Militor

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Revision as of 11:17, 4 December 2022 by Harakoni (talk | contribs) (The first paragraph is about groups of only militors, so is the section on doomsdays. They should be together)
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Militor

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
Market Value
800 Silver
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)

Melee Combat

Attack
Head
6 dmg (Blunt)
9 % AP
2.6 second cooldown
Average DPS
1.43

Creation

Crafted At
Mech gestator
Required Research
Basic mechtech
Resources to make
Steel 50 + Basic subcore 1
Technical
weaponTags
MechanoidGunShortRange


A militor is a mechanoid added by the Biotech DLC.

Summary

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).

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

Militors are light mechanoids, and require Basic Mechtech to be researched.

They are created from a standard mech gestator with Steel 50 Steel, Basic subcore 1 Basic subcore, taking up 1 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 1 cycle. 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. Late game militor-only raids can contain hundreds of them. 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. 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, 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.

Due to their gun, a militor's market value is actually quite high, compared to the bigger mechanoids. With a total value of Silver 1800, 2 militors are more expensive than a centipede. Players concerned about wealth management should stray away from building too many.

Health

Specify body type when known.


Body part Health
Head 25
Skull 25
Brain 10
Nose 10
Neck 25
Jaw 20
Eye [1]
(left, right)
10
Ear
(left, right)
10
Body 40
Kidney[2]
(left, right)
15
Lung[2]
(left, right)
15
Liver[2] 20
Heart[2] 15
Spine[2] 25
Stomach[2] 20
Limbs
(left, right, fore, hind)
30
Appendage
(left, right, fore, hind)
20
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Version history

  • Biotech DLC Release - Added.
  • 1.4.3531 - Slightly reduce damage and increase ranged cooldown for militor's mini-shotgun.