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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.
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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.
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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.
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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.
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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.
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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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