Chassis Types

[ `Copter ] [ Cruiser ] [ Foil ] [ Gravship ] [ Hovertank ]
[ Infantry ] [ Missile ] [ Needlejet ] [ Speeder ]

`Copter Designations : Chopper, Rotor, Lifter, Gunship, Warbird
`Copter
Move : 8 (Air) Range from base (turns) : 1
Cost : 8 Cargo : = Reactor rating
Prerequisite : Mind/Machine Interface

Copters, with their maneuverability and ability to land temporarily in rough terrain, make formidable combat units. Copters should return to a friendly base or airbase at the end of every turn for refueling. If it is unable to do so and must land temporarily in the field, it incurs 30% damage

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Cruiser Designations : Destroyer, Cutter, Gunboat, Battleship, Monitor
Cruiser
Move : 6 (Sea) Range from base (turns) : No Limit
Cost : 6 Cargo : = 4 x Reactor rating
Prerequisite : Doctrine : Initiative

With sufficient industrial infrastructure, large Cruiser units can be produced. These larger vessels make formidable naval units as well as the most efficient transports.

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Foil Designations : Skimship, Hoverboat, Coastal, Megafoil, Superfoil
Foil
Move : 4 (Sea) Range from base (turns) : No Limit
Cost : 4 Cargo : = 2 x Reactor rating
Prerequisite : Doctrine : Flexibility

Foils can be used to create effective sea transports and sea patrols.

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Gravship Designations : Skybase, Antigrav, Skyfort, Deathsphere, Doomwall
Gravship
Move : 8 (Air) Range from base (turns) : No Limit
Cost : 8 Cargo : = Reactor rating
Prerequisite : Graviton Theory

Gravships, the juggernauts of the distant future, provide all the advantages of aircraft with none of the range limitations. Gravships can move swiftly over land and sea, and need never return to friendly bases for refueling.

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Hovertank Designations : Tank, Skimmer, Evasive, Behemoth, Guardian
Hovertank
Move : 3 (Land) Range from base (turns) : No Limit
Cost : 3 Cargo : = Reactor rating
Prerequisite : Nanominiaturization

The ultimate in ground effect transportation, the Hovertank is never penalized for moving through difficult terrain - it never costs more than one move for a Hovertank to enter a square. Like Speeder units, Hovertanks gain a +25% combat advantage when attacking in open terrain.

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Infantry Designations : Squad, Sentinels, Garrison, Shock Troops, Elite Guard
Infantry
Move : 1 (Land) Range from base (turns) : No Limit
Cost : 1 Cargo : = None
Prerequisite : None

Infantry units move more slowly but are inexpensive and gain a +25% combat advantage when attacking enemy bases directly. The "Garrison" and "Sentinels" designations apply specifically to units with limited offensive capability, but maximum defense.

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Missile Designations : None
Hand Weapon
Move : 12 (Air) Range from base (turns) : 1
Cost : 12 Cargo : = None
Prerequisite : Orbital Spaceflight

Missiles can be used to mount powerful conventional payloads or spectacular quasi-nuclear Planet Busters (Use of Planet Busters while the U.N. Charter is in effect is a major atrocity). Missiles pack a powerful punch, but are of course eliminated when they attack.

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Needlejet Designations : Penetrator, Interceptor, Tactical, Thunderbolt, Sovereign
Needlejet
Move : 8 (Air) Range from base (turns) : 2
Cost : 8 Cargo : = None
Prerequisite : Doctrine : Air Power

Needlejets appear in Planet`s skies once Planet's growing industries begin producing high grade jet fuel in sufficient quantities. Powerful, but limited in range, Needlejets can be used to defend the skies, project air power, and explore Planet, but they must return to a friendly base or airbase every other turn for refueling.

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Speeder Designations : Rover, Defensive, Skirmisher, Dragon, Enforcer
speeder
Move : 2 (Land) Range from base (turns) : No Limit
Cost : 2 Cargo : = None
Prerequisite : Doctrine : Mobility

Mobile Speeder units move quickly across Planet's surface and gain a +25% combat advantage when attacking in open terrain. They can also disengage from combat when surprised by slower enemy infantry. A unit's weapon strength determines its combat strength - the more powerful the weapon, the stronger the attack.

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