War queen

A war queen is a mechanoid commander added by the Biotech DLC. It drops the powerfocus chip, required to research further mechanitor technology.
== Occurrence ==
One or more war queens can spawn in mechanoid raids when sufficient raid points are available for them, however they are also involved in the mechanitor progression and can be specifically summoned by the player.
Summoning a hostile war queen requires a mechanitor and a mechband antenna, destroying the antenna in the process. Constructing a mechband antenna requires the research.
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned a War queen before, but is independent of wealth, time, or colony progress. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and "prepare" before launching their assault.
Summoning:
# 1x War queen with heavy shield unit, 5x pikeman, 2x scyther
# 1x War queen with heavy shield unit, 7x militor, 2x centipede (burner)
# 1x War queen with heavy shield unit, 5x pikeman, 2x tesseron, 3x tunneler
# 2x War queen with heavy shield unit, 8x militor, 4x lancer, 2x centipede (burner)
# 2x War queen with heavy shield unit, 5x pikeman, 5x lancer, 3x legionary, 3x centipede (burner)
# 2x War queen with heavy shield unit, 14x scyther, 4x centipede (burner), 1x centurion
# 2x War queen with heavy shield unit, 8x centipede (burner), 18x scorcher
# 3x War queen with heavy shield unit, 6x scyther, 6x lancer, 3x legionary, 8x centipede (burner), 1x centurion
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3. The wave count is per playthrough, not per colony or map. If the war queen is summoned once on one map, summoning another on a second map will bring the second wave. The Archonexus colony reset does reset this progression.
== Acquisition ==
 
Dead, friendly s can also be resurrected at the using the "Resurrect ultraheavy mechanoid" bill. This requires the corpse of the friendly , steel, and 1 gestation cycle taking to initiate.
== Summary ==
 War queens have a 70% EMP resistance, meaning they are stunned for 70% less time.
The war queen is immune to psychic lances. In addition, the skip, chaos skip, berserk, and berserk pulse psycasts do not function against the war queen due to "Psychic Resistance". Like most other mechanoids, the war queen has 50% Psychic Sensitivity.
Dead war queens may be shredded at the machining table or crafting spot for steel and plasteel. However, these values are affected by mechanoid shredding efficiency, as well as missing parts on the war queen.
Defeating a hostile War queen rewards the player with a Powerfocus chip. Studying one is required to research High Mechtech, and they can also be used to create various mechanitor gear.
=== Combat ===
* Equipped with a charge blaster turret.
* Spawns war urchins; the queen can make up to 3 war urchins at a time. Each war urchin costs 25 steel to make. The war queen generates with 600 steel.
** This steel is not recovered upon killing the queen or shredding her at a Machining table
** If the queen is killed before the urchins, they all die immediately
* May come with an energy shield. 300 HP, recharges at a 0.5 rate.
* MeleeDoorDamageFactor = 1.5
=== As an ally ===
It costs 25 steel to create each war urchin. Dead war urchins can be shredded at a machining table for up to 10 steel, so the actual cost of single urchin is closer to 15 steel, assuming you can retrieve their corpses intact. When summoning, you can summon 3 at a time every 15 seconds, for a total batch cost of 75 steel. The War Queen can hold up to 600 steel at a time, and the target level can be set by the player.
Player urchins cannot be operated manually, nor can they be zoned, but they respect forbidden doors. Otherwise they just behave like ally pawns from NPC factions, moving towards the nearest enemy on the entire map.
War queens cannot release war urchins while dormant self-charging, and the operation mode of a mech cannot be changed when the overseer is unavailable. However, a war queen moving due to factors like zoning restrictions are not considered as dormant self-charging and can release war urchins.
== Analysis ==
===As an enemy===
Despite their description in a Biotech preview, rushing the war queen is generally not the best strategy. The war queen will only begin to deploy urchins when she is within range of an enemy, so it can be advantageous to let her come to you. Furthermore, the war queen can only build a finite number of urchins, so it is quite viable to hunker down and win a battle of attrition. Aiming for the queen can help, but you'll need to use EMP and rush it down very quickly, lest the swarm takes you out. Letting all the urchins be deployed allows for more steel to be recovered, as they can be shredded after, but any remaining steel inside the queen is lost. 
The real threat isn't so much the war queen as the escorts she spawns with. The first summon comes with 5(!!) pikemen, and later fights only get harder. Pikemen in particular can snipe from a long range, making it extra difficult to interrupt the constant flow of war urchins. You might want to construct a close quarter combat arena in order to counter this.
===As an ally===
The war queen is the single most durable mech you can gestate, boasting the highest health scale and 2nd highest armor in the game. Even if the war queen never fires, it makes for an amazing distraction. This is further enhanced by the war urchins it can deploy. If a doomsday rocket launcher hits a war urchin, little is lost. War urchins aren't nearly as durable, but due to their small body size, they are hard to hit.
In terms of raw firepower, the war queen is lacking, especially for an ultra-heavy mech. Instead, it relies on the swarm of urchins. Individual urchins are not effective against large enemy forces, so you may want to bunch them up. In order to bunch up your urchins, deploy them inside a room where its doors are forbidden. Once all the urchins are ready, unforbid the doors and unleash the swarm. This can be an effective but expensive way to deploy a lot of firepower.
== Health ==
=== Body parts ===
== Gallery ==
Warqueen east.png| Age 0-99 War queen facing east
Warqueen north.png| Age 0-99 War queen facing north
Warqueen south.png| Age 0-99 War queen facing south
WarqueenAncient east.png| Age 100+ War queen facing east
WarqueenAncient north.png| Age 100+ War queen facing north
WarqueenAncient south.png| Age 100+ War queen facing south
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3531 - Increased EMP resistance from 45% to 70%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled. Fix: War urchins are not newborn when created by a war queen.
* 1.4.3541 - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.
* 1.4.3555 - Now immune to psychic lances. Super-mechanoids cannot be called when there is already another super-mechanoid on the way.
* 1.5.4062 - Berserk and similar psycasts no longer work on mechanoid bosses.
Category:Mechanoids