Post by Bloodmancer on Mar 28, 2015 0:20:38 GMT
War Machines
Vak'rael Barge (10 days) (50 wood, 50 steel):
A large, well armored barge that can be called in quickly, and for a cheap price. They are well armored, and can transport up to 500 Troops or 5 Vehicles of typical tank size. They are fast and agile, allowing them to easily slide out of danger or get troops were they need to go. They can dock on enemy ships as well as land.
Stinger (20 days) (50 Wood, 50 Steel):
A small ship with average armoring. It has three cannons on the front which are outfitted to fire borborbs. They have to be reloaded after every shot. This ship is fats and agile due it's small size, but often has a harder time aiming.
Dashner Terrain Conqueror (30 days) (100 Pikminite):
A decent sized tank like vehicle with average armoring. This strange vehicle is capable of traversing land and water. It is a bit slower on water, though. It has a two cannons that fire piercing beams of energy at enemies. Requires beam ammo. Essentially ineffective against enemy troops.
Russ Leman Terrain Conqueror (30 days) (100 pikminite):
Almost exactly the same as the Dashner model, but has been designed with two gel throwers to make it an effective anti-infantry vehicle. The gel throwers can spread the deadly, acidic goop over hordes of enemy units. Not very effective against enemy vehicles/defenses.
Blade Fighter (10 days) (50 Aluminum, 10 Titanium):
A small and agile fighter with a long titanium blade. It has no armoring, but has no ranged weaponry. Conventional weapons, such as missiles, or AA guns ave hard time hitting these because they are so fast and agile. Alone, these things are practically be harmless, but in large groups, these things are death to any aircraft.
Ripper (200 Refined Crawmadine) (40 days):
A heavily armored ship with two graviton engines, which exert a powerful force on enemy air units, which will crush them in and pull them to the ground. Effective AA ship, but ineffective against other threats.
Bruiser (200 Refined Crawmadine) (50 days):
Heavily armored, log ranged battle ship. This bad-boy has five 16" guns, which can fire Plasmadic Hemorrhage bursts with quite a bit of range. Tends to be less effective in closer quarters.
Equipment
Combat knives:
Small knives that are easy to conceal and highly effective in hand to hand combat. They are light and easy to use as well, making them perfect weapons for melee troops.
Research
Borborbs (40 days) : A sophisticated and upgraded form of the bomb rocks, borborbs have a powerful blast and require no timer, exploding on impact. They look like orbs with bulborbs markings.
Beam Ammo (20 days):
Generic ammo for anything that uses beams. Beams easily penetrate targets, but have no area of effect damage. They are also very accurate.
Advanced Night Vision (30 days):
Allows troops to see very well in the dark.
Gel (30 days):
Effective anti-infantry ammo. Gel is very adhesive and can leak through cracks in armor and. It is also very corrosive and will eat away any organic matter or weak materials, with aluminum. anodite, and similar being the strongest possible.
Plasmadic Hemorrhage Burst ammo (50 days):
This ammo us designed for use in long ranged cannons. When this is fired, it appears as a bubble of plasma. When it hits, it creates a large explosion, and sends 3-4 bolts of plasmadic energy out in random directions, killing troops or damaging things.
Vak'rael Barge (10 days) (50 wood, 50 steel):
A large, well armored barge that can be called in quickly, and for a cheap price. They are well armored, and can transport up to 500 Troops or 5 Vehicles of typical tank size. They are fast and agile, allowing them to easily slide out of danger or get troops were they need to go. They can dock on enemy ships as well as land.
Stinger (20 days) (50 Wood, 50 Steel):
A small ship with average armoring. It has three cannons on the front which are outfitted to fire borborbs. They have to be reloaded after every shot. This ship is fats and agile due it's small size, but often has a harder time aiming.
Dashner Terrain Conqueror (30 days) (100 Pikminite):
A decent sized tank like vehicle with average armoring. This strange vehicle is capable of traversing land and water. It is a bit slower on water, though. It has a two cannons that fire piercing beams of energy at enemies. Requires beam ammo. Essentially ineffective against enemy troops.
Russ Leman Terrain Conqueror (30 days) (100 pikminite):
Almost exactly the same as the Dashner model, but has been designed with two gel throwers to make it an effective anti-infantry vehicle. The gel throwers can spread the deadly, acidic goop over hordes of enemy units. Not very effective against enemy vehicles/defenses.
Blade Fighter (10 days) (50 Aluminum, 10 Titanium):
A small and agile fighter with a long titanium blade. It has no armoring, but has no ranged weaponry. Conventional weapons, such as missiles, or AA guns ave hard time hitting these because they are so fast and agile. Alone, these things are practically be harmless, but in large groups, these things are death to any aircraft.
Ripper (200 Refined Crawmadine) (40 days):
A heavily armored ship with two graviton engines, which exert a powerful force on enemy air units, which will crush them in and pull them to the ground. Effective AA ship, but ineffective against other threats.
Bruiser (200 Refined Crawmadine) (50 days):
Heavily armored, log ranged battle ship. This bad-boy has five 16" guns, which can fire Plasmadic Hemorrhage bursts with quite a bit of range. Tends to be less effective in closer quarters.
Equipment
Combat knives:
Small knives that are easy to conceal and highly effective in hand to hand combat. They are light and easy to use as well, making them perfect weapons for melee troops.
Research
Borborbs (40 days) : A sophisticated and upgraded form of the bomb rocks, borborbs have a powerful blast and require no timer, exploding on impact. They look like orbs with bulborbs markings.
Beam Ammo (20 days):
Generic ammo for anything that uses beams. Beams easily penetrate targets, but have no area of effect damage. They are also very accurate.
Advanced Night Vision (30 days):
Allows troops to see very well in the dark.
Gel (30 days):
Effective anti-infantry ammo. Gel is very adhesive and can leak through cracks in armor and. It is also very corrosive and will eat away any organic matter or weak materials, with aluminum. anodite, and similar being the strongest possible.
Plasmadic Hemorrhage Burst ammo (50 days):
This ammo us designed for use in long ranged cannons. When this is fired, it appears as a bubble of plasma. When it hits, it creates a large explosion, and sends 3-4 bolts of plasmadic energy out in random directions, killing troops or damaging things.