Post by Bloodmancer on Oct 14, 2015 15:51:36 GMT
War Machines
Chimera Assault Vehicle (20 days, 50 units of fire-proof material):
The Chimera is the perfect vehicle to send up against most infantry. It can spray gallons of napalm over hordes of infantry from it's twin napalm throwers, which can swivel at 180 degrees each. Anything infantry that gets in it's way will be burned alive, water won't help, as napalm can't be put out with water. Troops with armor that isn't fire resistant will be boiled alive in their own armor. Not mention that this small tank like vehicle is light and fast, as it is about half the size of an ordinary tank, and has decent armor for something of this size.
Cobra Assault Vehicle (20 days, 100 unit of material):
A deadly anti-vehicle and defense unit. this tank has single cannon that fires anti-armor shells, meaning that anything with armor is going to take a hit. This vehicle is the same size as an ordinary tank, and has treads and all the typical tanks stuff, though it lacks a machine gun. It also has good armor and a decent speed.
Wyvern Hunter Assault Vehicle (30 days, 100 units of material):
Specialized tank that is about the same size as the Cobra assault vehicle. It's gun is much longer, and is pointed upwards, allowing it to launch LRIP shells at enemy aircraft.
Shrike Combat Vehicle (40 days, 200 units of flight-capable material):
A large Ariel combat vehicle that is highly effective against taking down enemy defenses. While somewhat slower than most aircraft, it is maneuverable, and can avoid slower weapons. It's offensive abilities consist of a single laser guided bomb-launcher. They are are highly effective against defenses.
Hydra Combat Vehicle (40 days, 150 units of fire resistant material):
This tank-sized vehicle is well armored, but slow due to it's weight. Luckily, it can easily wipe out battalions of encroaching infantry, It has two double-napalm throwers mounted left-right, making it one of the most effective anti-infantry vehicles available.
Tarantula Combat Vehicle (40 days, 250 units of steel):
A super-heavy vehicle that can cut through defenses and vehicles, it can hold its ground against just about any vehicle, but moves slowly due to it's ultra-thick armoring. Luckily, it's ability to latch onto steep and even vertical inclines, making it the ultimate defense buster.
Equipment:
Riot Shields(2 iron, 3 bulborbium each, 20 days/50):
Huge shields that are as tall as an ordinary pikmin. They have a bulborbium coating to resist typical infantry attacks, and any sort of bullets or blunt attacks, and a iron base as back up in case the bulborbium layer is dissolved. The perfect way to hold back ifnatry
Scorpion SMGs (1/2 Aluminum each, 20 days/100):
These SMGs make effective tools in the right hands. They are light, easy to use, and have a high fire rate. The only downside is the lowered accuracy, especially at longer ranges. These can easily hold back groups of enemy units relying on melee, and can cut down hordes of enemy troops if there are enough of them in battle.
Brown Recluse Grenade launchers (2 Aluminum each, 20 days/50):
Large weapons specially made for the strong Heavy assault troopers. These deadly weapons launch grenades at a high velocity, meaning they can be launched over walls and such. They also make some of the most effective anti-infantry weapons on the market, as a single grenade can blow away multiple units if it is shot correctly. And, remember, almost only counts if it's a grenade. Must be reloaded every two shots.
Shock Mauls (1/2 copper each, 10 day/100):
Small handheld weapons tat are between the size of an axe and a hatchet. They have a flat hammer like side in addition to the axe blade, and have a small generator inside so that they can generate an electrical. charge.
War Mount Helmets (2 iron, 3 bulborbium each, 20 days/50):
Large helmets that can be place on war mounts to protect their vulnerable, forward facing heads. They also have small horns that hep the maul enemies that get to close.
XL adder machine guns (10 Aluminum each, 2 days each):
These are as big as machine guns come. They can almost be classified as small cannons, rather than machine guns. They actually have two barrels, which can fire a dual stream of meat cutting bullets. If used correctly, they can also damage lightly armored vehicles. these are best used with an imperial support trooper around. While, the bulborbs can aim and fire these themselves, it's sloppy at best, Imperial support troopers can make these weapons much more effective on the battle field.
Viper Anti-Vehicle Cannons (10 aluminum, 2 days each):
Large cannons that can be mounted a War Mounts back. The shells they fire can bust through armor. They work best when used with Imperial support Troopers. They can only fire once before they need to be reloaded.
Hunter Artillery Cannons (10 Aluminum, 2 days each):
The heaviest of the War Mount weapons. A weapon like this uses sonar to help locate a target, and have enough power to fire from many pikmin-miles away. They must be reloaded after each fire, and take some time to locate a target.
Mongoose Sniper Rifles (2 Aluminum, 20 days/50):
A high powered sniper rifles with a high accuracy and penetration rate. They can punch through most infantry armor. They must be aimed carefully, and take some them to reload. Only soldiers of the highest caliber can use them.
Blood Reavers (30 Titanium and 20 days/50):
Razor sharp and honed to the finest of points, even a light touch form a blade like this is enough o draw blood. They rarely ever need to be sharpened on the battle field, And can cleanly cut through joints and thick flesh.
Light Recon Plates (1 Titanium, 20 days/50):
Light armor plating, made form one of the lightest and strongest materials available. Titanium. Armor like this is only made for soldiers who need to move quickly and quietly. Soldier that you will never see coming. Even if you do, this armor will make sure that you never even touch them.
Light Adder Machine Guns (2 Aluminum each, 20 days/50):
Smaller guns that can be carried into combat by support troopers. If needed, they can deploy these at strategic points to shift the odds in our favor. They take about 10 seconds to deploy, and about ten seconds to take down.
Upgrades/Research:
Night Vision Enhancement (30 days):
All troops can now preform much more effectively in the dark, as they can see much better.
