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{{infobox main|none|
 
{{infobox main|none|
 
| name = Lancer
 
| name = Lancer
| image = MechanoidLancer.png
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| image = MechanoidLancer.png|Lancer
 
| description = Fast human-sized combat mechanoids built for medium and long-range combat. Their bodies are light, making them vulnerable targets at close range - especially in melee combat.
 
| description = Fast human-sized combat mechanoids built for medium and long-range combat. Their bodies are light, making them vulnerable targets at close range - especially in melee combat.
 
| type = Mechanoid
 
| type = Mechanoid
 
| marketvalue = 1200
 
| marketvalue = 1200
| combatPower = 180
 
 
| movespeed = 4.7
 
| movespeed = 4.7
 
| basemeatamount = 0
 
| basemeatamount = 0
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| min comfortable temperature = -100
 
| min comfortable temperature = -100
 
| max comfortable temperature = 250
 
| max comfortable temperature = 250
| bandwidth = 3
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| bandwidth = 2
 
| bodysize = 1
 
| bodysize = 1
 
| healthscale = 0.72
 
| healthscale = 0.72
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<!-- Creation -->
 
<!-- Creation -->
 
| research = High mechtech
 
| research = High mechtech
| production facility 1 = Large mech gestator
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| production facility 1 = Mech gestator
| gestation cycles = 2
 
 
| resource 1 = Steel
 
| resource 1 = Steel
 
| resource 1 amount = 75
 
| resource 1 amount = 75
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'''Lancers''' are a type of fast-moving [[mechanoid]], with strong mid-long range firepower.
 
'''Lancers''' are a type of fast-moving [[mechanoid]], with strong mid-long range firepower.
  
== Acquisition ==
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==Summary==
{{Biotech|section=1}}
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As mechanoids, lancers are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. Enemy mechs do not require power, though may spawn dormant. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, rendering them immune to further EMP strikes.
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.
 
  
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect medium mechanoid''" bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||50}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
+
Dead lancers may be shredded at a [[machining table]] or [[crafting spot]] for 15 [[steel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as any missing parts on the lancer.
 
 
== Summary ==
 
{{Mechanoid Summary}}
 
 
 
Dead lancers may be shredded at a [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as any missing parts on the lancer.
 
 
 
Mechs under player control{{BiotechIcon}} require power: lancers use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[large mech recharger]] (400W), for 50% power/day, creating 15 [[wastepack]]s whenever the recharger's waste is filled up.
 
  
 
===As an enemy===
 
===As an enemy===
 
Mechanoids can raid the player's base through [[events]], and are found in most [[Crashed Ship Part#Poison Ship|poison ships]], [[Crashed Ship Part#Psychic Ship|psychic ships]], and [[mech cluster]]s{{RoyaltyIcon}}.
 
Mechanoids can raid the player's base through [[events]], and are found in most [[Crashed Ship Part#Poison Ship|poison ships]], [[Crashed Ship Part#Psychic Ship|psychic ships]], and [[mech cluster]]s{{RoyaltyIcon}}.
  
Lancers are fast-moving attackers. They will seek out colonists until they can fire, in which they will stay at maximum range to fire. While defending stationary threat (like a psychic ship), mechanoids will only continue to chase if a colonist is a close enough. They will not move around to seek cover, or avoid incoming fighters. They tend to run ahead of slower mechanoids like [[centipede]]s, and won't stop to let them catch up. Their armor is not especially good, so lancers aren't difficult to take out.
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Lancers are fast-moving attackers. They will seek out colonists until they can fire, in which they will stay at maximum range to fire. While defending stationary threat (like a psychic ship), mechanoids will only contiue to case if a colonist is a close enough. They will not move around to seek cover, or avoid incoming fighters. They tend to run ahead of slower mechanoids like [[centipede]]s, and won't stop to catch up. Their armor is not especially good, so lancers aren't difficult to take out.
  
