Difference between revisions of "Centipede"

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*[[Version/0.4.460|0.4.460]] -  Added
 
*[[Version/0.4.460|0.4.460]] -  Added
 
* ? - Health scale increased from 2.0 to 4.32
 
* ? - Health scale increased from 2.0 to 4.32
 +
* ? - No longer spawns with [[minigun]]s.
 +
 
{{nav|mechanoid}}
 
{{nav|mechanoid}}
 
</noinclude>
 
</noinclude>
 
[[Category:Mechanoids]]
 
[[Category:Mechanoids]]

Revision as of 13:33, 19 July 2022

Centipede

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

Base Stats

Type
Mechanoid

Apparel

Armor - Sharp
72%
Armor - Blunt
22%
Armor - Heat
200%

Pawn Stats

Move Speed
1.9 c/s
Health Scale
4.32
Body Size
1.8
Mass
108 kg
Pack Capacity
63 kg
Carrying Capacity
135 kg
Filth Rate
1
Life Expectancy
2500 years
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack
Head
17 dmg (Blunt)
25 % AP
2.6 second cooldown
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 shredded at the machining table or crafting spot for 30 steel and 10 plasteel though these values are affected by mechanoid shredding efficiency as well as missing parts on the centipede.

Centipedes have a shooting accuracy of 96%, equivalent to a pawn with a Shooting skill of 8. Note that the inferno cannon has a forced miss radius that their shots will always land within, and so their accuracy has no bearing on their lethality with that weapon. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.

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, both of which have a range of 27 tiles.

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, Jump packs Content added by the Royalty DLC, letting pawns jump into melee range with almost no chance of being hit, a combination of both using locust armor Content added by the Royalty DLC, 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.

Psychic insanity lances can be used to draw the attention of other centipedes, this doesn't just stop them from firing at your pawns but it will generally continue to attack its compatriots until it or the others are dead. These should be used on centipedes equipped with a heavy charge blaster, as the inferno cannon does no damage to other mechanoids. Centipedes should be prioritized as a target for the insanity lance because of their ability to tank for longer periods than any other mechanoids, providing both you and it more time to take down the others. This will generally result several in dead mechanoids and, depending on the composition of the mechanoid force, even their total destruction.

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.

    Armor

    Armor

    Health

    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 world (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.


    Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
    First body ring 194.4 1 100% 14% N/A[4] Ex.png Moving
    Manipulation
    Death
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Head 129.6 1 15% 8.3% First body ring Ex.png - Death
    Will never take permanent injury.
    Artificial brain 43.2 1 5% 0.75% Head Check.png Data Processing Death
    Will never take permanent injury.
    Sight sensor 43.2 2 8% 1.2% Head Ex.png Sight −25% Sight. −100% if both lost.
    Will never take permanent injury.
    Hearing sensor 43.2 2 8% 1.2% Head Ex.png Hearing −25% Hearing. −100% if both lost.
    Will never take permanent injury.
    Chemical analyzer 43.2 1 8% 1.2% Head Ex.png - Will never take permanent injury.
    Second body ring 172.8 1 71% 11% First body ring Ex.png Moving
    Manipulation
    Death
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Reactor 86.4 1 5% 3.6% Second body ring Check.png Power Generation Death.
    Will never take permanent injury.
    Third body ring 151.2 1 80% 11% Second body ring Ex.png Moving
    Manipulation
    Death
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Fluid reprocessor 64.8 1 5% 2.80% Third body ring Check.png Fluid Reprocessing Death if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    Fourth body ring 129.6 1 75% 12% Third body ring Ex.png Moving
    Manipulation
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Fluid reprocessor 64.8 1 6% 2.60% Fourth body ring Check.png Fluid Reprocessing Death if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    Fifth body ring 108 1 66% 14% Fourth body ring Ex.png Moving
    Manipulation
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    Sixth body ring 86.4 1 50% 14% Fifth body ring Ex.png Moving
    Manipulation
    −16.6% Moving
    −16.6% Manipulation
    Will never take permanent injury
    1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
    2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
    3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.


    Version history

    • 0.4.460 - Added
    • ? - Health scale increased from 2.0 to 4.32
    • ? - No longer spawns with miniguns.