#baby thrumbo!!
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pushing500 · 1 year ago
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A baby thrumbo!!!!! It’s so small???? I’ve never seen one in the game! I love him so much! Look at him!!!
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kitthenameless · 10 days ago
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I finished my BG3 evil durge run!
Evil runs were clearly not the intended vision, judging from how spotty the content is. But I did see some new stuff, and the new ending cinematic goes hard. (I did the evil Tav ending.) Overall, I had a lot of fun really leaning into the evil, and getting a whole little movie in the end was a nice finale.
Also this was my first Tactician run, though I had 5-6 people for most fights, and my durge could fly. Still, was a higher difficulty than I've done before, so *pats self on back*
Anyway, here's the summary of my Act 2 and Act 3. Warning for general spoilers and evil ending screenshots at the end!
Not much happened in Act 2. Killed Isobel but spared Aylin and managed to get her and Jaheira to join camp. Poor Gale tried to save the gnomes by opening their cell once the guards were all dead, but they just died outside. Astarion broke up with Durge (Remiel), but there were never feelings involved anyway. I made a whole post about my mess of a Myrkul fight in which I decided to loose a spectator instead of reloading lol. Other than that, they did what they had to do and moved on, leaving the lands cursed.
Then it was onto Act 3. Memories rushing back after the coronation, Remiel decided to go give the Archduke a little private visit. Gortash warned him not to come back without the netherstones, but he doesn't take orders from Gortash. And he needed to remind him of that ;-)
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In the city, I couldn't figure out how to kill the people on the list without initiating combat with everyone nearby, so the group started kidnapping people and taking them to the sewers to kill them there. The fact that you can technically do that (by exploiting fast travel) is a lot funnier to me than it should be. Also met this mysterious man!
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Continued doing evil things. (Skip this paragraph if you don't care about the list of evil choices.) Got into the Murder Tribunal, sacrificed Jaheira, and killed Valeria to become an Unholy Assassin. Killed Thrumbo. Went to the Society of Brilliance where they found a massacre and met the gith egg baby all grown up. Made a deal with the hag. Broke into House of Hope just to steal Raphael's valuables and kill his boy toy. Handed Aylin over to Lorroakan, because Remiel figured it'd be easier to bring Lorroakan under his thumb than Aylin. Handed Shadowheart over to the Sharrans. Did not help Astarion ascend because he didn't want him to have that much power. Still killed Cazador and the spawns though. Regretted killing the spawns when all the Gur kept calling it a kindness and praised him for doing the "right" thing.
And of course he killed Orin. But he rejected daddy because he decided he wants to do evil for himself.
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The only person Remiel has a soft spot for is Gortash. He doesn't want to mind control him, he wants to rule with him sorta, but he still wanted the power for himself and couldn't have Gort getting in the way. So when they met at the Morphic Pool, he (in my headcanon) knocked him out or used poisons to put him to sleep. He even left his crossbow and a healing potion. (But of course they acted like immature children before that.)
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Skipped the entire courtyard with invisibility. Got to the final bit of brain quickly, but I failed all attempts to hit it at the Morphic Pool, so it had full HP, and it got dicey at the end. The few characters still alive just barely managed to win before their platform was obliterated.
And then Remiel betrayed everyone and took control of the brain... and the world. *muahahahaha*
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The end 🙂 Gosh I love his evil faces lol.
Mods: Kylin's Heads. Silver's Hair Pack. Slutty Closet. Glitzy Horns. Heroes never die - Angel Wings. One of Astralities's skintone mods, I think. Y-Shaped Autopsy Scars. Lokelani's Lavish Livery.
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caede-plays · 3 months ago
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This is it - the moment that finally motivated me to post about Rimworld on tumblr.
This fellow tamed a Thrumbo and immediately formed a bond with it.
The last time Thrumbos came by, I had hoped to tame a male and a female so we could have some adorable little baby thrumbos in the future. However, Levi, one of the two pawns with inspired taming at the time, wasn't skilled enough with animals. He stayed up late several nights in a row studying books about animals, but right as he reached a high enough skill level the thrumbos wandered off. So, the one thrumbo that was tamed was later sold. :(
That meant Levi was ready when another pack wandered by today, though! Not only did he tame it, he immediately bonded with it and named it Virgil. I guess we can start hoping for some baby thrumbos soon?
