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	<updated>2026-06-28T04:06:17Z</updated>
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		<id>https://rimworldwiki.com/index.php?title=Militor&amp;diff=180886</id>
		<title>Militor</title>
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		<updated>2026-06-20T09:06:25Z</updated>

		<summary type="html">&lt;p&gt;NUTDOM: /* As an ally */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Militor&lt;br /&gt;
| image = MilitorAncient east.png&lt;br /&gt;
| 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.&amp;lt;br&amp;gt;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.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| combatPower = 45&lt;br /&gt;
| movespeed = 3.80&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| psychic sensitivity = 0.5&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| bandwidth cost = 1&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunShortRange&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Basic mechtech&lt;br /&gt;
| production facility 1 = Mech gestator&lt;br /&gt;
| gestation cycles = 1&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Basic subcore&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''militor''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect light mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead militors may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the militor.&lt;br /&gt;
&lt;br /&gt;
Enemy mechs do not require power, though will spawn dormant outside of a [[raid]].&lt;br /&gt;
&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
Militors can spawn in mechanioid raids and those raids called with many of the mechanoid commanders. Due to their low combat power, they are used to defend early [[mechanitor]] corpses,. 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.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Militors are always equipped with a [[mini-shotgun]], which they do not drop upon death. See the [[mini-shotgun]] page for further information.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Late game militor-only raids can contain hundreds of mechs to fight. Unlike most mechanoid targets, these make ideal targets for [[doomsday rocket launcher]]s as their health scale is low enough that  the primary explosion will kill dozens, despite their immunity to the secondary explosions.&lt;br /&gt;
&lt;br /&gt;
They are more threatening when combined with other mechanoids, like [[pikemen]] and [[lancer]]s. The militor acts as a closer threat, making it harder to engage the stronger mechanoids.  Due to their short range, militors tend to cluster together. So [[EMP grenade]]s and [[EMP launcher]]s work well, as with other mechanoids. The same kiting strategy can work in the first [[Diabolus]] fight, but becomes more difficult as stronger mechs come into play.&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
Militors are both cheap to build and repair, making them quite good at luring and taking attacks. For example, they can stand in the face of an [[impids|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 are a [[mechanitor]]'s only combat option before [[Standard mechtech]], and remain good at their role for colonies of any size.&lt;br /&gt;
&lt;br /&gt;
Militors 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.&lt;br /&gt;
&lt;br /&gt;
Militors when set to perform work find and attack threats within the home area and their allowed area including insectoid [[Hive]]s saving you some combat micromanaging but also causing some unwanted Situations, This behavior is reminiscent of their lore in which they would be sent to flush out human survivors in the urban ruins left after mechanoid attacks.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Mech_Light}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table|weapon=Mini-shotgun}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The word &amp;quot;militor&amp;quot; roughly translated from Latin means &amp;quot;I am a soldier&amp;quot; or &amp;quot;war is waged by me&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Militor east.png| Age 0-99 Militor facing east&lt;br /&gt;
Militor north.png| Age 0-99 Militor facing north&lt;br /&gt;
Militor south.png| Age 0-99 Militor facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
MilitorAncient east.png| Age 100+ Militor facing east&lt;br /&gt;
MilitorAncient north.png| Age 100+ Militor facing north&lt;br /&gt;
MilitorAncient south.png| Age 100+ Militor facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Slightly reduce damage and increase ranged cooldown for militor's mini-shotgun.&lt;br /&gt;
* ? (Prior to 6/Feb/2023, possibly 1.4.3531) - Militor [[raid points|combat power]] reduced, from 75 to 45.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>NUTDOM</name></author>
	</entry>
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