Difference between revisions of "Mechanoid hive"

From RimWorld Wiki
Jump to navigation Jump to search
(Replaced content with "<!--Top Nav Box--> {| align=center | {{Characters_Nav}} |} ---- <!-- End of Nav --> {{Stub}} {{TOCright}} <onlyinclude> {{quote|"Mechanoids - Autonomous intelligent robots...")
Tag: Replaced
Line 5: Line 5:
 
----
 
----
 
<!-- End of Nav -->
 
<!-- End of Nav -->
{{Rewrite|reason=Infoboxes should be removed to prevent page property duplication}}
+
{{Stub}}
 
{{TOCright}}
 
{{TOCright}}
 
<onlyinclude>
 
<onlyinclude>
 
{{quote|"Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them."|RimWorld Universe Quick Primer<ref>[https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub Mechanoids - RimWorld Universe Quick Primer]</ref>}}
 
{{quote|"Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them."|RimWorld Universe Quick Primer<ref>[https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub Mechanoids - RimWorld Universe Quick Primer]</ref>}}
 
</onlyinclude>
 
</onlyinclude>
{{clear}}
 
==Centipede==
 
{{:Centipede}}
 
  
===Biology===
+
{{List|Mechanoids|}}
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 [[Ancient shrine|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.
 
 
 
===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.
 
 
 
{| {{STDT| c_06 text-center}}
 
! Melee Attacks !! Damage Amount !! Cooldown
 
|-
 
![[Injury#Blunt|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.
 
 
 
===Body Parts (Summary)===
 
Centipedes are actually very simplistic and robust in design, with not that many parts overall. Their obvious weakness is that they're able to be severed in two, rapidly reducing their ability to move (which may eventually kill them).
 
 
 
*Note: Centipedes have a health scale of '''2.0''' - meaning their parts have twice the health of body parts listed in the files.
 
 
 
{| {{STDT| sortable c_08 text-center}}
 
! Body Part Name  !! Health (&times; 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
 
|-
 
! [[#Body Rings|First Body Ring]]
 
| 200 || | 100 || | 1 || | ? || | Core Part || | Functioning in general || | Machine Failure
 
|-
 
! [[#Mechanical Head|Mechanical Head]]
 
| 60 || | 30 || | 1 || |  8.0% || | Head || |  Houses Artificial Brain, Sensors || | Machine Failure
 
|-
 
! [[#Artificial Brain|Artificial Brain]]
 
| 60 || | 30 || | 1 || | 20% || | Inside Head || | Data processing || | Machine Failure
 
|-
 
! [[#Sensors|Sight Sensor]]
 
| 20 || | 10 || | 2 || | 15% || | Head || | Sight || | Loss of sight/Blindness
 
|-
 
! [[#Sensors|Hearing Sensor]]
 
| 20 || | 10 || | 2 || | 5.0% || | Head || | Hearing || | Loss of hearing/Deafness
 
|-
 
! [[#Sensors|Smell Sensor]]
 
| 20 || | 10 || | 1 || | 10% || | Head || | - || | -
 
|-
 
! [[#Body Rings|Second Body Ring]]
 
| 170 || | 85 || | 1 || | 75% || | Inside first ring || | Moving, Manipulation || | Loss of moving/manipulation ability
 
|-
 
! [[#Body Rings|Third Body Ring]]
 
| 140 || | 70 || | 1 || | 80% || | Inside second ring || | Moving, Manipulation || | Loss of moving/manipulation ability
 
|-
 
! [[#Body Rings|Fourth Body Ring]]
 
| 110 || | 55 || | 1 || | 75% || | Inside third ring || | Moving, Manipulation || | Loss of moving/manipulation ability
 
|-
 
! [[#Body Rings|Fifth Body Ring]]
 
| 80 || | 40 || | 1 || | 66% || | Inside fourth ring || | Moving, Manipulation || | Loss of moving/manipulation ability
 
|-
 
! [[#Body Rings|Sixth Body Ring]]
 
| 200 || | 100 || | 1 || | 50% || | Inside fifth ring || | Moving, Manipulation || | Loss of moving/manipulation ability
 
|}
 
 
 
