Waste rat

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Waste rat

Waste rat

A toxin-adapted variant of the common rat. Waste rats have evolved to be pollution-resistant, as well as larger, tougher, and more aggressive than standard rats. Their bite infects their attacker with toxic buildup.

Base Stats

Market Value
35 Silver

Pawn Stats

Move Speed
4.0 c/s
Health Scale
Body Size
Mass - Baby
3.6 kg
Mass - Juvenile
9 kg
Mass - Adult
18 kg
Carrying Capacity
23 kg
Filth Rate
Hunger Rate
0.16 Nutrition/Day
omnivorous grazer
Life Expectancy
8 years
Manhunter Chance
Manhunter Chance (Taming)
Trainable Intelligence
Minimum Handling Skill
Mate Interval
8 hours
Maturity Age
0.222 years (13.3 days)
Juvenile Age
0.1 years (6 days)
Comfortable Temp Range
-40 °C – 40 °C (-40 °F – 104 °F)


Meat Yield
42 waste rat meat
Leather Yield
19 lightleather
Gestation Period
5.661 days
Offspring Per Birth
1-3 (1.614 avg)

Melee Combat

Attack 1
Front left paw
3.6 dmg (Scratch)
5 % AP
1.5 second cooldown
0.8 chance factor
Attack 2
Front right paw
3.6 dmg (Scratch)
5 % AP
1.5 second cooldown
0.8 chance factor
Attack 3
6 dmg (Toxic bite)
9 % AP
2 second cooldown
Attack 4
2 dmg (Blunt)
3 % AP
2 second cooldown
0.2 chance factor
Average DPS

A waste rat is an animal added by the Biotech DLC.


Waste rats are rodents that are able to spawn on polluted maps that are considered moderately polluted or more. Unlike normal rats, waste rats have a rather high 50% revenge chance as well as a 20% chance to revenge when a handler fails to tame them. Bites from waste rats are capable of inflicting toxic buildup at a rate of 1.5% per damage inflicted.

Waste rats have 100% Toxic Environment Resistance rendering them immune to environmental effects such as rot stink and toxic buildup from non-attack sources.


On heavily polluted maps, waste rats may be a more reliable source of food thanks to their environmental toxic immunity, so long as your colonists are careful; much like cobras, attacks from waste rats can poison your colonists with toxic buildup.


This animal can be trained as follows:

Guard:  Check.png
Attack:  Check.png
Rescue:  Ex.png
Haul:  Ex.png

*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 11.6 1 100% 26% N/A[4] Ex.png - Death
Spine 7.25 1 3% 3.0% Body Check.png Moving
−100% Moving[5]
Stomach 5.8 1 3% 3.0% Body Check.png Digestion
−50% Digestion
Heart 4.35 1 3% 3.0% Body Check.png Blood Pumping
Lung 4.35 2 3% 3.0% Body Check.png Breathing
−50% Breathing. Death if both lost
Kidney 4.35 2 3% 3.0% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Liver 5.8 1 3% 3.0% Body Check.png Digestion
Neck 7.25 1 22% 22% Body Ex.png Eating
Head 7.25 1 75% 9.9% Neck Ex.png - Death
Skull 7.25 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 2.9 1 70% 2.8875% Skull Check.png Consciousness
Damage always results in scarring.
Eye 2.9 2 12% 0.495% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 3.48 2 8% 0.33% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
−15 Disfigured Social penalty
Nose 2.9 1 10% 0.4125% Head Ex.png - −15 Disfigured Social penalty
AnimalJaw 2.9 1 10% 0.4125% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 8.7 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack[6]
Front Paw 2.9 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 8.7 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost
Rear Paw 2.9 2 15% 1.05% Rear Leg Ex.png Moving
−25% Moving. −50% if both lost
  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'.
  5. If Moving drops below 16% a pawn cannot move.
  6. A Scratch attack that varies from animal to animal. Each front paw allows one attack.


Version history[edit]