Turn One: Miniturn Two
Primary objectives:
Repair the Perimeter defenses(0/4) (500)
Kill all zombies inside the city.(1000)
Secondary objectives:
Rescue the engineer squads (0/4)(Engineers will help you by repairing the perimeter turrets)
Bonus objectives:
Rescue all citizens (10 per citizen)
Repair the perimeter wall (Equipement)
Don't let a single zombie past (1000)
0/2 Players
Primary objectives:
Kill all zombies inside the city.(2500)
Bonus objectives:
Rescue all citizens (10 per citizen)
Don't let a single civilian die (Equipment)
0/2 Players
Primary objectives:
Rescue all citizens (10 per citizen)
Secundairy objectives:
Kill
? ( Several strange biosigns have been observed amidst the horde. The scientist would like you to kill one of them) ( Research bonus: +50)
Bonus objectives:
Gather and ship the remaining mineral containers.(100 minerals or 500 cash per container. Overstacking storage facilities is allowed)
0/2 Players
Mission 1:
Units:Fortis
Verticopter One (30/30hp, 8/10 fuel)
Verticopter Two(30/30 hp, 8/10 fuel)
Locus mecha squad *5(8/8 health)
Razorback(50 health 13/15 fuel )
Issuing new directives
Locus squad 1: Relocate from V8 to V9. Board Verticopter 1.
Locus squad 2: Relocate from U12 to U10. Board Verticopter 1
Locus squad 3: Relocate from V12 to V10. Board Verticopter 1
Direct Engineer located at V8 to board Verticopter 1
Verticopter 1: relocate from U9 to K12
Locus squad 4: descend to ground level, relocate to O17
Locus squad 5: Relocate to N17
Locus squads 4,5: Target post-organic entities at O21
Error:There's a wall in the way.Locus squad 5: Descend to ground level.
Razorback: Relocate from P12 to K14.
Razorback: Target post organic entities at D15
All zeds eliminatedUnits: Evilmahardja
M-51(20/20 hp 9/10 fuel)
M-53(20/20 hp, 8/10 fuel)
M-54(20/20 hp 7/10 fuel, 25/25 capacity)
Ironclaw (10 hp)
Ironclaw(10 hp)
Redfang alpha(15 hp)
Redfang beta(15 hp)
Orders:
"This is Noskovr to Ironclaw, all units direct fire to E15, lets kill these bastards."
E15 cleared, firing at D15. 6 Zeds elimanted."This is Redfang Alpha, taking out the last target at K6, and moves toward the perimeter, engineers, follow us for escort."
Target eliminated"This is Redfang Bravo, killing the last hostiles in the building, coordinates H18. All Engineers, move to the perimeter for repairs."
Done Locust M-54 Get back into position and pick up the last 25 survivors. Done
Locust M-52 Return to base with the survivors, do not return to the mission afterwards.
Back at the base, Vladimir orders the civilian personnel to examine the newcoming survivors for any infection bites. The clean survivors will begin digging a moat around the perimeter.
No getting free workforce.This is HQ for whoever is working at the breach. Are you still alive down there? Our scans show that the streets are swarming with Zeds.
Mission 2
Units: Doomblade
UFO One(20/20 hp 8/10 fuel 0/25) One turn till back
UFO two(20/20 hp 8/10 fuel 0/25) one turn till back
UFO three(20/20 hp, 8/10 fuel 0/25) One turn till back
UFO four(20/20 hp 9/10 fuel)
Greenmen *2 (10 hp)
Little Greenmen *2 (12 hp)
UFO 4: pick up Green Men, squad two, and move to rooftop at T23.
Green Men, second squad: deploy at T22 from UFO 4 and fire on the zed goup at S21.