==Lancer==
 
{{infobox main|none|
 
|name = Lancer
 
|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."
 
|type = Mechanoid{{!}}Mechanoid
 
|type2 = Characters{{!}}Characters
 
|movespeed = 4.9
 
|attack1dmg = 12
 
|attack1type = blunt
 
|attack1part = left fist
 
|attack1cool = 120
 
|attack2dmg = 12
 
|attack2type = blunt
 
|attack2part = right fist
 
|attack2cool = 120
 
|armorblunt = 20
 
|armorsharp = 40
 
|armorheat = 200
 
|meatyield = 0
 
<!--|bodysize = 1.0-->
 
|healthscale = 1.0
 
}}
 
'''Lancers''' are a type of fast-moving [[mechanoid]] with strong long-range firepower that deals 30 damage per hit. They can be found sealed in ancient ruins in all biomes, either spawned inside mountains or outside on the landscape. They may also raid the player's base through a random raid-type event and can also be found in most [[Crashed Ship Part#Poison Ship|poison ships]] and [[Crashed Ship Part#Psychic Ship|psychic ships]].
 
 
 
Like other mechanoids, lancers are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Lancers have a moderate resistance to sharp damage and a small resistance to blunt damage but somewhat low health, making them trivial to disable at range with sufficient firepower. Lancers are vulnerable to spike traps, with only a few hits required to kill them.
 
 
 
Dead lancers may be shredded at the [[machining table]] or [[crafting spot]] for 15 [[steel]] though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as missing parts on the lancer.
 
 
 
=== Combat & Strategy ===
 
{{main|Defense tactics#Lancers}}
 
 
 
Lancers will quickly charge until they are in range, at which point they will stay at maximum range to fire. They will not move around to seek cover, or avoid incoming fighters.
 
 
 
The DPS of a lancer is low compared to a centipede or scyther, but their [[charge lance]] deals tremendous damage: enough to take out most limbs and organs in 1 hit if not wearing armor.
 
 
 
As the description says, charging lancers can be a viable way to take them down, once you have taken care of any scythers.
 
 
 
===Biology===
 
Lancers, although mechanical and not very human-looking, are actually almost the same in structure as a typical human (minus the organs). However, they're more durable than humans, don't feel pain and ''do not fear for their life'' - they don't even use cover. This can make them very dangerous to fight against when under-armed.
 
They have two arms, run on two legs, and (surprisingly) have a neck and make vocal communication. Why a machine would use standard human-like air-based vocalization is unknown at this time - especially when Centipedes are completely unable to manually communicate.
 
 
 
====Diet====
 
Much like Centipedes, it's unknown what exactly drives a Lancer, but it's likely it would be similar to whatever powers the Centipede.
 
 
 
{{clear}}
 
 
 
==Scyther==
 
{{:Scyther}}
 
 
 
===Biology===
 
Scythers, although mechanical and not very human-looking, are actually almost the same in structure as a typical human (minus the organs). However, they're more durable than humans, don't feel pain and ''do not fear for their life'' - they don't even use cover. This can make them very dangerous to fight against when under-armed.
 
 
 
Like Lancers they have two arms, run on two legs, and (surprisingly) have a neck and make vocal communication. Why a machine would use standard human-like air-based vocalization is unknown at this time - especially when Centipedes are completely unable to manually communicate.
 
 
 
===Diet===
 
Much like Centipedes and Lancers, it's unknown what exactly drives a Scyther, but it's likely it would be similar to whatever powers the Centipede.
 
 
 
===Combat===
 
Scythers attack with a blade attached to each arm, dealing a massive 20 damage per.  Even for brawlers with high melee skill, scythers are extremely dangeous.
 
{| {{STDT| c_06 text-center}}
 
! Melee Attacks !! Damage Amount !! Cooldown
 
|-
 
![[Injury#Cut|Cut]]
 
| 20
 
| 2.0 sec
 
|}
 
 
 
Scythers have a 62% base chance to hit with no injuries.  For comparison, a scyther's damage is roughly equivalent to a pawn with 10 melee skill wielding a normal quality steel longsword.
 
