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SuperSagi's Player Construx Factory

 
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Sagi
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Joined: 08 Nov 2011
Posts: 33

PostPosted: Thu Dec 15, 2011 9:47 am    Post subject: SuperSagi's Player Construx Factory Reply with quote

Might be a thread for ALL of the strux i am going to make (hopefully).

Hunstman meka

One of the main vehicles used to defend australia when it was invaded by space monkeys,This meka is generally used in guerilla warfare with its impressive armor system for a light meka,a unique cannon that sprays spiderweb on the vehicles' engine and reduces the enemie's speed and 2 small laser beams that burn the enemy,it has speed and stealth abillities,this meka is best used in hit-'n'-run attacks or chasing missions in squads
Stats
Shields: 30 [ +20%/ 6 Shields / Turn ]
Armor: 50
Controlled / Max Speed: 3 / 4

Combat Efficiency: 1,100 ( Advanced)

Weapons
WEB 5 20 10
BURN 4 15 3
BURN 4 15 3


Huntsman Meka Abilities:
- 1 Gunnery level dodge-
- WEB:Reduces the target controlled/max speed by 1/1 for the 2 next turns,stacks up to 3 times [Min 1 max speed]
- BURN:Reduces the targets armor by 1 per turn and makes attacks by this meka do 3 more damage on the target for the 1 next turns,Stacks up to 3 times

On-unit Actis:
Web shield (10 CD:5 ):Unit recieves 50% damage this turn
Burst fire (CD:4 ):Unit does 25% more damage this turn,but it cant move that turn and recieves 5% more damage that turn


Requirements:
Huntsman meka requires 7,000 Ore.
Huntsman meka requires 200 Command.




Bandit manipulation turret
Unique Mod: You may only deploy one at a time

Developed by Mern corporation,The bandit manipulitation turret is a device that features armor penetrating rounds that explode when penetrating a vehicle's armor it spreads gas inside the vehicle that goes into the victim's brain and forces it to attack its allies


Effect: MIND:Causes the target bandit unit to attack its allies for 5 turns.
MIND 6 1 5


CE Factor: 1.15 ( Advanced)

Bandit manipulitations turret Abilities:
- This mod's ammo and range cannot be refilled/altered in any way but can be affected by M
- Only works against bandits,no shak or players
- Does not work against advanced bandits/on bandits over the level 10



Requirements:
Bandit manipulitations turret requires 500 Ore.
Bandit manipulitations turret requires 25 Command.



Squirrel Scout Tank


Developed by Chaos Cluster as a scouting unit,the squirrel scout tank packs quite a punch in short range against other enemy scouts using a powerful twin missile launcher and special Nano particles in the tank's hull to repair itself over time.

Stats
Shields: 10 [ +20%/ 2 Shields / Turn ]
Armor: 32
Controlled / Max Speed: 5 / 6
Combat Efficiency: 500 ( Intermediate )

Weaponsr]
3 5 10
3 5 10


Squirrel Scout Tank Abilities:
- This unit self repairs 3 armor per turn
- Unit recieves 1 less damage to armor


On-unit Actis:
Boost nano (: 5): Doubles unit's self repair rate by 2 for the next 2 turns


Requirements:
Squirrel Scout Tank requires 300 Ore.
Squirrel Scout Tank requires 10 Command.





Vulcan Meka


Made around a respectable shield generator,the Vulcan meka uses a trio of missile launchers that,when exploded burst into balls of fire that spreads around the target.

Stats
Shields: 50 [ +20%/ 10 Shields / Turn ]
Armor: 20
Controlled / Max Speed: 1 / 3

Combat Efficiency: 900 ( Advanced)

Weapons
FIRE 4 6 15
FIRE 4 6 15
FIRE 4 6 15


X-Variant: Missile weapons get 2+ damage and -1 range
(25% chance in variant pool)

Vulcan meka Abilities:
- FIRE:Units adjecant to the target recieve 50% of the damage the target unit recieved and deals that to the target 50%+ damage too,stacks up to 5 times with other vulcans
- Missile mods attached to this meka recieve The fire effect and 1- damage

On-unit Actis:
Suspension boost(: 5): Unit gains 3 controlled speed for 2 turns but has 0 controlled speed for the following 2 turn after the effect wears off

Requirements:
Vulcan Meka requires 2,000 Ore.
Vulcan Meka requires 30 Command.




Last edited by Sagi on Thu Jan 19, 2012 10:46 am; edited 9 times in total
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Sagi
Simple


Joined: 08 Nov 2011
Posts: 33

PostPosted: Fri Dec 16, 2011 10:26 am    Post subject: Reply with quote

Serpent Hovertank

Equipped with twin pulse cannons,this meka is pretty strong for a simple unit, also equiped with a nice shield generator,Can excel in staying long in the battlefield.

Stats
Shields: 10 [ +20%/ 2 Shields / Turn ]
Armor: 8
Controlled / Max Speed:2 / 5

Combat Efficiency: 210 (Simple )

Weapons
2 10 3
2 10 3

Serpent Hovertank Abilities:
- >1 Gunnery level to dodge

Requirements:
Serpent hovertank requires 200 Ore.
Serpent hovertank requires 10 Command.





Akoola Meka
Commander Unit: Only your Commander can pilot this unit

Akoola,russian for shark,the akoola meka is capable of staying long in the battlefield and dealing alot of damage to enemies with alot of defence,the akoola has 2 Energy cannons that are capable of destroying units in seconds And an enourmous close range anti-matter cannon that recoils the akoola back when fired

Stats
Shields: 70 [ +20%/ 14 Shields / Turn ]
Armor: 40
Controlled / Max Speed: 4 / 3
Combat Efficiency: 2,100 ( Advanced)

Weapons
Obli 5 15 3
Obli 5 15 3
ANMT 1 50 6


Akoola meka Abilities:
-Unit is harder to hit in combat (1 Gunnery level)
-ANMT Cannon's range cannot be altered
-If the unit did not move last turn,it recieves +%10 regen
-ANMT:When the akoola fires this cannon the akoola goes back from the recoil 3 squares back of where it was,also loses 20 shields when shooting it

Akoola Meka Activated Abilities:
- Unit is harder to hit in combat (>2 Gunnery levels)
- Ballistic attacks do 60% damage on this unit

On-unit Actis:
Expand Shields (: 5):Recieves 100 shields before combat this turn

Actis available after unit is Activated:
Expand Shields (CD: 3): Recieves 100 shields before combat this turn
Lunge (CD: 6): Teleports to the unit the akoola targets this turn,cannot attack for the turn after teleporting,works up to 10 squares
Mega Shield (CD: 10): Unit recieves a command and weapon effects shield next turn,Shield regen reduced by 5% for 3 turns after the shield


Requirements:
Akoola Meka requires 17,000 Ore.
Akoola meka requires 200 Command.




Last edited by Sagi on Sat Jan 14, 2012 7:28 am; edited 5 times in total
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maXDooom
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Joined: 07 Dec 2011
Posts: 757
Location: in perverted places

PostPosted: Fri Dec 16, 2011 3:46 pm    Post subject: Reply with quote

the serpent looks like a good idea for fire support on zedus
E vared and another -1 recharge mod and some dodge mods
would make it awsome Smile
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Walterohdim wrote:

I would be so mad I would Tomo Rage, and probably lose my mod ship and council seat.

Walterohdim
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Sagi
Simple


Joined: 08 Nov 2011
Posts: 33

PostPosted: Sat Dec 17, 2011 12:43 am    Post subject: Reply with quote

maXDooom wrote:
the serpent looks like a good idea for fire support on zedus
E vared and another -1 recharge mod and some dodge mods
would make it awsome Smile

Yup,thats what its meant to be.