Chimera Assault Vehicle (20 days, 50 units of fire-proof material):
The Chimera is the perfect vehicle to send up against most infantry. It can spray gallons of napalm over hordes of infantry from it's twin napalm throwers, which can swivel at 180 degrees each. Anything infantry that gets in it's way will be burned alive, water won't help, as napalm can't be put out with water. Troops with armor that isn't fire resistant will be boiled alive in their own armor. Not mention that this small tank like vehicle is light and fast, as it is about half the size of an ordinary tank, and has decent armor for something of this size.
Cobra Assault Vehicle (20 days, 100 unit of material):
A deadly anti-vehicle and defense unit. this tank has single cannon that fires anti-armor shells, meaning that anything with armor is going to take a hit. This vehicle is the same size as an ordinary tank, and has treads and all the typical tanks stuff, though it lacks a machine gun. It also has good armor and a decent speed.
Wyvern Hunter Assault Vehicle (30 days, 100 units of material):
Specialized tank that is about the same size as the Cobra assault vehicle. It's gun is much longer, and is pointed upwards, allowing it to launch LRIP shells at enemy aircraft.
Shrike Combat Vehicle (40 days, 200 units of flight-capable material):
A large Ariel combat vehicle that is highly effective against taking down enemy defenses. While somewhat slower than most aircraft, it is maneuverable, and can avoid slower weapons. It's offensive abilities consist of a single laser guided bomb-launcher. They are are highly effective against defenses.
Hydra Combat Vehicle (40 days, 150 units of fire resistant material):
This tank-sized vehicle is well armored, but slow due to it's weight. Luckily, it can easily wipe out battalions of encroaching infantry, It has two double-napalm throwers mounted left-right, making it one of the most effective anti-infantry vehicles available.
Tarantula Combat Vehicle (40 days, 250 units of steel):
A super-heavy vehicle that can cut through defenses and vehicles, it can hold its ground against just about any vehicle, but moves slowly due to it's ultra-thick armoring. Luckily, it's ability to latch onto steep and even vertical inclines, making it the ultimate defense buster.
Equipment:
Riot Shields(2 iron, 3 bulborbium each, 20 days/50):
Huge shields that are as tall as an ordinary pikmin. They have a bulborbium coating to resist typical infantry attacks, and any sort of bullets or blunt attacks, and a iron base as back up in case the bulborbium layer is dissolved. The perfect way to hold back ifnatry
Scorpion SMGs (1/2 Aluminum each, 20 days/100):
These SMGs make effective tools in the right hands. They are light, easy to use, and have a high fire rate. The only downside is the lowered accuracy, especially at longer ranges. These can easily hold back groups of enemy units relying on melee, and can cut down hordes of enemy troops if there are enough of them in battle.
Brown Recluse Grenade launchers (2 Aluminum each, 20 days/50):
Large weapons specially made for the strong Heavy assault troopers. These deadly weapons launch grenades at a high velocity, meaning they can be launched over walls and such. They also make some of the most effective anti-infantry weapons on the market, as a single grenade can blow away multiple units if it is shot correctly. And, remember, almost only counts if it's a grenade. Must be reloaded every two shots.
Shock Mauls (1/2 copper each, 10 day/100):
Small handheld weapons tat are between the size of an axe and a hatchet. They have a flat hammer like side in addition to the axe blade, and have a small generator inside so that they can generate an electrical. charge.
War Mount Helmets (2 iron, 3 bulborbium each, 20 days/50):
Large helmets that can be place on war mounts to protect their vulnerable, forward facing heads. They also have small horns that hep the maul enemies that get to close.
XL adder machine guns (10 Aluminum each, 2 days each):
These are as big as machine guns come. They can almost be classified as small cannons, rather than machine guns. They actually have two barrels, which can fire a dual stream of meat cutting bullets. If used correctly, they can also damage lightly armored vehicles. these are best used with an imperial support trooper around. While, the bulborbs can aim and fire these themselves, it's sloppy at best, Imperial support troopers can make these weapons much more effective on the battle field.
Viper Anti-Vehicle Cannons (10 aluminum, 2 days each):
Large cannons that can be mounted a War Mounts back. The shells they fire can bust through armor. They work best when used with Imperial support Troopers. They can only fire once before they need to be reloaded.
Hunter Artillery Cannons (10 Aluminum, 2 days each):
The heaviest of the War Mount weapons. A weapon like this uses sonar to help locate a target, and have enough power to fire from many pikmin-miles away. They must be reloaded after each fire, and take some time to locate a target.
Mongoose Sniper Rifles (2 Aluminum, 20 days/50):
A high powered sniper rifles with a high accuracy and penetration rate. They can punch through most infantry armor. They must be aimed carefully, and take some them to reload. Only soldiers of the highest caliber can use them.
Blood Reavers (30 Titanium and 20 days/50):
Razor sharp and honed to the finest of points, even a light touch form a blade like this is enough o draw blood. They rarely ever need to be sharpened on the battle field, And can cleanly cut through joints and thick flesh.
Light Recon Plates (1 Titanium, 20 days/50):
Light armor plating, made form one of the lightest and strongest materials available. Titanium. Armor like this is only made for soldiers who need to move quickly and quietly. Soldier that you will never see coming. Even if you do, this armor will make sure that you never even touch them.
Light Adder Machine Guns (2 Aluminum each, 20 days/50):
Smaller guns that can be carried into combat by support troopers. If needed, they can deploy these at strategic points to shift the odds in our favor. They take about 10 seconds to deploy, and about ten seconds to take down.
Upgrades/Research:
Night Vision Enhancement (30 days):
All troops can now preform much more effectively in the dark, as they can see much better.