Temple mecha mk Ib
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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VehicleTemplarMech2_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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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. A proton rod capitals each shoulder, chipped to the Z radius in the mirrorshops of lower earth.
This creature doesn't heal naturally and must be repaired.
Temple mecha mk 1b have a built in Shoulder-mounted light cannon along with the basic kick.
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.