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faecatastrophe · 3 months ago
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We used Exarchs magic powers to tame many but we slaughtered excess three thrumbos and while I wasn't looking my colonists formed bonds with them and named em. Currently selling any babies, combining preservation efforts with making some money for the state.
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Yeah, sorry buddy, I know you were with us for so long and we played catch every so often and you were the first and so far only anomaly challenge for us but... yeah, I'm turning you into a spine for Exarch.
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*space liberal voice* Evil tankie dictator Artemis Katze ruthlessly murdered all her politcal oponents [literal monsters from the Void(they were actually innocent poor little meow meows)] for her own gain
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*Emperah voice* Dey shall be me finest warriors. They shall know no fear.
Fire up the cloning machine, we are making modified clones of me to stuff full of implants and bionic replacements, implanting 'em with copies of a mind modified to be perfect at everythin and puting them into walking tanks forver.
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*old jobi-nobi voice* she's more machine now than a woman
Exarch now: "Omnipotent. Omniscient. Sovereign. Immutable. How sweet it is to be a god!"
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Nevermind, she got humbled in a massive tribal raid. In her defense there were many of them and she killed many before she herself fallen. And she got up a moment later and killed the rest (at least those that didn't get gunned down by our other colonists)
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justadumbasskid · 1 year ago
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A final look at the little base I had made in which to store all the accumulated wealth of Artifact Plains. Rssearched and manufactured transport pods to take my four colonists to the Archonexus (Volz's bonded thrumbo, Knockout, could not come since he was too heavy) He'll be fine there. There's plenty of food to go around, and the base is marginally more warm than outside.
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Ah, there it is. The Archonexus core. Surrounded by a fuckload of anima trees and quite a lot of Mechanoids. Clearly, anyone that has been here, has died. The site is saturated in desiccated corpses up to and including 300 years old.
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The battle to secure the site was okay, though Fuller lost a leg. Naga is a profoundly useless weapon. I'll get rid of the mod that eltex weapons are from. Anyway, I sent my holy warrior Mei to invoke the power of the Machine God and watched as the credits rolled.
Great playthough. I love playing as techist colonies. Though if I'm being honest? Not a fan of the Archonexus ending. Even though I'm a bit of an Archotech fanatic otherwise. It just makes so much sense to me that they're considered gods, you know? Every other god works in mysterious ways, or only shows themselves through signs. Not the Archotechs. They're out there, doin shit, all the time. Their artifacts can be found and utilized by anyone. They routinely effect planetwide populations through weather manipulators and psychic drones. Imagine if you had Jesus Harold Christ powering your lightbulbs - that's what a vanometric powercell is. Perpetual motion machines? Nuclear reactors? Those are for babies, here we manipulate the quantum foam of the universe, creating electricity from literally nothing, for our breaklights.
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mishkakagehishka · 2 years ago
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She Who Had 2000 Babies At Once In Another Timeline
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(she's a Thrumbo!!! idk rlly the lore of thrumbos but in-game they're a rare species who's fur and horn sells for a lot in-game :) so i usually try to tame them when the show up by my colony so i can breed em!)
I'll keep her in my thoughts. Miss ma'am said "using all my egg cells speedrun any%"
She's cute tho!!!! And oo smart choice :D is it hard to tame them if they're rare, or does the rarity only really affect how often they show up?
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nitunio · 3 months ago
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the 🔥🔥🔥 thrumbo 🔥🔥🔥
my npd creature proposal:
highly respected by everyone. highly hunted
absolute killer looks
absolute killer everything actually. high stats high attack high defense. it will kill you if you dare touch it
perfect creature
cute eyeliner
gorgeous hair
epic horn
valuable material
extremely rare
sometimes considered mythical
amazing
so fluffy
literally best creature ever
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baby fumbo :)
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theultimatepumpkinpie · 2 years ago
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Switched back to my old modlist to make a goodbye post for the old save, but it somehow fixed itself lol Still going forward with the new pack though, might as well make sure it's what I want for my next big playthrough and all I have to do for it now is configure VUIE and Craft anything
So say hello, and goodbye to my Archotechs 3.5 save! This is probably my longest running colony at 9 years running over 8d 16h and 145 save files (I use RimSaves to make folders for each colony) and ran surprisingly well for having 465 mods, 10 active pawns and over 42 animals (depending on how many babies there were). Though my new computer and RimPy probably help a lot with that. (Honestly if you use mods and don't use rimpy you're seriously missing out this program is amazing).
