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If you can take the time to destroy the [[ancient exostrider midsection]], then your colonist can become a [[mechanitor]]. It's likely that only a single [[militor]] is guarding the mechlink, meaning that [[kiting]] tactics can be used with weapons greater than 12 range (or you can just make a few spike traps). You can either get a [[lifter]] or [[constructoid]] as soon as you install the mechlink. While you won't be able to recharge the mech for a while, both options can help your starting colonist out.
 
If you can take the time to destroy the [[ancient exostrider midsection]], then your colonist can become a [[mechanitor]]. It's likely that only a single [[militor]] is guarding the mechlink, meaning that [[kiting]] tactics can be used with weapons greater than 12 range (or you can just make a few spike traps). You can either get a [[lifter]] or [[constructoid]] as soon as you install the mechlink. While you won't be able to recharge the mech for a while, both options can help your starting colonist out.
 
== See also ==
 
*[[Basics]] - for survival with an industrial start in general, especially 'Crashlanded'
 
  
 
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