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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



Armor - Sharp
Armor - Blunt
Armor - Heat

Pawn Stats

Move Speed
2.1 c/s
Mass - Baby
19.2 kg
Mass - Juvenile
48 kg
Mass - Adult
96 kg
Health Scale
Body Size
Carrying Capacity
120 kg
Filth Rate
Life Expectancy
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

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

Termites are mechanoids which do not eat, cannot be tamed or trained, and are always hostile to the colony. They can be found sealed in ancient shrines, participating in raids against the colony, or found in poison ships and psychic ships. The specialty of the termite is breaching walls and will target doors, walls, base production tables and furniture.

They come as part of the breach raid type.

Dead termites may be shredded at the machining table or crafting spot for 30 steel and 10 plasteel though these values are affected by mechanoid shredding efficiency as well as missing parts on the termite.

Termites have a shooting accuracy of 96%, equivalent to a pawn with a Shooting skill of 8. However as their only weapon has a forced miss radius that their shots will always land within, their accuracy has no bearing on their lethality. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.

Despite having a maximum and minimum comfortable temperature, and the definitions of those stats mentioning that being significantly outside the comfortable range will result in ailments and eventually death, all mechanoids are completely immune to temperature extremes and will not suffer any damage or ill effects because of them.

Combat & Strategy


Termites wield the thump cannon, which while only moderately damaging to living targets do significant damage to buildings and walls. A single shot deals 270 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.

Thus, containing Termites before they can disassemble your defenses and allow the accompanying Lancers, Scythers, Pikemen and Centipedes to kill your pawns is paramount. Additionally, the long term cost of repairing their damage is significant. Using melee pawns to prevent firing is recommended, and if available, combining the melee with the use of the Skip psycast Content added by the Royalty DLC is ideal. Use of the 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 its target but can also be costly.

The thump cannon can down unarmored pawns in five hits on average, and most often kill from brain damage.

  • Melee Attacks Damage Amount Cooldown
    Blunt 11.7 2.6 sec

  • Armor





    Termites are machines, and machines don't need to eat - but they do need some source of power.

    Currently, it is unknown what power source or other source of energy the Termite or any other mechanoid uses.

    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