Impids

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Revision as of 23:22, 31 December 2023 by MortalSmurph (talk | contribs) (→‎Occurrence: Verified using Dev Mode and math Raids Info Sampled.)
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Impids are a xenotype of fire-breathing devilish desertpeople. They are adapted well to the desert, but sacrifice ability with melee fighting, plants, and animals, to accomplish this. They're recognizable by their horns, bright skin, and fire-breathing attacks.

Lore

Made for desert life, impid cultures live on many rimworlds and dry deathworlds. Impids are extremely fast-moving, easily tolerate high temperatures, and can spew fire from their mouths. Though they are masters on the sand, impids struggle in other environments. They are terrible with farming. They fight well at range, but in close combat their physical weakness becomes apparent.
Outlanders call them dustrunners because of their speed over open terrain and resistance to heat. Some tribes call them devils because of their horns and because they burn their enemies.
The savage impid tribe has no intention of coexisting peacefully with anyone else. Their warriors are experts at using their natural speed and flame attacks to burn the towns and children of other peoples. Impid tribes' combat tactics usually center on rapid-approach incendiary attacks using both handheld fire weapons and their fire spew ability.
Having been on the planet for thousands of years, the origins of this tribe are lost in myth. They might descend from a group of settlers who lost their technology, or an impid community in some long-ruined civilization.
- In Game Description

Occurrence

The table below describes the chance for a given pawn from each faction being a impid. Note that this value does not account for chances in xenotype chance from ideoligionContent added by the Ideology DLC or from pawn kind, it only shows the base value before those factors.

Faction Chance
GentleTribe.png Gentle tribe 0%
FierceTribe.png Fierce tribe 0%
SavageTribe.png Savage tribe 0%
CannibalTribe.png Cannibal tribeContent added by the Ideology DLC 0%
NudistTribe.png Nudist tribeContent added by the Ideology DLC 0%
FierceNeanderthalTribe.png Fierce neanderthal tribe 0%
SavageImpidTribe.png Savage impid tribe 100%
Civil outlander.png Civil outlander union 0%
Rough outlander.png Rough outlander union 0%
RoughPigUnion.png Rough pig union 0%
Pirate.png Pirate gang 2.5%
CannibalPirate.png Cannibal pirate gangContent added by the Ideology DLC 2.5%
YttakinPirates.png Yttakin pirates 0%
WasterPirates.png Waster pirates 2.5%
Empire map marker.png Shattered empire Content added by the Royalty DLC 0%

As raiders, impids have a x1.2 combat power multiplier, meaning they count as 1.2 of a raider. A raid consisting of all impids would be at least 83% as large as the same raid with baseliners. An Impid raid will likely be even smaller than 83% because many enemies have special Impid versions that cost more than their standard tribal counterparts.

Summary

Impids generally live in the desert and their genes reflect this. They have a mixed bag of physical abilities, but their fire spew ability is their main talent.

Visuals

Impids differ from regular baselines in two major ways: their skin color (which can vary from orange all the way to red) and the mini-horns which protrude from their head. These both offer no advantage in combat and are purely cosmetic. They also have blond hair and no beards.

A male impid with orange skin

Genes

Impids have a gene complexity of 11Complexity complexity. With a 0Metabolic efficiency metabolic efficiency, they have a hunger rate of ×100%. Their genes are all hereditary germline genes, unlike the xenogenes of some other xenotypes, like hussars.

All impids have these germline genes:

Assorted:

Fire spew
Fire spew
Weak immunity
Weak immunity
Slow wound healing
Slow wound healing
Very fast runner
Very fast runner
Unhappy
Unhappy
Cold weakness
Cold weakness
Heat super-tolerant
Heat super-tolerant
Fire resistant
Fire resistant
Weak melee damage
Weak melee damage
Fire spew Weak immunity Slow wound healing Very fast runner Unhappy Cold weakness Heat super-tolerant Fire resistant Weak melee damage

Cosmetic:

Beardless
Beardless
Mini-horns
Mini-horns
Sandy-blonde hair
Sandy-blonde hair
Orange hair
Orange hair
Pale yellow skin
Pale yellow skin
Orange skin
Orange skin
Deep red skin
Deep red skin
Beardless Mini-horns Sandy-blonde hair Orange hair Pale yellow skin Orange skin Deep red skin

Skills:

Poor plants
Poor plants
Poor animals
Poor animals
Poor plants Poor animals

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 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

Impids are threatening enemies due to the combination of Very Fast Runner and Fire Spew. Impids are hard to 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. Mechanoids 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.

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 parkas and/or heaters should keep impids warm even in the coldest of biomes. High speed, weak melee, and slow wound healing encourage them 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.