Mechlord suit
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Mechlord suit
A power-assisted armor suit packed with mechanitor-assistance gear. The mechlord suit dramatically amplifies a mechanitor's bandwidth, but is somewhat less protective than dedicated heavy armor.
Base Stats
Apparel
- Insulation - Cold
- 32 °C (57.6 °F)
- Insulation - Heat
- 9 °C (16.2 °F)
- Armor - Sharp
- 92%
- Armor - Blunt
- 40%
- Armor - Heat
- 46%
- Coverage
- Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg
- Layer
- Middle, Outer
Creation
- Required Research
- Ultra mechtech
- Skill Required
- Crafting 7
- Work To Make
- 60,000 ticks (16.67 mins)
- thingCategories
- ApparelArmor
- defaultOutfitTags
- Soldier
- tags
- Mechlord, RoyalTier7
- tradeTags
- HiTechArmor
The mechlord suit is a piece of armor added by the Biotech DLC. It provides modest armor and a significant increase in bandwidth.
Acquisition
Mechlord suits can be crafted at a Fabrication bench once the Ultra mechtech research project has been completed. They require 120 Plasteel, 8 Advanced components, 2 Nano structuring chips, 1 Powerfocus chip, 60,000 ticks (16.67 mins) of work, and a Crafting skill of 7.
Summary
Mechlord suits have the same defensive stats as recon armor, including the lack of move speed penalty. The suit itself has 340 HP, which is 21% higher than regular recon armor.
It increases a mechanitor wearer's bandwidth by +12 while decreasing any wearer's Shooting Accuracy by −5 and Melee Hit Chance by −0.5. These stats are not impacted by quality.
The mechlord suit and its associated helmet meet the apparel requirements of all nobility.
Analysis
The mechlord suit is mainly for dedicated mechanitors. In most cases, the combat mechanoids you can field with 12 bandwidth make up for mechlord armor's comparatively low armor and combat debuffs. That's equal to 4 lancers, 3 centipedes, or 12 militors, which more than make up for the loss of any 1 colonist in combat. Consider keeping your mechanitor(s) out of harm's way. However, if you can't make use of any of the extra bandwidth - such as if you don't have the resources to make lots of mechanoids - then it may be better to take other armor.
The mechlord helmet provides the same +12 bandwidth, the same combat debuffs, and is equal to the recon helmet. It requires 120 Plasteel, 6 Advanced components, 2 Nano structuring chips; the same amount of nano structuring chips, but requires less resources overall. The helmet has 240 HP, 71% of the suit, though the head is less likely to get hit than the torso/arms/legs. If nano structuring chips are the limiting factor, then make the suit first if your mechanitor rarely engages in direct combat, or the helmet if they do fight directly. If powerfocus chips or other resources are an issue, then make the helmet first.
Band nodes are an alternative to both mechlord armors, that allow pawns to wear other armor. 12 band nodes require 2400 Steel, 48 Components, and a constant 3600 W of power. In addition, you'll lose control of mechs if the power goes out. But if you only plan to use a small portion of the +12 bandwidth, then nodes tend to be more practical. You don't need a full mechlord suit to control an extra cleansweeper, for instance.
Stats table
For the full effects of qualities, see Quality.
Version history
- Biotech DLC Release - Added.
- 1.4.3534 - Mechlord armor satisfies royal title requirements.