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Axpo25's Contruxes Lists (Vehicles)

 
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Axpo25
Simple


Joined: 27 Dec 2009
Posts: 6
Location: Indonesia

PostPosted: Thu Oct 10, 2013 8:16 am    Post subject: Axpo25's Contruxes Lists (Vehicles) Reply with quote

Should be cleaned up. Sorry... Embarassed

1. Sha'Kahr Overmind Tank
2. Colossus Mobile Fortress
3. Mastodon Combat Surveillance Unit
4. Vulcaner Meka
5. Cyclone Meka
6. Hornet Meka
7. Stinger Attack Tank
8. Hell Storm Artillery
9. Fenrir Heavy Tank
10. Armstrong Mobile Repair Vehicle
11. Gallagher Mobile Repair Vehicle
12. Gagarin Mobile Repair Vehicle
13. Bumblebee Mobile Rearming Vehicle
14. Possum Mobile Rearming Vehicle
15. Pelican Mobile Rearming Vehicle
16. Mole Grounder Tank
17. Badger Grounder Tank
18. Gopher Grounder Tank
19. Meteor Missile Vehicle
20. Meteorite Missile Tank
21. Tomcat Assault Vehicle
22. Otter Assault Vehicle
23. Ocelot Combat Vehicle
24. Raccoon Combat Vehicle
25. Lynx Battle Vehicle
26. Wombat Battle Vehicle
27. Meter Custom Vehicle
28. Joule Custom Vehicle
29. Inch Custom Vehicle
30. Meter Custom Vehicle II
31. Joule Custom Vehicle II
32. Inch Custom Vehicle II
33. Adder Light Hovertank
34. Rattler Medium Hovertank
35. Sidewinder Heavy Hovertank
36. Anaconda Super Hovertank
37. Arbalest Scanner Vehicle
38. Hussar Designator Vehicle
39. Centurion Command Vehicle
40. Mobile Customization Service Utility (under construction)
41. Mobile Rearming Vehicle
42. Coyote Scavenger Vehicle
43. Thor Nexus Engine
44. Shrapneler Tank
45. Slugger Tank
46. Spreader Tank
47. Jackhammerer Tank
48. Quickdraw Tank
49. Rocketeer Hovertank
50. Flasher Tank
51. Bullfrog Demolition Vehicle
52. Axpo Assault Artillery (OP, Unique, usable only by myself Razz)


1. Sha’Kahr Overmind Tank
Status: Final
Appearance: Similar to Leopard Assault Tank, but its dual machineguns on its front are removed and its turret is replaced with glass canister that stores large-sized brain. The brain is attached with some unknown device. This vehicle has similar coloration with Sha’Kahr’s combat units (purple as its base/main color, grey as secondary, green as its glass canister color, and orange as its cockpit color).
Unique Unit: You may only deploy one at a time
An unarmed think tank equipped with alien technology which able to control foreign life forms. It is made after performed research study of Sha’Kahr’s behavior to understand how Sha’Kahr communicates. Due to very high resources cost and lot of time to build this vehicle, only one can be made.

Stats:
: 80 (+25% / 20 Shield/Turn)
: 50
/: 2/3
Combat Efficiency: 1,000 – Advanced

Weapons:
No weapons

Sha’Kahr Overmind Tank Abilities:
- Can control Sha’Kahr units (up to 3 can be controlled)
- Controlled Sha’Kahr units give less experience
- Cannot control Commanders (players), Bandits, and Sha’Kahr Drone Queen,
- Sha’Kahr units affected by Mind Blast Acti cannot both move and attack for 3 turns
- Mind Blast Acti affects hostile and controlled Sha’Kahr units, but does not affect Commanders, Commanders’ and Bandit’s units
- If Sha’Kahr Overmind Tank is destroyed, all controlled Sha’Kahr units will automatically be freed upon its destruction. Freed controlled Sha’Kahr units will become hostile.
- If Free Control Acti is activated, any controlled Sha’Kahr unit will be freed upon its activation. Freed controlled Sha’Kahr units will become hostile.

On-unit Actis:
Mind Control – CD: 10: Randomly controls one of Sha’Kahr combat units in same sector
Mind Blast – CD: 15: Creates shockwave energy that damages Sha’Kahr units in quadrant by 100 and 150 in sector, as well as stuns them for 3 turns
Free Control – CD: 5: Randomly frees one of controlled Sha’Kahr units

Construction Requirements:
Sha’Kahr Overmind Tank requires 10,000 Ore
Sha’Kahr Overmind Tank requires 40 Command


Inspired from:
1. Command and Conquer Yuri’s Revenge – Mastermind unit
2. StarCraft 2 Wings of Liberty – Hivemind Emulator

How it works:
Battling against Sha’Kahr is very tiring indeed. Sha’Kahr is the most powerful entity in Drop Shock world, even the most powerful and experienced players have difficulty to defeat its forces. Considering the Combat Efficiency restriction applied on planet which houses Sha’Kahr (especially Aldus), it is necessary to form alliance to defeat it, even if it is unholy one, especially against opposing faction.

