Temple mecha mk II
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temple mecha mk II
Level: 45 | |
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Acid Res: 0 Elec Res: -50 Cold Res: 50 Heat Res: 50 | |
Character
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ID?
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VehicleTemplarMech3_Warleader |
Faction
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Inanimate (Loved100 Reputation) |
Demeanor
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neutral |
Gender
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Inventory
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Inventory
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machine hull6d6 5/1005 x1(100%)x1(100%) vertical launcher1d8 9/9 x1(100%)HE Missile1d2 4/4 x25(100%)x(100%) | |
Skills
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Skills
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Mutations
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Mutations
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Experience?
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1125 XP |
XP Tier
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9 |
Role
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Unspecified |
Extra info:
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Infobox data from game version 2.0.207.72
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Temple mecha mk II have a Shoulder-mounted light cannon and vertical launcher as ranged natural weapons, along with a gigantic Machine hull which is much more damaging than the Ia or Ib's melee natural weapons.
Temple mecha are a set of pilotable creatures that function like mecha, and are typically used by the Putus Templar faction. They share several mechanical quirks.
General Temple mecha functionality
- They are pilotable (like Golems). They typically show up in the world piloted by a Templar
- They have their own skills, and typically the skills enable the natural weapons on the Temple mecha to work
- Unlike Golems, they do not function as followers when unpiloted
- They only function at all when powered via a mecha power core
- When you sit down in the piloting chair, if you have not yet done so, it will ask you for a military security card to be permanently inserted. If you do so, you will then be able to pilot that Templar mecha for as long as it exists.
Notes
- Mecha power cores are batteries and can be modded as such. However the power draw for a Temple mecha is higher than the radio powered mod can provide. If you wish to use one permanently, you will need to cycle power cores.
- Temple mecha have reduced functionality at low power.