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Page: Index - 1 - 3 - 7

 

 
 
Crawler
Armor: 3
Damage: 4
 
A crawler will land safely on any terrain (even in water).  At the end of each round, crawlers take turns (in the order they were launched) moving forwards a short distance, and if they run into an enemy cord or unit (except for bridges, which they'll pass over harmlessly), they detonate, causing 4 damage to any unit caught in the large blast (their blast radius is slightly larger than the explosion looks).  If a crawler lands on a cord or unit then it will detonate right away (like a bomb).  A disabled crawler can be destroyed safely, and if a crawler is disabled at the end of a round then it won't move for that round.
 

 
Virus
 
When a virus capsule impacts it explodes and infects any units close enough (it has a small blast radius) with a virus.  While a unit is infected with a virus it is disabled and visible to the virus' owner (so if it's an enemy virus then your opponents can see through the fog around your infected buildings).  After infecting a unit for a complete turn cycle a virus will travel along all cords from the infected unit and infect the units at the other ends of those cords, except that a virus won't go backwards along the cord that it came from to infect a unit a second time.  In this way a virus spreads through a base infecting every unit once (if it's not stopped).  When an enemy virus leaves a unit it will cause 1 damage, though it will never completely destroy a unit (so if a unit has only 1 armor or less remaining when a virus leaves it then no additional damage will be done).  A friendly virus won't cause any damage (though it will still spread and disable buildings).  When a virus infects an already-infected unit, it destroys the virus that was there and mutates into a new virus, spreading everywhere all over again.
 
 

 

 

 
 
Energy Collector
Armor: 5
 
An energy collector placed on an energy pool will draw 3 energy per round.  If placed on regular terrain an energy collector will provide only 1 energy per round.  When an energy collector is destroyed it causes the most violent explosion in the game, completely destroying any unit within its large blast radius.  A disabled energy collector may be destroyed safely.  If an energy collector is disabled at the end of a round it will provide no energy for the next round.
 

 
Shield Generator
Armor: 3
 
Any unit that strikes an enemy shield is vaporized harmlessly.  Crawlers, however, can safely pass underneath shields, and EMPs that detonate near the edges of shields can disable them.
 
 

 

 

 
 
Offensive Hub
Armor: 3
 
An offensive hub can only launch offensive weapons (bombs, cluster bombs, guided missiles, EMPs, spikes, crawlers, and viruses), but it can launch them with nearly twice the power of regular hubs.
 

 
Hub
Armor: 5
 
The hub is main unit in MoonBase Commander, used to launch all other units.  When a hub is destroyed all units launched from the hub that are attached via cords are also destroy in a chain reaction.  A player is eliminated when their original hub is destroyed.  A disabled hub can't launch.
 
 

 

 

 

 

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