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− | {{Biotech}} | + | {{Biotech}}{{Stub}} |
{{About|the mechanoid added by the [[Biotech DLC]]|[[colonists]] performing medical duties|Doctoring}} | {{About|the mechanoid added by the [[Biotech DLC]]|[[colonists]] performing medical duties|Doctoring}} | ||
{{infobox main|none| | {{infobox main|none| | ||
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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 = 0.7 | | bodysize = 0.7 | ||
| healthscale = | | healthscale = | ||
+ | | hungerrate = <!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --> | ||
| lifespan = | | lifespan = | ||
− | | attack1dmg = | + | | attack1dmg = |
− | | attack1type = | + | | attack1type = |
− | | attack1cool = | + | | attack1cool = |
− | | attack1part = | + | | attack1part = |
+ | | attack1chancefactor = | ||
| page verified for version = 1.4.3525 | | page verified for version = 1.4.3525 | ||
<!-- Creation --> | <!-- Creation --> | ||
| research = High mechtech | | research = High mechtech | ||
| production facility 1 = Mech gestator | | production facility 1 = Mech gestator | ||
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| resource 1 = Steel | | resource 1 = Steel | ||
| resource 1 amount = 100 | | resource 1 amount = 100 | ||
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| resource 2 amount = 1 | | resource 2 amount = 1 | ||
}} | }} | ||
− | A '''paramedic''' is a [[mechanoid]] added by the [[Biotech DLC]] | + | A '''paramedic''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. |
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== Summary == | == Summary == | ||
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− | + | Paramedic mechs are designed to aid in emergency situations. They can rescue the wounded, fight fires and even perform surgery. The paramedic has a built-in jump launcher for quickly getting into and out of emergency situations, making it excellent for extracting downed colonists from battle. It also has a built-in firefoam popper which it can use to extinguish fires. It also has basic medical skills - it can tend the wounded and sick, and even perform surgery when a skilled human isn’t available. | |
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== Analysis == | == Analysis == | ||
− | {{ | + | Paramedics have a base work speed of {{++|50%}}, which doubles how long it takes them to treat injuries, which often makes them a poor choice for tending a pawn who is going to imminently bleed out. Given the limitations of Drafting a mechanoid outside of the range of their linked Mechninator, it is unwise to have Paramedics controlled by pawns who are likely to be far away from risk, as that will restrict your capability to use their jump jets to pluck pawns out of dangerous situations, or to triage attention where it is needed. |
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− | Paramedics | ||
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− | + | Paramedics excel at firefighting with their immunity to fire/heat and their built-in firefoam popper. Assuming their controlling Mechinator is close enough, Paramedics are possibly the best choice for extricating a pawn from a fire when you do not want to extinguish the fire itself- such as when attempting to burn out an insect nest. | |
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− | + | It should be noted that Paramedics are capable of feeding prisoners as part of their work routines, which can help free up time for one's Wardens. | |
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== Health == | == Health == | ||
− | + | Specify body type when known. | |
− | {{Animal Health Table | + | {{Animal Health Table}} |
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== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added. | * [[Biotech DLC]] Release - Added. | ||
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{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoids]] | [[Category:Mechanoids]] |