Skip

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Skip

Skip

Teleport the target to a desired position not too far from its starting point. Objects which are too large cannot be teleported.

Base Stats

Type
Psycast

Ability

Psylink Level
4
Psyfocus Cost
2%
Neural Heat Gain
25
Casting Time
15 ticks (0.25 secs)
Range
27.9 tiles
Goodwill Impact
-15
Caster Must Be Capable of Violence
False

Skip is a level 4 psycast that can teleport a target pawn or item to a desired position.

Acquisition[edit]

There are two ways to acquire Skip:

  1. A randomly selected level 4 psycast is granted to the psycaster when they gain psylink level 4. Skip is one of the options that may be selected. Note that this occurs regardless of how the psylink level is gained.
  2. Skip can also be acquired from a psytrainer naming it. See the psytrainer page for further details.

Summary[edit]

<canTargetSelf>True</canTargetSelf> <canTargetAnimals>True</canTargetAnimals> <canTargetItems>True</canTargetItems> <casterMustBeCapableOfViolence>false</ <applyGoodwillImpactToLodgers>False <stunTicks>18~60</stunTicks> skiprange<range>27.9</range> Max body size How does LOS work for targetting the target AND the final position?

Analysis[edit]

  • Skip is a versatile tool that can be used to manipulate allies, enemies, inanimate objects and the self alike.
    • Teleport allied fighters into position quickly, especially melee fighters.
    • Skip long-ranged enemies into range.
    • Keep enemy melee fighters away from allies.
    • Using skip on an ally harms your faction relations, even when used for benevolent purposes. To get around this when rescuing allies, have a colonist rescue the ally and then skip the colonist. This will not give a penalty.
    • Teleport a raider near a mechanoid cluster to make them fight each other.
    • Can be used on self to quickly escape danger or to urgently move to a location.
    • Move downed pawns, allies or enemies, out of danger to safely rescue or capture them.
    • Teleport chemfuel away just before it blows up.
    • Steal supplies from Sieges.
      • Sieges will continuously receive supplies of Packaged survival meals and Mortar shells as they are removed from the siege, but they won't receive additional components. Stealing components before Mortars are built will halt the siege and it potentially allows the unlimited theft of additional supplies.
    • Safely capture bleeding fleeing enemies by repeatedly skipping them away from the map's edge until they collapse from blood loss.

Version history[edit]