Difference between revisions of "Termite"

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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.
 
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.
  
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.
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Unlike every other vanilla mechanoid, friendly termites are unable to be [[mechanoid creation|created]] by your colony in the [[Biotech DLC]].{{BiotechIcon}}
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===As an enemy===
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Termites are primarily found in [[Raid#Breachers|breach raid]]s, and don't typically appear outside of them. 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}}
 
  
 
===Combat===
 
===Combat===
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==Analysis==
 
==Analysis==
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{{Stub|section=1}}
 
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.  
 
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.  
  

Revision as of 00:33, 28 October 2022

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

Apparel

Armor - Sharp
56%
Armor - Blunt
22%
Armor - Heat
200%

Pawn Stats

Move Speed
2.1 c/s
Health Scale
2.16
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.

Unlike every other vanilla mechanoid, friendly termites are unable to be created by your colony in the Biotech DLC.Content added by 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 though 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 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 Content added by the Royalty DLC is ideal. Use of the 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 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
    1. 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