Deathscorpion Meka
Semi unique:Can only drop 4 of these units at once
As scientists studied the shak'har deathowler anatomy,they managed to extract a weak version of its shields and weapon systems,equipped with a massive energy stinger and 2 pincers the deathscorpion can demolish the strongest of the mekas,altho lacking with armor defence the Deathscorpion can excel in dueling other mekas and group fighting

Stats
Shields: 80 [ +20%/ 16 Shields / Turn ]
Armor: 30
Controlled / Max Speed: 2 / 3
Combat Efficiency: 1,500 ( Advanced)

Weapons
ACID 4 35 3
0 20 2
0 20 2



Deathscorpion meka Abilities:
- Main pincer weapons can't exceed 2 range
- Gains dodge and accuracy bonus if moved last turn (1 Gunnery level)


Requirements:
Deathscorpion requires 5,000 Ore.
Deathscorpion requires 50 Command.

Wraithhunter required


Last edited by Sagi on Sun Dec 18, 2011 10:18 am; edited 1 time in total
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maXDooom
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Joined: 07 Dec 2011
Posts: 757
Location: in perverted places

PostPosted: Sat Dec 17, 2011 12:29 pm    Post subject: Reply with quote

an army of that... lol a bit over powered

and its shield arent weak >.>

it is to the deathhowler but it got the highst shield in army units
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Walterohdim wrote:

I would be so mad I would Tomo Rage, and probably lose my mod ship and council seat.

Walterohdim
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Sagi
Simple


Joined: 08 Nov 2011
Posts: 33

PostPosted: Sun Dec 18, 2011 10:19 am    Post subject: Reply with quote

maXDooom wrote:
an army of that... lol a bit over powered

and its shield arent weak >.>

it is to the deathhowler but it got the highst shield in army units

Noted,made it semi-unique
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Sagi
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Joined: 08 Nov 2011
Posts: 33

PostPosted: Fri Jan 13, 2012 10:56 am    Post subject: Reply with quote

Sha'khar Incinirator

A mystery to even the brightest minds of our generation. Sha'Kahr technology is both deadly and elegant. Although little is known of the Sha'Kahr, the purpose of their technology is clear: battlefield supremacy.


Stats
Shields: 150 [ +30%/ 45 Shields / Turn ]
Armor: 100
Power Use: 30
Combat Efficiency: 1,300 ( Advanced)

Weapons
7 40 3
7 40 3


Sha'khar Incinirator Abilities:
- Takes -3 damage to shields

Requirements:
Sha'khar Incinirator requires 8000 Ore.
Sha'khar Incinirator requires 30 Command.

[


Last edited by Sagi on Sat Jan 14, 2012 7:19 am; edited 2 times in total
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Sagi
Simple


Joined: 08 Nov 2011
Posts: 33

PostPosted: Fri Jan 13, 2012 11:21 am    Post subject: Reply with quote

Combat Hammer Meka I
Created by unorginal rebel engineers,The Combat Hammer Meka uses a modified armor system as it's counterpart,the battle axe series while using different types of weapons of its ancestors,it can pack a punch fighting in groups.

Stats
Shields: 0 [ +0%/ 0 Shields / Turn ]
Armor: 90
Controlled / Max Speed: 2 / 3
Combat Efficiency: 1,100 ( Advanced)

Weapons
3 14 15
3 14 15


Combat Hammer Meka Abilities:
- Unit self repairs 5 armor per turn-
Armor hits do -3 less damage on this unit


Requirements:
Combat Hammer Meka requires 5000 Ore.
Combat Hammer meka requires 40 Command.



Last edited by Sagi on Fri Jan 13, 2012 11:56 pm; edited 2 times in total
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maXDooom
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PostPosted: Fri Jan 13, 2012 5:46 pm    Post subject: Reply with quote

should be O.K if u make armor 70 and weapons at 4 range
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Walterohdim wrote:

I would be so mad I would Tomo Rage, and probably lose my mod ship and council seat.

