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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

Abilities
Special abilities are an important intangible to your arsenal. Because the abilities are so varied, applying one to a set of units could easily turn the tables on a more powerful opponent. For instance, a needlejet equipped with air superiority boasts a +100 percent advantage against other air units. Items such as the cloaking device and drop pods can introduce devastating offensive strategies. Study the prerequisites and maintain an offensive focus and plan.

TIP
Don't haphazardly research abilities; instead, use lab resources to discover which abilities you want to implement... and quickly put them to use!

Ability

Description

Effect

Limits - Cost

Domain

Prerequisite

Super former

Smartsettler

Terraform rate doubled

Terraformer unit only - 1

All

Advanced ecological engineering

Deep radar

Mk. 45 sensor array upgrade

Sees two spaces

None - 0

All

Advanced military algorithms

Cloaking device

Type IV diffusion shield

Invisible; ignores zones of control

Not for use in probe teams - 1

Land

Frictionless surfaces

Amphibious pods

Hoverpod LCs

Attack from ships

Combat units only - 1

Land

Doctrine Initiative

Drop pods

Aircushion LCs

Can make airdrops (within eight squares)

None - 2

Land

Mind-machine interface

Air superiority

Mk. 66 fire control sensor

Attacks air units (+100 percent vs. air units, -50 percent vs. ground or naval units)

Combat units only - 1

All

Doctrine Air Power

Deep pressure hull

Reinforced silksteel chassis

Operates underwater

Combat units only - 1

Sea

Nanometallurgy

Carrier deck

Bonded alloy flight deck

Mobile airbase

Not for use in probe teams - 1

Sea

Nanometallurgy

Comm jammer

Type IX ECTS EMP pulse generator

+50 percent vs. fast units (speeders and hovertanks)

Combat, nonpsi units only - Attack divided by defense

Land

Advanced subatomic theory

Antigrav struts

Gravitron repulsor pylons

+1 movement rate (two times reactor for air units)

None - 1

Land, air

Graviton theory

Empath song

Psi lock

+50 percent attack vs. psi

Nonpsi combat units only - 2

All

Centauri empathy

Fungicide tanks

Boron defoilant system

Clear fungus at double speed

Terraformer unit only - 1

All

Synthetic fossil fuels

High morale

Advanced warfare training

Gains +1 morale upgrade

Combat units only - 1

All

Intellectual integrity

Heavy artillery

Reactor chamber upgrade

Bombards; -50 percent armor and move

Nonpsi units only -Defense plus speed minus 2

Land

Polymorphic software

Clean reactor

Reactor emission containment system

Requires no support

None - 2

All

Bio-engineering

Blink displacer

Temporal distortion field

Bypass base defenses

Combat units only - 1

All

Matter transmission

Hypnotic trance

Psychic amplification module

+50 percent defense vs. psi

Nonpsi combat units only - Attack divided by defense

All

Secrets of the Human Brain

Nerve gas pods

Mk. 1 VX delivery system

+50 percent offense (atrocity)

Nonpsi combat units only - 1

Land, air

High-energy chemistry

AAA tracking

Mk. 190 FUBR fire control system

+100 percent against air and missile attack

Not for use with psi or air units - 1

Land, Sea

Advanced military algorithms

Nonlethal methods

N/A

+100 percent police powers (each unit eliminates two drones rather than one)

None - 1

Land

Intellectual integrity

Polymorphic encryption

Doubles a unit's resistance to probe team subversion

Two times cost to subvert

None - 1

Land

Presentient algorithms

Repair bay

Modified supply transport module

Repairs ground units on board

Transport units only - 1

Air, sea

Nanometallurgy

Next – Chapter 13: Technology Advancesnext
 

 

 
 
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