4 Zombies downLittle Green Men: fall back to C4 and fire on the zed group at B7.
zombies eleminatedGreen Men, first squad: fall back to C4 and fire on the zed group at C8
2 zeds down.UFO 1-3: once fully loaded with survivors, return to base and check again for infection. Have the Green Men back at base guarding. Done
Units: Donut
Rofl-1(20/20 hp 9/10 fuel 25/25)
ROfl-2(20/20 hp 9/10 fuel 25/25)
ROFl-3(20/20 hp, 9/10 fuel 20/25)
ROFL-4(20/20 hp 9/10 fuel 25/25)
Swiftfoot Agents(20 hp)
Hardfoot Agents(30 hp)
Roflcopters 1-2 should help citizens at M25 and 3 should take the 20 civs at F2. And finally, no4 go to the 105 at Q2.
Hardfoot go to the zed at O9 and spray their faces off.
Quickfoot go to N9 and kill zed there.
9 Zeds eliminatedEDIT: Quickfoot should also carry a specimen back to the roflcopter helping civs at Q2 for autopsy.
Helicopter personnel informs you that they areto avoid contact with both living and dead Zeds
Mission 3
Units: Adwarf
APC 1 (hp:40 fuel: 14/15)
APC 2 (hp:40 fuel: 14/15. 20/20)
APC 3 (hp:40 fuel: 13/15. 0/20)
Black raven specs ops
Black raven sniper squad
Deployment:
Sniper Squad (M7, Third Floor)(
Normally your are supposed to arrive from the edge of the map, but wathever.)
Spec Ops Squad (K13, Second Floor)
APC 1 (L12)
APC 2 (L14)
APC 3 (D16)
Orders:
Spec Ops Squad cover the APCs below
Orders understood,firing. 4 Zeds killed.APC 1 continue keep Zeds at bay
Understood, firing.4 Zeds down.APC 2 begin loading mineral crates, and moving those out
Copied sir.
Note: the 4 crates shown on the map count as a single crateSniper Squad finish destroying closest zed forces (Dead Silent)
2 Zeds down.APC 3 Begin evacuating civies, capacity is loaded take them to the escape point
Moving on. we'll be back at the start if the next turn.Units: Ghazkull
APC 1 (hp:40 fuel: 13/15 0/20) (1 turn travel left) Now at base
APC 2 (hp:40 fuel: 13/15 0/20) (1 turn travel left )
APC 3 (hp:40 fuel: 13/15 0/20) (1 turn travel left)
Crow Guard Infantry Epsilon "Grunt" Batch
Crow Guard Heavy Infantry Zeta "Vanguard" Batch (1 st floor)
Grunt Squad moves to Adwarfs Sniper squad into the second floor and defends them against Zombies coming in too close,
Movespeed=3. On our way,sir. One zed encountered and killed sir.Vanguard Squad moves into the first floor of the Mining Facility and defends it against incoming Zeds.
Done sirAPC's continue evacuation
On our way sir.This is command. The strange biosigns we're speaking about have arrived. Heavy zombie
Health: 50
Armor: 5
Speed: 4
Range: 1
Damage: 10
Abilities:
-Throw
Description:
A larger then normal zombie.Extremely muscled and has been mentioned to lift and throw heavy weights.
Adwarf ( The black ravens)
20 civilians
Base Orders:
Build Perimeter (U 2 - U 10, and U 13 - U 25) (8 turns left)
Produce two Salcar Sentry Guns
Turrets build and awaiting pick up at base.Research:
Allocate when earned.
Possible buildings:
-Price: 1500
-Minerals required: 25
-Health:20
-Armor:4
-Size: 6
-Abilities: Storage: Expands mineral storage by 200 and fuel storage by 50.
-Buildtime: 5 miniturns (When time is not stated it is supposed to be 1 turn)
-Price: 50
-Minerals required: 1
-Health:10
-Armor:2
-Size: 1
-Abilities: Blocks movement
-
-Price: 2500
-Minerals required: 50
-Health: 20
-Armor: 5
-Size: 4 ( Hight 2)
-Abilities: Can train basic infantery units
-Price: 7500
-Minerals required: 250
-Health:100
-Armor: 10
-Size: 6 (Hight:2)
-Abilities: Increases supply flights by 1, unlocks an extra unit slot. Unlocks new buildings.