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It's also my favorite base that I've made, though I had to make some modifications at the end because of the toxic fallout that had just started. Also this was my first base using an actual killbox though it didn't have the snaky slowing passage ways that most have but the turrets were inside a box instead of just littering the outside like I normally do.
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My proudest bit though is that using VGE I made a thrumbchicken army that was so much fun to use even if they weren't as tanky as I would have liked.
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Like all my Archotech saves, I started with Luna, Randy, and Roland and all three of them were pretty well rounded from the start.
Lunaria 'Luna' Random was focused on crafting and construction, and later animal handling with notable traits being Perfectionist, Neurotic, and Beautiful. She was married and best friends with Randy. She also formed bonds with Susan (anima bear) and Scrungle (thrumbhorse). Her most used psycasts were skip and berserk pulse.
Randy Random was the highest in medical and did crafting but he ended up being the cook for most of the playthrough. His notable traits were Chemical Interest, Crack shot, and Inquisitive. He was married and best friends with Luna. His most used psycasts were stabilizing touch and flash heal.
Roland Royalty specialized in animals, mining and construction. His notable traits were Coordinated, Valiant, and Refined Palate. He was best friends with Hesterman, and formed bonds with Lily (anima fox) and Fully Ottomatic (anima thrumbo). His most used psycasts were smokepop and skipshield.
Along the way many other pawns joined and several went out to create their own outposts (using VOE) but the ones who ended up staying in the main base were Laptop, Furr, Hesterman, Tyber, Grob, Georgiev, and Rattray. The colonists who remained dead by the end of the campaign were Isabel, who was Furrs first lover and Georgiev's at the time of her death, Ongering who I honestly don't remember, and Hakansson who was a recruit from a viking tomb.
Laphonoso 'Laptop' Toppsfield handled plants and research and was Sickly and Too Smart. He was lovers with Geogriev and Ex-lovers with Furr. His best friend was Rattray. He primarily used the blinding pulse and focus psycasts.
Tacita 'Furr' Huckstep also handled plants and did research but was most notable for their Wanderlust and the fact that she was Insatiable and ended up with a total of 4 ex-lovers, including Laptop, Rattray, Isabel (dead), and Navis who went to an outpost. Her current lover is Tyber and best friend is Grob. She had formed a bond with Bite and Punch, two of the thrumbchickens. She used the flash heal psycast the most.
Damond Hesterman loved mining and did a lot of construction. He was Thick Skinned, Nimble and Jealous. He was best friends with Roland and had a bond with Stab, a thrumbchicken. His most used psycast was also flash heal.
Tyber Krivosheev was the colony animal handler but also spent some time with plants. He was Too Smart, Frail, and Restless. He is Furr's current lover and had no other notable relationships. He often used blinding pulse.
Grob Chisky was a recruit from a viking tomb and as such, was an excellent fighter. He spent his time cooking, doing some crafting and construction and research as needed. He was pretty and a patient cook. His best friend was Furr. His most used psycasts were stabilizing touch and skipshield.
Tam Georgiev was the resident expert in construction, building most of the base. She also did research and even developed a flair for art. She was an Ocean Lover, a Hunter, and was Stiff. She was Isabel's lover when she died and is currently Laptop's lover. She also had formed a bond with Psychic Joris, an anima bear. She used stun, waterskip, and smokepop psycasts.
Yumi Rattray was also a recruit from a viking graveyard. She specialized in plants, research, and construction. She was an Academian and had Good Hygiene. Her Ex-lover was Furr and her best friend was Laptop. She often used stabilizing touch, blinding pulse and skip.
The production outpost was manned by Navis, Olena, Kayleigh, Claytron, and Friedrich. Scavenging was handled by Lindsay, Parinya, Jeffries, and Olenna (yes those are two different pawns). A factory outpost had Wolle, Yuuka, and West at the helm. And Roski, Aldwytch, and Zanthril managed a hunting outpost.