 
 
===Body Parts (Summary)===
 
Scythers, again, are practically humans in biology, although they lack many of the human organs and bones.
 
 
 
<!-- *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.-->
 
{| {{STDT| sortable c_08 text-center}}
 
! Body Part Name !! Health (&times;1.5 Health Scale) !! Base Health !! Quantity !! Coverage (per part)<ref name="coverage" />  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed
 
|-
 
! [[#Mechanical Thorax|Mechanical Thorax]]
 
| 40 || | 40 || | 1 || | ? || | Core part || | Functioning in general || | Machine failure
 
|-
 
! [[#Mechanical Neck|Mechanical Neck]]
 
| 30 || | 30 || | 1 || | 8.0% || | Top of Thorax || | Communication (vocal),<br/>connector of thorax and head || | Machine failure
 
|-
 
! [[#Mechanical Head|Mechanical Head]]
 
| 30 || | 30 || | 1 || | 75% || | Neck || | Houses Artificial Brain, Sensors || | Machine failure
 
|-
 
! [[#Artificial Brain|Artificial Brain]]
 
| 30 || | 30 || | 1 || | 15% || | Head || | Dataprocessing || | Machine failure
 
|-
 
! [[#Sensors|Sight Sensor]]
 
| 10 || | 10 || | 2 || | 15% || | Head || | Sight || | Loss of sight/Blindness
 
|-
 
! [[#Sensors|Hearing Sensor]]
 
| 10 || | 10 || | 2 || | 5.0% || | Head || | Hearing || | Loss of hearing/Deafness
 
|-
 
! [[#Sensors|Smell Sensor]]
 
| 10 || | 10  || | 1 || | 10% || | Head || | - || | -
 
|-
 
! [[#Arm|Arm]]
 
| 30 || | 30 || | 2 || | 10% || | Thorax || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost)
 
|-
 
! [[#Hand|Hand]]
 
| 20 || | 20 || | 2 || | 20% || | Arm || | Manipulation || | Loss of manipulation ability
 
|-
 
! [[#Fingers|Fingers]]
 
| 7 || | 7 || | 10 || | 5.0% || | Hand || | Manipulation || | Loss of manipulation ability (minor)
 
|-
 
! [[#Leg|Leg]]
 
| 30 || | 30 || | 2 || | 10% || | Thorax || | Moving || | Unable to move
 
|-
 
! [[#Foot|Foot]]
 
| 20 || | 20 || | 2 || | 20% || | Leg || | Moving || | Loss of moving ability
 
|-
 
! [[#Toes|Toes]]
 
| 10 || | 10 || | 10 || | 5.0% || | Foot || | Moving || | Loss of moving ability (minor)
 
|}
 
 
 
===Body Parts (Detailed)===
 
 
 
==== Artificial Brain ====
 
Required for overall function and function of any Mechanoid. Without this, a Mechanoid is simply an empty husk of mechanical parts.
 
 
 
==== Sensors ====
 
Sight sensors for seeing, hearing sensors for hearing, and smell sensors for smell.
 
 
 
It's worth noting that smell has no purpose in-game, so destroying a smelling sensor doesn't harm a Mechanoid overall since they do not feel pain.
 
 
 
{{#show: Scyther Blade | ?Note}}
 
 
 
==Pikeman==
 
 
 
{{:Pikeman}}
 
 
 
=== Biology ===
 
 
 
Like other mechanoids, pikemen are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Pikemen have moderate resistance to sharp damage and very small resistance to blunt damage being able to be taken down by Fist at close range, making them trivial to disable if one can get close enough to them.
 
 
 
==References==
 
<references/>
 
  
 
==Trivia==
 
==Trivia==

Revision as of 13:53, 15 March 2021

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Types Colonists Animals Mechanoids Prisoners Raiders Visitors

"Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them."

— RimWorld Universe Quick Primer[1]


Agrihand east.png

A small mechanoid designed to sow and harvest crops. While it is better suited to labor than combat, it can fight with built-in cutting blades if necessary.

ApocritonAncient east.png

A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher.
While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.

Auto charge turret.png

A self-powered turret mounted with a charge blaster. It cannot sense targets at very short ranges.

