Mechanoid

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"Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them."

—RimWorld Universe Quick Primer[1]



Centipede

Centipede

Centipede

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


Type
MechanoidCharacters
Armor - Blunt
22%
Armor - Sharp
72%
Armor - Heat
200%
Move Speed
1.9
Attack
head
17 dmg (blunt)
156 ticks (2.6 secs)
Average DPS
4.05


Centipedes are mechanoids which do not eat, cannot be tamed or trained, and are always hostile to the colony. They can be found sealed in ancient ruins in all biomes, spawn inside mountains or outside on the landscape. They may also raid the player's base through events and can also be found in most poison ships and psychic ships. They will target doors, walls, base production tables and furniture.

Centipedes are often supported by scythers or lancers, though they usually outpace the centipedes by a great margin and won't stop to wait for them.

Dead centipedes may be disassembled at the machining table for 50 steel, 10 plasteel, and 2 components, though these values are affected by mechanoid disassembly efficiency as well as missing parts on the centipede.

Combat & Strategy

Centipedes are slow-moving and highly resistant to sharp damage, which includes bullets, so they require many shots to take down with guns. Centipedes are equipped with a heavy charge blaster or an inferno cannon.

Slow movement speed is a significant weakness of this enemy, providing an effective way to take them down. A pawn with a default movement speed using a long-ranged weapon (sniper rifle or charge lance) should be able to safely take a shot and move away before a Centipede is able to respond.

Melee swarms are possible with little risk of long-term injuries, provided pawns can safely close the distance. Shield belts, drawing their fire from a different direction, or simply using walls and terrain to block projectiles are all good ways to move in. Centipedes with the heavy charge blaster must be simultaneously engaged in melee to make sure none of them can use their weapons.
Micromanagement should make sure that weaker fighters are targeted first, so that better ones can fight for longer before passing out from bruise pain.

Centipedes are good at crowd control, but struggle against single or widely scattered targets. One effective way of distracting fire from them (if they are not equipped with the inferno cannon or supported by lancers) is to simply let a colonist with a shield belt stand in front of other colonists; the centipedes will focus fire on the shielded colonist, allowing your other colonists to fire at the centipedes while taking less damage.

If you can spare the resources, uranium slug turrets can be effective against Centipedes, as they outrange them greatly and their shots are powerful enough to pierce their thick armor. Their tendency to stay at range keeps them roughly within the slug turret's effective range.

Biology

Centipedes consist entirely of mechanical parts, and are mostly composed of very large 'rings' that make their appearance similar to that of a real-life centipede. Despite being somewhat sluggish (in movement and appearance), they are immensely durable and can absorb a significant amount of fire before they are killed. Like pirates, they have a hostile appearance to every faction in the worle(including ancients and insectoids).

Centipedes have six body rings, several sensors for hearing, sight, and smell, and an artificial brain that drives them. Interestingly enough, they lack any sort of communication parts and always spawn with their communication indicated as 'None', or no ability to. The only other external body part a centipede has other than its rings is its head, making it very difficult to actually kill a centipede.

Diet

Centipedes are machines, and machines don't need to eat - but they do need some source of power.

Currently, it is unknown what power source or other source of energy the Centipede uses.

Combat

Centipedes are mechanized heavy siege units, and as such are equipped with either an inferno cannon or a heavy charge blaster, but are also able to engage in melee combat with colonists.

Melee Attacks Damage Amount Cooldown
Blunt 11.7 2.6 sec

Centipedes are much less dangerous in melee range. If you have well-protected brawlers and are able to lock down all centipedes in melee range, that is highly beneficial. They won't be able to spray bullets everywhere. Eventually even well-protected brawlers will go down from pain due to multiple bruises, but it should not be fatal, and meanwhile they (and your gunners) should be able to more effectively deal damage to the centipedes.

Body Parts (Summary)

Centipedes are actually very simplistic and robust in design, with not that many parts overall. Their obvious weakness is that they're able to be severed in two, rapidly reducing their ability to move (which may eventually kill them).

  • Note: Centipedes have a health scale of 2.0 - meaning their parts have twice the health of body parts listed in the files.
Body Part Name Health (× Health Scale) Base Health Quantity Coverage (per part)[2] Group Function / Required for following System Effect if Destroyed/Removed
First Body Ring 200 100 1 ? Core Part Functioning in general Machine Failure
Mechanical Head 60 30 1 8.0% Head Houses Artificial Brain, Sensors Machine Failure
Artificial Brain 60 30 1 20% Inside Head Data processing Machine Failure
Sight Sensor 20 10 2 15% Head Sight Loss of sight/Blindness
Hearing Sensor 20 10 2 5.0% Head Hearing Loss of hearing/Deafness
Smell Sensor 20 10 1 10% Head - -
Second Body Ring 170 85 1 75% Inside first ring Moving, Manipulation Loss of moving/manipulation ability
Third Body Ring 140 70 1 80% Inside second ring Moving, Manipulation Loss of moving/manipulation ability
Fourth Body Ring 110 55 1 75% Inside third ring Moving, Manipulation Loss of moving/manipulation ability
Fifth Body Ring 80 40 1 66% Inside fourth ring Moving, Manipulation Loss of moving/manipulation ability
Sixth Body Ring 200 100 1 50% Inside fifth ring Moving, Manipulation Loss of moving/manipulation ability

Lancer

Lancer

Lancer

"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."


Type
MechanoidCharacters
Armor - Blunt
20%
Armor - Sharp
40%
Armor - Heat
200%
Move Speed
4.9
Attack 1
left fist
12 dmg (blunt)
120 ticks (2 secs)
Attack 2
right fist
12 dmg (blunt)
120 ticks (2 secs)
Average DPS
3.72


Lancers are a type of fast-moving mechanoid with strong long-range firepower that deals 30 damage per hit. 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 can also be found in most poison ships and psychic ships.