Despite everything they've faced, be it raids, illness, mechanoids, rabid hybrid monstrosities or just the completely ridiculous amount of insects, they all became friends, and built a thriving, safe community. No one will ever know what adventures await them and their faction, but rest assured they would have just as great as the rest.
The save itself was constructed to test out Vanilla Genetics Expanded and it lasted wayyyyy longer than I intended. While I wasn't originally going to build the Archocentipede I did end up working on it and while I didn't actually finish it, I did get very close and it just became a matter of waiting for paragons to finish. So I consider that a win in my book. Even if I do a little bit of cheating here and there and use some semi OP mods along the way. It's all about the fun factor to me and challenge isn't as big of a deal to me. Overall, I had a lot of fun with this run and I hope my terrible memory doesn't fail me and I'll remember some of it. If not, well that's what this post is for.
If you're interested or have any questions about any of the mods I've used for it feel free to ask, as well as anything else.
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downunderist · 5 years ago
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about to have my first thrumbo baby
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cauli-flawa · 2 years ago
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Thrumbo baby
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jwslw · 5 years ago
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New and Old Rimworld d20 in honor of the Royalty DLC
Some new, some old, now convieniantly in one post
Animals
Boomrat
"Either by deliberate genetic weaponization, or as an unusual defense mechanism, these rodent-like creatures create a powerful fire-starting explosion when killed."
The stats presented below can represent a bay to fully grown Boomrat or a baby Boomalope
Species Traits
Magical Beast traits (Ex): Boomrats have all the traits common to magical beast.
Keen Sighted (Ex): Boomrats have Darkvision out to a range of 60ft and Low-light vision
Bonus Feats: Boomrats receive Multi-Attack Weapon finesse (bite) and Weapon Finesse (claw) as bonus feats
Death Throes (Ex): A Boomrat that is reduced to 0hp or fails its massive damage save detonates, dealing 3d6 points of fire damage to everything within a  5foot radius (Ref 15 for half damage), the fire automatically ignites unattended objects.
Taming (Ex): Boomrats can be tamed and trained like a normal animal of similar size
Typical Boomrat CR1. Small Magical Beast HD:1d10-1. HP4. Mas8. Init:+3. Spd 20ft. Defense:16, Touch14, FF13(+1size, +3dex, +2Nat). Bab+1. Grapl-6. Atk: +5melee(1d2-3 bite). Full Atk:+5melee(2 Claws 1d2-3) and +3melee (1d2-3 bite). FS:5ftx5ft. R:5ft. SQ:Magical Beast traits, Keen Sighted, Death Throes. AL: none or owner. Sv Frt+1, Ref+5,Wil+0. AP: N/A. Rep+0. Str4, Dex17, Con8, Int2, Wis10, Cha6.
Skills: Hide+7, Listen+3, Move Silently+5, Spot+3, Survival+2
Feats: Multi-Attack
Advancement: None
Boomalope
"Engineered for chemicals production, the boomalope grows a large sac of volatile chemicals on its back. Though it is weak and fragile for its size, other animals have learned to avoid it because of the huge explosion it produces when it dies."
Weight 21(baby)-105kg (adult), attacks head butt, hooves  Carrying capacity 113kg
Species Traits
Magical Beast traits (Ex): Boomalopes have all traits common to a Magical Beast.
Keen Sighted (Ex): Boomalopes have Darkvision out to a range of 60ft and Low-light vision
Death Throes (Ex): A Boomalope that is reduced to 0hp or fails its massive damage save detonates, dealing 4d6 points of fire damage to everything within a  10foot radius (Ref 15 for half damage), the fire automatically ignites unattended objects.
Milk (Ex): Once per week with a successful DC 20 Handle Animal check and a full hour of work, 1d4 gallons of Chemful can be harvested from a tamed Boomalope.  Chemfuel is statistically identical to gasoline and can be used in all the same applications.
