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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.<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
| combatPower = 45
 
 
| movespeed = 3.80
 
| movespeed = 3.80
 
| flammability = 0
 
| flammability = 0
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== Summary ==
 
== Summary ==
{{Stub|section=1|reason=Shred yield?}}
 
 
{{Mechanoid Summary}}
 
{{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]].
 
Enemy mechs do not require power, though will spawn dormant outside of a [[raid]].
  
=== As an enemy ===
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===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.
  
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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 ===
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===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.
  
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== 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 ==
 
== Trivia ==

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