This
most basic weapon is able to destroy most units with a direct
hit. It has a small blast radius, so partial damage
may be done to units that are close to the explosion.
Cluster Bomb
Max damage: 1.5 (per bomblet)
A cluster bomb will split into three small bomblets at the height
of its flight. The center bomblet will continue to travel straight
while the other two bomblets will split off
to the left and right. Cluster bombs are
most often used to draw anti-air fire (as they can draw
three anti-air missiles at once).
Repair
Damage: -1
A
repair will restore 1 point of armor to any unit it hits (including
enemy units). A direct hit isn't required but it must land very
close (if multiple units are
close enough it'll only repair the closest one).
Anti-Air Missile Launcher
Armor: 3
An
anti-air will attempt to shoot down any enemy unit that comes
within its range. After an anti-air has fired it is disabled
for a turn cycle. Anti-air missiles are often not
quick enough to intercept projectiles that impact just within their of their
range (a fast low-flying missile can even
destroy an active anti-air). Any structure or crawler that
lands within an active anti-air's range will still be destroyed
by the anti-air's missile after landing. If a crawler or energy collector lands before
being intercepted then it'll explode with full force (while
anything intercepted in mid-air will explode harmlessly).
Bridge
Armor: 3
When launched onto water a bridge will deploy and
act like a small piece terrain, allowing units and cords to land
on it. A bridge may be destroyed like any other unit, and any cords or units on it will be destroy along with
it (as they'll drop into the water below).
Tower
Armor: 3
A
tower allows you to see through the fog around it.