Editing Termite

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 4: Line 4:
 
| image = Termite.png|Termite
 
| image = Termite.png|Termite
 
| description = A medium-sized mechanoid. Termites specialize in burrowing, digging, and breaking through defensive structures. Defenders need to decide whether to try to eliminate the termite before it can dig through their defenses, or take it where it emerges.
 
| description = A medium-sized mechanoid. Termites specialize in burrowing, digging, and breaking through defensive structures. Defenders need to decide whether to try to eliminate the termite before it can dig through their defenses, or take it where it emerges.
| combatPower = 110
 
 
| type = Mechanoid
 
| type = Mechanoid
 
| movespeed = 2.1
 
| movespeed = 2.1
Line 24: Line 23:
 
'''Termites''' are [[mechanoid]]s that specialize in destroying [[wall]]s and other impassible structures.
 
'''Termites''' are [[mechanoid]]s that specialize in destroying [[wall]]s and other impassible structures.
  
== Summary ==
+
==Summary==
 
{{Mechanoid Summary}}
 
{{Mechanoid Summary}}
  
Dead termites may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||30}} [[steel]] and {{Icon Small|Plasteel||10}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the termite.
+
Friendly termites are unable to be [[mechanoid creation|gestated]]{{BiotechIcon}}. Along with the [[apocriton]],{{BiotechIcon}} they are the only mechanoids that can't be friendly to your colony.  
  
Along with [[apocriton]]s,{{BiotechIcon}} termites are the only mechanoids that can't be [[mechanoid creation|gestated]] in the [[Biotech DLC]].
+
===As an enemy===
 +
Termites are primarily found in [[Raid#Breachers|breach raid]]s, and don't typically appear outside of them. They aim to destroy nearby [[wall]]s, if no pawns are in range.
  
=== As an enemy ===
+
Dead termites may be shredded at the [[machining table]] or [[crafting spot]] for 30 [[steel]] and 10 [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the termite.
Termites are primarily found in [[Raid#Breachers|breach raid]]s, and don't typically appear outside of them. They aim to destroy nearby [[wall]]s, if no pawns are in range.
 
  
=== Combat ===
+
===Combat===
 
Termites wield the [[thump cannon]]. While it only deals moderate damage to living targets, it can easily destroy buildings and [[walls]]. A single shot deals {{#expr: {{Q|Thump cannon|Damage Base}}*30}} damage to walls in a 3-tile wide stretch, enough to destroy [[wood|wooden]] walls in one shot, [[stone block]] walls in two, [[uranium]] in three, and [[plasteel]] in four. In melee, they have a fairly weak attack with no special quirks:
 
Termites wield the [[thump cannon]]. While it only deals moderate damage to living targets, it can easily destroy buildings and [[walls]]. A single shot deals {{#expr: {{Q|Thump cannon|Damage Base}}*30}} damage to walls in a 3-tile wide stretch, enough to destroy [[wood|wooden]] walls in one shot, [[stone block]] walls in two, [[uranium]] in three, and [[plasteel]] in four. In melee, they have a fairly weak attack with no special quirks:
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
Line 40: Line 39:
 
! Melee Attacks !! Damage Amount !! Cooldown
 
! Melee Attacks !! Damage Amount !! Cooldown
 
|-
 
|-
! [[Injury#Blunt|Blunt]]
+
![[Injury#Blunt|Blunt]]
 
| 11.7
 
| 11.7
 
| 2.6 sec
 
| 2.6 sec
Line 50: Line 49:
 
Termites have a [[shooting accuracy]] of 96%, though this is entirely negated by the Forced Miss Radius of their only weapon, the thump cannon. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.
 
Termites have a [[shooting accuracy]] of 96%, though this is entirely negated by the Forced Miss Radius of their only weapon, the thump cannon. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.
  
