Difference between revisions of "Termite"
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− | '''Termites''' are [[mechanoid]]s | + | '''Termites''' are [[mechanoid]]s that specialize in destroying [[wall]]s and other impassible structures. |
− | They | + | ==Summary== |
+ | As mechanoids, termites are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. Enemy mechs do not require power, though may spawn dormant. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, rendering them immune to further EMP strikes. | ||
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+ | Termites are primarily found in [[Raid#Breachers|breach raid]]s, not appearing as part of the general mechanoid pool. They aim to destroy nearby [[wall]]s, if no pawns are in range. | ||
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|mechanoid shredding efficiency]] as well as missing parts on the termite. | 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|mechanoid shredding efficiency]] as well as missing parts on the termite. | ||
− | + | Unlike every other vanilla mechanoid, friendly termites are unable to be [[mechanoid creation|created]] by your colony in the [[Biotech DLC]].{{Biotech}} | |
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===Combat=== | ===Combat=== | ||
− | Termites wield the [[thump cannon]] | + | 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 {{#expr: {{Q|Thump cannon|Damage Base}}*30}} to walls in a 3-tile wide stretch, enough to destroy [[wood|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: |
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+ | The thump cannon can down unarmored pawns in five hits on average, and most often kill from brain damage. | ||
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+ | 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=== | ||
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− | == | + | ==Analysis== |
− | + | Containing Termites before they can disassemble your defenses and allow the accompanying [[Lancer]]s, [[Scyther]]s, [[Pikeman|Pikemen]] and [[Centipede]]s to kill your pawns is paramount. Additionally, the long term cost of repairing their damage is significant. | |
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− | + | Using melee pawns to prevent firing is recommended, and if available, combining the melee with the use of the [[Psycast#Skip|Skip]] psycast {{RoyaltyIcon}} is ideal. Use of the [[Low-shield pack]]s {{RoyaltyIcon}} or the [[Psycast#Skipshield|Skipshield]] psycast {{RoyaltyIcon}} can also prevent their shots from hitting its target, but can also be costly. | |
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+ | == Health == | ||
===Body Parts (Summary)=== | ===Body Parts (Summary)=== | ||
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== Version history == | == Version history == |
Revision as of 00:32, 28 October 2022
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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
Armor
- Armor - Sharp
- 56%
- Armor - Blunt
- 22%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 2.1 c/s
- Health Scale
- 216% HP
- Body Size
- 1.6
- Mass
- 96 kg
- Pack Capacity
- 56 kg
- Carrying Capacity
- 120 kg
- Filth Rate
- 1
- Life Expectancy
- 2500 years
- 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, termites are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. Enemy mechs do not require power, though may spawn dormant. They will be stunned by EMP attacks and will "adapt" for 2,200 ticks (36.67 secs), rendering them immune to further EMP strikes.
Termites are primarily found in breach raids, not appearing as part of the general mechanoid pool. 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 though these values are affected by mechanoid shredding efficiency as well as missing parts on the termite.
Unlike every other vanilla mechanoid, friendly termites are unable to be created by your colony in the Biotech DLC.
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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 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
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 is ideal. Use of the Low-shield packs or the Skipshield psycast can also prevent their shots from hitting its target, but can also be costly.
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 |
- ↑ 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
- 1.3.3066 - Added
- 1.3.3200 - Thump damage multiplier versus walls reduced from 4x to 2x, reducing termite effectivenes.