Overview
Who will win? .45 ACP hollow point or 20mm RHA?Spoiler: 20mm RHA
Intro
Like all of my other guides, this guide is made out of sheer boredom. Don’t expect me to add or update anything here. This guide was also made during and for 1.2. May or may not hold up in future patches.
I also assume that you have good/decent knowledge on CE.
My other guide(s):
If you’re completely new to CE, read this if you have some spare time.
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Good luck fighting centipedes in just vanilla + Royalty + CE. The only things that would do anything to a centipede (or any power armor really) would be triple/doomsday rocket launchers or a flak cannon.
Mods I recommend:
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Made by the CE team to fill out CE. For anti-armor weapons, there’s the Tac-50, PTRS-41, M72 LAW, and the RPG. The new LMG’s also have much armor penetration with an armor-piercing round.
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CEC. Note: this is a reupload not made by the original mod author. Provides 2 new MG’s, the Intervention, and the very powerful NTW-20 firing the massive 20×110 Hispano round. Make sure you get some power armor and/or bionic legs.
Gun Nut Series – A collection of 3 mods that adds some new CE guns. Note: You can disable some/all of the guns in a pack. There’s an AS-VAL in both CEC and Gun Nut, 2 Neopups, and probably some other guns.
If you like a certain gun pack, feel free to link/name it in the comments.
Weapons
You know, it would kinda help NOT to use an M1911 loaded with HP on a giant death robo-tank.
Just as a general tip, don’t use standard HP/FMJ/AP rounds. Get incendiary rounds and sabot on lighter weapons. AP-HE is also an option if you don’t have access/time to make these heavier rounds. On explosives, use HEAT rounds instead of other rounds. Most explosives also have EMP versions, which deal extra EMP burn damage in addition to the standard stun.
The types of guns you have access to depends on what mods you’re playing with. You should be able to assume what would do well against an armored target just based off the caliber. (Something like 14.5x114mm or .50 BMG is probably going to be pretty insane against armor) Most machine guns fire pretty large calibers, so they should be able to deal decent damage against centipedes.
Just with some mods I’ve played with by myself:
(Standard Guns)
-Tac-50 (.50 BMG, CE Guns)
-PTRS-41 (14.5x114mm, CE Guns)
-L-20 Charge LMG [or H-20 Charge] (8x35mm Charged, CE Guns)
-Intervention (.408 Chey. Tact., CEC)
(Other)
-M72 LAW (CE Guns)
-RPG-7 (CE Guns, use HEAT ammo)
-Neopup (CEC/Gun Nut, use EMP)
-Triple/Doomsday Rocket Launcher (Core)
If you’re setting up static defenses:
-Flak Cannon (90mm shells, Base CE)
-Double Autocannon (14.5x114mm, VE Security)
-Heavy Auto-turret (14.5x114mm, Base CE)
-AGS-30 (30x29mm grenades, Base CE)
There is also a static MG added by base CE, can’t remember what its name is. Fires a heavy caliber if you need it.
Curious for a gun’s actual stats? Click on its caliber. You can see exactly how much damage it deals per layer, how much mm’s of RHA it can penetrate, and how much blunt penetration it has. (As you can imagine, bigger = better)
If you have colonists equipped with weapons other than the above or you don’t have any of these weapons (lmao good luck), either get your colonists heavier weapons or have them sit out for the fight. Quickly check the weapons stats and see if it’s worth trying. A basic M16 or an AK12 probably won’t deal that much, if any damage. A heavier weapon like an M60, AK47 or other similar caliber weapon will probably deal low to decent damage.
Other
Just some general tips.
-Power armor if you aren’t already using it. Boosts movement speed with increased mass capacity and heavier loadouts with more ammo. Keep in mind that no armor will stop a 12x64mm charged round, even cataphract.
–Don’t get hit. At all. I like to nickname 12x64mm as the “Lung Deleter” and “Arm Ripper.” Have spare lungs and bionic arms. You’ll need them.
-EMP’s exist. Sometimes I forget.