=== Armor ===
+
===Armor===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 59: Line 58:
  
 
==Analysis==
 
==Analysis==
Termites are exclusive to [[breacher]] raids. Defending against termites, in terms of base design, is like defending against any other breacher. Make [[cover]] in multiple separate locations, so that you can be prepared to fight anywhere. Contain termites before they can disassemble your defenses and cover, which will allow more deadly [[mechanoid]]s to go through. Unlike with regular raids, faster mechs like [[lancer]]s will remain behind the breachers, and wait for them to catch up. If the termites are killed, it does not necessarily mean that the other mechs will stop breaching, but it does mean less damage to your walls.
+
{{Stub|section=1}}
 +
Containing Termites before they can disassemble your defenses and allow the accompanying [[Lancer]]s, [[Scyther]]s, [[Pikeman|Pikemen]] and [[Centipede]]s to kill your pawns is paramount. Additionally, the long term cost of repairing their damage is significant.  
  
When compared to other mechs, the thump cannon is not especially deadly. However, it can injure multiple pawns clumped together. Spread out. You can use weapons with high range, such as [[assault rifle]]s and [[bolt action rifle]]s, to outrange the termite completely. Alternatively, you can use melee and/or [[EMP]] to prevent the termite from firing at all.
+
Using melee pawns to prevent firing is recommended, and if available, combining the melee with the use of the [[Psycast#Skip|Skip]] psycast {{RoyaltyIcon}} is ideal. Use of the [[Low-shield pack]]s {{RoyaltyIcon}} or the [[Psycast#Skipshield|Skipshield]] psycast {{RoyaltyIcon}} can also prevent their shots from hitting its target, but are potentially costly.
 
 
If available, combining the melee with the use of the [[Psycast#Skip|Skip]] psycast {{RoyaltyIcon}} is ideal. Bring the termites closer to you, rather than bring your melee pawns closer to the mechanoids. Use of [[Low-shield pack]]s {{RoyaltyIcon}} or the [[Psycast#Skipshield|Skipshield]] psycast {{RoyaltyIcon}} can also prevent their shots from hitting their, but both shields come with their own cost.
 
  
 
== Health ==
 
== Health ==
 
===Body Parts (Summary)===
 
===Body Parts (Summary)===
{{Animal Health Table|Mech_Termite}}
+
 
 +
*Note: Termites have a health scale of '''2.0''' - meaning their parts have twice the health of body parts listed in the files.
 +
 
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| sortable c_08 text-center}}
 +
! Body Part Name  !! Health (&times; Health Scale) !! Base Health !! Quantity !! Coverage (per part)<ref name="coverage">Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.</ref>  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed
 +
|-
 +
! [[#Body Rings|First Body Ring]]
 +
| 200 || | 100 || | 1 || | ? || | Core Part || | Functioning in general || | Machine Failure
 +
|-
 +
! [[#Mechanical Head|Mechanical Head]]
 +
| 60 || | 30 || | 1 || |  15% || | Head || |  Houses Artificial Brain, Sensors || | Machine Failure
 +
|-
 +
! [[#Artificial Brain|Artificial Brain]]
 +
| 60 || | 30 || | 1 || | 5% || | Inside Head || | Data processing || | Machine Failure
 +
|-
 +
! [[#Sensors|Sight Sensor]]
 +
| 20 || | 10 || | 2 || | 8% || | Head || | Sight || | Loss of sight/Blindness
 +
|-
 +
! [[#Sensors|Hearing Sensor]]
 +
| 20 || | 10 || | 2 || | 8% || | Head || | Hearing || | Loss of hearing/Deafness
 +
|-
 +
! [[#Sensors|Smell Sensor]]
 +
| 20 || | 10 || | 1 || | 8% || | Head || | - || | -
 +
|-
 +
! [[#Body Rings|Second Body Ring]]
 +
| 170 || | 85 || | 1 || | 71% || | Inside first ring || | Moving, Manipulation || | Loss of moving/manipulation ability
 +
|-
 +
! [[#Reactor|Reactor]]
 +
| 40 || | 20 || | 1 || | 5% || | Inside second ring || | Blood pumping || | Machine Failure
 +
|-
 +
! [[#Body Rings|Third Body Ring]]
 +
| 170 || | 85 || | 1 || | 80% || | Inside second ring || | Moving, Manipulation || | Loss of moving/manipulation ability
 +
|-
 +
! [[#Fluid Reprocessors|Fluid Reprocessor]]
 +
| 30 || | 15 || | 1 || | 5% || | Inside third ring || | Blood filtration || | Machine Failure
 +
|-
 +
|}
 +
</li><div>
 +
<references/>
  
 
== Version history ==
 
== Version history ==

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 2 hidden categories: