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The mechlord suit is mainly for dedicated [[mechanitor]]s. 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 [[lancer]]s, 3 [[centipede]]s, or 12 [[militor]]s, 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 suit is mainly for dedicated [[mechanitor]]s. 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 [[lancer]]s, 3 [[centipede]]s, or 12 [[militor]]s, 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 {{Required Resources|Mechlord helmet}}; the same amount of nano structuring chips, but requires less resources overall. The helmet has 240 HP, {{%| 240 / 340 round 2}} 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.  
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The [[mechlord helmet]] provides the same {{+|12}} bandwidth and combat debuffs. It requires {{Required Resources|Mechlord helmet}}; the same amount of nano structuring chips, but requires less resources overall. The helmet has 240 HP, {{%| 240 / 340 round 2}} 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 node]]s are an alternative to both mechlord armors, that allow pawns to wear other armor. 12 band nodes require {{Required Resources|Band node|12}}, and a constant {{#expr: -12*{{Q|Band node|Power Consumption}} }} 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.
 
[[Band node]]s are an alternative to both mechlord armors, that allow pawns to wear other armor. 12 band nodes require {{Required Resources|Band node|12}}, and a constant {{#expr: -12*{{Q|Band node|Power Consumption}} }} 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.

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