Ghazkull
60 civs
-Price: 1500
-Minerals required: 25
-Health:20
-Armor:4
-Size: 6
-Abilities: Storage: Expands mineral storage by 200 and fuel storage by 50
-Buildtime: 5 miniturns (When time is not stated it is supposed to be 1 turn)
-Price: 2500
-Minerals required: 35
-Health:30
-Armor:4
-Size: 6( hight 2)
-Abilities: Storage: Expands mineral storage by 200 and fuel storage by 50
-Price: 50
-Minerals required: 1
-Health:10
-Armor:2
-Size: 1
-Abilities: Blocks movement
-
-Price: 2500
-Minerals required: 50
-Health: 20
-Armor: 5
-Size: 4 ( Hight 2)
-Abilities: Can train basic infantery units
-Price: 7500
-Minerals required: 250
-Health:100
-Armor: 10
-Size: 6 (Hight:2)
-Abilities: Increases supply flights by 1, unlocks an extra unit slot. Unlocks new buildings.
Doom blade: The green men:
Build perimiter fence at coordinates I1, J1, and K1. 8 miniturns left
75 survivors
-Price: 1500
-Minerals required: 25
-Health:20
-Armor:4
-Size: 6
-Abilities: Storage: Expands mineral storage by 200 and fuel storage by 50
-Buildtime: 5 miniturns (When time is not stated it is supposed to be 1 turn)
-Price: 50
-Minerals required: 1
-Health:10
-Armor:2
-Size: 1
-Abilities: Blocks movement
-
-Price: 2500
-Minerals required: 50
-Health: 20
-Armor: 5
-Size: 4 ( Hight 2)
-Abilities: Can train basic infantery units
-Price: 7500
-Minerals required: 250
-Health:100
-Armor: 10
-Size: 6 (Hight:2)
-Abilities: Increases supply flights by 1, unlocks an extra unit slot. Unlocks new buildings.
Evil Mahardja, The Spetnaz guards.
Building radar station. 2 miniturns left.
45 survivors
-Price: 1500
-Minerals required: 25
-Health:20
-Armor:4
-Size: 6
-Abilities: Storage: Expands mineral storage by 200 and fuel storage by 50
-Buildtime: 5 miniturns (When time is not stated it is supposed to be 1 turn)
-Price: 50
-Minerals required: 1
-Health:10
-Armor:2
-Size: 1
-Abilities: Blocks movement
-Price: 100
-Minerals required: 2
-Health:20
-Armor:4
-Size: 1 (Hight 2)
-Abilities: Blocks movement
Price: 1000
Minerals required: 20
Health: 30
Armor 5
Size 1(hight 2)
Abilities: Can be mounted with defense turrets.
-
-Price: 2500
-Minerals required: 50
-Health: 20
-Armor: 5
-Size: 4 ( Hight 2)
-Abilities: Can train basic infantery units
-Price: 7500
-Minerals required: 250
-Health:100
-Armor: 10
-Size: 6 (Hight:2)
-Abilities: Increases supply flights by 1, unlocks an extra unit slot. Unlocks new buildings.
Hephaestus Automated Security
-Price: 1500
-Minerals required: 25
-Health:20
-Armor:4
-Size: 6
-Abilities: Storage: Expands mineral storage by 200 and fuel storage by 50
-Buildtime: 5 miniturns (When time is not stated it is supposed to be 1 turn)
-Price: 150
-Minerals required: 2
-Health:10
-Armor:2
-Size: 1
-Abilities: Blocks movement
-
-Price: 2500
-Minerals required: 50
-Health: 20
-Armor: 5
-Size: 4 ( Hight 2)
-Abilities: Can train basic infantery units
-Price: 2500
-Minerals required: 50
-Health: 20
-Armor: 5
-Size: 4 ( Hight 2) (Part sea construcion)
-Abilities: Can train basic nautical units
-Price: 7500
-Minerals required: 250
-Health:100
-Armor: 10
-Size: 6 (Hight:2)
-Abilities: Increases supply flights by 1, unlocks an extra unit slot. Unlocks new buildings.
