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{{Xenotype Faction Table|impid}} | {{Xenotype Faction Table|impid}} | ||
− | As raiders, impids have a x1.2 [[raid points|combat power]] multiplier, meaning they count as 1.2 of a raider. A raid consisting of all impids would be | + | As raiders, impids have a x1.2 [[raid points|combat power]] multiplier, meaning they count as 1.2 of a raider.{{Check Tag|Verify|From XMLs. Needs verification in-game}} A raid consisting of all impids would be {{%|1/1.2 round 2}} as large as the same raid with [[baseliner]]s. |
== Summary == | == Summary == | ||
− | Impids generally live in the desert and their genes reflect this | + | Impids generally live in the desert and their genes reflect this. |
=== Visuals === | === Visuals === | ||
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=== Genes === | === Genes === | ||
− | Impids have a | + | Impids have a mixed bag of physical abilities, but their fire spew ability is their main talent. Their genes are all hereditary germline genes, unlike the xenogenes of some other xenotypes, like [[Hussars|hussars]]. |
− | + | Impid genetic complexity is 11. With a [[metabolic efficiency]] of '''0''', they have a normal hunger rate. | |
+ | |||
+ | === Genes === | ||
+ | Impids have a gene complexity of 11[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]]. With a '''0'''[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of '''×100%'''. | ||
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+ | All impid have these endogenes: | ||
'''Assorted:''' | '''Assorted:''' | ||
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| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene BeardStyleNone.png|64|Beardless|Genes#Beardless}} | | width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene BeardStyleNone.png|64|Beardless|Genes#Beardless}} | ||
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene HeadboneMinihorns.png|64|Mini-horns|Genes#Mini-horns}} | | width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene HeadboneMinihorns.png|64|Mini-horns|Genes#Mini-horns}} | ||
− | | width=100px height=50px | {{Stacked image|GeneBackground Endogene.png| | + | | width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene HairColor.png|64|Sandy-blonde hair|Genes#Sandy-blonde hair}} |
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| <small>[[Genes#Beardless|Beardless]]</small> | | <small>[[Genes#Beardless|Beardless]]</small> | ||
| <small>[[Genes#Mini-horns|Mini-horns]]</small> | | <small>[[Genes#Mini-horns|Mini-horns]]</small> | ||
| <small>[[Genes#Sandy-blonde hair|Sandy-blonde hair]]</small> | | <small>[[Genes#Sandy-blonde hair|Sandy-blonde hair]]</small> | ||
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== Acquisition == | == Acquisition == | ||
− | You'll meet many impids when you get attacked by the Savage Impid Tribe: a vicious tribe with every intention of burning your base down. There is a slight chance that impids will show up with various [[Pirates|pirate gangs]], but it appears impids do not attempt to peacefully cohabitate in regular tribes and unions. | + | You'll meet many impids when you get attacked by the Savage Impid Tribe: a vicious tribe with every intention of burning your base down. There is a slight chance that impids will show up with various [[Pirates|pirate gangs]], but it appears impids do not attempt to peacefully cohabitate in regular tribes and unions. they will also appear in transport pod crashes, as is the same for almost every xenotype. |
== Analysis == | == Analysis == | ||
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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. 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. | 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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{{Biotech navbox}} | {{Biotech navbox}} | ||
[[Category:Xenotypes]] | [[Category:Xenotypes]] | ||
{{#set:Image = [[File:Impid.png]]}} | {{#set:Image = [[File:Impid.png]]}} |