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Building a Good Combat Pawn

ekudram edited this page Jul 17, 2026 · 1 revision

Building a Good Combat Pawn (Hussar & General)

Viewer helper — this page is not RICS-specific. It helps chat players plan melee and ranged fighters, including Hussar xenotype (Biotech) loadouts, when the streamer lets you buy traits, passions, gear, or surgeries.

Trait budgets (RICS-friendly):

Budget Use when
4 traits Default target — strong, realistic, works if the streamer caps traits around vanilla+
6 traits Luxury / high-spend RICS variant when the streamer allows extra trait purchases

Sexuality traits (Gay / Bisexual / Asexual) usually do not count toward “combat build” quality and are ignored below.


Quick picks

Melee specialist (4 traits)

Priority Trait Why
1 Tough ~50% less damage taken — best combat trait in the game
2 Nimble Higher melee dodge chance
3 Brawler Better melee accuracy; mood penalty if forced to use guns
4 Jogger Faster repositioning, kiting into melee, retreats

Passions: Burning Melee. Minor Medical is nice for self-tend.

Ranged specialist (4 traits)

Priority Trait Why
1 Tough Survivability while holding a line or kiting
2 Trigger-happy Much faster aiming → higher DPS (accuracy trade-off is usually worth it)
3 Jogger Kiting, peeking, repositioning under fire
4 Nimble or Iron-willed Nimble for when melees get close; Iron-willed for fewer mental breaks mid-raid

Passions: Burning Shooting. Minor Melee helps if someone closes the gap.

Hussar (either role)

Use the same trait lists above. Hussars already bring Great Melee, Great Shooting, and strong combat genes — traits finish the build; you do not need to “fix” mediocre combat genes.


What makes a combat pawn good?

Combat performance is mostly:

  1. Not dying (Tough, armor, pain, healing, movement)
  2. Killing efficiently (skill + passions + weapon + accuracy / aim time traits)
  3. Staying controllable (mental break threshold, drug policy, role fit)
  4. Fitting the colony (go-juice supply for Hussars, no Body purist if you plan bionics)

Skills matter more than many people think early game; late game gear, bionics, and drugs close gaps. Traits that double as survival (especially Tough) stay valuable forever.


Hussar xenotype (Biotech) — built-in kit

Hussars are engineered soldiers. They are excellent fighters and weak at many civilian skills. They are made, not born (xenogenes do not inherit like germline xenotypes).

Combat-relevant genes (what you already get)

Gene Effect (practical)
Great shooting Strong Shooting aptitude
Great melee Strong Melee aptitude
Superfast wound healing Recovers from injuries much faster
Reduced pain Stays upright longer under injury
Unstoppable Harder to stagger / stop with certain hits
Hyper-aggressive Combat aggression behavior (dangerous in fights; socially sharp)
Go-juice dependency Must get go-juice or suffer deficiency → coma → death; no long-term health penalties from go-juice use
Psychically deaf Immune to psychic drones; cannot be a psycaster or mechanitor
Cold / heat tolerant Wider comfortable temperature range
Partial antitoxic lungs Some pollution resistance

Skill genes (civilian side)

  • Awful: Animals, Plants, Artistic, Social
  • Unpenalized / fine for work: Construction, Mining, Cooking, Crafting, Medical (still not “specialists”)

Go-juice management (do not skip)

  • Mood issues start after ~5 days without go-juice; coma ~30 days; death ~60 days
  • Research Psychite refining + Go-juice production
  • Needs yayo (psychoid) + neutroamine (buy from traders)
  • A small psychoid plot + occasional neutroamine is enough for dependency maintenance; combat use burns more
  • Cryptosleep pauses dependency in emergencies

Viewer tip: If the colony has no go-juice pipeline yet, do not request a Hussar until the streamer is ready — or bring enough go-juice with the pawn purchase if the streamer allows it.

Hussar role choice: melee vs ranged

Hussars are genetically good at both. Specialize with traits + passions + weapon, not by fighting the genes:

Role Prefer when Trait focus
Hussar melee Shield belts, monoblades / persona weapons, close killboxes Tough, Nimble, Brawler, Jogger
Hussar ranged Charge rifles / sniper / minigun lines, kiting Tough, Trigger-happy, Jogger, Nimble/Iron-willed
Hybrid Escort / breach / mixed raids Tough + Jogger first; skip Brawler if they will hold guns often

Do not put Brawler on a gun Hussar unless they almost never equip ranged weapons — Brawler gets unhappy with guns equipped.

