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| name = Scyther
 
| name = Scyther
 
| image = Scyther east.png
 
| image = Scyther east.png
| description = 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.
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| description = Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but their{{Sic}} mostly use two arm blades to lop off limbs or gut their victims alive.
 
| type = Mechanoid
 
| type = Mechanoid
 
| marketvalue = 1200
 
| marketvalue = 1200
| combatPower = 150
 
 
| 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 = 2
 
 
| bodysize = 1
 
| bodysize = 1
 
| healthscale = 1.32
 
| healthscale = 1.32
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<!-- Creation -->
 
<!-- Creation -->
 
| research = Standard mechtech
 
| research = Standard 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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'''Scythers''' are a fast-moving [[mechanoid]] that are powerful in melee.
 
'''Scythers''' are a fast-moving [[mechanoid]] that are powerful in melee.
  
== Acquisition ==
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==Summary==
{{Biotech|section=1}}
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As mechanoids, scythers 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. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth.]
{{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.
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Dead scythers 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 scyther.
  
== Summary ==
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===As an enemy===
{{Mechanoid Summary}}
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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}}. Scythers are often supported by heavier mechanoids, but
 
 
Dead scythers may be shredded at the [[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 missing parts on the scyther.
 
 
 
=== As an enemy ===
 
Scythers have no fear for their life, and will charge directly at colonists without regard to cover. As part of a raid, scythers will go ahead. But mechanoids part of a stationary threat, like a psychic ship, will only chase if a colonist continues to be within a certain radius.
 
  
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}}. Scythers are often supported by heavier mechanoids like [[centipede]]s, but will charge ahead without letting them catch up.
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Scythers have no fear for their life, and will charge directly at colonists without regard to cover. As part of a raid, scythers will go ahead. But as part of a stationary threat (like a psychic ship), scythers will only chase if a colonist is within a certain radius.
  
=== Combat ===
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===Combat===
Scythers attack with a blade attached to each arm, dealing a massive 20 damage per blade. Even for brawlers with high melee skill, scythers are extremely dangerous.
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Scythers attack with a blade attached to each arm, dealing a massive 20 damage per blade. Even for brawlers with high melee skill, scythers are extremely dangeous.
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
{| {{STDT| c_06 text-center}}
 
{| {{STDT| c_06 text-center}}
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Scythers have a 62%  [[melee hit chance]], equivalent to a pawn with a [[Melee]] skill of 4. Their damage output is roughly equivalent to a pawn with 10 melee skill wielding a normal quality steel longsword.
 
Scythers have a 62%  [[melee hit chance]], equivalent to a pawn with a [[Melee]] skill of 4. Their damage output is roughly equivalent to a pawn with 10 melee skill wielding a normal quality steel longsword.
  
=== Armor ===
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===Armor===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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|}
 
|}
  
=== As an ally ===
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==As an ally==
{{Biotech|section=1}}
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{{Biotech}}
Mechs under player control require power: scythers 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.
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{{Main|Mechanoid creation}}
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Scythers are medium mechanoids, requiring [[Research#Standard Mechtech|Standard 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 1800 [[ticks]] to initally craft, and then it must gestate for 2 cycles (default 1.8 game days per cycle). Mechanoids can be fully repaired at the cost of power and nothing else. A dead scyther can be resurected for ? [[steel]] and 1 gestation cycle so long as the corpse is extant.
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Mechs under player control require power: scythers 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 ==
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===As an ally===
 
===As an ally===
{{Biotech|section-1}}
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{{Biotech}}
Scythers are one of the few melee-focused mechanoids that a [[mechanitor]] can control, and much faster than a [[tunneler]]. Mechanoids are much more disposable than other pawns engaging in melee: they are immune to pain, are slightly faster than an ordinary pawn, tend to remain fast after damage due to said pain immunity, and can repair "permanent" injuries or be resurrected for a fairly cheap cost.  
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Scythers are the only melee-focused mechanoid that a [[mechanitor]] can control. Scythers are much more disposable than other pawns engaging in melee: they are immune to pain, are slightly faster than an ordinary pawn, tend to remain fast after damage due to said pain immunity, and can be repaired and resurected for a fairly cheap cost.  
  
Most pawns with a ranged weapon are unable to fire once engaged with melee combat. This makes scythers great at targeting specific, deadly threats in the back, like [[frag grenade]]s and [[sniper rifle]]s. This also makes them helpful against enemy [[centipede]]s, assuming your other colonists can dish out firepower. Against the [[diabolus]] or [[war queen]], a mere scyther won't stop their ranged attacks, but the former's flame burst has no effect against machines. Against other mechanoids, watch out when using [[EMP]]. However, it's generally worth stunning your scyther in order to stun a centipede in the process.
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Most pawns with a ranged weapon are unable to fire once engaged with melee combat. This makes scythers great at targeting specific, deadly threats in the back, like [[frag grenade]]s and [[sniper rifle]]s. This also makes them helpful against enemy [[centipede]]s, assuming your other colonists can dish out firepower. Against the [[diabolus]] or [[war queen]], a mere scyther won't stop their ranged attacks, but the former's flame burst has no effect against machines. Against other mechanoids, watch out when using [[EMP]] - though note that stunning a centipede is worth stunning a scyther for.
  
 
== Health ==
 
== Health ==
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== Trivia ==
 
== Trivia ==
 
Scythers have a unique slashing sound when they use their melee attacks.
 
Scythers have a unique slashing sound when they use their melee attacks.
 
== Gallery ==
 
<gallery>
 
ScytherClean east.png| Age 0-99 Scyther facing east
 
ScytherClean north.png| Age 0-99 Scyther facing north
 
ScytherClean south.png| Age 0-99 Scyther facing south
 
</gallery><gallery>
 
Scyther east.png| Age 100+ Scyther facing east
 
Scyther north.png| Age 100+ Scyther facing north
 
Scyther south.png| Age 100+ Scyther facing south
 
</gallery>
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.5.492|0.5.492]] -  Added.
 
* [[Version/0.5.492|0.5.492]] -  Added.
* Beta 19 - Scythers, who could previously use melee or wield [[charge lance]]s, were split into scythers and [[lancer]]s. Downed scythers can no longer be be salvaged through a medical operation to obtain their [[Scyther blade|blades]] if they are intact after the battle.
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* Beta 19 - scythers will no longer always spawn equipped with the [[charge lance]] and will generally prefer to engage at range over melee. Downed scythers can no longer be be salvaged through a medical operation to obtain their [[Scyther blade|blades]] if they are intact after the battle.
* Beta 19/1.0 - Now dies when downed.
 
* ? -  Fix typo in description. Description changed from ''{{Hover title|Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but their mostly use two arm blades to lop off limbs or gut their victims alive.|"[...] but their mostly use two arm blades [...]"}}'' changed to ''{{Hover title|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|"[...] but they mostly use their two arm blades  [...]"}}''.
 
* [[Biotech DLC]] Release - Introduced ability to create and control scythers.  
 
  
 
<gallery>
 
<gallery>
 
MechanoidScyther.png|Scyther from Alpha 6
 
MechanoidScyther.png|Scyther from Alpha 6
Scyther1557.png|Charge lance wielding scyther before Beta 19
 
 
</gallery>
 
</gallery>
 
<noinclude>
 
<noinclude>

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