Militor

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Militor

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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.

Base Stats

Type
Mechanoid
Flammability
0%

Apparel

Armor - Sharp
20%
Armor - Blunt
10%
Armor - Heat
200%

Pawn Stats

Move Speed
3.80 c/s
Body Size
0.7
Mass
42 kg
Pack Capacity
24.5 kg
Carrying Capacity
53 kg
Filth Rate
1
Life Expectancy
2500 years
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Creation

Crafted At
Mech gestator

A militor is a mechanoid added by the Biotech DLC.

Summary

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 (50% power/day), creating 5 wastepacks whenever the recharger's waste is filled up.

As mechanoids, militors are immune to fire and toxicity, and do not need to eat, rest, or recreate. However, they 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), and 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.

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

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 killboxes so that ranged enemies must approach them.

Health

Specify body type when known.


Body part Health
Head 25
Skull 25
Brain 10
Nose 10
Neck 25
Jaw 20
Eye [1]
(left, right)
10
Ear
(left, right)
10
Body 40
Kidney[2]
(left, right)
15
Lung[2]
(left, right)
15
Liver[2] 20
Heart[2] 15
Spine[2] 25
Stomach[2] 20
Limbs
(left, right, fore, hind)
30
Appendage
(left, right, fore, hind)
20
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Version history