Mechanics

Mechanics as enemy
Mechnics are humanoid species, dressed in teal armor and armed with Laser Rifles. They are former Genesis colonists that went rogue and started to harass other Mothership in sector.

Location
Mechanics can be found througout the Alpha sector on planets, beamed via Tractor Beam with resources from debris fields or spawn in Hangar after Harevester return from expedition. They also will attack player's Mothership if their ship on the same tile.

In space
If Mechanics ship is on a tile next to your ship, they will hyperjump to player's location. After they on the same tile as player's Mothership, they will attack immediately. If Mothership has no shields, they will board it at once. However, if Mothership has shields they will attack them first. As other pirates, they can not deal direct damage to player's ship modules from space.

On board
If there is no shields or they are down, a small group of 3-5 mechanics will beam to mothership at random location. They will attend their teleportation with radio message, showing where are they heading.

They will attack any crew members, power nodes and robots in sight.

After certain amount of enemy units will be defeated, Mechanics ship will retreat. Until then, they will attack Mothership about every 1-2 minutes and beam down their troops.

Damage
Mechanics fire one round with high precision about every 10-15 seconds (depends on situation), dealing about 40 points of damage. Which makes them powerful and dangerous enemies.

Drop
After death Mechanic may drop following items:


 * Biomass
 * Energy cell (for energy weapon)
 * Laser Rifle weapon sample
 * Human DNA sample

Infestation
Unlike other aliens, Mechanics will not infestate Mothership with their eggs. They are humans, after all.

Mechanics as Corporation
Mechanics can be choosen as corporation at the beginning of the game. A well stuffed rogue commander vessel.

Modules: 22

Resources: 51

Crew: 7

Artefacts: 6

Unlock requirement: Killed 100 Mechanic intruders on your ship in one round.

Starting Equipment

 * Modules: 22
 * Access
 * Alien Research
 * Biotank (big)
 * Clone Lab I
 * Corridor
 * Decontamination B
 * Deposit
 * Greenhouse
 * Hangar
 * Hyperdrive
 * Lounge
 * Quarters
 * Reactor
 * Refinery
 * Respawn Chamber
 * Security Gate
 * Shield
 * Storage
 * Tractor Beam
 * Turbolift
 * Workshop I
 * Workshop II
 * Resources: 51
 * 36 Framework
 * 10 Cable
 * 5 Panel
 * Crew: 6+1
 * Artefacts: 6
 * Weapons: 2
 * Laser Pistol I
 * Energy Rifle I (Crew Weapon)
 * Turrets: 3
 * Energy Barriers: 3
 * Energy Cells: 8