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| image = Centurion east.png | | image = Centurion east.png | ||
| description = An ultraheavy mech with a built-in shield bubble generator. The centurion carries a point-defense bulb turret capable of firing while the mechanoid is moving. | | description = An ultraheavy mech with a built-in shield bubble generator. The centurion carries a point-defense bulb turret capable of firing while the mechanoid is moving. | ||
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| type = Mechanoid | | type = Mechanoid | ||
| movespeed = 1.6 | | movespeed = 1.6 | ||
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| min comfortable temperature = -100 | | min comfortable temperature = -100 | ||
| max comfortable temperature = 250 | | max comfortable temperature = 250 | ||
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| bodysize = 3.6 | | bodysize = 3.6 | ||
| healthscale = 3 | | healthscale = 3 | ||
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<!-- Creation --> | <!-- Creation --> | ||
| research = Ultra mechtech | | research = Ultra mechtech | ||
− | | production facility 1 = | + | | production facility 1 = Mech gestator |
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| resource 1 = Steel | | resource 1 = Steel | ||
| resource 1 amount = 300 | | resource 1 amount = 300 | ||
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| resource 5 amount = 1 | | resource 5 amount = 1 | ||
}} | }} | ||
− | A '''centurion''' is a [[mechanoid]] added by the [[Biotech DLC]] | + | A '''centurion''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. |
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== Summary == | == Summary == | ||
− | + | A nearly unstoppable ultra-heavy mech with a built-in shield bubble generator and point-defense bulb turret capable of firing even while the mechanoid is moving. The centurion acts as a mobile defense platform. Its massive shield is one of the strongest among mechanoids, providing large numbers of allies with strong defense while allowing them to shoot outwards. | |
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=== Shield === | === Shield === | ||
{{Image wanted|section=1|reason = Coverage image ala [[:File:Low_shield_pack_radius.jpg]]}} | {{Image wanted|section=1|reason = Coverage image ala [[:File:Low_shield_pack_radius.jpg]]}} | ||
− | The centurion projects a shield that is | + | The centurion projects a shield that is ? tiles in diameter.{{Check Tag|Detail|How wide and when?}} Similar to the [[low-shield pack]],{{RoyaltyIcon}} the shield stops all incoming ground-level fire from passing into the bubble but does not prevent pawns inside from firing out. This is in contrast to the otherwise similar [[Psycasts#Skipshield|Skipshield]] psycast,{{RoyaltyIcon}} which prevents all incoming ''and outgoing'' projectiles. Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Explosives will detonate on the shield edge. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] {{RoyaltyIcon}} will not be blocked by the shield, nor will explosions crossing the boundary. |
− | The shield can absorb up to 300 damage before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken. After the shield takes damage and a delay of {{ticks|120}} has passed,{{Check Tag|Verify|Verify delay time}} the shield regenerates charge at rate of 0.5 HP per second, so long as it has not been broken. However, once the shield's charge is completely expended, the shield will break and be totally disabled for {{ticks|1800}} after which point the shield will be restored at full health. | + | The shield can absorb up to 300 damage before breaking. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield is temporarily broken. After the shield takes damage and a delay of {{ticks|120}} has passed,{{Check Tag|Verify|Verify delay time}} the shield regenerates charge at rate of 0.5 HP per second, so long as it has not been broken. However, once the shield's charge is completely expended, the shield will break and be totally disabled for {{ticks|1800}} after which point the shield will be restored at full health. |
− | + | A pawn does not need to be inside the shield to benefit from the effect, assuming the enemy is not inside the shield and that the shield is between them and their attacker the incoming rounds will be stopped. However, it does not prevent pawns from moving inside the shield and attacking. Projectiles from [[EMP grenades]] and [[EMP launcher|launchers]] from outside hitting the shield or [[EMP]] damage from any source done to the centurion itself, will disable the shield for {{ticks|1500}}, during which time the shield <WILL/WILL NOT>?{{Check Tag|Detail needed}} continue to regenerate. | |
− | + | Furthermore, unlike the mechanoid itself, the shield projector will not adapt to the EMP effect. Its therefore possible to continuously disable the shield until the projector burns out. Note that an EMP area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself | |
=== Attacks === | === Attacks === | ||
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== Analysis == | == Analysis == | ||
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The Centurion is a superheavy unit, sharing similarities such as armor and base health with the deadly Warqueen and Diabolus. | The Centurion is a superheavy unit, sharing similarities such as armor and base health with the deadly Warqueen and Diabolus. | ||
== Health == | == Health == | ||
− | + | Specify body type when known. | |
− | {{Animal Health Table | + | {{Animal Health Table}} |
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== Version history == | == Version history == |