Difference between revisions of "Militor"
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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 | + | 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=== | ===As an ally=== |
Revision as of 14:09, 27 October 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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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%
Armor
- 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
- Required Research
- Basic mechtech
- weaponTags
- MechanoidGunShortRange
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. 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 2,200 ticks (36.67 secs), rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining raid points, but still contribute towards wealth.
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 psychic ships. They can even form large, militor-only raids.
As an ally
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). 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 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 wastepacks whenever the recharger's waste is filled up.
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
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 bows, let alone any form of long-range firearm.
They are more threatening when combined with other mechanoids, like pikemen and lancers. 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 grenades and EMP launchers 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 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.
Version history
- Biotech DLC Release - Added.