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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.
| combatPower = 250
 
 
| type = Mechanoid
 
| type = Mechanoid
 
| movespeed = 1.6
 
| movespeed = 1.6
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<!-- Creation -->
 
<!-- Creation -->
 
| research = Ultra mechtech
 
| research = Ultra mechtech
| production facility 1 = Large mech gestator
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| production facility 1 = Mech gestator
| gestation cycles = 12
 
 
| 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]] that projects a shield around itself and nearby pawns.
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A '''centurion''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].
 
 
== Occurrence ==
 
{{Stub|section=1|reason = General. Ensure parity with other non-commander mechs, whatever standard you or others might decide to set.}}
 
 
 
Centurions may spawn as part of mech raids or mech clusters if there are sufficent raid points for them.
 
Additionally, they will spawned on the 6th and 8th time you summon Diabolus, on the 6th and 8th time you summon the War queen, and on the 5th and 8th time you summon the Apocriton.
 
 
 
== Acquisition ==
 
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.
 
 
 
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect ultraheavy mechanoid''" bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||150}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
 
  
 
== Summary ==
 
== Summary ==
 
{{Mechanoid Summary}}
 
{{Mechanoid Summary}}
 
Dead centurions may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||50}} [[steel]] and {{Icon Small|Plasteel||20}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the centurion.
 
  
 
Centurions are 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.
 
Centurions are 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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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. Projectiles from [[EMP grenades]] and [[EMP launcher|launchers]] from outside hitting the shield will disable the shield for {{ticks|1500}}, after which time the shield will be restored at full health. 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 mechanoid can be killed. 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
 
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. Projectiles from [[EMP grenades]] and [[EMP launcher|launchers]] from outside hitting the shield will disable the shield for {{ticks|1500}}, after which time the shield will be restored at full health. 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 mechanoid can be killed. 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
  
If the [[EMP]] damage is dealt to the centurion itself, the shield is similarly disabled{{Check Tag|What time?|Is it down for as long as the mech is EMP'd or is it down for 1500 ticks like if the shield was hit}} but will continue to regenerate as if it was not.
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If the [[EMP]] damage is dealt to the centurion itself, the shield is similarly disabled{{Check Tag|What time? Is it down for as long as the mech is EMP'd or is it down for 1500 ticks like if the shield was hit}} but will continue to regenerate as if it was not.
  
 
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.
 
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.
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== Analysis ==
 
== Analysis ==
{{stub|section=1|reason=Needs analysis. Cost effectiveness, strategies for player use or as enemies, weakenesses etc}}
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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 ==
===Body Parts (Summary)===
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Specify body type when known.
{{Animal Health Table|Mech_Centurion}}
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{{Animal Health Table}}
 
 
== Gallery ==
 
<gallery>
 
Centurion east.png| Age 0-99 Centurion facing east
 
Centurion north.png| Age 0-99 Centurion facing north
 
Centurion south.png| Age 0-99 Centurion facing south
 
</gallery><gallery>
 
CenturionAncient east.png| Age 100+ Centurion facing east
 
CenturionAncient north.png| Age 100+ Centurion facing north
 
CenturionAncient south.png| Age 100+ Centurion facing south
 
</gallery>
 
  
 
== Version history ==
 
== Version history ==

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