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A heavy plasteel-weave helmet packed with mechanitor-assistance gear. The mechlord helmet dramatically amplifies a mechanitor's bandwidth, but is somewhat less protective than dedicated heavy armor.
- Insulation - Cold
- 4 °C (7.2 °F)
- Insulation - Heat
- 2 °C (3.6 °F)
- Armor - Sharp
- Armor - Blunt
- Armor - Heat
- Required Research
- Ultra mechtech
- Skill Required
- Crafting 7
- Work To Make
- 15,750 ticks (4.38 mins)
- RoyalTier7, Mechlord
Mechlord helmets can be crafted at a Fabrication bench once the Ultra mechtech research project has been completed. They require 120 Plasteel, 6 Advanced components, 2 Nano structuring chips, 15,750 ticks (4.38 mins) of work, and a Crafting skill of 7.
Mechlord helmets have the same defensive stats as recon helmets. The helmet itself has 240 HP, which is 100% higher than regular recon armor.
Providing the same armor and coverage as a recon helmet and providing debuffs to combat skills, while also offering the largest buff to bandwidth, the mechlord helmet is for mechanitors that prefer to rely more heavily on their mechanoids to do the fighting instead of themselves. With the best armor and the best bandwidth of all the mechanitor headwear, it is the ultimate headpiece for them. It meets the apparel requirements of nobility as well.
As it deteroriates over time, and losing one means losing control of some of your mechanoids, make sure to have some way to replace one.
Comparison with a cataphract helmet and band nodes. 12 band nodes and 4 chemfuel powered generators will require 2,800 steel and 36 components. A cataphract helmet requires 50 plasteels and 1 advanced component. These materials are much easier to obtain than nanostructured chips and advanced components for a mechlord helmet. Band nodes give less wealth than a mechlord's helmet, which can affect the strength of raids. Also, a cataphract helmet gives more protection, and reduces the likelihood of losing a mechanic due to an accidental hit of a pilum in the head. It is worth remembering that band nodes are vulnerable to solar flares. Since solar flares last less than one day, mechanoids do not run wild. But during a solar flare, colonies relying on combat mechanoids will be left without protection.
For the full effects of qualities, see Quality.