Difference between revisions of "Militor"

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== Summary ==
 
== Summary ==
As mechanoids, {{PAGENAME}}s 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 they 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.
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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. Mechs under the player control require power: militors use 10% of their power per day while active. Enemy mechs do not require power, though will spawn dorant outside of a [[raid]]. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, rendering them immune to further EMP strikes.
  
 
Militors are light mechanoids. 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 (default 1.8 game days). Once made, they recharge in a [[mech recharger]], for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.
 
Militors are light mechanoids. 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 (default 1.8 game days). Once made, they recharge in a [[mech recharger]], for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.
  
Under the player, militors require power, using 10% of their power per day while active. If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. 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. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth.
+
If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. 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. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth.
  
 
===Combat===
 
===Combat===

Revision as of 15:24, 25 October 2022

Militor

Militor

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.

Base Stats

Type
Mechanoid
Flammability
0%

Apparel

Armor - Sharp
20%
Armor - Blunt
10%
Armor - Heat
200%

Pawn Stats

Move Speed
3.80 c/s
Body Size
0.7
Mass
42 kg
Pack Capacity
24.5 kg
Carrying Capacity
53 kg
Filth Rate
1
Life Expectancy
2500 years
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Creation

Crafted At
Mech gestator

A militor is a mechanoid added by the Biotech DLC.

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. Mechs under the player control require power: militors use 10% of their power per day while active. Enemy mechs do not require power, though will spawn dorant outside of a raid. They will be stunned by EMP attacks and will "adapt" for 2,200 ticks (36.67 secs), rendering them immune to further EMP strikes.

Militors are light mechanoids. 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 (default 1.8 game days). Once made, they recharge in a mech recharger, for 50% power/day, creating 5 wastepacks whenever the recharger's waste is filled up.

If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. 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. Mechs do not count as a pawn for determining raid points, but still contribute towards wealth.

Combat

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.

Analysis

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 killboxes so that ranged enemies must approach them.

Their market value is quite high relative to the other, bigger mechanoids. Players concerned about wealth management should stray away from building too many.

Health

Specify body type when known.


Body part Health
Head 25
Skull 25
Brain 10
Nose 10
Neck 25
Jaw 20
Eye [1]
(left, right)
10
Ear
(left, right)
10
Body 40
Kidney[2]
(left, right)
15
Lung[2]
(left, right)
15
Liver[2] 20
Heart[2] 15
Spine[2] 25
Stomach[2] 20
Limbs
(left, right, fore, hind)
30
Appendage
(left, right, fore, hind)
20
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

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