Hussar incompatibilities (plan around them)

Limitation Why it matters
Psychically deaf No Royalty psycasts, no mechanitor mechlink
Awful Social Bad warden / trader / recruiter
Hyper-aggressive More social / combat friction; keep busy and well-mooded
Dependency Always stock go-juice before big trips

Trait guide for fighters

Tier S — take almost always

Trait Melee Ranged Notes
Tough ★ ★ Best single trait for combat. Take first on both roles.

Tier A — core role traits

Trait Melee Ranged Notes
Nimble ★ ○ Melee dodge. Ranged: useful when enemies close in.
Brawler ★ ✕ Melee accuracy; conflicts with gun use mood and with Trigger-happy / Careful shooter.
Trigger-happy ✕ ★ Faster aim, lower accuracy — usually better DPS than Careful shooter.
Jogger ★ ★ Move speed wins fights (engagement, retreat, cover swaps).

Tier B — excellent 4th / 5th / 6th picks

Trait Melee Ranged Notes
Iron-willed ○ ○ Much harder to mental-break during long raids
Steadfast ○ ○ Weaker Iron-willed; fine if Iron-willed is taken / unavailable
Bloodlust ○ ○ Mood from combat / violence; strong on pure fighters
Fast walker ○ ○ Jogger’s little sibling if Jogger is taken / unavailable
Masochist ○ ○ Pain becomes mood gain — funny synergy with Reduced pain genes / injury
Psychopath ○ ○ No mood hit from colonist deaths / organ harvest drama — pure soldier vibe
Body modder ○ ○ Wants bionics; great if the colony will install armor/speed parts
Fast learner ○ ○ Levels combat skills (and everything else) faster — strong early
Industrious / Hard worker ○ ○ Useful between raids; not pure combat power
Careful shooter ✕ △ Higher accuracy, slower aim — usually worse than Trigger-happy for DPS; niche for long-range precision

Avoid on combat pawns

Trait Why
Wimp Downs at low pain — dies first
Delicate Takes more damage (anti-Tough)
Pyromaniac Fire starts mid-base / mid-fight
Body purist Blocks bionics / many late-game upgrades
Too smart / high neurotic without support Mental break risk (context-dependent)
Brawler on a ranged main Constant mood hit for holding guns
Trigger-happy on a melee-only Wasted slot vs Nimble / Jogger / Tough
Slow learner Painful to skill up
Chemical interest / fascination (unmanaged) Can wreck drug policy (Hussars already have go-juice needs)

Trait conflicts (common):

  • Brawler ↔ Trigger-happy / Careful shooter
  • Trigger-happy ↔ Careful shooter
  • Tough does not conflict with Nimble / Jogger / etc.

Recommended builds

A) Melee — 4 traits (default)

  1. Tough
  2. Nimble
  3. Brawler
  4. Jogger

Passions: Burning Melee. Optional minor Medical or Crafting.
Weapons: Longsword → monosword / persona monosword; plasteel / uranium early.
Utility: Shield belt when available.
Armor: Full recon / marine / cataphract as research allows; power armor for breach teams.

B) Melee — 6 traits (RICS luxury)

Everything in the 4-trait set, plus:

  1. Iron-willed (or Steadfast)
  2. Bloodlust or Body modder or Fast learner
6th pick Choose if…
Bloodlust They live for raids and you want combat mood
Body modder Colony installs lots of bionics
Fast learner Early-game skill climb matters
Psychopath High casualty / organ / slave colony

C) Ranged — 4 traits (default)

  1. Tough
  2. Trigger-happy
  3. Jogger
  4. Nimble or Iron-willed

Passions: Burning Shooting. Minor Melee recommended.
Weapons: Assault rifle / charge rifle mid; sniper for backline; minigun / heavy for suppression (watch move speed).
Utility: Jump packs (if available), smokepop belts, low-shield packs depending on meta / mods.
Armor: Same progression as melee; ranged often prioritizes move speed and cover use over pure melee armor mass.

D) Ranged — 6 traits (RICS luxury)

1–3 same as 4-trait core (Tough, Trigger-happy, Jogger), then:

  1. Nimble
  2. Iron-willed
  3. Bloodlust or Fast learner or Body modder

E) Hybrid “breach / escort” (4 traits)

When the pawn both shoots and occasionally melees:

  1. Tough
  2. Jogger
  3. Nimble
  4. Iron-willed or Trigger-happy (if primarily guns) or Brawler (if primarily melee)

Avoid stacking Brawler + Trigger-happy (conflict). Hybrid means one accuracy style.

