SnailKing's forum posts
WTF This site doesn't allow f*cking HTML so I couldn't put all the races here right away, now I HAVE TO GO IN erase all of the f*in HTML and then post it here, so don't give me that **** ok? No offense, just after all of my years of game modding I don't want to have to see negative comments about work that took me 3 days to complete.
Ground Units:
GEARS:
Cost: 100-250 R1, 35-180 R2
Cost Increment:
Description: GEARS are heavy infantry units that can easily use team combat to their advantage. The x# is how many units are in each squad.
Abilities: Chainsaw Bayonet, Head Shot, Revolver, Frag Grenades
Sub-units:
-Light Infantry (x3)
Cost: 100 R1, 35 R2
Cost Increment:
Description: Light Infantry are the general GEAR trooper, they carry heavy weaponry and light armor to enhance speed.
Abilities: Chainsaw Bayonet, Revolver
-Sniper (x1)
Cost: 100 R1, 50 R2
Cost Increment:
Description: Snipers are master-marksmen, equipped with steer-accuracy pulse rifles that auto-prepare them for even the most well-armored soldier.
Abilities: Head Shot, Revolver
-Veteran (x3)
Cost: 250 R1, 50 R2
Cost Increment:
Description: Veteran GEARS are the most disciplined and well-known soldiers. They are experts in every fashion, and can easily turn the tides of battle.
Abilities: Chainsaw Bayonet, Revolver
-Grenadier (x3)
Cost: 100 R1, 100 R2
Cost Increment:
Description: Grenadiers are equipped with heavy explosives and a shotgun. They're guaranteed to pack a heavy punch.
Abilities: Revolver, Frag Grenade
-Hammer Infantry (x1)
Cost: 200 R1, 180 R2
Cost Increment:
Description: Armed with the hammer of dawn, Hammer Infantry have the most powerful weapon known to man. Because of the heavy weaponry, the Hammer Infantry are forced to wear lighter armor to allow them to move quickly and take cover normally.
Officer:
Cost: 120 R1, 50 R2
Cost Increment:
Description: Officers are support infantry, armed with a Snub Pistol and a Revolver. They can also call in Raven Strikes at a targeted location.
Abilities: Raven Strike, Revolver
APC:
Cost: 250 R1, 130 R2
Cost Increment:
Description: These APCs (Armored Personnel Carriers) are equipped with a small gun nest and can carry troops from and to battle.
Abilities: Overheat, Transport
Air Units:
Assault Raven:
Cost: 190 R1, 100 R2
Cost Increment:
Description: Assault Ravens are heavy flying assault vehicles or choppers. They have a Gun Nest inside in which they can pick off enemy infantry for safe passages.
Transport Raven:
Cost: 170 R1, 90 R2
Cost Increment:
Description: Transport Ravens can carry up to eight soldier to and from battle.
Command Raven:
Cost: 140 R1, 80 R2
Cost Increment:
Description: Command Ravens are used to scout out enemy bases and can strengthen radio signals in a nearby area.
Raven:
Cost: 190 R1, 100 R2
Cost Increment:
Description: These Standard Ravens can be filled with COG troops that can fire out of the sides for cover, and can have combo bonuses for extra damage and special abilities.
Abilities: Head Shot, Revolver, Frag Grenade, Garrison
Jack Robotic Engineer:
Cost: 50 R1, 0 R2
Cost Increment:
Description: These Jack Robot Engineers (Jack of all trades bot) can repair building prepared at and from the COG Command Center.
Upgrades:
Advanced Infantry Weaponry
Number of Research (NoR):
Cost: 90 R1, 0 R2
Cost Increment:
Description: Increases the attack damage of all infantry units.
Advanced Raven Weaponry
Number of Research (NoR):
Cost: 120 R1, 0 R2
Cost Increment:
Description: Increases the attack damage of all Raven models.
Advanced Infantry Armor
Number of Research (NoR):
Cost: 80 R1, 0 R2
Cost Increment:
Description: Improves the armor and increases the health points of all infantry units.
Advanced Raven Armor
Number of Research (NoR):
Cost: 110 R1, 0 R2
Cost Increment:
Description: Improves the armor and increases the health points of all Raven models.
Advanced Movement Mechanics
Number of Research (NoR):
Cost: 130 R1, 0 R2
Cost Increment:
Description: Increases the speed of all vehicles.
Advanced Unit Production
Number of Research (NoR):
Cost: 110 R1, 0 R2
Cost Increment:
Description: Decreases production times for all units.
Advanced Building Techniques
Number of Research (NoR):
Cost: 120 R1, 0 R2
Cost Increment:
Description: Increases the armor, and health points of all buildings. Also decreases their production times.
Advanced Building Defenses
Number of Research (NoR):
Cost: 95 R1, 0 R2
Cost Increment:
Description: Increases the attack damage of all defensive structures.
Buildings:
COG Command Center:
Cost: 500 R1, 300 R2
Cost Increment:
Description: These behemoths are the base of command for the COG, it comes with several operational Gun Nests for protection, as well as a large granite floor to avoid an inner Emergence Hole invasion.
Abilities: Produce Unit, Overheat x4, Research Upgrade
Sub-abilities:-Produce JACK engineering robot
-Overheat (cannon 1)
-Overheat (cannon 2)
-Overheat (cannon 3)
-Overheat (cannon 4)
-Research Advanced Unit Production
-Research Advanced Building Techniques
-Research Advanced Building Defenses
Barracks:
Cost: 130 R1, 0 R2
Cost Increment:
Description: The Barracks trains all COG infantry units, and researches upgrades to enhance their combat ability.
Abilities: Produce Unit
Sub-abilities:
-Produce Light Infantry
-Produce Sniper
-Produce Veteran
-Produce Grenadier
-Produce Hammer Infantry
-Produce Officer
Factory:
Cost: 90 R1, 20 R2
Cost Increment:
Description: These factories produce Buggies which are heavy anti-infantry vehicles, they also research powerful upgrades that can enhance the strength and combat effectiveness of vehicles and structures.
Abilities: Produce Unit, Research Upgrades
Sub-abilities:
-Produce Buggy
-Research Advanced Movement Mechanics
Heliport:
Cost: 200 R1, 0 R2
Cost Increment:
Description: Heliports produce heavily armed flying machines.
Abilities: Produce Unit, Research Upgrades
Sub-abilities:
-Produce Raven
-Produce Assault Raven
-Produce Transport Raven
-Produce Command Raven
-Research Advanced Raven Weaponry
-Research Advanced Raven Armor
Gun Nest:
Cost: 100 R1, 0 R2
Cost Increment:
Description: Gun Nests are heavy anti-infantry and anti-air cannons.
Mine:(All races have this unit)
Cost: 90 R1, 0 R2
Cost Increment:
Description: Mines can be built on Imulsion deposits so that the resources within may be harvested.
Super Weapons:
Particle Beam
Cost: 500 R1, 500 R2
Cost Increment: 100 R1, 100 R2
Cooldown: 360 (6 minutes)
Description: Once fired from the Particle Cannon, the Particle cannon has more power then a nuclear bomb. Destroys anything in a circular movement around the targeted location.
Log in to comment