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Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but their[sic] mostly use two arm blades to lop off limbs or gut their victims alive.

Base Stats



Armor - Sharp
Armor - Blunt
Armor - Heat

Pawn Stats

Move Speed
4.7 c/s
Mass - Baby
12 kg
Mass - Juvenile
30 kg
Mass - Adult
60 kg
Health Scale
Body Size
Carrying Capacity
75 kg
Filth Rate
Life Expectancy
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack 1
left blade
20 dmg (Cut)
30% AP
2 second cooldown
Attack 2
left blade
20 dmg (Stab)
30% AP
2 second cooldown
Attack 3
right blade
20 dmg (Cut)
30% AP
2 second cooldown
Attack 4
right blade
20 dmg (Stab)
30% AP
2 second cooldown
Attack 5
9 dmg (Blunt)
13% AP
2 second cooldown
Average DPS

Scythers are a fast-moving mechanoid that is powerful in melee.


All mechanoids are hostile to the colony, unable to be tamed or trained. They do not eat and are immune to toxic fallout and temperature extremes, despite having a Comfortable Temperature range. Like all mechanoids, they are vulnerable to EMP attacks.

Mechanoids can be found sealed in ancient ruins in all biomes, which spawn inside mountains or outside on the landscape. They may also raid the player's base through events and can also be found in most poison ships and psychic ships. Scythers are often supported by lancers and centipedes - though they outrun centipedes by a huge margin, and will not stop to let them catch up. Unless out of range, Scythers always charge head-on at your colonists, spelling disaster should they successfully close the distance due to their excellent melee capabilities.


Dead scythers may be shredded at the machining table or crafting spot for 15 steel, though these values are affected by mechanoid shredding efficiency as well as missing parts on the scyther.


Scythers attack with a blade attached to each arm, dealing a massive 20 damage per blade. Even for brawlers with high melee skill, scythers are extremely dangeous.

  • Melee Attacks Damage Amount Cooldown
    Cut 20 2.0 sec
  • Scythers have a 62% melee hit chance, equivalent to a pawn with a Melee skill of 4. Their damage output is roughly equivalent to a pawn with 10 melee skill wielding a normal quality steel longsword.




    Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious. Melee fighters are essential in guarding against scythers, being able to 'peel' them off from more vulnerable allies. Even then, a scyther's blades can often result in permanent scars and even cut off limbs.

    Scythers are vulnerable to spike traps, being more readily lured into them due to their melee nature.



    Scythers, although mechanical and not very human-looking, are actually almost the same in structure as a typical human (minus the organs). However, they're more durable than humans, don't feel pain and do not fear for their life - they don't even use cover. This can make them very dangerous to fight against when under-armed.

    Like Lancers they have two arms, run on two legs, and (surprisingly) have a neck and make vocal communication. Why a machine would use standard human-like air-based vocalization is unknown at this time - especially when Centipedes are completely unable to manually communicate.


    Much like Centipedes and Lancers, it's unknown what exactly drives a Scyther, but it's likely it would be similar to whatever powers the Centipede.

    Body Parts (Summary)

    Scythers, again, are practically humans in biology, although they lack many of the human organs and bones.

  • Body Part Name Health (×1.5 Health Scale) Base Health Quantity Coverage (per part)[1] Group Function / Required for following System Effect if Destroyed/Removed
    Mechanical Thorax 40 40 1 ? Core part Functioning in general Machine failure
    Mechanical Neck 30 30 1 8.0% Top of Thorax Communication (vocal),
    connector of thorax and head
    Machine failure
    Mechanical Head 30 30 1 75% Neck Houses Artificial Brain, Sensors Machine failure
    Artificial Brain 30 30 1 15% Head Dataprocessing Machine failure
    Sight Sensor 10 10 2 15% Head Sight Loss of sight/Blindness
    Hearing Sensor 10 10 2 5.0% Head Hearing Loss of hearing/Deafness
    Smell Sensor 10 10 1 10% Head - -
    Arm 30 30 2 10% Thorax Manipulation Loss of manipulation ability/Unable to work (if both lost)
    Hand 20 20 2 20% Arm Manipulation Loss of manipulation ability
    Fingers 7 7 10 5.0% Hand Manipulation Loss of manipulation ability (minor)
    Leg 30 30 2 10% Thorax Moving Unable to move
    Foot 20 20 2 20% Leg Moving Loss of moving ability
    Toes 10 10 10 5.0% Foot Moving Loss of moving ability (minor)
    1. 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.


    Scythers have a unique slashing sound when they use their melee attacks.

    Version history

    • 0.5.492 - Added.
    • Beta 19 - scythers will no longer always spawn equipped with the charge lance and will generally prefer to engage at range over melee. Downed scythers can no longer be be salvaged through a medical operation to obtain their blades if they are intact after the battle.