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{{Biotech}} | {{Biotech}} | ||
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{{infobox main|none| | {{infobox main|none| | ||
| name = Militor | | name = Militor | ||
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| description = A small combat mechanoid armed with a low-powered mini-shotgun. Roughly four feet tall, militors lack the power, range, and toughness of more senior combat mechs. However, it is cheap to gestate and maintain, and so is often used as a rear guard or swarm attacker.<br>In war, mech armies are known to send militors into urban ruins to hunt down survivors after breaking the human defenses. For this reason, they are considered by some to be the most cruel of all mechanoid patterns. | | description = A small combat mechanoid armed with a low-powered mini-shotgun. Roughly four feet tall, militors lack the power, range, and toughness of more senior combat mechs. However, it is cheap to gestate and maintain, and so is often used as a rear guard or swarm attacker.<br>In war, mech armies are known to send militors into urban ruins to hunt down survivors after breaking the human defenses. For this reason, they are considered by some to be the most cruel of all mechanoid patterns. | ||
| type = Mechanoid | | type = Mechanoid | ||
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| movespeed = 3.80 | | movespeed = 3.80 | ||
| flammability = 0 | | flammability = 0 | ||
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| research = Basic mechtech | | research = Basic mechtech | ||
| production facility 1 = Mech gestator | | production facility 1 = Mech gestator | ||
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| resource 1 = Steel | | resource 1 = Steel | ||
| resource 1 amount = 50 | | resource 1 amount = 50 | ||
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}} | }} | ||
A '''militor''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | A '''militor''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | ||
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== Summary == | == Summary == | ||
− | {{ | + | As mechanoids, militors 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 will spawn dormant outside of a [[raid]]. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth. |
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− | + | ===As an enemy=== | |
+ | Militors are used as the easiest mechanoids you can encounter. With a range of only 12 - equal to the hand-thrown [[EMP grenade]] and [[frag grenade]] - vrirtually any weapon will outrange them. They are used to defend early [[mechanitor]] corpses, many of the mechanoid commanders. They can also spawn anywhere hostile mechanoids spawn, such as [[Crashed Ship Part#Psychic Ship|psychic ships]]. They can even form large, militor-only [[raid]]s. | ||
− | + | ===As an ally=== | |
+ | Militors are light mechanoids, and require [[Research#Basic Mechtech|Basic Mechtech]] to be researched. They are created from a standard [[mech gestator]] with 1 [[basic subcore]] and 50 [[steel]], taking up 1 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initally craft, and then it must gestate for 1 cycle. Mechanoids can be fully repaired at the cost of power and nothing else. A dead militor can be resurected for 25 [[steel]] and 1 gestation cycle so long as the corpse is extant. | ||
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Mechs under player control require power: militors use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[mech recharger]] (200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up. | Mechs under player control require power: militors use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[mech recharger]] (200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up. | ||
− | === Combat === | + | ===Combat=== |
− | Militors are equipped with a [[mini-shotgun]]. While worse than a [[pump shotgun]] in every way - including a measily range of | + | Militors are equipped with a [[mini-shotgun]]. While worse than a [[pump shotgun]] in every way - including a measily range of 12 tiles - militors are quite cheap to make. |
Militors have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4. | Militors have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4. | ||
== Analysis == | == Analysis == | ||
− | === As an enemy === | + | ===As an enemy=== |
− | A group of lone militors can easily be kited, as they are slightly slower than a base human. As soon as a militor comes remotely close to you, start running away, then use your range to your advantage. They can be fought with neolithic weapons like [[recurve bow]]s, let alone any form of long-range firearm. | + | A group of lone militors can easily be kited, as they are slightly slower than a base human. As soon as a militor comes remotely close to you, start running away, then use your range to your advantage. They can be fought with neolithic weapons like [[recurve bow]]s, let alone any form of long-range firearm. |
− | + | They are more threatening when combined with other mechanoids, like [[pikemen]] and [[lancer]]s. They are a closer, more immediate threat that distracts your colonists from the stronger mechanoids. Due to their short range, militors tend to cluster together. So [[EMP grenade]]s and [[EMP launcher]]s work well, like any other mech. The same kiting strategy can work in the first [[Diabolus]] fight, but becomes more difficult as stronger mechs come into play. | |
− | + | ===As an ally=== | |
+ | Militors are both cheap to build and repair, making them quite good at luring and redirecting attacks. For example, they can stand in the face of an Impid's fire breath without any fear. The high stopping power of their mini-shotgun makes a group of militors helpful as support units, even when you have stronger mechanoids. | ||
− | + | They have a very short range and move slower than a baseline human, which must be kept in mind in combat. If using them for their firepower, create hallways, corners, and [[killbox]]es so that ranged enemies must approach them. | |
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− | + | Their [[market value]] is quite high relative to the other, bigger mechanoids. Including their gun, a militor is worth {{Icon Small|silver||1800}}. Players concerned about [[wealth management]] should stray away from building too many. | |
== Health == | == Health == | ||
− | + | Specify body type when known. | |
− | {{Animal Health Table | + | {{Animal Health Table}} |
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== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added. | * [[Biotech DLC]] Release - Added. | ||
* [[Version/1.4.3531|1.4.3531]] - Slightly reduce damage and increase ranged cooldown for militor's mini-shotgun. | * [[Version/1.4.3531|1.4.3531]] - Slightly reduce damage and increase ranged cooldown for militor's mini-shotgun. | ||
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{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoids]] | [[Category:Mechanoids]] |