Mechlord suit
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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 movement penalty. Equip delay: 11
It increases of mechanitors that wear it bandwidth by +12 while decreasing any wearer's Shooting Accuracy by −5 and Melee Hit Chance by −0.5
The Mechlord suit and its associated helmet meet the apparel requirements of 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 and combat debuffs. 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 your mechanitor rarely engages in direct combat, or nano structuring chips are the limting factor, then create the mechlord suit first. If other resources are an issue, then helmet first becomes more appearling.
Band nodes are an alternative to both mechlord armors, that allow pawns to wear other armor. 12 band nodes require 2400 Steel, 48 Components, 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 amount 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.