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Inferno Heavy Missile Tank

 
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khaibar
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Joined: 14 Dec 2007
Posts: 1141

PostPosted: Sun Oct 13, 2013 11:06 am    Post subject: Inferno Heavy Missile Tank Reply with quote




Inferno Heavy Missile Tank
A top secret project by UF. This master piece hosts a missile platform equipped with napalm warheads. Though the payload is small, the effect is devastating when used in mass numbers. The Inferno Heavy Missile Tank also comes with two rather new capabilities; extending range and burst fire. Unfortunately, UF refuses to sell this product thus making IHMTs' debris hard to recover due to the lack of blue prints.

Stats
Shields: 50 [ +20%/ 10 Shields / Turn ]
Armor: 30
Controlled / Max Speed: 2 / 5

Combat Efficiency: 750 (Advanced)

Inferno Heavy Missile Tank Abilities:
- Salvage chance is capped at 75%.
- Main weapon does one extra damage per Inferno hit on target this turn.

Weapons
Inferno 4 15 15

On-unit Actis:
Raise Platform (: 5): Main weapon receives +1 range this turn (Max range increased to 6 this turn). Unit cannot move this turn.
Burst Fire (: 5): Main weapon receives a bonus to damage; +10% per extra ammo capped at 200% bonus (300% total). Unit looses all ammo on main gun.


Image by maxdoom (deathberry)

Price in Stripes will be determined when a salvage rate is set for them.
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Slider
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Joined: 14 Mar 2009
Posts: 112

PostPosted: Sun Oct 13, 2013 1:54 pm    Post subject: Reply with quote

main weapon does no damage to buildings

otherwise, 12 range is pretty freaky against bases considering how OP even just 11 range is
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khaibar
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Joined: 14 Dec 2007
Posts: 1141

PostPosted: Mon Oct 14, 2013 2:09 am    Post subject: Reply with quote

it's only main gun, sents get everything above 10.
Also this unit doesn't move when it does that and u have to manually activate it.

This isn't getting much feedback anyway. Shame the image is kinda nice
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corclaork
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Joined: 26 Aug 2008
Posts: 518
Location: The Mohawk Wasteland

PostPosted: Mon Oct 14, 2013 6:46 am    Post subject: Reply with quote

seems like a good balance for the 12 range. having to hit 2 actis not being able to move and losing all ammo is a lot to deal with for a Little bit of range and that works well imo. also with a rough max damage of 50 it isnt gonna be base cracking anytime soon but it could become a decent cmder capper Razz

cor
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ItsNick
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Joined: 23 Dec 2008
Posts: 357
Location: India

PostPosted: Thu Feb 20, 2014 1:42 am    Post subject: Reply with quote

support
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razzerblade
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Joined: 26 Feb 2008
Posts: 76
Location: Saginaw, MI

PostPosted: Thu Feb 20, 2014 7:29 am    Post subject: Reply with quote

support
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