Taming (Ex): Boomalopes can be tamed and trained like a normal animal of similar size
Adult Boomalope CR2. Medium Magical Beast HD:2d10. HP. Mas10. Init:+. Spd 40ft. Defense:,Touch,FF(+dex,+Class,+Equip,+Nat). Bab+2. Grapl+4. Atk:+4melee(Headbutt 1d4+3). Full Atk:+4melee(Headbutt 1d4+2) and -1melee (2 hooves 1d3). FS:5ftx5ft. R:5ft. SQ: Keen Sighted, Death Throes, Milk. AL:None or Owner. Sv Frt+, Ref+, Wil+. AP: N/A. Rep+0. Str14, Dex12, Con10, Int2 Wis10, Cha6.
Skills: Listen+5, Spot+5
Feats: None
Advancement: 3-4HD (Med)
Thrumbo
"A gigantic, graceful creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. While its long fur is exceptionally beautiful, its hide is also incredibly resistant to damage. Its razor-sharp horn fetches a huge price. Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak."
Species Traits  
Magical Beast Traits: Thrumbo have all the traits common to a Magical Beast.
Keen Sighted:
Bonus Feats: Thrumbo receive Power Attack and Cleave as bonus feats
High Quality hide (Ex): Colthing/protective items made from the fur or tanned hide of a Thrumbo is always considered to be +1Mastercraft.
Thrumbo Horn (Ex): The Horn of an adult Thrumbo can be removed and fashioned into a +1 Mastercraft Falchion or Heavy Lance
Taming (Ex): Thrumbo can be tamed and trained like a normal animal of similar size but, because of their nature the DCs are always 5 points higher than for similar animals.
Thrumbo CR8. Huge Magical Beast HD:8d8+48. HP84. Mas21. Init:+0. Spd 50ft. Defense:18, Touch8, FF18(-2size,+10Nat). Bab+8. Grapl+28. Atk:/Full Atk:+18melee(4d6+18 Gore). FS:15ftx15ft. R:10ft. SQ:. AL: None or Owner. Sv Frt+11, Ref+6,Wil+3. AP: N/A. Rep+0. Str34, Dex10, Con21, Int2, Wis13, Cha7.
Skills: Hide-8, Listen+6, Spot+6
Feats: Cleave, Power Attack
Advancement: 9-16HD (Huge)
Insects
Megaspider
"Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long deadly ripper-blades make it deadly. It is, however, quite slow in open terrain."
Species Traits
Vermin Type(Ex): Megaspiders have all traits common vermin.
Darkvision: Megaspiders have Darkvision out to a range of 60ft
Megaspider CR5. Large Vermin HD:6d8+12.HP39. Mas14. Init:+2. Spd 20ft. Defense:21, Touch11, FF19(-1size, +2dex,+10Nat). Bab+4. Grapl+10. Atk/Full Atk:+5melee(1d8+3 Gore). FS:10ftx10ft. R:15ft. SQ: Vermin traits, Darkvision 60ft. AL: None or Hive. Sv Frt+7, Ref+4, Wil+2. AP: N/A. Rep+0. Str15, Dex14, Con14, Int---, Wis10, Cha1.
Skills: Hide-2, Listen+5, Spot+5
Feats: None
Advancement: 7-12HD(large)
Spelopede
"A medium-sized bioengineered bug the size of a sheep. The spelopede is the middle caste of a hive, taking care of most work tasks as well as fighting with its digging claws." 
Species Traits
Vermin Type(Ex): Spelopede have all traits common vermin.
Darkvision: Spelopede have Darkvision out to a range of 60ft
Spelopede CR1. Small Vermin HD:2d8+2. HP11. Mas12. Init:+3. Spd 20ft. Defense:17, Touch14, FF14(+1size+3dex,+3Nat). Bab+1. Grapl-2. Atk/Full Atk:+3melee(1d4+1 bite). FS:5ftx5ft. R:5ft. SQ: Vermin traits, Darkvision 60ft. AL: None or Hive. Sv Frt+3, Ref+0, Wil+0. AP: N/A. Rep+0. Str13, Dex16, Con12, Int---, Wis10, Cha1.
Skills: Hide+4, Listen+5, Spot+5
Feats: None
Advancement: 3-5HD(small)
Megascarab
"A large, genetically-engineered beetle. Once the worker caste of an artificial ecosystem of insectoids designed to fight mechanoid invasions, it is now usually seen without its deadlier insectoid cousins. Still, its size and hard shell make it dangerous when it attacks. A eusocial creature, it cannot reproduce individually."  
