Difference between revisions of "Militor"
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Revision as of 12:12, 24 November 2024
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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.
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.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Mechanoid
- Bandwidth Cost
- 1
Armor
- Armor - Sharp
- 20%
- Armor - Blunt
- 10%
- Armor - Heat
- 200%
Pawn Stats
- Combat Power
- 45
- 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)
Melee Combat
- Attack
- Head
6 dmg (Blunt)
9 % AP
2.6 second cooldown - Average DPS
- 1.43
Creation
- Required Research
- Basic mechtech
- Gestation Cycles
- 1
- weaponTags
- MechanoidGunShortRange
A militor is a mechanoid added by the Biotech DLC.
Acquisition
Militors can be gestated by a mechanitor at a mech gestator once the basic mechtech research project has been completed. Each requires 50 Steel, 1 Basic subcore and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate. They take up 1 bandwidth from their linked mechanitor.
Dead, friendly militors can also be resurrected at the mech gestator using the "Resurrect light mechanoid" bill. This requires the corpse of the friendly Militor, 25 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.
Summary
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As mechanoids, every militor is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).
Dead militors may be shredded at the machining table or crafting spot for 10 steel. However, these values are affected by mechanoid shredding efficiency, as well as missing parts on the militor.
Enemy mechs do not require power, though will spawn dormant outside of a raid.
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 - virtually 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
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 only 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.
Late game militor-only raids can contain hundreds of mechs to fight. Unlike most mechanoid targets, these make ideal targets for doomsday rocket launchers as their health scale is low enough that the primary explosion will kill dozens, despite their immunity to the secondary explosions.
They are more threatening when combined with other mechanoids, like pikemen and lancers. 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 grenades and EMP launchers 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.
As an ally
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 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.
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 killboxes so that ranged enemies must approach them.
Health
Body parts
Body Part Name | Health | Quantity | Coverage[1] | Target Chance[2] | Subpart of | Internal | Capacity[3] | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|---|
Thorax | 40 | 1 | 100% | 40% | N/A[4] | - | Death Will never take permanent injury | |
Neck | 30 | 1 | 10% | 2% | Thorax | Communication | Death Will never take permanent injury | |
Head | 30 | 1 | 80% | 4.6% | Neck | - | Death Will never take permanent injury | |
Artificial Brain | 10 | 1 | 10% | 0.8% | Head | Data Processing | Death Will never take permanent injury | |
Sight Sensor | 10 | 1 | 13% | 1% | Head | Sight | −25% Sight. −100% if both lost. Will never take permanent injury | |
Hearing Sensor | 10 | 1 | 10% | 0.8% | Head | Hearing | −25% Hearing. −100% if both lost. Will never take permanent injury | |
Chemical Analyzer | 10 | 1 | 10% | 0.8% | Head | - | Will never take permanent injury | |
Leg | 30 | 2 | 20% | 16% | Thorax | Moving | −50% Moving. Will never take permanent injury | |
Foot | 20 | 2 | 20% | 4% | Leg | Moving | −50% Moving. Will never take permanent injury | |
Reactor | 20 | 1 | 6% | 6% | Thorax | Power Generation | Death Will never take permanent injury | |
Fluid Reprocessor | 15 | 1 | 4% | 4% | Thorax | Fluid Reprocessing | Death Will never take permanent injury |
- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
Trivia
The word "militor" roughly translated from Latin means "I am a soldier" or "war is waged by me".
Gallery
Version history
- Biotech DLC Release - Added.
- 1.4.3531 - Slightly reduce damage and increase ranged cooldown for militor's mini-shotgun.
- ? (Prior to 6/Feb/2023, possibly 1.4.3531) - Militor combat power reduced, from 75 to 45.