Termite

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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

Combat Power
110
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[edit]

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).

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

Along with apocritons,Content added by the Biotech DLC termites are the only mechanoids that can't be gestated in the Biotech DLC.

As an enemy[edit]

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.

Combat[edit]

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[edit]

    Armor

    Analysis[edit]

    Termites are exclusive to breacher raids. Defending against termites, in terms of base design, is like defending against any other breacher. Make cover in multiple separate locations, so that you can be prepared to fight anywhere. Contain termites before they can disassemble your defenses and cover, which will allow more deadly mechanoids to go through. Unlike with regular raids, faster mechs like lancers will remain behind the 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 Content added by the Royalty DLC is ideal. Bring the termites closer to you, rather than bring your melee pawns closer to the mechanoids. Use of 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 their, but both shields come with their own cost.

    Health[edit]

    Body parts[edit]


    Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
    First body ring 108 1 100% 14% N/A[4] Ex.png Moving
    Manipulation
    Death
    −33.3% Moving
    −33.3% Manipulation
    Will never take permanent injury
    Head 64.8 1 15% 8.3% First body ring Ex.png - Death
    Will never take permanent injury.
    Artificial brain 21.6 1 5% 0.75% Head Check.png Data Processing Death
    Will never take permanent injury.
    Sight sensor 21.6 2 8% 1.2% Head Ex.png Sight −25% Sight. −100% if both lost.
    Will never take permanent injury.
    Hearing sensor 21.6 2 8% 1.2% Head Ex.png Hearing −25% Hearing. −100% if both lost.
    Will never take permanent injury.
    Chemical analyzer 21.6 1 8% 1.2% Head Ex.png - Will never take permanent injury.
    Second body ring 86.4 1 71% 11% First body ring Ex.png Moving
    Manipulation
    Death
    −33.3% Moving
    −33.3% Manipulation
    Will never take permanent injury
    Reactor 43.2 1 5% 3.6% Second body ring Check.png Power Generation Death.
    Will never take permanent injury.
    Third body ring 75.6 1 80% 54% Second body ring Ex.png Moving
    Manipulation
    Death
    −33.3% Moving
    −33.3% Manipulation
    Will never take permanent injury
    Fluid reprocessor 32.4 1 5% 2.8% Third body ring Check.png Fluid Reprocessing Death
    Will never take permanent injury
    1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
    2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
    3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.

    Version history[edit]