 
===Combat===
 
===Combat===
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| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}
 
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}
 
|}
 
|}
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 +
== As an ally ==
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{{Biotech}}
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{{Main|Mechanoid creation}}
 +
Lancers are medium mechanoids, and require [[Research#High Mechtech|High Mechtech]] to be researched. They are created from a [[large mech gestator]] with 1 [[standard subcore]], 75 [[steel]], 75 [[plasteel]], and 4 [[component]]s, taking up 2 [[bandwidth]] from a [[mechanitor]]. They take {{ticks|1800}} to initally craft, and then it must gestate for 2 cycles. Mechanoids can be fully repaired at the cost of power and nothing else. A dead lancer can be resurrected for 50 [[steel]] and 1 gestation cycle so long as the corpse is extant. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth.
 +
 +
Mechs under player control require power: lancers use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[large mech recharger]] (400W), for 50% power/day, creating 10 [[wastepack]]s whenever the recharger's waste is filled up.
  
 
== Analysis ==
 
== Analysis ==
 
===As an enemy===
 
===As an enemy===
 
{{main|Defense tactics#Lancers}}
 
{{main|Defense tactics#Lancers}}
The {{DPS}} of a lancer might be weak compared to a centipede or scyther, but their slow-firing [[charge lance]] deals tremendous one-shot damage, enough to take out exposed limbs and organs in 1 hit. They don't fire very often, but when they do, it hurts.
 
  
Lancers are vulnerable to [[spike trap]]s, with only a few required to kill them. They should be priority targets during the early game, as your pawns will likely lack armor to prevent dismemberment.   
+
The DPS of a lancer is low compared to a centipede or scyther, but their slow-firing [[charge lance]] deals tremendous one-shot damage, enough to take out exposed limbs and organs in 1 hit. They don't fire very often, but when they do, it hurts.
 +
 
 +
Lancers are vulnerable to [[spike trap]]s, with only a few hits required to kill them. They should be priority targets during the early game, as your pawns will likely lack armor to prevent dismemberment.   
  
 
As the description says, charging lancers can be a viable way to take them down, once you have taken care of any scythers.  
 
As the description says, charging lancers can be a viable way to take them down, once you have taken care of any scythers.  
  
 
===As an ally===
 
===As an ally===
{{Biotech|section=1}}
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{{Biotech}}
 
Lancers are analagous to human colonists. They move at similar speeds (and are slightly faster), have a similar health, and even use a human weapon. While they don't have quite the same firepower as a [[centipede]] (let alone bulk), lancers move much faster, allowing them to be used in strategies alongside ordinary colonists. As a lancer feels no [[pain]] and is easily repaired, they should be on the frontlines, and can be used in generally riskier positions than their organic counterparts.
 
Lancers are analagous to human colonists. They move at similar speeds (and are slightly faster), have a similar health, and even use a human weapon. While they don't have quite the same firepower as a [[centipede]] (let alone bulk), lancers move much faster, allowing them to be used in strategies alongside ordinary colonists. As a lancer feels no [[pain]] and is easily repaired, they should be on the frontlines, and can be used in generally riskier positions than their organic counterparts.
  
[[Tesseron]]s are another ranged, fast, medium-size mechanoid. Lancers are better against high armored targets, like other mechanoids, or when targets arrive in low numbers: whenever separated, killed quickly in a [[killbox]], or when their actual quantity is low. Meanwhile, a tesseron's beam graser excels at hitting clumped up groups, such as tribals. The [[legionary]] is another fast mechanoid, but is clearly meant for shield utility rather than raw combat.
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[[Tesseron]]s are another ranged, fast, medium-size mechanoid. Lancers are better against high armored targets, like other mechanoids, or when targets arrive in low numbers: whenever seperated, killed quickly in a [[killbox]], or when their actual quantity is low. Meanwhile, a tesseron's beam graser excels at hitting clumped up groups, such as tribals. The [[legionary]] is another fast mechanoid, but is clearly meant for shield utility rather than raw combat.
  
