Build a RimWorld Killbox That Still Works (1.6) | Layout + Turret Planner
Build a Killbox That Still Works
Use a two-corner entry, keep the last bend clear of low cover, and size the lane around your squad. This page gives you a copyable footprint, a fast build-cost snapshot, turret spacing rules, breacher answers, and an indoor panic hall that keeps drop-pod raids from ending the run.
Start with a short shotgun tunnel if your colony is compact. Move to a longer rifle lane once you have more shooters, better armor, and at least one heavy turret behind the line.
| Build Item | Estimate | Use |
|---|
Copy the shape, then adjust the width and depth to your pawn count. The safest default is still a one-wide tunnel, two 90° turns, and a clear first stop inside your cone of fire.
or 70 steel + 30 plasteel/uranium + 3 components
Use 4 to 5 tiles for mini-turrets and at least 6 clear tiles for heavy turrets. Keep turrets about 4 tiles behind your pawns so a single pop does not wipe the line.
Hold the lane and let the box work
This is the raid type the killbox is built for. Power the turret grid, draft the main line, and let the first safe stop happen inside your lane.
- Shape: 7 to 9 tiles long, 3 to 4 wide, straight if possible.
- Cover: barricades for your line, open floor for their entry.
- Supplies: one shelf with EMP, medicine, and spare utility gear.
- Light: keep your line bright and the enemy entry dim.
- Roof: if you have overhead mountain, it is the safest place to anchor the fallback hall.
When pods land inside the base, the goal is speed. Draft to the panic hall, peel with two melee pawns, and stop treating the outer killbox as the current fight.
Terrain Slowdown
| Terrain | Path Cost | Best Use |
|---|---|---|
| Shallow water | 30 | Good before the funnel. Do not stand your own shooters in it. |
| Marsh | 30 | Useful as a natural slowdown in the approach if the map already gives it. |
| Chest-deep water | 42 | Strong slowdown, but routing gets awkward fast. Use only if the map naturally forces it. |
| Deep water | Impassable | Treat as a wall, not as part of the lane itself. |
| Sandbags / barricades | 42 | Walkable cover. Great for your line, bad on the final bend. |
Minimum 8-Pawn Defense Team
- 2 melee peelers: shield belts later, body-block jumpers and drop-ins.
- 4 lane shooters: chain shotguns for short tunnels, assault rifles for long lanes.
- 1 EMP slot: mandatory if termites, centipedes, or heavy mechs are common.
- 1 flex slot: smoke, medicine, or another rifle depending on the raid pool.
- Indoor reserve: do not commit every drafted pawn to the outer line at once.
Always Keep These Rules
- Separate power: put the killbox on its own switch so you only energize it for real fights.
- Firefoam nearby: one popper comfortably covers two turrets. Do not stretch a single popper over the whole lane.
- Second line ready: breaches and pods punish colonies that only have one fight space.
- Vanilla-first: if you use security mods, trenches and concealed barriers belong in the slowdown zone, not on the final stop tile.