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. 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.

Dead lancers may be disassembled at the machining table for 20 steel, 5 plasteel and 1 component, though these values are affected by mechanoid disassembly efficiency.

Combat & Strategy

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.

The DPS of a lancer is low compared to a centipede or scyther, but their charge lance deals tremendous damage: enough to take out most limbs and organs in 1 hit if not wearing armor.

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

Biology

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.

Diet

Much like Centipedes, it's unknown what exactly drives a Lancer, but it's likely it would be similar to whatever powers the Centipede.



Scyther

Scyther

Scyther

"Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but they mostly use two arm blades to lop off limbs or gut their victims alive."


Type
MechanoidCharacters
Armor - Blunt
20%
Armor - Sharp
40%
Armor - Heat
200%
Move Speed
4.7
Attack 1
left blade
20 dmg (cut)
120 ticks (2 secs)
Attack 2
right blade
20 dmg (cut)
120 ticks (2 secs)
Attack 3
head
9 dmg (blunt)
120 ticks (2 secs)
Average DPS
5.06


Scythers are a type of fast-moving mechanoid with strong melee skills that 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 can also be found in most poison ships and psychic ships.

Scythers are often supported by centipedes and lancers, though they outrun centipedes by a huge margin, and will not stop to let them catch up. They always charge head-on at your colonists, spelling disaster should they successfully close the distance due to their excellent melee capabilities.

Like other mechanoids, scythers are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Scythers have a moderate resistance to sharp damage and a small resistance to blunt damage combined with a higher-than-average health scale, meaning that it is unlikely that a scyther charge can be completely intercepted at range. Scythers are vulnerable to deadfall traps, being more readily lured into them due to their melee nature.

Dead scythers may be disassembled at the machining table for 15 steel, though these values are affected by mechanoid disassembly efficiency.

Combat & Strategy

Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious.

Melee fighters are essential in guarding against scythers, being able to 'peel' them off from more vulnerable allies.

Trivia

  • Scythers have a unique slashing sound when they use their melee attacks.

Version history

Prior to Beta 19, scythers will always spawn equipped with the charge lance and will generally prefer to engage at range over melee.
Downed scythers could also be salvaged through a medical operation to obtain their blades so long as they are intact after the battle.

Biology

Scythers, 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.

Like Lancers 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.

Diet

Much like Centipedes and Lancers, it's unknown what exactly drives a Scyther, but it's likely it would be similar to whatever powers the Centipede.

Combat

Scythers attack with a blade attached to each arm, dealing a massive 20 damage per. Even for brawlers with high melee skill, scythers are extremely dangeous.

Melee Attacks Damage Amount Cooldown
Cut 20 2.0 sec

Scythers have a 62% base chance to hit with no injuries. For comparison, a scyther's damage is roughly equivalent to a pawn with 10 melee skill wielding a normal quality steel longsword.

Body Parts (Summary)

Scythers, 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)[2] 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
Machine failure
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
Smell Sensor 10 10 1 10% Head - -
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)

Body Parts (Detailed)

Artificial Brain

Required for overall function and function of any Mechanoid. Without this, a Mechanoid is simply an empty husk of mechanical parts.

Sensors

Sight sensors for seeing, hearing sensors for hearing, and smell sensors for smell.

It's worth noting that smell has no purpose in-game, so destroying a smelling sensor doesn't harm a Mechanoid overall since they do not feel pain.


Pikeman

Pikeman

Pikeman

"A clunky multi-legged combat mechanoid specialized as a long-range weapons platform. While effective at distance, it is weak in close-range fights and in melee combat.
Veterans of mechanoid wars know that often, the safest place to be around a pikeman is touching it."


Type
MechanoidCharacters
Armor - Blunt
20%
Armor - Sharp
40%
Move Speed
4.9
Attack 1
left fist
12 dmg (blunt)
120 ticks (2 secs)
Attack 2
right fist
12 dmg (blunt)
120 ticks (2 secs)
Attack 3
head
8.5 dmg (blunt)
120 ticks (2 secs)
Average DPS
3.36


Pikemen are a type of slow-moving sniping mechanoid. They are always equipped with the needle gun, which while not dealing too much damage has an extremely long range and also better-than-average armor penetration.

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 can also be found in most poison ships and psychic ships.

Pikemen are often supported by centipedes, scythers, and lancers, though their speed and range difference often leaves them at the back of the formation.

Like other mechanoids, pikemen are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Pikemen have a moderate resistance to sharp damage, a small resistance to blunt damage

Pikemen will slowly move until they are at range, in which they will stay at maximum range to fire. They will not move around to seek cover, or avoid incoming fighters.

Dead pikemen may be disassembled at the machining table for 20 steel, 5 plasteel and 1 component, though these values are affected by mechanoid disassembly efficiency.

Combat & Strategy

Pikemen play a supportive role, providing firepower at long range to keep your colonists' heads down while the other mechs deal the damage.

Their damage output is atrocious- their needle gun deals a measly 15 damage, has a slow fire rate, and pikemen themselves are not good snipers, equivalent to a level 8 shooter only.

As the description says, engaging pikemen at close range can be a viable way to take them down, once all others have been dealt with.

Version history

Introduced in 1.1.

Biology

Like other mechanoids, pikemen are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Pikemen have moderate resistance to sharp damage and very small resistance to blunt damage being able to be taken down by Fist at close range, making them trivial to disable if one can get close enough to them.

References

  1. Mechanoids - RimWorld Universe Quick Primer
  2. 2.0 2.1 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.

Trivia

  • Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above spacer, and the second highest tech level in the game, below 'Transcendent'.

Version History