Chassis Types
[ `Copter ] [ Cruiser
] [ Foil ] [ Gravship
] [ Hovertank ]
[ Infantry ] [ Missile
] [ Needlejet ] [ Speeder
]
| `Copter |
Designations : Chopper, Rotor, Lifter, Gunship, Warbird |
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| Move : 8 (Air) |
Range from base (turns) : 1 |
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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 |
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| Move : 6 (Sea) |
Range from base (turns) : No Limit |
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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 |
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| Move : 4 (Sea) |
Range from base (turns) : No Limit |
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Foils can be used to create effective sea transports and sea patrols.
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| Gravship |
Designations : Skybase, Antigrav, Skyfort, Deathsphere,
Doomwall |
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| Move : 8 (Air) |
Range from base (turns) : No Limit |
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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 |
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| Move : 3 (Land) |
Range from base (turns) : No Limit |
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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 |
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| Move : 1 (Land) |
Range from base (turns) : No Limit |
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| Cost : 1 |
Cargo : = None |
| Prerequisite : None |
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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 |
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| Move : 12 (Air) |
Range from base (turns) : 1 |
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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 |
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| Move : 8 (Air) |
Range from base (turns) : 2 |
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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 |
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| Move : 2 (Land) |
Range from base (turns) : No Limit |
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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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