This vehicle does not have any weapon, means you need your ally’s assistance or simply by putting some weapons or any mods which can help you, as well as supported by your vehicle’s variants and your crew’s or commander’s merits. As you can see, this vehicle is not designed for combat but mind controlling purpose.

To use this vehicle effectively, you need your ally who will act as shield to draw Sha’Kahr’s attack while you are going to control it. Sha’Kahr Doomsplitter for example. Your ally is controlling an activated Battle Axe Meka X which is fully installed with damage reduction mods. Your ally stands in the front of you, who are controlling Sha’Kahr Overmind Tank. While Sha’Kahr Doomsplitter is attacking your ally, you take the chance to attack (mind control) Sha’Kahr Doomsplitter unguarded by activating Mind Control Acti. When activated, Sha’Kahr Doomsplitter will fight for you and your ally against hostile Sha’Kahr units (uncontrolled ones). The duration of the controlled Sha’Kahr Doomsplitter will last long, until you and your ally decide to undeploy, Free Control Acti is activated, or your Sha’Kahr Overmind Tank is destroyed. However, this Free Control Acti is useful if you want to control different type of Sha’Kahr combat units. Be aware, Sha’Kahr Doomsplitter will return become hostile once the Acti is activated, you are undeployed, or your Sha’Kahr Overmind Tank is destroyed as it is very loyal to its leader, Sha’Kahr Drone Queen. This vehicle sadly cannot control Sha’Kahr Drone Queen as the queen itself is a leader of Sha’Kahr swarms.

When you and your ally are surrounded at least by 5 Sha’Kahr combat units, Mind Blast Acti can be useful in such situation. It gives you upper hand by dealing 100 damage in quadrant and 150 in sectors if you feel you don’t have enough firepower to deal with them, as well as gives you a breathing space (stuns Sha’Kahr units for 5 turns), though this Acti also affects your controlled Sha’Kahr Doomsplitter. The damage dealt by Mind Blast Acti does not stack.
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2. Colossus Battle Fortress
Status: Final
Appearance:
Mobile System Acti:

Fortress System Acti:

The blue base color is replaced with brown one.

Armed with deadly array of weapons and boasting heavy defense equipment, this vehicle is designed as mobile defense in order to keep the occupied territory under constant watch, although bearing the price by having low speed.

Stats:
: 80 (+25% / 20 Shield/Turn)
: 100
/: 0/1
Combat Efficiency: 1,800 – Elite

Weapons:
10 25 20
5 30 3
5 20 20

Colossus Battle Fortress Abilities:
- Added Ballistic and Missile Weapons gain +100% Ammo
- Added Energy Weapons gain -1 Energy Recharge
- Repairs 15 Armor if Mobile System Acti is activated
- Gains unstackable damage reduction by 50% from attack if Fortress System Acti is activated
- All Weapons gain +2 Range if Fortress System Acti is activated

On-unit Actis:
Massive Fire – : 6: All weapons do more 100% damage this turn but no damage next turn
Fortress System – CD: 8: Unit gains additional weapons range and damage reduction, cannot both move and repair
Mobile System – CD: 8: Unit loses additional weapons range and damage reduction, can both repair and move after 3 turns [default]
Predict Target – CD: 10: Unit gains bonus to hit this turn (+2 Gunnery Levels)

Construction Requirements:
Colossus Battle Fortress requires 10,000 Ore
Colossus Battle Fortress requires 25 Command

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3. Mastodon Combat Surveillance Unit
Status: Final
Appearance: Similar to Mammoth Combat Support Unit, with its arms/cranes and supply boxes replaced with some equipment like Targeting Laser, Illuminator Anti-Cloak, Earlybird Warning System, Mobile Uplink, and an antenna similar to Observation Post.
Unique Unit: You may only deploy one at a time
This new MCSU or called as Mastodon is unarmed variant of Mammoth that provides constant surveillance report towards friendly forces while it also gives false information against hostile forces to their advantage. Mastodon has two variants which can be produced. One of its variants has ability to call forth forces into intensifying war zone.

Stats:
: 100 (+25% / 25 Shield/Turn)
: 50
/: 0/2
Combat Efficiency: 1,500 – Advanced

X-Variant:
Deploys units into battlefield (25% chance of being Variant Pool)

Weapons:
No weapons

Mastodon Combat Surveillance Unit Abilities:
- Friendly units in same sector receive bonus Weapon Range by 1
- Friendly units in same sector receive bonus Weapon Damage by 25%
- Friendly units in same sector receive bonus to-hit (+2 Gunnery Levels, stackable up to +2)
- Friendly units in same sector receive +2 Controlled/Max Speed
- Friendly units in same sector are harder to hit (Dodge: 2 Gunnery Levels)
- Hostile units in same sector receive less Weapon Range by 1
- Hostile units in same sector receive less Weapon Damage by 25%
- Hostile units in same sector receive penalty to hit (2 Gunnery Levels)
- Hostile units in same sector receive -2 Controlled/Max Speed (Minimum 1 Controlled/Max Speed)
- Hostile units in same sector are easier to-be-hit (2 Gunnery Levels)
- Reveals cloaked units in same quadrant every 3 turns
- Extends View Range by 1 Sector every 3 turns
- Can extend View Range by less than 1 Quadrant (4 Sectors) diagonally if Far View Acti is activated
- Cannot be targeted by enemy Commands
- Cannot reveal area on out of boundaries if GPS Uplink Acti is activated

