Difference between revisions of "Termite"
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− | '''Termites''' are [[mechanoid]]s which do not eat, cannot be tamed or trained, and are always hostile to the colony. They can be found sealed in ancient | + | '''Termites''' are [[mechanoid]]s which do not eat, cannot be tamed or trained, and are always hostile to the colony. They can be found sealed in [[ancient shrine]]s, participating in [[raids]] against the colony, or found in [[Crashed Ship Part#Poison Ship|poison ships]] and [[Crashed Ship Part#Psychic Ship|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. | + | They come as part of the [[Raid#Breachers|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|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. | ||
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== Combat & Strategy == | == Combat & Strategy == | ||
===Combat=== | ===Combat=== | ||
− | Termites wield the [[thump cannon]], which while only moderately damaging to living targets do massive damage to buildings and walls. A single shot can destroy 3-tile wide stretch of [[granite]] [[wall]], and only two are required to breach [[plasteel]]. Thus, containing Termites before they can disassemble your defenses and allow the accompanying [[Lancer | + | Termites wield the [[thump cannon]], which while only moderately damaging to living targets do massive damage to buildings and walls. A single shot can destroy 3-tile wide stretch of [[granite]] [[wall]], and only two are required to breach [[plasteel]]. Thus, 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. 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. |
The thump cannon can down unarmored pawns in five hits on average, and most often kill from brain damage. | The thump cannon can down unarmored pawns in five hits on average, and most often kill from brain damage. |
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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 – Characters
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
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack
- Head
17 dmg (Blunt)
25 % AP
156 second cooldown - Average DPS
- 0.07
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.
Combat & Strategy
Combat
Termites wield the thump cannon, which while only moderately damaging to living targets do massive damage to buildings and walls. A single shot can destroy 3-tile wide stretch of granite wall, and only two are required to breach plasteel. 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 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.
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
Armor |
---|
Health
Biology
Diet
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 |