Militor

A militor is a mechanoid added by the Biotech DLC.
== Acquisition ==
Dead, friendly s can also be resurrected at the using the "Resurrect light mechanoid" bill. This requires the corpse of the friendly , steel, and 1 gestation cycle taking to initiate.
== Summary ==
Dead militors may be shredded at the machining table or crafting spot for steel. However, these values are affected by 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.
=== 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 psychic ships. They can even form large, militor-only raids.
=== As an ally ===
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 wastepacks whenever the recharger's waste is filled up.
=== 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.
== Analysis ==
=== 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 bows, 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 launchers 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 lancers. 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 grenades and EMP launchers 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 ===
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 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 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 killboxes so that ranged enemies must approach them.
== Health ==
=== Body parts ===
== Trivia ==
The word "militor" roughly translated from Latin means "I am a soldier" or "war is waged by me".
== 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
MilitorAncient east.png| Age 100+ Militor facing east
MilitorAncient north.png| Age 100+ Militor facing north
MilitorAncient south.png| Age 100+ Militor facing south
== Version history ==
* Biotech DLC Release - Added.
* 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 combat power reduced, from 75 to 45.
Category:Mechanoids