War queen

From RimWorld Wiki
Jump to navigation Jump to search

War queen

War queen

An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small war urchin combat mechs within its massive carapace and deploy them into combat. Even more than other mechanoids, the war queen resembles a giant, living insect. All war mechs can be terrifying, but humans tend to find the war queen disturbing on a deeper level.

Base Stats

Market Value
1600 Silver


Armor - Sharp
Armor - Blunt
Armor - Heat

Pawn Stats

Move Speed
1.6 c/s
Health Scale
Body Size
240 kg
Pack Capacity
140 kg
Carrying Capacity
300 kg
Filth Rate
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

4 dmg (Blunt)
6% AP
2 second cooldown
Average DPS


Crafted At
Large mech gestator
Required Research
Ultra mechtech
Gestation Cycles
Resources to make
Steel 600 + Plasteel 300 + Advanced component 3 + Nano structuring chip 1 + High subcore 1

A war queen is a mechanoid commander added by the Biotech DLC. It drops the powerfocus chip, required to research further mechanitor technology.


One or more war queens can spawn in mechanoid raids when sufficient raid points are available for them, however they are also involved in the mechanitor progression and can be specifically summoned by the player.

Summoning a hostile war queen requires a mechanitor and a mechband antenna, destroying the antenna in the process. Constructing a mechband antenna requires the Standard mechtech research.

When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned a War queen before, but is independent of wealth, time, or colony progress. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and "prepare" before launching their assault.


  1. 1x War queen with heavy shield unit, 5x pikeman, 2x scyther
  2. 1x War queen with heavy shield unit, 7x militor, 2x centipede (burner)
  3. 1x War queen with heavy shield unit, 5x pikeman, 2x tesseron, 3x tunneler
  4. 2x War queen with heavy shield unit, 8x militor, 4x lancer, 2x centipede (burner)
  5. 2x War queen with heavy shield unit, 5x pikeman, 5x lancer, 3x legionary, 3x centipede (burner)
  6. 2x War queen with heavy shield unit, 14x scyther, 4x centipede (burner), 1x centurion
  7. 2x War queen with heavy shield unit, 8x centipede (burner), 18x scorcher
  8. 3x War queen with heavy shield unit, 6x scyther, 6x lancer, 3x legionary, 8x centipede (burner), 1x centurion

Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3. The wave count is per playthrough, not per colony or map. If the war queen is summoned once on one map, summoning another on a second map will bring the second wave. The Archonexus colony reset does reset this progression.


War queens can be gestated by a mechanitor at a Large mech gestator once the Ultra mechtech research project has been completed. They require Steel 600 Steel, Plasteel 300 Plasteel, Advanced component 3 Advanced components, Nano structuring chip 1 Nano structuring chip, High subcore 1 High subcore and 12 gestation cycles taking 1,800 ticks (30 secs) each to initiate. They take up 5 bandwidth from their linked mechanitor.

Dead, friendly war queens can also be resurrected at the large mech gestator using the "Resurrect ultraheavy mechanoid" bill. This requires the corpse of the friendly War queen, Steel 150 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.


As mechanoids, every war queen 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). War queens have a 70% EMP resistance, meaning they are stunned for 70% less time.

Defeating a hostile War queen rewards the player with a Powerfocus chip. Studying one is required to research High Mechtech, and they can also be used to create various mechanitor gear.


  • Equipped with a charge blaster turret.
  • Spawns war urchins; the queen can make up to 3 war urchins at a time. Each war urchin costs 25 steel to make. The war queen generates with 600 steel.
    • This steel is not recovered upon killing the queen or shredding her at a Machining table
    • If the queen is killed before the urchins, they all die immediately
  • May come with an energy shield. 300 HP, recharges at a 0.5 rate.
  • MeleeDoorDamageFactor = 1.5

When used by the player, deploying a batch of urchins has a 15 second cooldown.

Player urchins cannot be operated manually, nor can they be zoned, but they respect forbidden doors. Otherwise they just behave like ally pawns from NPC factions.

As an ally[edit]

It costs 25 steel to create each war urchin. Dead war urchins can be shredded at a machining table for up to 10 steel, so the actual cost of single urchin is closer to 15 steel, assuming you can retrieve their corpses intact.


As an enemy[edit]

Despite their description in a Biotech preview, rushing the war queen is generally not the best strategy. The war queen will only begin to deploy urchins when she is within range of an enemy, so it can be advantageous to let her come to you. Furthermore, the war queen can only build a finite number of urchins, so it is quite viable to hunker down and win a battle of attrition. Aiming for the queen can help, but you'll need to use EMP and rush it down very quickly, lest the swarm takes you out. Letting all the urchins be deployed allows for more steel to be recovered, as they can be shredded after, but any remaining steel inside the queen is lost.

The real threat isn't so much the war queen as the escorts she spawns with. The first summon comes with 5(!!) pikemen, and later fights only get harder. Pikemen in particular can snipe from a long range, making it extra difficult to interrupt the constant flow of war urchins. You might want to construct a close quarter combat arena in order to counter this.

As an ally[edit]

The war queen is the single most durable mech you can gestate, boasting the highest health scale and 2nd highest armor in the game. Even if the war queen never fires, it makes for an amazing distraction. This is further enhanced by the war urchins it can deploy. If a doomsday rocket launcher hits a war urchin, little is lost. War urchins aren't nearly as durable, but due to their small body size, they are hard to hit.

In terms of raw firepower, the war queen is lacking, especially for an ultra-heavy mech. Instead, it relies on the swarm of urchins. Individual urchins are not effective against large enemy forces, so you may want to bunch them up. In order to bunch up your urchins, deploy them inside a room where its doors are forbidden. Once all the urchins are ready, unforbid the doors and unleash the swarm. This can be an effective but expensive way to deploy a lot of firepower.


Body part Health
Head 130
Skull 130
Brain 52
Nose 52
Neck 130
Jaw 104
Eye [1]
(left, right)
(left, right)
Body 208
(left, right)
(left, right)
Liver[2] 104
Heart[2] 78
Spine[2] 130
Stomach[2] 104
(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[edit]