Militor
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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
A militor is a mechanoid added by the Biotech DLC.
Summary
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). Once made, they recharge in a mech recharger (50% power/day), creating 5 wastepacks whenever the recharger's waste is filled up.
As mechanoids, militors are immune to fire and toxicity, and do not need to eat, rest, or recreate. However, they require power, using 10% of their power per day while active. If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. Mechanoids can be fully repaired at the cost of power (and nothing else), and a dead militor can be resurected for 25 steel and 1 gestation cycle so long as the corpse is extant. Mechs do not count as a pawn for determining raid points, but still contribute towards wealth.
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
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.
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.