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{{Biotech}}
 
{{Biotech}}
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{{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.<br>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.
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| 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
| combatPower = 45
 
 
| movespeed = 3.80
 
| movespeed = 3.80
 
| flammability = 0
 
| flammability = 0
| marketvalue = 800
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| marketvalue =  
 
| armorblunt = 10
 
| armorblunt = 10
 
| armorsharp = 20
 
| armorsharp = 20
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| min comfortable temperature = -100
 
| min comfortable temperature = -100
 
| max comfortable temperature = 250
 
| max comfortable temperature = 250
| bandwidth = 1
 
 
| bodysize = 0.7
 
| bodysize = 0.7
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| production facility 1 = Mech gestator
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| healthscale =  
 
| healthscale =  
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| 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 = 6
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| attack1dmg =  
| attack1type = Blunt
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| attack1type =  
| attack1cool = 2.6
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| attack1cool =  
| attack1part = Head
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| attack1part =  
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| attack5chancefactor =
 
| page verified for version = 1.4.3525
 
| page verified for version = 1.4.3525
| weaponTags = MechanoidGunShortRange
 
<!-- Creation -->
 
| research = Basic mechtech
 
| production facility 1 = Mech gestator
 
| gestation cycles = 1
 
| resource 1 = Steel
 
| resource 1 amount = 50
 
| resource 2 = Basic subcore
 
| resource 2 amount = 1
 
 
}}
 
}}
 
A '''militor''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].
 
A '''militor''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].
 
== Acquisition ==
 
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.
 
 
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect light mechanoid''" bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
 
  
 
== Summary ==
 
== Summary ==
{{Stub|section=1|reason=Shred yield?}}
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As mechanoids, militors are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. Mechs under the player control require power: militors use 10% of their power per day while active. Enemy mechs do not require power, though will spawn dorant outside of a [[raid]]. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, rendering them immune to further EMP strikes.
{{Mechanoid Summary}}
 
 
 
Dead militors may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the militor.
 
  
Enemy mechs do not require power, though will spawn dormant outside of a [[raid]].
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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.
  
=== As an enemy ===
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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.
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 [[Crashed Ship Part#Psychic Ship|psychic ships]]. They can even form large, militor-only [[raid]]s.
 
  
=== As an ally ===
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===Combat===
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 [[wastepack]]s whenever the recharger's waste is filled up.
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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 only 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.
 
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 ==
=== As an enemy ===
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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.
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 bow]]s, let alone any form of long-range firearm.
 
 
 
Late game militor-only raids can contain hundreds of mechs to fight. Unlike most mechanoid targets, these make ideal targets for [[doomsday rocket launcher]]s 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 [[lancer]]s. The militor acts as a closer threat, making it harder to engage the stronger mechanoids.  Due to their short range, militors tend to cluster together. So [[EMP grenade]]s and [[EMP launcher]]s 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 ===
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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.
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 [[impids|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 [[Research#Standard Mechtech|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 [[killbox]]es so that ranged enemies must approach them.
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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 ==
===Body Parts (Summary)===
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Specify body type when known.
{{Animal Health Table|Mech_Light}}
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{{Animal Health Table}}
 
 
== Trivia ==
 
The word "militor" roughly translated from Latin means "I am a soldier" or "war is waged by me".
 
 
 
== Gallery ==
 
<gallery>
 
Militor east.png| Age 0-99 Militor facing east
 
Militor north.png| Age 0-99 Militor facing north
 
Militor south.png| Age 0-99 Militor facing south
 
</gallery><gallery>
 
MilitorAncient east.png| Age 100+ Militor facing east
 
MilitorAncient north.png| Age 100+ Militor facing north
 
MilitorAncient south.png| Age 100+ Militor facing south
 
</gallery>
 
  
 
== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
* [[Version/1.4.3531|1.4.3531]] - Slightly reduce damage and increase ranged cooldown for militor's mini-shotgun.
 
* ? (Prior to 6/Feb/2023, possibly 1.4.3531) - Militor [[raid points|combat power]] reduced, from 75 to 45.
 
  
 
{{nav|mechanoid|wide}}
 
{{nav|mechanoid|wide}}
 
[[Category:Mechanoids]]
 
[[Category:Mechanoids]]

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