 
== Health ==
 
== Health ==
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===Body Parts (Summary)===
 
===Body Parts (Summary)===
{{Animal Health Table|Lancer}}
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Lancers, again, are practically humans in biology, although they lack many of the human organs and bones.
 +
 
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<!-- *Note: Scythers have a health scale of '''1.5''' - meaning their parts have &times;1.5 the health of body parts listed in the files.-->
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<div><li style="display: inline-table;">
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{| {{STDT| sortable c_08 text-center}}
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! Body Part Name !! Health (&times;1.5 Health Scale) !! Base Health !! Quantity !! Coverage (per part)<ref name="coverage">Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.</ref>  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed
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|-
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! [[#Mechanical Thorax|Mechanical Thorax]]
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| 40 || | 40 || | 1 || | ? || | Core part || | Functioning in general || | Machine failure
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|-
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! [[#Mechanical Neck|Mechanical Neck]]
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| 30 || | 30 || | 1 || | 8.0% || | Top of Thorax || | Communication (vocal),<br/>connector of thorax and head || | Machine failure
 +
|-
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! [[#Mechanical Head|Mechanical Head]]
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| 30 || | 30 || | 1 || | 75% || | Neck || | Houses Artificial Brain, Sensors || | Machine failure
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|-
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! [[#Artificial Brain|Artificial Brain]]
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| 30 || | 30 || | 1 || | 15% || | Head || | Dataprocessing || | Machine failure
 +
|-
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! [[#Sensors|Sight Sensor]]
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| 10 || | 10 || | 2 || | 15% || | Head || | Sight || | Loss of sight/Blindness
 +
|-
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! [[#Sensors|Hearing Sensor]]
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| 10 || | 10 || | 2 || | 5.0% || | Head || | Hearing || | Loss of hearing/Deafness
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|-
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! [[#Sensors|Smell Sensor]]
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| 10 || | 10  || | 1 || | 10% || | Head || | - || | -
 +
|-
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! [[#Arm|Arm]]
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| 30 || | 30 || | 2 || | 10% || | Thorax || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost)
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|-
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! [[#Hand|Hand]]
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| 20 || | 20 || | 2 || | 20% || | Arm || | Manipulation || | Loss of manipulation ability
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|-
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! [[#Fingers|Fingers]]
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| 7 || | 7 || | 10 || | 5.0% || | Hand || | Manipulation || | Loss of manipulation ability (minor)
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|-
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! [[#Leg|Leg]]
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| 30 || | 30 || | 2 || | 10% || | Thorax || | Moving || | Unable to move
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|-
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! [[#Foot|Foot]]
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| 20 || | 20 || | 2 || | 20% || | Leg || | Moving || | Loss of moving ability
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|-
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! [[#Toes|Toes]]
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| 10 || | 10 || | 10 || | 5.0% || | Foot || | Moving || | Loss of moving ability (minor)
 +
|}
 +
</li><div>
 +
<references/>
  
 
== Trivia ==
 
== Trivia ==
A real life “Lancer” is a soldier who is armed with a Lance, and while the Lancer isn’t armed with a traditional lance, the [[charge lance]] variant they wield gives them their “Lancer” status.
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A real life “Lancer” is a soldier who is armed with a Lance, and while the Lancer isn’t armed with a traditional lance. the [[charge lance]] variant they wield gives them their “Lancer” status.
 
 
== Gallery ==
 
<gallery>
 
LancerClean east.png| Age 0-99 Lancer facing east
 
LancerClean north.png| Age 0-99 Lancer facing north
 
LancerClean south.png| Age 0-99 Lancer facing south
 
</gallery><gallery>
 
Lancer east.png| Age 100+ Lancer facing east
 
Lancer north.png| Age 100+ Lancer facing north
 
Lancer south.png| Age 100+ Lancer facing south
 
</gallery>
 
  
 
== Version history ==
 
== Version history ==
* Beta 19 - Introduced. Previously, [[scyther]]s could wield charge lances.
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In 1.1 they now have 200% heat armor, essentially making them completely immune to fire damage. Since the charge lance was nerfed, they also suffered from a range reduction.
* Beta 19/1.0 - Now dies when downed.
 
* 1.1 - Now have 200% heat armor, rendering them immune to regular fire damage. [[Charge lance]]s were nerfed, reducing the range and accuracy of lancers in the process.
 
* [[Biotech DLC]] - Introduced ability to create and control mechanoids.
 
* [[Version/1.4.3555|1.4.3555]] - Bandwidth cost increased from 2 to 3.
 
* [[Version/1.4.3641|1.4.3641]] - Fix: Lancer shoulder parts labels inconsistent.  
 
  
 
<noinclude>
 
<noinclude>

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