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Guided Missile
Max damage: 3
At
the highest point of its flight a guided missile will start
scanning for enemy units in front of it. If it finds enemy
units within its scanning range it'll lock on to the nearest one
and engage its rockets to guide itself towards its target. Once the rockets engage guided missiles move
quickly, but they're not very maneuverable, so unless
they're aimed straight at their target they may overshoot and
have to circle around, sometimes running into
hills (or even the ground) in the process. They have a
small blast radius that will do partial damage to units close
enough to their explosion.
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EMP
Max damage: 2
When
an EMP impacts the ground or a unit it disables every unit within its blast radius
for a turn cycle. An EMP will also cause up to 2 damage to
any unit it lands on directly. If an EMP lands on and
kills a damaged energy collector or crawler it will
disable the unit before killing it (so it won't go off
with a big bang). An EMP's blast radius
is slightly larger than a shield's radius (so EMP's can disable
shields).
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Power Spike
Max damage: 3x2
When
a spike hits a cord it sends a power surge along the cord in
both directions, causing up to 3 damage to the units at each end of
the cord (the farther the spike travels to reach a unit, the
less damage it'll do to that unit). If a spike hits a unit
directly it will cause 3 damage to that unit and send a power
surge along the cord connecting to its parent hub.
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Reclaim
Max damage: 3 or 5
When a reclaim hits a unit it converts the unit's armor into
energy (which gets banked for you to use next round). Any
unit destroyed by a reclaim will vanish harmlessly. Used
on your own units a single reclaim can convert up to 5 armor
(allowing you to reclaim any of your own units with a single
reclaim). Against enemy units (or one of your own units infected by an enemy virus), however, a reclaim can only
convert 3 armor.
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Spy
Balloon
Armor: 1
Spy balloons, like towers, allow you to see through the fog
around them. Unlike towers, though, balloons float freely in
the air with no cord attaching them to a hub and are very
difficult to hit with anything but missiles.
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Proximity Mine
Armor: 3
Damage: 3
At the height of their flight proximity mines will split
apart into three in the same manner as cluster bombs. If a
mine lands safely on flat terrain it becomes active,
otherwise (if it lands on another unit or a cliff) it
explodes harmlessly. If anything moves within an
active proximity mine's small detection radius then the
mine will destruct and cause 3 damage to all nearby
units (the blast radius being slightly larger than its
detection radius). Disabled mines will not
self-destruct and can be destroyed safely.
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