-Charged weapons have really high armor penetration. 6x24mm Conc. can penetrate 24mm RHA, enough to get through a centipede’s armor and for the charge in the round to implode.
-Don’t bother to mortar centipedes. Unless if you directly hit them, they’ll do little damage. You’re just wasting materials.
-Get aid from other factions. Royal Aid with cataphracts or janissaries is always a good call. They’ll show up with power armor and a lot of the time show up with snipers such as the Invervention or NTW-20, or other weapons like high caliber machine guns or a Neopup. Once, I got really lucky and got 17 friendlies from the Empire. Handled 2 centipedes, shocking for vanilla’s idiot AI.
Centipedes w/ Killbox
Personally with CE, I don’t build killboxes, more so kill “areas”. A wide open chokepoint that’s much larger than a standard killbox with no enemy cover. Sandbags and heavy turrets are also set up.
As I’ve already mentioned, set up heavy caliber turrets like the Heavy Auto-turret or the Double Auto-cannon. If you don’t need your colonists, don’t bring them in. You don’t need to put your colonists in any danger.
Set up a 90mm Flak Cannon to destroy and load it with HEAT shells. Get some manned machine guns and get your colonists behind them. Keep ammo on a nearby shelf for easy access. Make sure you’re behind cover as always.
If any centipedes have dropped any thermobaric shells, aim for them with explosives and start them up, instantly destroying or near downing any mechs in a decent radius.
Centipedes w/o Killbox
This is what really makes centipedes hard. No heavy auto-cannons, no flak cannon or HMG unless you bring one, and no really prepared defenses. Prepare to lose colonists.
(This guide kind of assumes you’re fighting a psychic/poison ship on your map, where you want to deal with them quickly and are still able to drag things such as 90mm cannons in range.)
-Still use AT rifles and machine guns. Not like they aren’t doing much damage any more.
-Move a flak cannon and/or machine guns with ammo behind cover. Make sure centipedes DO NOT have access straight to your 90mm shells. Had a centipede fire a incendiary cannon at some shells and lets just say it did NOT end well for the colonist arming the flak cannon.
-Get simple barriers, sandbags, or a wall for cover. Use stronger materials than just cloth, or granite. Centipedes will break through it. Use materials like devilstrand or synthamide for sandbags, and reinforced walls (VE) made of uranium, plasteel, or composite.
-Spread colonists out. Should be pretty self-explanatory.
-Bait animals! Zone your dogs, bears, titanbeetles, everything to around the crashed ship. While the centipedes will target the colonists shooting it first, if it has nothing better, it will fire at pets.
-Bait turrets! Use heavy auto-turrets hooked up to a generator to both deal damage and distract.
-Run for cover. Centipedes are shockingly accurate even at max ranges. Even at 70 cells, a heavy charge blaster will still destroy your lungs through power armor. Centipedes will retarget a different colonist, turret, or animal once you run out of LoS.
-Ignore lancers. They’re more annoying than anything, and won’t deal as much damage the the incendiary cannon next to it. Pikemen and scythers may pose a greater threat.
-Target incendiary cannons first. Like I said earlier in this guide, lighting dropped incendiary cannon shells will result in a (chain) explosion large enough to take out the crashed ship and most things around it.
-Get lucky. You might have actually smart centipedes that knows that it should shoot the guy aiming at it with a 90mm flak cannon and not his pet dog.
If you’re only fighting 1 centipede:
Just a really simple strat for fighting only 1 centipede. Get one colonist and get them to unload with EMP’s on the centipede. Then, unload on it with a high caliber weapon. Transport a 14.5x114mm KPV MG with AP-I. If you’re playing with gun nut, use the portable M2HB that fires .50 BMG, assuming you have the power armor/bionics to carry it. Get other people to get rid of any smaller mechs.
Thanks 🙂
Thanks for reading my guide, I hoped it helped 🙂
If you have any tips or think something is wrong, please leave it in the comments, there’s a 2% chance I read it and a 1% chance I do something about it.