Auto inferno turret.png

A self-powered turret mounted with an inferno cannon. It cannot sense targets at very short ranges.

Automortar.png

A self-powered, self-loading, automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.

Centipede east.png

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

Centipede east.png

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

CentipedeBurner east.png

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

CentipedeGunner east.png

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

Centurion east.png

An ultraheavy mech with a built-in shield bubble generator. The centurion carries a point-defense bulb turret capable of firing while the mechanoid is moving.

Cleansweeper east.png

A light mechanoid designed for cleaning. Lacking a ranged weapon, it can make only weak melee attacks.

Constructoid east.png

A small mechanoid designed to perform construction tasks. It can perform blunt melee attacks if necessary.

Diabolus east.png

An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. Made for siegebreaking, its hellsphere cannon takes time to charge up a shot, but can melt concrete and vaporize bone. The diabolus dissipates the hellsphere cannon's waste power in a heat column mounted on its back, which can pulse to ignite flammable objects nearby.
This mech's name comes from a thousand-year-old poem written by a Haspian monk who survived the erasure of his monastery. His religiously-tinged work describes a razor-bodied fiend pulsing with flesh-searing heat as it crushed scorched bodies under massive claws. The few who have faced a diabolus and survived tend to agree with this depiction.

Fabricor east.png

A small work mechanoid designed to craft all manner of manufactured objects.

MechanoidLancer.png

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.

Legionary east.png

A combat support mechanoid with a wide-range bullet shield and mid-range needle gun. Designed to support other mechanoids, the legionary is vulnerable to anyone who can get inside its shield.

Lifter east.png

A small mechanoid designed for hauling. Lacking a ranged weapon, it can make only weak melee attacks.

Militor east.png

A small combat mechanoid armed with a low-powered mini-shotgun. Roughly four feet tall, militors lack the power, range, and toughness of more senior combat mechs. However, it is cheap to gestate and maintain, and so is often used as a rear guard or swarm attacker.
In war, mech armies are known to send militors into urban ruins to hunt down survivors after breaking the human defenses. For this reason, they are considered by some to be the most cruel of all mechanoid patterns.

TurretMechMini.png

A self-powered defense turret mounted with a weak but long-ranged slug-thrower. May explode when damaged.

Paramedic east.png

A small mechanoid designed for non-violent emergency situation management and medical care. The paramedic can rescue the wounded, fight fires, treat the sick, and even perform surgery when a more-qualified human is not available. Its built-in jump launcher allows it to jump into, and out of, emergency situations, and its built-in firefoam popper can quickly extinguish fires.

MechanoidPikeman.png

A clunky multi-legged combat mechanoid specialized as a long-range weapons platform. While effective at distance, it is weak in close-range fights and in melee combat.
Veterans of mechanoid wars know that often, the safest place to be around a pikeman is touching it.

Scorcher east.png

A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.

Scyther east.png

Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but they mostly use their two arm blades to lop off limbs or gut their victims alive.

Termite.png

A medium-sized mechanoid. Termites specialize in burrowing, digging, and breaking through defensive structures. Defenders need to decide whether to try to eliminate the termite before it can dig through their defenses, or take it where it emerges.

Tesseron east.png

A medium-range combat mechanoid. While it is fairly vulnerable to attacks, the tesseron's sweeping beam graser attack is so deadly that few opponents can get shots off against it.

Tunneler Mechanoid east.png

A heavy mechanoid built for mining in treacherous locations. While intended for excavation, the tunneler's gigantic power claws and ultra-thick armor makes it a dangerous force in combat.

Warqueen east.png

An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small war urchin combat mechs within its massive carapace and deploy them into combat. Even more than other mechanoids, the war queen resembles a giant, living insect. All war mechs can be terrifying, but humans tend to find the war queen disturbing on a deeper level.

War urchin east.png

A small, deployable combat mechanoid usually manufactured inside an ultra-heavy war queen mech. War urchins are expendable fighters designed to swarm-attack enemies. They are mounted with short-ranged spiner guns and have a non-rechargeable power source.

Trivia

  • Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above spacer, and the second highest tech level in the game, below 'Transcendent'.

Version History