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
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, 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, 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 raid. Make cover in multiple seperate locations, so that you can be prepared to fight anywhere. Contain termites before they can disassemble your defenses, which will allow more deadly mechanoids to go through. Unlike with regular raids, faster mechs, such as lancers, will remain behind 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 is ideal. Bring the termites closer to you, rather than bring your melee pawns closer to the mechanoids. Use of Low-shield packs or the Skipshield psycast 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 |
- ↑ 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.