Donut
Swift ops.
Please supply coords for perimeter (Price is per perimeter tile)
Building mineshaft: 7 miniturns left.
-Price: 1500
-Minerals required: 25
-Health:20
-Armor:4
-Size: 6
-Abilities: Storage: Expands mineral storage by 200 and fuel storage by 50.
-Buildtime: 5 miniturns (When time is not stated it is supposed to be 1 turn)
-Price: 150
-Minerals required: 2
-Health:10
-Armor:2
-Size: 1
-Abilities: Blocks movement
-
-Price: 2500
-Minerals required: 50
-Health: 20
-Armor: 5
-Size: 4 ( Hight 2)
-Abilities: Can train basic infantery units
-Price: 7500
-Minerals required: 250
-Health:100
-Armor: 10
-Size: 6 (Hight:2)
-Abilities: Increases supply flights by 1, unlocks an extra unit slot. Unlocks new buildings.
-Name Mercenary Company: The Black Ravens
-Name PC: Alfred Nimar
-Funds: 3.800
-Research points: 32
-Base Smuggler's Nest
-Resources stored:34/100
- Fuel stored:50/50
-Hero unit:
Health:
Armor:
Speed:
Range:
Damage:
Abilities:
-
-
Description:
-Merc company units
Price: 4100-4300
Squads: 1
Units per squad: 5
Health: 10 (1000)
Armor: 2 (600)
Speed: 2 (400)
Range: 4 (400)
Damage: 3-6 (900)
Abilities:
- Stealth Infiltrate: This squad can use their advance stealth skills, and gear to go invisible and easily sneak past less trained guards and zeds.Practically Invisible untill you attack or come within 2 tiles of the Zed (1000)
Description: This squad of soldiers is highly trained unit made specifically to take out high priority targets, and such with complete stealth no matter their location.
Price: 6900
Squads: 1
Units per squad: 2
Health: 8(800)
Armor: (900)
Speed: 2(200)
Range: 15(1500)
Damage: 10(3000)
Abilities:
- Dead Silent: Can usually attack enemies silently, without alerting them to your presence, and such.(500)
Description:
Special structures:
-Price: 3000
-Minerals required:20
-Health:10
-Armor:2
-Range:4
-Damage:6-8
-Size:1
-Abilities: Combat deployable(3 turns), Dissassembly( 1 turn)
((AN Automated Sentry Gun of course, with twin .50 cal mini-guns))
-Price: 500
-Minerals required: 10
-Health: 2
-Armor:0
-Range:3(Detection)1( explosion)
-Damage: 3
-Size:1
-Abilities: Combat deployable, splash damage
Mines that, when they since the target, run at or after it and explode when close to them
Governement support units:
Units per squad: 3
Vehicles per suad: 1
Health: 40
Armor: 5
Fuel: 15/15
Speed: 5 (10 Campaign tiles per miniturn)
Range: 4
Damage: 2-10
Capacity: 0/20
Size:1
Description:
These Apc are much sturdier then helicopters, and are armed with a light machine gun. They de have a slightly lower carrying capacity and a much lower speed and are also unable to fly over buildings. Their offensive capabilities make up for this though.
