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 5: | Line 5: | ||
| 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. | | 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. | ||
| type = Mechanoid | | type = Mechanoid | ||
− | |||
| movespeed = 3.80 | | movespeed = 3.80 | ||
| flammability = 0 | | flammability = 0 | ||
Line 27: | Line 26: | ||
| research = Basic mechtech | | research = Basic mechtech | ||
| production facility 1 = Mech gestator | | production facility 1 = Mech gestator | ||
− | |||
| resource 1 = Steel | | resource 1 = Steel | ||
| resource 1 amount = 50 | | resource 1 amount = 50 | ||
Line 34: | Line 32: | ||
}} | }} | ||
A '''militor''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | A '''militor''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
== Summary == | == Summary == | ||
− | |||
{{Mechanoid Summary}} | {{Mechanoid Summary}} | ||
− | |||
− | |||
Enemy mechs do not require power, though will spawn dormant outside of a [[raid]]. | Enemy mechs do not require power, though will spawn dormant outside of a [[raid]]. | ||
− | === As an enemy === | + | ===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 [[Crashed Ship Part#Psychic Ship|psychic ships]]. They can even form large, militor-only [[raid]]s. | 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 === | + | ===As an ally=== |
+ | Militors are light mechanoids, and require [[Research#Basic Mechtech|Basic Mechtech]] to be researched. | ||
+ | |||
+ | They are created from a standard [[mech gestator]] with {{Required Resources}}, 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 [[wastepack]]s whenever the recharger's waste is filled up. | 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. | ||
− | === Combat === | + | ===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 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. | ||
Line 61: | Line 55: | ||
== Analysis == | == Analysis == | ||
=== As an enemy === | === 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 bow]]s, let alone any form of long-range firearm. | + | 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 them. 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. |
− | |||
− | Late game militor-only raids can contain hundreds of | ||
− | They are more threatening when combined with other mechanoids, like [[pikemen]] and [[lancer]]s. | + | They are more threatening when combined with other mechanoids, like [[pikemen]] and [[lancer]]s. 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 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 === | === As an ally === | ||
Line 71: | Line 63: | ||
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. | 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. | ||
+ | |||
+ | Due to their gun, a militor's [[market value]] is actually quite high, compared to the bigger mechanoids. With a total value of {{Icon Small|silver||1800}} per mech, a [[centipede]] is less expensive than 2 militors. 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}} |
== Trivia == | == Trivia == | ||
Line 93: | Line 87: | ||
* [[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. | * [[Version/1.4.3531|1.4.3531]] - Slightly reduce damage and increase ranged cooldown for militor's mini-shotgun. | ||
− | |||
{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoids]] | [[Category:Mechanoids]] |