likely it would be similar to whatever powers the Centipede.
Body Parts (Summary)
Lancers, again, are practically humans in biology, although they lack many of the human organs and bones.
|Body Part Name||Health (×1.5 Health Scale)||Base Health||Quantity||Coverage (per part)||Group||Function / Required for following System||Effect if Destroyed/Removed|
|Mechanical Thorax||40||40||1||?||Core part||Functioning in general||Machine failure|
|Mechanical Neck||30||30||1||8.0%||Top of Thorax||Communication (vocal),
connector of thorax and head
|Mechanical Head||30||30||1||75%||Neck||Houses Artificial Brain, Sensors||Machine failure|
|Artificial Brain||30||30||1||15%||Head||Dataprocessing||Machine failure|
|Sight Sensor||10||10||2||15%||Head||Sight||Loss of sight/Blindness|
|Hearing Sensor||10||10||2||5.0%||Head||Hearing||Loss of hearing/Deafness|
|Arm||30||30||2||10%||Thorax||Manipulation||Loss of manipulation ability/Unable to work (if both lost)|
|Hand||20||20||2||20%||Arm||Manipulation||Loss of manipulation ability|
|Fingers||7||7||10||5.0%||Hand||Manipulation||Loss of manipulation ability (minor)|
|Leg||30||30||2||10%||Thorax||Moving||Unable to move|
|Foot||20||20||2||20%||Leg||Moving||Loss of moving ability|
|Toes||10||10||10||5.0%||Foot||Moving||Loss of moving ability (minor)|
- Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.
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.
In 1.1 they now have 200% heat armor, essentially making them completely immune to fire damage. Since the charge lance was nerfed, they also suffered from a range reduction.