]
-Name: Crow Guard
-Name: Karl-Heinz Crow aka Brother Alpha-Zero
-Funds: 100
-Research points: 1
-Base: Cargo Airport
-Minerals stored: 300/300
- Fuel stored: 150/150
Hero Units:
Health:
Armor:
Speed:
Range:
Damage:
Abilities:
-
-
Description:
Price: 8.900
Units per squad: 10 men per squad
Health: 20 hp (2000)
Armor: 5 (1500)
Speed: 3 (600)
Range: 3 (300)
Damage: 15-30 (Standard Issue Sub-Atomic Thermal Wave Emitter "Cleanser" ((Think Melter))) (4500)
Abilities:
-
Description: Standard Issue Brothers Of the Crow Guard. Grown in vast artificial wombs these soldiers were grown to fight and die. Since their early childhood they are trained and for this operation the were outfitted with special close quarters weaponry...
Price: 11.000
Units per squad: 10 men per squad
Health: 40 hp (4000)
Armor: 10 (3000)
Speed: 2 (400)
Range: 1 (100)
Damage: 15 (3000) (Tower-Shields and Monofilament-Axes)
Abilities:
- Thou shall not pass (THe Unit forms a Shield Wall, increasing its armor by +3 and forcing Zombie Hordes to attack them with priority before any other unit can be attacked or the Horde can move on..)(600)
Description: The Vanguard batch is usually used in unison with heavy weapons, however in their heavy power armors, each soldier turns into a bulwark to hold of the Zombies. As the Government is currently not putting much funding into their Mercenaries, these Crow Guard units are merely outfitted with Monofilament-Axes and Tower Shields
Special structures:
-Price: 500
-Minerals required: 50
-Health: 50
-Armor: 10
-Size: 4 (I assume this is a line)
-Abilities: Combat deployable (2 miniturns ), Can garrison units( garrisonned units gain +2 armor), non recoverable( You can't dig up and dissassmble a trench)
-Price: 2000
-Minerals required: 100
-Health: 20
-Armor: 4
-Healing cap: 0/5 hp ( +1 hp per turn. 1 Resource used per hp healed)
-Size: 4(Squares are easier to draw)
-Abilities: Combat Deployable (2 miniturns, needs to be build in the base before that), Medicinal Tent (replaces losses), Disassembly(1 miniturn)
Governement support units:
Units per squad: 3
Health: 40
Armor: 5
Fuel: 15/15
Speed: 5 (10 Campaign tiles per miniturn)
Range: 4
Damage: 2-10
Capacity: 0/20
Size:1
Description:
These Apc are much sturdier then helicopters, and are armed with a light machine gun. They de have a slightly lower carrying capacity and a much lower speed and are also unable to fly over buildings. Their offensive capabilities make up for this though.
-Name: The Green Men
-Leader Name: Nieren
-Funds: 150
=Research points: 19
-Base: Civilian Airport
-Resources stored:97/100
-Fuel stored:50/50
-Hero unit:
Health:20
Armor:2
Speed:3
Range:2 (shotgun), 5 (assault rifle)
Damage:4-6 (shotgun), 2-4 (assault rifle)
Abilities:
-Leadership: all nearby company troops gain +1 health and minimum damage when Nieren is commanding them.
Description: the leader and founder of the Green Men, Nieren started out in the army before moving to special forces, where he eventually left, disenchanted, and went on to found his own mercenary company, taking the name from old stories from Earth.
-Merc company units
Squads: 4
Price: 10880
Units per squad: 10
Health:10(1000)
Armor:1(300)
Speed:3(600)
Range:5(500)
Damage:2-4(400+400=800)
Abilities:
-Dig in: if one mini-turn is used before combat starts, the unit gains one armor, and can't move( Bonus continues untill they do). This can be combined with the portable fortifications, but the +1 armor is +1 min damage instead.
Description: A group of assault-rifle equipped mercenaries mounted on trucks (unarmed), with the occasional machinegunner for fire support. The base of the group.