Species Traits
Vermin Type(Ex): Megascarab have all traits common vermin.
Darkvision: Megascarab have Darkvision out to a range of 60ft
Megascarab CR1/4. Tiny Vermin HD:1d8. HP4. Mas11. Init:+4. Spd 20ft. Defense:21, Touch16, FF17(+2size,+4dex,+5Nat). Bab+0. Grapl-11. Atk/Full Atk:-1melee(1d4-3 bite). FS:2.5ftx2.5ft. R:0ft. SQ: Vermin traits, Darkvision 60ft. AL: None or Hive. Sv Frt+, Ref+,Wil+. AP: N/A. Rep+0.Str4, Dex18, Con11, Int---, Wis10, Cha1.
Skills: Balance+6, Hide+14, Listen+3, Spot+3
Feats: None
Advancement:2-4HD(tiny)
Mechanoids
Scyther
"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 two arm blades to lop off limbs or gut their victims alive."
Scyther (PL8) CR1. Construct. HD:1d10+10. HP:15. Mas---. Init:+2. speed:ft. Defense:15, Touch10, FF15 (+5equip). BaB:+0. Grapl:+2. Atk:+2melee(2d4+3/x4 Scythe). Full Attack: -2melee(2d4+3/x4, 2 Scythes). FS: 5ftx5ft. R5ft. SQ: Construct Traits. AL: Mechanoid Horde. SV: Fort+0, Ref+0, Will+0. AP: N/A. Rep+0. Str14, Dex10, Con---, Int---, Wis10, Cha1. Skills: Demolitions+6, Listen+6, Search+6, Spot+6 Feats: Archaic Weapons Proficiency, Two Weapon Fighting Equipment: 2 Integrated Scythes Purchase DC: 29 ($23,490) Restriction: Mil+3. Frame: Biomorph. Locomotion: Inductor (enhanced). Manipulators: None Armor: Alumisteel. Sensors: Class VIII. Skill Software: Skill Progits (Demolitions, Listen, Search, Spot) 4 ranks each Feat Software: Feat Progits (Archaic Weapons Proficiency, Two Weapon Fighting) Accessories:  2 Weapon Mounts
Lancer
"A human-sized combat mechanoid with huge optical sensors on its face for aiming weapons at long range. While effective at distance, it is weaker in melee combat. Veterans of mechanoid wars know that often, the safest thing to do against a lancer is to charge."
Lancer(PL8) CR1. Construct. HD:1d10+10. HP:15. Mas---. Init:+2. speed:ft. Defense:15, Touch10, FF15 (+5equip). BaB:+0. Grapl:+2. Atk:+0ranged(3d12, RI;100ft Rail gun). Full Attack: -2melee(1d3+2 non-lethal, 2 manipulators). FS: 5ftx5ft. R5ft. SQ: Construct Traits. AL: Mechanoid Horde. SV: Fort+0, Ref+0, Will+0. AP: N/A. Rep+0. Str14, Dex10, Con---, Int---, Wis10, Cha1. Skills: Demolitions+6, Listen+6, Search+6, Spot+6 Feats: Alien Weapons  Proficiency, Personal Firearms Proficiency Equipment: Rail gun w/1d4+1 magazines Purchase DC: 29 ($23,410) Restriction: Mil+3. Frame: Biomorph. Locomotion: Inductor (enhanced). Manipulators: Special Use Grippers (x2) only good for manipulating firearms Armor: Alumisteel. Sensors: Class VIII. Skill Software: Skill Progits (Demolitions, Listen, Search, Spot) 4 ranks each Feat Software: Feat Progits ( Alien Weapons  Proficiency, Personal Firearms Proficiency) Accessories:  None
Centipede
"Heavy combat mechanoids that glide on dozens of tiny legs. Their heavy armor and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics."
