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     Back to IntroductionSybex BooksGameGuides.com


 
part 3

Chapter 10: Faction Profiles
Chapter 11: Base Facilities
Chapter 12: Unit Statistics
    Basic Unit Descriptions
    Unit Building Blocks
Chapter 13: Technology Advances
Chapter 14: Secret Project

Chapter 12: Unit Statistics

Unit Building Blocks
Most Alpha Centauri units (apart from a few basic units) are formed by five building blocks: chassis, reactor, weaponry, armor, and special ability. Through experimentation and wise research, you can create literally hundreds of unit combinations. Use the following charts to formulate a battle plan; instead of randomly selecting items to research, use the weapons, armor, and special abilities listed to create unique and powerful units.

TIP
Head over to Chapter 8 to receive an excellent course on the ins and outs of unit construction, including several useful custom unit examples.

Chassis
A unit's chassis determines the speed or movement rate of the unit. Infantry units can only move one square per turn (on nonfungus terrain), while a unit sporting a hovertank chassis can move up to three squares per turn, including over fungus squares. The chassis is the most basic building block; once you've acquired the prerequisite, you can begin constructing the unit and apply any weapons, armor, or abilities you've discovered.


Chassis

Type-
Moves-
Cost

Speed

Modality

Dimen-
sions

Modifiers

Prerequisite

Infantry

Land-1-1

8km/hr

Manual

N/A

+25 percent vs. base

None

Speeder

Land-2-2

102km/hr

Wheeled

7.7x
3.6x
2.9m

+25 percent in open; -25 percent in rolling or rocky

Doctrine Mobility

Hovertank

Land-3-3

227km/hr

Aircushion - unaffected by fungus

6.9x
3x
3m

+25 percent in open; -25 percent in rolling or rocky

Nanominia-
turization

Foil

Sea-4-4

62km/hr

Airfoil

162x
24.25x
17.5m

Cargo: 2 times reactor

Doctrine Flexibility

Cruiser

Sea-6-6

115km/hr

Naval keel

200
x50.5
x20m

Cargo: 4 times reactor

Doctrine Initiative

Needlejet

Air-8-8

766km/hr

Fixed-wing aircraft

18.6x
12.5x
4.4m

Fuel: 2 turns (crash landing eliminates unit)

Doctrine Air Power

'Copter

Air-8-8

523km/hr

Rotary

15.5x
6x
4m

Fuel: 1 turn (30 percent damage upon crash landing)

Mind-machine interface

Gravship

Air-8-8

102.1km/hr

Graviton booster

22x
8x
6m

Fuel: unlimited

Graviton theory

Missile

Air-12-12

232.2km/hr

Assisted airflow

15.5x
5x
5m

Fuel: 1 turn

Orbital spaceflight

Reactors
Supplying your unit with power, a reactor determines how much damage a unit can absorb in combat before it's eliminated. For each level of power, the reactor can absorb ten points of damage. For example, a unit using the fusion reactor can withstand 20 points of damage.

Until you reach the relatively high prerequisites for the other reactors, most of your initial units will feature the fission plant. The higher reactors, because of clean waste disposal, reduce the cost to support your units and the cost to create complex units.

Reactor

Rating

Power

Through-
put

Effic-
iency

Dis-
charge

Fuel Source

Pre-
requisite

Fission plant

1

32,- 655kw

29,377kw

89.99 %

52 r

u235

None

Fusion reactor

2

68,003kw

62,821kw

92.38 %

67 r

Ionized deuterium

Fusion power

Quantum chamber

3

147,893kw

141,977kw

96.01 %

21 r

Deuterium-
tritium mix

Quantum power

Singularity engine

4

4,000,000kw

Variable

Variable

N/A

VZM-5

Singularity mechanics


Next: Projectile Weaponsnext
 

 

 
 
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