Squads:2
Price: 8820 (not including abilities)
Units per squad:8
Health:12
Armor:2
Speed:4
Range:7
Damage:4-8
Abilities:
-Stealthy: have a hard time being noticed until they attack (1000) Practically Invisible untill you attack or come within 2 tiles of the Zed
-Sharpshooters: if one mini-turn is used to dig in before the unit begins firing, the unit gains +1 armor and range, but can't move ( whitout losing the bonus).
Description: The "problem solvers" of the group. They go in for situations where a smaller force is needed, and to support the green men. They use semi-automatic rifles. (Think of it as a cross between an assault rifle and a sniper rifle)
Special structures:
-Price: 750
-Minerals required: 50
-Health: 50
-Armor: 10
-Range: N/A
-Damage: N/A
-Size: 4
-Abilities: Combat deployable (4 miniturns), can garrrison units (+ defense), Prefabbed( Build at the base and then dropped out of the heli onto the battlefieldwhere it will assemble itself)
-Description: simple but effective metal fortifications to protect the troops from zeds while making killing them easier. Think of it as portable battlements made of spiked fencing.
-Price:
-Minerals required:
-Health:
-Armor:
-Range:
-Damage:
-Size:
-Abilities:(Examples: Combat deployable(=Not base only), specialist structure(Can train units), Moveable, ...
Governement support units:
Units per squad: 4
Health: 20 hp
Armor: 4
Fuel: 10/10
Speed: 15,(20 Main map tiles per miniturn)
Capacity: 0/25
Size:2 (Needs 2 tiles to land)
Description:
These large helicopters were originally used to carry soldiers towards the front lines. They are very fast and have a large carrying capacity, at the expense of their combat abilities, which are non-existent. Their light armor serves only to give them time to retreat. Their fuel capacity is only mediocre.
The Spetsnaz Guards
-Name ”Papa Bear” Vladimir Baikov
-Funds: 1.000
-Research points: 33 (Current project moat: 0/50)
-Base: Military airport
-Resources stored: 80/100
Fuel stored: 48/50
”Papa Bear” Vladimir Baikov
Health: 20 (2000)
Armor: 0
Speed: 4 (800)
Range: 10 (1000)
Damage: 0-10 (1000)
Abilities:
Combat engineer: Able to construct buildings both at the base and at the field at a faster rate.
Intelligent: Able to learn new (non combat) abilities at a faster rate.
Description: Leader of the Spetsnaz guards. A group of former soldiers who before the attack hit served in the alliance military. But because of their ineffective way of handling the disaster. Some of the personal decided to create The Spetsnaz guards, dedicated to protect civilians at all cost. The name is a reference to the old Russian elite force.
Vladimir himself, a man enchanted with cybernetics. He is not a soldier, although he has some sniper capabilities he is not used to the horrors of war.
The Spetsnaz Guards
Price: 7200
Amount of squads: 2 (3200)
Soldiers per squad: 4
Health: 10 (1000)
Armor: 0 (0)
Speed: 1 (200)
Range: 10 (1000)
Damage: 4-10 (1800) (I removed the close combat penalty, because it only complicates it and your unit is going to be zombie fodder anyway.(If left unprotected in mellee )
Abilities:
Suppresive fire: Because of the high firerate of the machineguns, the Ironclaw gets a damage bonus against large stacks of units without cover. (+1 to unit stacks of more then 10)
Need to deploy: The large machineguns takes a while to deploy, and the unit therefore gets a penelty in damage for a small period of time. (-1 damage if moving and firing in the same turn)
-
Description: A heavy infantry support unit armed with middle to long range weapons. Its role is to support advancing troops with a steady and very deadly combination of machine and sniper weapons. Its drawbacks is, that because of its heavy weapons, it is very slow and dies quite quickly in close combat.
