Posted: Thu Mar 09, 2006 12:48 am Post subject:
[INFO] Structures
Subject description: Updated: 09 March 2006
Power Plant:
Available To: All Fragments
Cost: 300
Armour: Low
Strength: Low / Medium
Function: Generates 150 units of power
Power Effects: +150
Perquisites: Construction Yard
The power plant for The Tainted, a mostly underground structure which taps into the volcanic nature of the planet Tara using steam to power the large industrial structures The Tainted use
Preview:
Cameo:
N/A
Barracks:
Available To: All Fragments
Cost: 400
Armour: Medium
Strength: Low / Medium
Function: Produces infantry
Power Effects: -40
Perquisites: Power Plant
The barracks for the Tainted training all infantry they produce. The barracks has a set of gallows set on the roof of the building - reserved for traitors and cowardly members of the infantry legions
Preview:
Cameo:
N/A
Bunker
Available To: All Fragments
Cost: 300
Armour: Medium
Strength: Medium
Function: Garrison able by 4 infantry
Power Effects: n/a
Perquisites: Barracks
The bunker is the first defence available to a Tainted commander - it allows up to four infantry to enter the structure and fire upon immediate threats. It is armed with whatever the infantry unit entering the structure is carrying
Preview:
N/A
Cameo:
N/A
Walls:
Available To: All Fragments
Cost: 140
Armour: High
Strength: High
Function: Stopping enemy units
Power Effects: n/a
Perquisites: Barracks
The wall is often the last line of defence before the enemy storms into the heart of your base - walls can be invaluable against a potential takeover by enemy engineers or spies. They stop most standard shell fire but mortars and most defences can shoot over walls.
Preview:
N/A
Cameo:
N/A
Barbed Wire:
Available To: All Fragments
Cost: 100
Armour: Low
Strength: Low
Function: Damaging enemy units.
Power Effects: n/a
Perquisites: Barracks
Barbed wire is bought in sections - it damages any enemy vehicles or infantry passing overhead and is invisible to enemy units unless they are directly upon the barbed wire. Mobile radar stations can scan terrain and reveal any hidden barbed wire in a similar fashion to how they detect structures with a cloaking field. The barbed wire is best used in front of gates, on bridge entryways and around important structures as if coupled with defences most infantry units will not be able to survive the trip over barbed wire and it will soften up tanks that get too close allowing defences to take them out easier.
Preview:
N/A
Cameo:
N/A
Gate:
Available To: All Fragments
Cost: 140
Armour: High
Strength: High
Function: Works as a base's entrance when coupled with walls
Power Effects: n/a
Perquisites: Barracks
Barbed wire is bought in sections - it damages any enemy vehicles or infantry passing overhead and is invisible to enemy units unless they are directly upon the barbed wire. Mobile radar stations can scan terrain and reveal any hidden barbed wire in a similar fashion to how they detect structures with a cloaking field. The barbed wire is best used in front of gates, on bridge entryways and around important structures as if coupled with defences most infantry units will not be able to survive the trip over barbed wire and it will soften up tanks that get too close allowing defences to take them out easier.
Preview:
N/A
Cameo:
N/A
Refinery
Available To: All Fragments
Cost: 1850
Armour: High
Strength: High
Function: Allows harvesting of scrap material and valuable minerals
Power Effects: -60
Perquisites: Power Plant
The Refinery is the core structure for a strong economy miners gather materials brought close to the surface by volcanic activity or scrap metal from destroyed units and structures.
Preview:
N/A
Cameo:
N/A
Radar Station
Available To: All Fragments
Cost: 850
Armour: High
Strength: Low / Medium
Function: Provides a Radar feed and Reinforcements.
Power Effects: -70
Perquisites: Power Plant
The Radar station allows for the Tainted to call in reinforcements it also provides the all important radar feed and allows for construction of more advanced infantry, structures and vehicles.
Preview:
N/A
Cameo:
N/A
Weapons Factory
Available To: All Fragments
Cost: 2500
Armour: High
Strength: High
Function: Provides a Radar feed and Reinforcements.
Power Effects: -70
Perquisites: Power Plant
The Radar station allows for the Tainted to call in reinforcements it also provides the all important radar feed and allows for construction of more advanced infantry, structures and vehicles.
Preview:
N/A
Cameo:
N/A
Silencer Defensive Turret
Available To: All Fragments
Cost: 1200
Armour: Medium
Strength: Medium
Function: Anti-Infantry and Anti-Vehicle Defence.
Power Effects: -35
Perquisites: Weapons Factory
The Silencer is a cannon armed with twin quad-barrelled cannons and capable of ripping through armour and flesh alike. Although range limited anything that does go within range meets a force to be reckoned with.
Preview:
Cameo:
N/A
Annihilator Defensive Turret
Available To: All Fragments
Cost: 850
Armour: Medium
Strength: Low/Medium
Function: Anti-Air Defence
Power Effects: -35
Perquisites: Radar
The Annihilator is a simple yet effective AA cannon, lobbing shells into the air at high speed and at a high firing rate it rip off an air crafts engines well before it reaches it's destination. It is however weaker than it's Penetrator and Silencer cousins.
Preview:
Cameo:
N/A
Penetrator Defensive Turret
Available To: All Fragments
Cost: 900
Armour: Medium
Strength: Low/Medium
Function: Anti-Vehicle support fire.
Power Effects: -35
Perquisites: Weapons Factory, Radar
The Penetrator is a basic anti-armour mortar, firing highly damaging shells far across the battle field it is excellent for softening up the opposition before there tanks even arrive at your base. Although relatively slow aiming and firing and somewhat inaccurate, if a direct hit occurs the unit in question is most likely to be completely destroyed.
Preview:
Cameo:
N/A
Tech Centre
Available To: All Fragments
Cost: 2700
Armour: High
Strength: Medium
Function: Technological advancements
Power Effects: -80
Perquisites: Radar, War Factory
The technology centre provides access to some of the most advanced units and structures available to The Tainted
Preview:
N/A
Cameo:
N/A
Advanced Power Plant
Available To: All Fragments
Cost: 1000
Armour: Medium
Strength: Medium
Function: Secondary monetary income source
Power Effects: +400
Perquisites: Power Plant, Technology Centre.
An insanely large power plant providing immense amounts of power, designed to support end game structures and super weapons.
Preview:
Cameo:
N/A
Drill Rig
Available To: All Fragments
Cost: 1000
Armour: Medium
Strength: Medium
Function: Secondary monetary income source
Power Effects: -25
Perquisites: Technology Centre, Refinery
A fully automated mine, providing money over time especially designed to be built in a cluster to be an alternative source of resources or if materials are thin.
Preview:
Cameo:
N/A
More Soon.... Last edited by Suiseiseki on Fri Apr 07, 2006 5:36 pm; edited 2 times in total QUICK_EDIT
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