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Yttakin descend from colonists engineered to thrive on ultra-cold planets. Their great size and fur make them hardy in frozen environments. Yttakin share a psychic connection with the wildlife, with whom they can communicate both vocally and psychically, and they can summon animals to their side during battles. They are not fast or energetic or precise, but can keep going when others would have collapsed long before. 
Since they migrated off their icy birthworld of Yttak, Yttakin settlements live on many planets, where they now pursue their traditional lifestyle. Their fur, roaring voices, and aversion to urban living sometimes leads naive outsiders to believe they are simple-minded animals. Quick-minded Yttakin are happy to make good use of such wrong beliefs, whether at the negotiating table or on the battlefield.
Yttakin pirates are close-knit bands of yttakin that choose to be isolated, and refuse to deal with outsiders. They are quick to call their animal warriors against those who disrespect them - or whose wealth they intend to take. These animals are referred to as "wild", implying that they are not tamed and may simply be rounded up and psychically called by the band before raids, rather than being kept. Also notable, is that the pirate faction is implied to be their traditional lifestyle - whether this refers to to their isolationism, internal clan traditions, piracy, or all of the above is unclear. The use of terms such as roarclan, tribe, clan, pack, family, and kinroar to describe the faction imply at least that a traditional cultural structure is maintained however.
The table below describes the chance for a given pawn from each faction being a yttakin. Note that this value does not account for chances in xenotype chance from ideoligion or from pawn kind, it only shows the base value before those factors.
|Fierce neanderthal tribe||0%|
|Savage impid tribe||0%|
|Civil outlander union||0%|
|Rough outlander union||0%|
|Rough pig union||0%|
|Cannibal pirate gang||2.5%|
All yttakin have these germline genes:
|Animal warcall||Slow wound healing||Psychically dull||Naked speed||Aggressive||Strong melee damage||Sleepy||Robust||Furskin||Furry tail|
|No hair||Unisex beards||Roar voice||Hulk body|
|Great animals||Awful mining|
Yttakin thrive in cold climates. Even when naked, they have a minimum comfortable temperature of -6 °C (21.2 °F), and only get hypothermia below -16 °C (3.2 °F). Yttakin are good combatants regardless of climate, with both robust and strong melee damage. However, slow wound healing makes them somewhat less effective fighters in practice.
As workers, yttakin's main weakness is the Sleepy gene, which causes extra sleep. A yttakin sleeping in a normal bed would spend 63.2% of the day awake, or sleep for 8.83 hours per day. A baseliner in the same bed would spend 70.6% of the day awake, or sleep for 7.05 hours per day. This means that a yttakin would spend ×89.5% of their time awake from the sleeping gene. Otherwise, yttakin can do all work, except Mining, reasonably well. N.B. Being sleepy does not impact combat performance at all. Until a pawn falls asleep due to exhaustion, a lack of rest only impacts their mood.
Other genes worth noting: Aggressive can cause more social fights, which with strong melee damage, can potentially lead to body part destruction. Animal warcall can be powerful earlier in the game, especially if you have thrumbos around. But, in the late game, even 2 megasloths are unlikely to deal significant damage to a group of raiders. This ability has a very long cooldown, so it can't be used for every fight.
Yttakin are geared towards nudism. Naked Speed provides +0.10 c/s move speed when unclothed, but −0.20 c/s otherwise. Robust helps mitigate the lack of armor, furskin and furry tail compensate for lack of cold protection. Pawns can wear the heavy bandolier without impacting nudity, which reduces aiming cooldowns.
This should be compared to the benefits of not being nude. Yttakin don't get any mood penalty for wearing clothes, and the benefits of Robust, furskin, etc. still apply even with clothes. So, compared to a baseline colonist, the only actual penalty is a level of slowpoke. Armor can be very helpful in combat. And in hotter biomes, wearing a duster or other heat-insulating gear can be necessary.
Some of the more valuable genes yttakin have to extract are:
- Robust - Multiplies incoming damage by ×75%, which increases effective health by ×133%. Helps overall combat performance, and prevents instakills from short bows and the like.
- Sleepy - Sleepy can be great for pawns that don't work much. Vat-grown soldiers are unlikely to be useful outside of hauling and cleaning.
- For dedicated soldiers, you can install Psychite dependency or Go-juice dependency to counteract the extra sleep need. Flake, yayo, and go-juice all increase the Rest stat when taken. Taking these drugs before combat ensures that your soldiers remain awake and happy during combat.
- The increase sleep fall rate can be completely eliminated by using a circadian half-cycler, which removes the need for sleep. This results in a +2 metabolic efficiency bonus in exchange for a −15% Consciousness penalty. See the Circadian half-cycler page for further analysis on this Consciousness penalty affects, but it will significantly negatively affect the primary roles favored by yttakin genetics - Combat and Animals.