Price: 10 800
Amount of squads: 2 (4 800)
Soldiers/vehicles per squad: 5
Health: 15 (1500)
Armor: 5 (1500)
Speed: 5 (1000)
Range: 2 (200)
Damage: 0-15 (1500)
Abilities:
Close combat trained: Gets a damage and Armor bonus against enemies on tiles adjoined to the unit.+1 dam,+1 armor(300)
-
Description: These units became feared after the zombies started to gain ground. They are closecombat fighters. Armed with shotguns and assaultrifles they make short work of any enemies that come into range. Due to the new enemy the Red fangs have comes to empathise melee combat more and more. Every soldier therefore have advanced close combat training.
Special structures
-Price: 5000
-Minerals required: 100
-Health: 40
-Armor: 5
-Size: 4
-Abilities: Able to train units. Can "upgrade" normal infantry to one of the stated elite units. Can also train normal civilians to normal infantry if needed. Of curse proper equipment is needed in both cases.
[end of spoiler]
[spoiler=Long range radar]
-Price: 1000
-Minerals required: 20
-Health: 10
-Armor:0
-Size: 2
-Abilities: Able to alert the base about large clusters of zeds. Although smaller groups are invisible. Is also able to pick up distresscalls from the outside.
Governement support units:
Amount of squads: 4
Vehicles per squad: 1
Health: 20 hp
Armor: 4
Fuel: 10/10
Speed: 15,(20 Main map tiles per miniturn)
Capacity: 0/25
Size:2 (Needs 2 tiles to land)
Description:
These large helicopters were originally used to carry soldiers towards the front lines. They are very fast and have a large carrying capacity, at the expense of their combat abilities, which are non-existent. Their light armor serves only to give them time to retreat. Their fuel capacity is only mediocre.
[/quote]
-Name: Hephaestus Automated Security
-Name PC: AI Command unit C1043-S ‘Arbiter’ (I see what you did there. )
-Color: Orange
-Research points: 27
-Funds: 400
-Base: Seaside Airport
-Resources stored: 100/100
- Fuel stored: 50/50
-Hero unit:
Health:20
Armor:4
Speed:2
Range:4
Damage: 4-8 (Heavy antipersonnel laser cannons)
Abilities:
-Data synergy: All allied units gain +1 range and +1 minimum damage.
-Power redirection: All vehicles and mechanized squads may gain +2 speed for a miniturn, at the expense of being unable to attack that turn. Useable 1 per 5 miniturns
Description: A hulking humanoid mech with a pair of heavy cannons built into its arms, and a transmitter array on one shoulder. The Executor is able to feed data to its subordinates, optimizing their targeting abilities, as well as fine tuning their power systems to allow for bursts of speed.
- Merc units
Price: 10000 (5 squads)
Soldiers per squad: 10
Health: 8
Armor: 0
Speed: 2
Range: 4
Damage: 0-4 (Antipersonnel laser rifle)
Abilities:
-Salvage: This squad can collect the remains of other mechanized squad or unit and transport it.
Description: Locus mechanized light infantry, or Locus Mechs as they’re better known as, form the bulk of Hephaestus’s forces. The skeletal looking mechs were designed to be cheaply made, intending to bring great numbers to bear on the battlefield. They are little more than fragile frameworks with a minimal AI and a standard issue laser rifle.
Price: 12000-20%(being a vehicle and therefore requiring fuel)=9.600
Amount of squads:1
Vehicles per squad: 1
Fuel: 15/15 (50 per extra fuel capacity)
Health: 50
Armor: 7
Speed: 5( Campaign map speed: 8 tiles(If you ever decide to evacuate with this thingy.))
Range: 7
Damage: 5-15 (Heavy ion particle cannon)
Abilities:
-Mobile bunker: One squad can ‘garrison’ this vehicle and benefit from its armor and speed.
Description: The Razorback follows the opposite logic than the Locus mechs. Rather than focusing on mass producing mechs, the Razorback was made to pack a punch, move quickly, and above all, take whatever punishment was directed it’s way. It was built to work with the Locus Mechs, though it can function as a shelter for any infantry unit.