Centipede (PL6) CR8. Huge Construct. HD:8d10+40. HP:84. Mas---. Init:-2. Speed:10ft. Defense:14, Touch6, FF14 (-2size, -2dex, +8equip). BaB:+6. Grapl:+24. Atk:+14melee(2d6+15 Slam). Full Attack: +2/-3ranged (3d8 Heavy Charge Blaster or 3d6 Inferno Cannon). FS:15ftx15ft. R10ft. SQ: Construct Traits. AL: Mechanoid Horde. SV: Fort+2, Ref+0, Will+2. AP: N/A. Rep+0. Str30, Dex6, Con---, Int---, Wis10, Cha1. Skills: Hide-10, Listen+6, Spot+8 Feats: Advanced Firearms Proficiency, Personal Firearms Proficiency, Exotic Firearms Proficiency (Heavy Machine guns or Grenade Launchers) Equipment: Heavy Charge Blaster w/4 power cells or Inferno Cannon w/4 fuel tanks Purchase DC: 33($84,720) [Blaster] or 33($81,500) [Cannon] Restriction: Mil+3. Frame: Biomorph. Locomotion: Tracks (Enhanced). Manipulators: None Armor: Duralloy. Sensors: Class V. Skill Software: Skill Progits (Listen, Spot) 4 ranks each. Feat Software: Feat Net (3 Feats) Accessories: Weapon Mount, Loading Module
Pikeman
"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."
Pikeman (PL6) CR8. Huge Construct. HD: 8d10+40. HP:84. Mas---. Init:-2. Speed: 25ft. Defense:11, Touch6, FF11 (-2size, -2dex, +5equip). BaB:+6. Grapl:+24. Atk:+12melee(2d6+10 Slam). Full Attack: +2/-3ranged (2d8/19-20, RI; 240ft Needle Rifle). FS:15ftx15ft. R10ft. SQ: Construct Traits, . AL: Mechanoid Horde. SV: Fort+2, Ref+0, Will+2. AP: N/A. Rep+0. Str30 (+10), Dex6, Con---, Int---, Wis10, Cha1. Skills: Hide-10, Listen+6, Spot+8 Feats: Far Shot, Precise Shot, Personal Firearms Proficiency, Point Blank Shot Equipment: Needle Gun w/4x 30 round magazines Purchase DC: 33 ($89,370) Restriction: Mil+3. Frame: Biomorph. Locomotion: Legs (Multiple). Manipulators: None Armor: Alumisteel. Sensors: Class V. Skill Software: Skill Progits (Listen, Spot) 4 ranks each. Feat Software: Feat Net (4 Feats) Accessories: Weapon Mount, Loading Mechan
Weapons
Heavy Charge Blaster (PL6)
"Charged-shot blaster for area suppressive fire. Mechanoid-built."
Damage: 3d8 Magazine:80(Cell) Critical: 20 Size: Huge Dmg Type: Energy Weight: 48lb Range Increment: 40ft PDC: 20 Rate of Fire: A Restriction: Mil+3
Special: Autofire 20 rounds (Ref17 negate), Burst 10 rounds (-4 Atk, +3d8)
PDC 15 per Cell
Inferno Cannon (PL6)
"Incendiary-shot mini-artillery device. Mechanoid-built."
Damage: 3d6 Magazine: 15 (Tank) Critical: --- Size: Large Dmg Type: Fire Weight: 35lb Range Increment: 40ft PDC: 15 Rate of Fire: S Restriction: Mil+3  
Special: Burst 10ft Ref 17. targets catch fire
PDC 8 per tank
Needle gun
"A long-range weapon used by mechanoids. Named after its needle-like projectiles, it fires single shots with great accuracy. While it does less damage than charge weapons, it can reach over very long distances."
Needle Gun PL 6 Damage: 2d8       Magazine: 30 (box) Critical:  19-20    Size:  Large Damage Type:  Pierce      Weight: 6lb Range Increment: 160ft     Purchase DC: 24 Rate of Fire:  S    Restriction: Res+2
Triple rocket launcher (Requires Exotic Firearms Proficiancy Rocket Launchers)
"A single-use rocket launcher that fires a cluster of three large-bore explosive rockets. Good against smalll groups of tough targets. Because of its unwieldiness, single-use limitation, and the massive destruction it causes, it's said that one must be slightly crazy to use this weapon."
