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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
Gestation Cycles
Resources to make
Steel 100 + High subcore 1

A paramedic is a mechanoid added by the Biotech DLC that can perform doctoring duties, fight fires, and jump long distances.


Paramedics can be gestated by a mechanitor at a Mech gestator once the High mechtech research project has been completed. They require Steel 100 Steel, High subcore 1 High subcore and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate. They take up 1 bandwidth from their linked mechanitor.

Dead, friendly paramedics can also be resurrected at the mech gestator using the "Resurrect light mechanoid" bill. This requires the corpse of the friendly Paramedic, Steel 25 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.


As mechanoids, every paramedic is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. 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).

Dead paramedics may be shredded at the machining table or crafting spot for Steel 10 steel. However, these values are affected by mechanoid shredding efficiency, as well as missing parts on the paramedic.


Paramedics can only make melee attacks. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.

As mechs can't be tended to, paramedics are never found in mechanoid raids.

As an ally[edit]

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 all work under the Doctoring tab, such as surgery, tending, and rescue. They will also feed prisoners as a warden.[Firefighting?] 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 83% that of a human, equivalent to a baseline human in plate armor.


When drafted, paramedics are capable of long jumping. This ability can be used twice, then has an 8 game-hour cooldown per charge.

  • It can jump to any tile in line of sight and within a 15 tile radius, but outside a 6 tile radius. This means it can jump over rock chunks and fences, but not walls.
  • There is a short 30 ticks (0.5 secs) warm-up before jumping, and a 480 ticks (8 secs) cooldown after each jump.[Verify]
  • It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during the warmup.

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 present and not downed or in a mental break. Paramedics can carry a downed pawn with them during this jump.

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. It has no reload cost, but has a 300,000 ticks (5 in-game days) cooldown.


Paramedics work slowly without a mech booster. For reference, a skill 2 pawn is faster than a base paramedic, and skill 6 is faster than a mech-boosted paramedic. When triaging situations with multiple bleeding pawns, send almost any human doctor for patients who are critically bleeding out, and paramedics for the rest.

In any tending situation, paramedics have 3 main advantages:

  • Paramedics do not suffer from mental breaks, can never get diseases, and will rarely get wounded - all factors that can weaken or disable human doctors.
  • Paramedics are an extra hand. When you have a lot of injuries to tend to, your 'main' doctors' hands may be full. Having a mech tend is better than no tending at all.
  • Paramedics only 'sleep' for 24 hours out of every 6 working days, and can be turned off and on when needed.

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 mechanitors should keep paramedics active, and consider having more than one.

Paramedics cannot tend while drafted; they need an empty medical-set bed or sleeping spot in order to rescue pawns and start treatment. If tending needs to be done urgently, then place a sleeping spot near any wounded colonists and set it to medical. In these situations, you should temporarily set the pawn to Doctor care but no medicine so that the paramedic doesn't waste time hauling medicine from your base.


With a clean, well-lit hospital with a high quality hospital bed, a paramedic can reach the 98% surgery success chance cap of a human. They cannot clean their own hospitals, are slower to heal injuries caused by surgery failures, and rely much more on the quality of the hospital than high skill humans.

If no doctors are above Medical 10, or when playing with a solo colonist, then a paramedic is the obvious choice for surgery and disease.

Firefighting and rescue[edit]

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.

Due to the flexibility of the long jump, paramedics are useful for rescuing pawns.

  • A paramedic takes up 1 bandwidth. A human combatant, who would otherwise be "lost" rescuing, almost certainly makes up for the loss of combat mechs from a single bandwidth.

Work Speed[edit]

The Medical Tend Speed of a paramedic is dependent on their Global Work Speed, which is 50%. A mech booster's effect increases work speed to 75%. Each control sublink installed in their Mechanitor increases the work speed by +6%, up to a maximum of +36%. 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.

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%

A healthy, skill 2 colonist beats a base paramedic in terms of tend speed. A skill 6 colonist will beat a mech-boosted paramedic with no sublinks. A skill 12 colonist, or skill 6 with 2 archotech arms, will beat a mech-boosted Paramedic with maximum sublinks.


Body Parts (Summary)[edit]

Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Thorax 40 1 100% 40% N/A[4] Ex.png - Death
Will never take permanent injury
Neck 30 1 10% 2% Thorax Ex.png Communication Death
Will never take permanent injury
Head 30 1 80% 4.6% Neck Ex.png - Death
Will never take permanent injury
Artificial Brain 10 1 10% 0.8% Head Check.png Data Processing Death
Will never take permanent injury
Sight Sensor 10 1 13% 1% Head Ex.png Sight −25% Sight. −100% if both lost.
Will never take permanent injury
Hearing Sensor 10 1 10% 0.8% Head Ex.png Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury
Chemical Analyzer 10 1 10% 0.8% Head Ex.png - Will never take permanent injury
Leg 30 2 20% 16% Thorax Ex.png Moving −50% Moving.
Will never take permanent injury
Foot 20 2 20% 4% Leg Ex.png Moving −50% Moving.
Will never take permanent injury
Reactor 20 1 6% 6% Thorax Check.png Power Generation Death
Will never take permanent injury
Fluid Reprocessor 15 1 4% 4% Thorax Check.png Fluid Reprocessing Death
Will never take permanent injury
  1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
  2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
  3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  4. This is the part that everything else connects to to be considered 'connected'.


Version history[edit]

  • 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.
  • 1.4.3641 - Fix: Paramedics not fighting fires automatically.