F) Baseliner / non-Hussar combat pawn

Same trait lists as above. Without Hussar genes you should invest harder in:

  • Burning passion on the main combat skill
  • Bionics (archotech arms/legs, bionic eyes, painstopper, nuclear stomach optional)
  • Armor + drugs (go-juice, wake-up, smokeleaf policies carefully)
  • Optional genes later: Strong melee damage (melee), Robust digestion, etc., if the colony gene-mods

Neanderthal note: better raw melee genes than Hussar in some ways (e.g. strong melee damage), worse / different package overall — still use Tough + Nimble + Brawler + Jogger.


Skills & passions checklist

Skill Melee main Ranged main Notes
Melee Burning Minor Always useful when someone gets in your face
Shooting Minor / none Burning Primary for gunners
Medical Minor nice Minor nice Self-tend / battlefield triage
Crafting Optional Optional Weapon / armor production if dual-purpose
Mining Optional — Melee can double as deep drillers / tunnelers

Backstories: Avoid “incapable of violence.” Prefer combat-capable childhood/adulthood. High starting Melee/Shooting skill is a free power spike for viewers buying a pawn.


Gear & implants (both Hussar and general)

Priority upgrades

  1. Good weapon for the role (quality matters)
  2. Full armor set (helmet included)
  3. Shield belt (melee / frontline)
  4. Bionic / archotech legs (speed) and arms (DPS / work)
  5. Bionic eyes / sight upgrades for shooters
  6. Painstopper or pain management (Hussars already have Reduced pain — still nice later)
  7. Death acidifier / utility as colony prefers

Drugs (colony policy)

Drug Combat use
Go-juice Huge combat buff; required maintenance for Hussars; free of overdose addiction spiral for them
Wake-up Longer operations / work; manage addiction
Yayo / flake Situational; often worse than go-juice for pure combat
Beer / smokeleaf Mood, not peak combat

Example RICS purchase orders

Copy-paste style requests (adjust to the streamer’s command syntax):

Melee Hussar (4 traits)

Hussar xenotype, Tough + Nimble + Brawler + Jogger, Burning passion Melee, high Melee skill, capable of violence, no Wimp/Delicate/Body purist. Prefer young adult.

Ranged Hussar (4 traits)

Hussar xenotype, Tough + Trigger-happy + Jogger + Iron-willed, Burning passion Shooting, high Shooting skill, no Brawler, no Wimp/Delicate.

Melee god (6 traits, RICS)

Tough, Nimble, Brawler, Jogger, Iron-willed, Bloodlust, Burning Melee, Body modder OK if replacing Bloodlust, combat backstories only.

Ranged god (6 traits, RICS)

Tough, Trigger-happy, Jogger, Nimble, Iron-willed, Fast learner, Burning Shooting, minor Melee, no Careful shooter, no Brawler.


Common mistakes

Mistake Better approach
Taking Careful shooter instead of Trigger-happy for general DPS Prefer Trigger-happy; Careful is niche
Brawler on a charge-rifle main Use Trigger-happy / Nimble / Jogger instead
Hussar without go-juice plan Stock dependency doses before the pawn arrives
Building a psycaster Hussar Psychically deaf gene blocks it — use a baseliner / other xenotype
Skipping Tough for “more DPS traits” Tough is usually still #1
Body purist combat ace Blocks the bionic endgame
Only raising Shooting, never armor / legs Speed + armor keep DPS alive to deal damage

Quick comparison table

Build Traits (4) Best weapon style Hussar fit
Melee Tough, Nimble, Brawler, Jogger Sword + shield belt Excellent
Ranged Tough, Trigger-happy, Jogger, Nimble/Iron-willed Rifle / charge / sniper Excellent
Hybrid Tough, Jogger, Nimble, Iron-willed Gun primary, melee backup Good
Melee 6 + Iron-willed, Bloodlust/Body modder/Fast learner Same Excellent
Ranged 6 + Nimble, Iron-willed, Bloodlust/Fast learner/Body modder Same Excellent

RICS-related notes for viewers

  • Check current traits with !mypawn traits (if enabled) before buying duplicates or conflicts.
  • Check skills/passions with !mypawn skills.
  • Confirm the streamer’s trait cap (4 vs 6) and whether Hussar / xenotype purchases are allowed.
  • Trait editors may block conflicting pairs (Brawler vs Trigger-happy, etc.).
  • Go-juice and weapons may be separate store items — budget dependency + combat kit.

See also

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