Triple Rocket Launcher PL5 Damage: 6d6   Magazine:  3(int) Critical: N/A   Size:  Large Damage Type:  Ball/Fire   Weight: 15.4lb Range Increment: 60ft     Purchase DC: 27 for Launcher 25 per 3 rocket pack Rate of Fire: S*       Restriction: Mil+3
Burst Radius: 20ft   Reflex: 17 for half
*Has a 3 Round burst Setting (-4Attack, +6d6 damage)
Doomsday rocket launcher (Requires Exotic Firearms Proficiancy Rocket Launcher)
"A single-use rocket launcher that fires a massive explosive projectile. Good against large groups of soft targets. Starts fires. Because of its unwieldiness, single-use limitation, and the massive destruction it causes, it's said that one must be slightly crazy to use this weapon."
Doomsday Rocket Launcher PL6 Damage: 15d6      Magazine: 1 (Int) Critical:  N/A        Size: Huge Damage Type:       Weight: 27lb Range Increment: 100ft   Purchase DC: 30 for launcher, 28 per missile Rate of Fire:  Single      Restriction: Mil+3
Burst Radius: 40ft      Reflex Save: 25 for half
Special: Upon detonation, the warhead releases 5 incendiary charges (roll on grenade deviation chart for each charge), each charge deals 4d8 points of fire damage (Reflex DC 15 for half) and can stat fires.
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pushing500 · 1 year ago
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Who's cuter, thrumbo calves or cuterpillars? I can't decide, but I am very glad I have them both in my colony.
Also, bonus doodle of mama and baby thrumbo, just because <3
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pushing500 · 1 year ago
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I am playing Rimworld because I have the flu and lost my voice. :( 
I just wanted to curl up, build a nice comfy colony, and draw. So that’s what I’m doing.
Here are some sketches of the goings-on in my colony at the moment. Lots of shenanigans happening. Taming two thrumbos has undoubtedly made me feel better, definitely recommend if you’re feeling unwell. Irwin is best boy, and I love him dear.
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pushing500 · 1 year ago
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Recruited a pair of impid raiders, a very sad and sorry-for-himself lad named Nehachrach Kaznove (Kaz for short), and a kind of scary lady named Farov Fovnath, or...
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Fafo :)
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They became best friends in prison, which I thought was cute, but now that they're actually colonists, they have spiralled into a loop of friend-zoning each other and getting upset about it. It's very amusing. Never change, Rimworld.
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pushing500 · 1 year ago
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I have played over 1000 hours of this game, and let me tell you, I have never been so stressed by a notification. I've never had a Rimworld baby!!
We gathered basically-a-Wookiee Kawoo, the expectant mother, and brought her to the hospital with her husband, Andrei the lizard man, and Dr Brennan.
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Yes, I'm excited too, Andrei, but I think perhaps the party could wait until after your wife has had the baby.
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I did not know I could hold my breath for so long. Phew. Welcome to the world, new yttakin/saurid hybrid baby.
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Well, he's definitely his father's son. We'll name him Andrew because it sounds a bit like Andrei, his dad, but call him Andy for short. Happy birthday, Andy!
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Everyone is exhausted after that but also happy with the results. Dad Andrei and Baby Andy have gone back to their room to sleep off the excitement while Mum Kawoo spends the night in the hospital.
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Our colony's original two thrumbos, Pharaoh and Brandi, came to visit Baby Andy. They're bonded to Kawoo and like to follow her around, so I like to think they're sort of like Andy's new auntie and uncle.
You've heard of the human-child-raised-by-wolves trope, now get ready for the half-wookiee-half-reptillian-humanoid-partially-raised-by-thrumbos story you never knew you needed!
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caede-plays · 2 months ago
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We have a baby thrumbo!!
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This is it - the moment that finally motivated me to post about Rimworld on tumblr.
This fellow tamed a Thrumbo and immediately formed a bond with it.
The last time Thrumbos came by, I had hoped to tame a male and a female so we could have some adorable little baby thrumbos in the future. However, Levi, one of the two pawns with inspired taming at the time, wasn't skilled enough with animals. He stayed up late several nights in a row studying books about animals, but right as he reached a high enough skill level the thrumbos wandered off. So, the one thrumbo that was tamed was later sold. :(
That meant Levi was ready when another pack wandered by today, though! Not only did he tame it, he immediately bonded with it and named it Virgil. I guess we can start hoping for some baby thrumbos soon?
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