Termite

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Termite

Termite

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.

Base Stats

Type
Mechanoid

Apparel

Armor - Sharp
56%
Armor - Blunt
22%
Armor - Heat
200%

Pawn Stats

Move Speed
2.1 c/s
Health Scale
2.16
Body Size
1.6
Mass
96 kg
Pack Capacity
56 kg
Carrying Capacity
120 kg
Filth Rate
1
Life Expectancy
2500
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack
head
17 dmg (Blunt)
25% AP
2.6 second cooldown
Average DPS
4.05

Termites are mechanoids that specialize in destroying walls and other impassible structures.

Summary

As mechanoids, every termite 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).

Along with apocritons,Content added by the Biotech DLC termites are the only mechanoids that can't be gestated in the Biotech DLC.

As an enemy

Termites are primarily found in breach raids, and don't typically appear outside of them. They aim to destroy nearby walls, if no pawns are in range.

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, as well as missing parts on the termite.

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 270 damage to walls in a 3-tile wide stretch, enough to destroy 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:

  • Melee Attacks Damage Amount Cooldown
    Blunt 11.7 2.6 sec
  • The thump cannon can down unarmored pawns in five hits on average, and most often kill from brain damage.

    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

    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 mechanoids to go through. Unlike with regular raids, faster mechs like lancers 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.

    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 rifles and bolt action rifles, to outrange the termite completely. Alternatively, you can use melee and/or EMP to prevent the termite from firing at all.

    If available, combining the melee with the use of the Skip psycast Content added by the Royalty DLC is ideal. Bring the termites closer to you, rather than bring your melee pawns closer to the mechanoids. Use of Low-shield packs Content added by the Royalty DLC or the Skipshield psycast Content added by the Royalty DLC can also prevent their shots from hitting their, but both shields come with their own cost.

    Health

    Body Parts (Summary)

    • Note: Termites have a health scale of 2.0 - meaning their parts have twice the health of body parts listed in the files.
  • Body Part Name Health (× Health Scale) Base Health Quantity Coverage (per part)[1] Group Function / Required for following System Effect if Destroyed/Removed
    First Body Ring 200 100 1 ? Core Part Functioning in general Machine Failure
    Mechanical Head 60 30 1 15% Head Houses Artificial Brain, Sensors Machine Failure
    Artificial Brain 60 30 1 5% Inside Head Data processing Machine Failure
    Sight Sensor 20 10 2 8% Head Sight Loss of sight/Blindness
    Hearing Sensor 20 10 2 8% Head Hearing Loss of hearing/Deafness
    Smell Sensor 20 10 1 8% Head - -
    Second Body Ring 170 85 1 71% Inside first ring Moving, Manipulation Loss of moving/manipulation ability
    Reactor 40 20 1 5% Inside second ring Blood pumping Machine Failure
    Third Body Ring 170 85 1 80% Inside second ring Moving, Manipulation Loss of moving/manipulation ability
    Fluid Reprocessor 30 15 1 5% Inside third ring Blood filtration Machine Failure
    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.

    Version history