Predesigned Units

[ Colony Pod ] [ Former ] [ Probe Team ] [ Scout Patrol ] [ Sea Former ] [ Supply Crawler ] [ Transport Foil ] [ Unity Foil ] [ Unity Rover ] [ Unity Scout Chopper ]


Colony Pod
Prerequisite : None
Colony Pod
Chassis : As Infantry Primary Purpose : Colonization
Equipment : Colony Pod Armor : 1
Move : 1 (Land) Cost : 30

A Colony Pod represents the manpower and resources necessary to build a new base.

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Former
 
Prerequisite : Centauri Ecology
Former
Chassis : Infantry Primary Purpose : Terraforming
Equipment : Former Armor : 1
Move : 1 (Land) Cost : 20

Your Terraforming Engineers ("Formers") are crucial to your expedition's survival. Formers can plant forests and farms; build roads, mines and solar collectors, construct thermal borholes and even raise up or lower entire mountians.

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Probe Team
 
Prerequisite : Planetary Networks
Probe Team
Chassis : Speeder Primary Purpose : Information on Warfare
Equipment : Probe Team Armor : 1
Move : 2 (Land) Cost : 30

Probe Teams can infiltrate and subvert enemy bases and units. They can also steal enemy research information, sabotage base facilities, assassinate key enemy personnel, and conduct genetic warfare.

Move a Probe Team up to an enemy base or unit to engage its powers.

Probe Teams may:

Infiltrate Datalinks
The Probe Team hacks into the faction's Datalinks. This greatly inceases your intellegence data about that faction, including access to their report readouts, and even individual base readouts.
Steal Technology
Just what it says. You grab the other faction's research technology. You may try for a specific technology, or grab one at random. Attempts to steal Specific technology are much more difficult and could result in capture and loss of the Team, or worse a Vendetta against your faction.
Sabatage Base
You can either destroy an existing facility, wreck Planet Buster silos, or wipe out all minerals accrued towards that base's current build orders. You may target a specific facility, or destroy something at random. Attempts to sabotage a specific facility are much more difficult. You cannot sabotage a faction's HQ or Secret Projects. Peremeter Defenses and Tachyon Fields are extremely difficult to target.
Mind Control
Mind control is an attempt to subvert a base or unit of a rival faction and bring it under your control.
 
The attractive aspect to unit mind control is that it's one of the few probe activities that don't need to be carried out from inside an enemy base - your Probe Team can lurk in the wilderness or near your territorial borders and swoop down to grab any unit that gets too close. Only single units may be targeted by Probe Teams. Multiple units in a square are invulnerable to mind control.
 
The Total Thought Control option is a variant of mind control that takes control of a base or unit , without causing any damage to your reputation with the other factions. It costs the same as normal mind control, but has a lower chance of success.
The cost of a mind control operation against a base depends on a number of factors, including the base's size, the enemy's energy reserves, facilities and special operations in a base, and whether or not drone riots are occurring.
 
A Probe Team cannot take control of a base containing a faction's headquaters.
Increase Drone Activity
This operation changes one Worker or Talent in the enemy base into a Drone. This is a useful preliminary operation to a mind control attempt, since a base embrioled in Drone riots is significantly easier and less expensive to mind control.
Drain Energy Reserves
This ambitious operation attempts to divert a portion of the faction's energy reserves into your accounts. The more reserves the faction has, the more you stand to gain.
Genetic Warfare
This is considered a severe atrocity. A successful genetic warfare operation decreases the population of the base by a full 50%, instantaneously. Units inside the base also lose strength to the virus.

Probe Teams can also defend your bases against their enemy counterparts. If a Probe Team is present in a square when an enemy Probe Team tries to enter, a combat is resolved between them. The Probe Team with the highest morale level usually wins.

Probe Teams often receive morale increases when they complete missions successfully. The higher a Probe Team's morale level, the more likely it is to survive increasingly more complex missions.

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Scout Patrol
 
Prerequisite : None
Scout Patrol
Chassis : Infantry Primary Purpose : Reconnaissance
Weapon : 1 (Hand Weapon) Armor : 1
Move : 1 (Land) Cost : 10

A Scout Patrol can be used to explore the unknown regions of Planet. It can also be used to guard bases from attack by enemies and Mind Worms , though it is not as powerful as latter military units which can be developed.

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Sea Former
 
Prerequisite : Centauri Ecology
Sea Former
Chassis : Foil Primary Purpose : Terraforming
Equipment : Former Armor : 1 (Scout)
Move : 1 (Sea) Cost : 20

Sea Formers, like their land-bound cousins, are used to improve and reshape Planet. Sea Formers can plant Kelp Farms, build Mining Platforms and construct Tidal Harnesses.

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Supply Crawler
 
Prerequisite : Industrial Automation
Supply Crawler
Chassis : Infantry Primary Purpose : Supply Convoy
Equipment : Supply Transport Armor : 1 (Scout)
Move : 1 (Land) Cost : 30

Supply Crawlers are useful for transporting resources. Supply Crawlers may:

  1. Produce nutrients, minerals or energy from any square on the map and send (convoy) the resources to its home base.
  2. Disband themselves in a friendly base to yield their full mineral value towards the constuction of a Secret Project or unit prototype.

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Transport Foil
Carrying Capacity : 2
Prerequisite : Doctrine : Flexibility
Transport Foil
Chassis : Foil Primary Purpose : Naval Tansport
Equipment : Troop Transport Armor : 1 (Scout)
Move : 4 (Sea) Cost : 30

Transport Foils are a useful early means of transportation between continents and oceans. Land units can be loaded onto Transport Foils and moved by sea.

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Unity Foil
 Carrying Capacity : 1
Prerequisite : None
Unity Foil
Chassis : Foil Primary Purpose : Naval Tansport
Equipment : Troop Transport Armor : 1 (Scout)
Move : 4 (Sea) Cost : 30

Small, prefab foils were stored aboard the U.N.S. Unity, ready for use exploring Planet's seas.

Unity Foils can not be constructed, they can only be found in Unity pods.

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Unity Rover
 
Prerequisite : None
Unity Rover
Chassis : Speeder Primary Purpose : Reconnaissance
Weapon : 1 (Gun) Armor : 1 (Scout)
Move : 2 (Land) Cost : 20

The U.N.S. Unity was stocked with many of these lightly armored rovers, intended for use in exploring Planet's landmasses.

Unity Rovers can not be constructed, they can only be found in Unity pods.

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Unity Scout Chopper
 Range from base (turns): 1
Prerequisite : None
Unity Scout Chopper
Chassis : `Copter Primary Purpose : Air Superiority
Weapon : 1 (Gun) Armor : 1 (Scout)
Move : 8 (Air) Cost : 30

A few of these extremely handy Choppers were stored aboard the U.N.S. Unity. Although lightly armed and with limited fuel range, Unity Choppers are invaluable scouts and explorers.

Unity Scout Choppers can not be constructed, they can only be found in Unity pods. Unity Scout Choppers are never discovered prior to your faction's discovery of the Synthetic Fossil Fuels technology.

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