Temple mecha mk II
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 |
Faction
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Playerneutral (Loved100 Reputation) |
Demeanor
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neutral |
Gender
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Inventory
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Inventory
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![]() x1(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 2.0.206.26
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Temple mecha are a class of creatures with special mechanics. They usually show up in high level Templar encounters, either as piloted followers or as a piloted unique creature. Temple mecha mk II have a ShoulderMountedLightCannon 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 weapon.
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 gear
- Unlike Golems, they do not function as followers when unpiloted
- They only function at all when powered via a
mecha power core
- You can claim ownership (and pilotability) by permanently inserting a
military security card
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.