Editing Impids

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== Analysis ==
 
== Analysis ==
Impids are threatening enemies due to the combination of Very Fast Runner and Fire Spew. Impids are hard to [[kiting|kite]], due to their speed. Their [[fire]] can cause pawns to run around wildly, removing them from [[cover]]. Care should be taken in indoor areas as the fire can quickly spread. [[Mechanoid]]s are a decent counter against their fire-breathing; mechs are immune to fire, but enemies will waste their fire spew regardless. Weak melee damage encourages melee tactics.
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Impids are threatening enemies due to the combination of Very Fast Runner and Fire Spew. Impids are hard to [[kiting|kite]], due to their speed. Their [[fire]] can cause pawns to run around wildly, removing them from [[cover]]. Care should be taken in indoor areas as the fire can quickly spread. [[Mechanoid]]s are a decent counter against their fire-breathing; mechs are immune to fire, but enemies will waste their fire spew regardeless. Weak melee damage encourages melee tactics.
  
As colonists, impids main benefit is very fast runner's movement speed. Fire Spew has a 5 day cooldown, but it can be useful to disengage from melee enemies. They are poor at Plants and Animals, but are reasonably good at most other tasks, depending on the specific colonist. Impids are naturally resistant against heat and weak against cold, though [[parka]]s and/or [[heater]]s should keep impids warm even in the coldest of [[biome]]s. High speed, weak melee, and slow wound healing encourage them to be ranged fighters.
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As colonists, impids main benefit is very fast runner's movement speed. Fire Spew has a 5 day cooldown, but it can be useful to disengage from melee enemies. They are poor at Plants and Animals, but are reasonably good at most other tasks, depending on the specific colonist. Hauling and cleaning benefit from the increased movement speed. Impids are naturally resistant against heat and weak against cold, though [[parka]]s and/or [[heater]]s should keep impids warm even in the coldest of [[biome]]s. Weak melee and slow wound healing encourages impids to be ranged fighters.
  
 
It is not recommended to use impids as slaves. The depressive gene leads to frequent nervous breakdowns, and during uprisings, impids can set fire to valuable or explosive objects. On the other hand, weak close combat allows two impids to stun rebellious colonists without harm to health.
 
It is not recommended to use impids as slaves. The depressive gene leads to frequent nervous breakdowns, and during uprisings, impids can set fire to valuable or explosive objects. On the other hand, weak close combat allows two impids to stun rebellious colonists without harm to health.

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