Temple mecha mk Ia
Level: 40 | |
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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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VehicleTemplarMech1_Battle |
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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machined edge3d8 5/1005 x1(100%)kick4d4 4/1004 x1(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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1000 XP |
XP Tier
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8 |
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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A hominid-suit of chrome is junctured together from parts across the layer cake of time: balance struts hammered off the crushed star blimp, mainshaft springs torn from buoyed chapels, actuators hewed from the machine hearts of city centers, intakes blown of molten lamp glass. One arm ends in a giant blade, machined to final form at the Eater presses that stamp out artworks in the forever mode.
This creature doesn't heal naturally and must be repaired.
Temple mecha mk Ia have no built in ranged weapons, and have two built in melee weapons instead.
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.