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A small mechanoid designed for non-violent emergency situation management and medical care. The paramedic can rescue the wounded, fight fires, treat the sick, and even perform surgery when a more-qualified human is not available. Its built-in jump launcher allows it to jump into, and out of, emergency situations, and its built-in firefoam popper can quickly extinguish fires.

Base Stats

Market Value
800 Silver


Armor - Sharp
Armor - Blunt
Armor - Heat

Pawn Stats

Move Speed
3.8 c/s
Body Size
42 kg
Pack Capacity
24.5 kg
Carrying Capacity
53 kg
Filth Rate
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

6 dmg (Blunt)
9% AP
2.6 second cooldown
Average DPS


Crafted At
Mech gestator
Required Research
High mechtech
Resources to make
Steel 100 + High subcore 1

A paramedic is a mechanoid added by the Biotech DLC.


As mechanoids, every paramedic is immune to fire, Flame and Heat damage, toxic buildup, and temperature extremes, despite having Comfortable Temperatures defined. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).


Paramedics are light mechanoids, and require High mechtech to be researched. Mechs in count as a partial pawn in terms of raid points, and still contribute towards wealth.

They are created from a standard mech gestator with Steel 100 Steel, High subcore 1 High subcore, taking up 1 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 1 cycle. A dead paramedic can be resurrected for 25 steel and 1 gestation cycle so long as the corpse is extant.

Mechs under player control require power: paramedics use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a mech recharger (constant 200W), for 50% power/day, creating 5 wastepacks whenever the recharger's waste is filled up.

Paramedics will do tasks under the Doctoring tab, though can also feed prisoners. Paramedics have an effective Medical skill of 10. They will rescue pawns before tending to them. They have a base Global Work Speed of 50% and have a base move speed 100% that of a human, equivalent to a pawn in plate armor.

Work Speed

The Medical Tend Speed of a paramedic is dependent on their Global Work Speed. Paramedics have a base global work speed of 50%. Being in range of a mech booster increases the work speed to 75%. Each control sublink installed in the Mechanitor increases the work speed by 6%, up to a maximum of +36%. Control Sublinks and mech boosters combined allow Paramedics to reach 111% Work Speed. Multiple mech boosters do not stack, and the bonus from control sublinks is not multiplied by mech boosters.

All values are for 50%+ lighting conditions.

Control Sublinks Medical Tend Speed
Base Mech Boosted
0 50% 75%
1 56% 81%
2 62% 87%
3 68% 93%
4 74% 99%
5 80% 105%
6 86% 111%


When drafted, paramedics are capable of long jumping to any tile within a 15 tile radius, outside a 6 tile radius and within line of sight. Therefore, it can jump over rock chunks and fences, but not walls. There is a short 30 ticks (0.5 secs) warm-up before jumping. It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during a short warm-up before jumping. There is a 480 ticks (8 secs) cooldown after each jump.[Verify] This ability can be used twice, then has an 8 game-hour cooldown. Unlike regular movement, the long jump can both be initiated and land outside of the mechanitor's command radius, with no restrictions so long as the mechanitor is not downed.

They also have the ability to release a 3.5-tile radius burst of firefoam on command, putting out fires, preventing the spread of other fires, and reducing the flammability of pawns in the area to 0%. It takes 30 ticks (0.5 secs) to deploy, but then has a 300,000 ticks (5 in-game days) cooldown.


Paramedics work slowly without a mech booster, so are often a poor choice to tend pawns in imminent danger of bleeding out. Although work speed can be increased (see Mechanoid Work Speed), a healthy pawn with high Medical skill will always be superior in all of: tend speed, tend quality, and surgery success. When triaging situations where numerous pawns are in need of medical attention, assign superior doctors for critical cases, leaving the paramedic for less dire cases.

Regardless of this major drawback, Paramedics do have some advantages over human doctors. They do not suffer from mental breakdowns, are immune to illnesses that human doctors are susceptible to, and only 'sleep' for 24 hours out of every 6 days. They will help keep things manageable whenever a large group of pawns are injured or sick. If no doctors are above Medical 10, Paramedics can do surgeries for your colony with reasonable reliability. For day-to-day life, paramedics are capable of feeding prisoners and resting patients, saving time for your active colonists.

You may want to group the paramedic with other combat mechanoids, keeping them dormant until a combat situation or disease outbreak occurs. Note that the mechanitor must be conscious to change Work Modes, so solo mechanatiors should keep paramedics active, and consider having more than one.

With their firefoam pack and immunity to fire and heat, paramedics excel at firefighting and rescuing pawns from situations involving heat that would wound others.


Specify body type when known.

Body part Health
Head 25
Skull 25
Brain 10
Nose 10
Neck 25
Jaw 20
Eye [1]
(left, right)
(left, right)
Body 40
(left, right)
(left, right)
Liver[2] 20
Heart[2] 15
Spine[2] 25
Stomach[2] 20
(left, right, fore, hind)
(left, right, fore, hind)
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Version history

  • Biotech DLC Release - Added.
  • 1.4.3541 - Fix: Paramedic mechs can't carry pawns while jumping.
  • 1.4.3542 - Fix: Paramedic mechs can't carry pawns while jumping. It is unknown why this fix was/had to be implemented twice.