Walterohdim
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Sagi
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Joined: 08 Nov 2011
Posts: 33

PostPosted: Sat Jan 14, 2012 12:20 am    Post subject: Reply with quote

@max its supposed to be tanky and short ranged

Mobile Tremor Sensors
Unique Mod: You may only deploy one at a time
By making tremor sensors compact,scientists managed to createa mobile tremor sensor that can scout an area for cloakers,however the scienctists did not think about fuel requirement,so the mobile sensor can only live in up to 20 turns on the battlefield.



Effect: -3 controlled speed,-2
max speed


On-mod Actis:
Deploy Sensor (: 5): Deploys a cloak identifying sensor,destroys itself after 20 turns

CE Factor: 1.2 ( Advanced)

Mobile Tremor sensors Abilities:
- If an enemy static jammer is present in the sensor's quadrant,the sensor is jammed and cannot work untill the static jammer is out of the quad.
- Can be also jammed by a sensor jammer


Requirements:
Mobile Tremor Sensors requires 2000 Ore.
Mobile Tremor Sensors requires 25 Command.



Mobile Tremor Sensor

By making tremor sensors compact,scientists managed to createa mobile tremor sensor that can scout an area for cloakers,however the scienctists did not think about fuel requirement,so the mobile sensor can only live in up to 20 turns on the battlefield.

Stats
Shields: 10 [ +0%/ 0 Shields / Turn ]
Armor: 10
Controlled / Max Speed: 0 / 0


Sensor Jammer

as cloak favoring bandits heard about the mobile sensor jammer,they knew right away they have to destroy it,so they made a jammer against the sensors.

Effect: -1 max speed

CE Factor: 1.15 ( Advanced)

On-Mod Actis:
Deploy jammer (: 5): Deploy a jammer to unit's square,self destructs after 20 turns

Sensor Jammer Abilities:
- Lives upto 20 turns and jams every mobile tremor sensor in it's sector/quad
- Has the same shields/armor as the tremor sensor


Requirements:
Sensor Jammer requires 1000 Ore.
Sensor Jammer requires 10 Command.
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maXDooom
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PostPosted: Sun Jan 15, 2012 3:31 am    Post subject: Reply with quote

useless crap of crapness Razz, only got 1 use, not gana say it Laughing
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Walterohdim wrote:

I would be so mad I would Tomo Rage, and probably lose my mod ship and council seat.

Walterohdim
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Sagi
Simple


Joined: 08 Nov 2011
Posts: 33

PostPosted: Sun Jan 15, 2012 3:34 am    Post subject: Reply with quote

maXDooom wrote:
useless crap of crapness Razz, only got 1 use, not gana say it Laughing


Thank you for your constructive critiscm Smile
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jabujabu
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Joined: 25 Apr 2010
Posts: 1715

PostPosted: Sun Jan 15, 2012 6:11 am    Post subject: Reply with quote

have you considered the tomislav meka
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My first slave was a gatlinger named Wendy
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haloguy48
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Joined: 12 Jul 2006
Posts: 1221
Location: Looking for Group archives

PostPosted: Tue Jan 24, 2012 6:08 am    Post subject: Reply with quote

The shak building would easily overshine the guardian and protector..... I love it Laughing Would make a base of it. Not a friend of the tremor sensors ... Sorry Mad ... I like the CHMI, it has plenty of potential on the battlefield. Its like a BAI/BAII and Ballista collided in a moshpit and had surgery placing them all together Cool Deathscorpin... Its my new SuiSAIIder Wink Lovin' it! ... Make it require a Hightower as well though, and maybe ATL. Should be good then.
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Check out my Created Construx, all feedback welcomed! I'll start you out on the newer stuff, so just scroll down! Razz
http://forum.mobrulestudios.com/viewtopic.php?p=149822#149822
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