Special structures:
-Price: 1000
-Minerals required: 100
-Health: 5
-Armor:0
-Range:20
-Damage: 0
-Size: 1 squares
-Abilities:
Combat deployable
Portable: Can be carried by a squad or vehicle with capacity.
Intel: When within range of this building, all friendly units receive line of sight vision of the area within the Tesla array, and ignores the effects of cover of enemies. They also can target hidden or stealthy enemies. (Not all hidden enemies will be spotted, and the cover bonus won't be entirely negated(afterall,you're shooting through a solid wall))
-Price:5000
-Minerals required: 250
-Health: 10
-Armor:2
-Range: 0
-Damage:0
-Size: 4 squares
-Abilities:
Base only
Reconstruction: When scrap, minerals, or a salvaged wrecked unit is brought here, Hephaestus may construct a Locus Mech squad.
Governement support units:
Amount of squads: 2
Vehicles per squad: 1
Health: 30 hp
Armor: 2
Fuel: 10/10
Speed: 10,(16 Main map tiles per miniturn)
Capacity: 0/60
Can carry vehicles
Size:4 (Needs 4 tiles to land(a square))
Description:
This verticopter was never intended to serve anywhere near the front, but was instead used in salvaging and repair operations. Each verticopter has a suprisingly large carrying capacity, at the expense of armor and compactness. They are your best bet if you want to be able to deploy lots of vehicles fast.
Merc Company Name: Swift Ops
PC Name: John Richards
Funds: 300
Research pioints:9
Base: Abandoned Mine (Waiting for that thing :3) You will get that one quite soon, possibly tomorrow, when I start the turns and such. Is it good if it's completly underground ?
-Resources stored: 100/100
-Fuel stored: 50/50
-Hero unit:
Health: 4
Armor:4
Speed:6
Range:4
Damage:7
Abilities:
-
-
Description: Being a quick person since childhood, John decided to make the "Quick Ops" task force when he heard about the zombies spreading quickly, and now he got the job, to kill the zombies. Once and for all. He has been waiting for this.
-Merc company units
Price: 8.500
Amount of squads: 1
Soldiers per squad: 50
Health: 20
Armor:7
Speed:9
Range:3
Damage:10
Abilities:
-Super swift: Each soldier has a 5% of dodging an attack. (I kinda don't like this one, since it would for instance require me to roll 50 rolls whenever you are hit by splash damage. So I'm going to siwtch it to a roll per squad.) (300)
Description: These incredibly quick soldiers are the backbone of the Swift Ops.
Price: 8.700
Amount of squads: 1
Soldiers/vehicles per squad: 30
Health: 30
Armor: 10
Speed: 3
Range: 3
Damage: 9
Abilities:
-Heavily armored: These units have learned how to take a good beating, and, if over 15 health, fatal attacks will simply send them down to 1 health.
Description: These heavily armored troops are made to crush.
Special structures:
-Price: 2500
-Minerals required:0
-Health:5
-Armor:1
-Range:0
-Damage:0
-Size: 3x3
-Abilities: Gives a little amount of resources (20) per turn. Considering your current resource cap is 100, a little is like 5 or so.
-Price: 2250
-Minerals required: 25
-Health: 10
-Armor: 5
-Range: 1
-Damage: 7
-Size: 5 (line)
-Abilities:
-Electrocution: When enemy comes near, they will be electrocuted if power is up.
Governement support units:
Amount of squads: 4
Vehicles per squad: 1
Health: 20 hp
Armor: 4
Fuel: 10/10
Speed: 15,(20 Main map tiles per miniturn)
Capacity: 0/25
Size:2 (Needs 2 tiles to land)
Description:
These large helicopters were originally used to carry soldiers towards the front lines. They are very fast and have a large carrying capacity, at the expense of their combat abilities, which are non-existent. Their light armor serves only to give them time to retreat. Their fuel capacity is only mediocre.