Editing Militor
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{Biotech}} | {{Biotech}} | ||
+ | {{Stub}} | ||
{{infobox main|none| | {{infobox main|none| | ||
| name = Militor | | name = Militor | ||
| image = Militor east.png | | image = Militor east.png | ||
− | | description = 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 | + | | description = 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. |
| type = Mechanoid | | type = Mechanoid | ||
− | |||
| movespeed = 3.80 | | movespeed = 3.80 | ||
| flammability = 0 | | flammability = 0 | ||
− | | marketvalue = | + | | marketvalue = |
| armorblunt = 10 | | armorblunt = 10 | ||
| armorsharp = 20 | | armorsharp = 20 | ||
Line 14: | Line 14: | ||
| min comfortable temperature = -100 | | min comfortable temperature = -100 | ||
| max comfortable temperature = 250 | | max comfortable temperature = 250 | ||
− | |||
| bodysize = 0.7 | | bodysize = 0.7 | ||
+ | |||
+ | | production facility 1 = Mech gestator | ||
+ | |||
| healthscale = | | healthscale = | ||
+ | | hungerrate = <!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --> | ||
| lifespan = 2500 | | lifespan = 2500 | ||
− | | attack1dmg = | + | | attack1dmg = |
− | | attack1type = | + | | attack1type = |
− | | attack1cool = | + | | attack1cool = |
− | | attack1part = | + | | attack1part = |
+ | | attack5chancefactor = | ||
| page verified for version = 1.4.3525 | | page verified for version = 1.4.3525 | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
}} | }} | ||
A '''militor''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | A '''militor''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
== Summary == | == Summary == | ||
− | {{ | + | As mechanoids, {{PAGENAME}}s are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. Enemy mechs do not require power, though they will spawn dormant outside of a [[raid]]. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, rendering them immune to further EMP strikes. |
− | |||
− | |||
− | |||
− | + | 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]], for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up. | |
− | + | Under the player, militors 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. 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. | |
− | |||
− | === Combat === | ||
− | Militors are equipped with a [[mini-shotgun]]. While worse than a [[pump shotgun]] in every way - including a measily range of | ||
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. | 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 == | == 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 [[killbox]]es so that ranged enemies must approach them. | |
− | |||
− | + | Their [[market value]] is quite high relative to the other, bigger mechanoids. Players concerned about [[wealth management]] should stray away from building too many. | |
== Health == | == Health == | ||
− | + | Specify body type when known. | |
− | {{Animal Health Table | + | {{Animal Health Table}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added. | * [[Biotech DLC]] Release - Added. | ||
− | |||
− | |||
{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoids]] | [[Category:Mechanoids]] |