When starting a new scenario, you can define exactly what your starting colonists are:
Designed to survive the front lines of a raid with extreme durability. rimworld create xenotype
| Gene | Metabolic | Rationale | |------|-----------|------------| | Robust | +4 | 50% damage reduction | | Strong Melee | +3 | +50% melee damage, +20% dodge | | Fast Runner | +3 | Close distance quickly | | Stone Skin | +3 | +100% sharp armor (but -0.20 move speed) | | Dead Calm | +1 | Never start social fights | | Psychite Dependency | -4 | Metabolic fuel; psychite is common (tea/yayo) | | Ugly | -2 | Metabolic fuel; social penalty acceptable | | Slow Learner | -3 | Metabolic fuel; combat pawn needs skills, not learning | | | +5 (max before archite) | Hunger rate: 225% | When starting a new scenario, you can define