Abilities available if unit has X-Variant:
- Can issue a Command to deploy units
- Only one unit per turn can be deployed
- Cannot deploy Unique Units and Mods
- Can deploy up to 5 AI Slaves
- AI Slaves give less Experience
- Destroyed AI Slave cannot be salvaged
- Does not function on Arena planets (except Actis)

On-unit Actis:
Scramble Signal – CD:5: All attacks against Mastodon receive -5 Gunnery Levels to-hit this turn
Far View – CD:10: Extends View Range by 1 Quadrant
GPS Uplink – CD:30: Reveals entire planet surface

Actis available if unit has X-Variant:
Assault Drop – CD:5: Deploys an AI controlled Supernova Meka with +5 Damage into battlefield
Recon Drop – CD:5: Deploys an AI controlled Sentry Meka with +3 Controlled and +1 Max Speed into battlefield
Support Drop – CD:5: Deploys an AI controlled Ballista Meka with +1 Weapon Range into battlefield (Main Weapons Range: 6 and 4)

Construction Requirements:
Mastodon Combat Surveillance Unit requires 9,000 Ore
Mastodon Combat Surveillance Unit requires 35 Command


Inspired from:
Alien versus Predator: Extinction. ComTech unit (Marines faction) and Shrine (Predator faction)

How it works:
Mastodon is simply a mobile version of the following base buildings: Thumpers; Gravity Generator/Dynamo; Sensor Arrays; Observation Post/Tracking Station; Ballistic, Missile, and Energy Damage Enhancers; and Dropship Pad
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4. Vulcaner Meka
Status: Final
Appearance: Similar to Gatlinger Meka, but it is less bulky. Its weapons’ size is smaller; and the weapon barrels are longer compared to Gatlinger Meka’s. It has red primary color and white as secondary color. Its cockpit color is green.
A reduced version of Gatlinger Meka, the Vulcaner trades its heavy defense equipment for lighter one and good maneuverability. It also trades heavy armaments for lighter ones, whereas they can fire at longer range. This unit is mostly favored by regulars and militias as it has room to store more ammunition.

Stats:
: 60 (+25% / 15 Shield/Turn)
: 30
/: 2/4
Combat Efficiency: 750 – Advanced

Weapons:
7 8 20
7 8 20
7 8 20
7 8 20

Vulcaner Meka Abilities:
- Added Ballistic Weapons receive +50% Ammo
- Rearms 1 Ammo each 5 Turns

On-unit Actis:
Bullets Spray – : 8: All weapons deal more 100% damage this turn, but no damage next turn

Construction Requirements:
Vulcaner Meka requires 4,000 Ore
Vulcaner Meka requires 20 Command


How it works:
As its description implies, Vulcaner Meka is a reduced version of Gatlinger Meka, yet it is lighter, faster, has more weapon range, easier, and cheaper to produce.
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5. Cyclone Meka
Status: Final
Appearance: Similar to Jabberwock Meka, but its energy weapons are replaced with ballistic ones which are similar Titan Meka’s. It has green as main color and lime as secondary color. Its cockpit color is yellow.
Another variant of Titan Meka, Cyclone is equipped with heavier armor and armed with medium to long range weaponry.

Stats:
: 20 (+25% / 5 Shield/Turn)
: 30
/: 2/4
Combat Efficiency: 340 – Intermediate

Weapons:
5 8 10
5 8 10
4 7 10

On-unit Actis:
Barrage Fire – : 5: All weapons do more damage by 100% this turn but no damage at next turn

Construction Requirements:
Cyclone Meka requires 750 Ore
Cyclone Meka requires 7 Command

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6. Hornet Meka
Status: Final
Appearance: Howitzer or Sunburst Meka. Its ballistic or energy weapon is replaced with missile one (Palestar Meka’s appearance (cylindrical missile weapon) but it is smaller to fit Hornet’s size). Its main color is green and its secondary color is black, and its cockpit color is red.
A missile variant of Howitzer, Hornet is assigned as firing support unit to accompany main forces in battlefield.

Stats:
: 30 (+20% / 6 Shield/Turn)
: 10
/: 3/5
Combat Efficiency: 360 – Intermediate

X-Variant:
Missile Ammo Capacity increased (25% chance of being Variant Pool)

Weapons:
5 5 20

Hornet Meka Abilities:
- Added Missile Weapons gain 50% Ammo (stacked)

Abilities available if unit has X-Variant:
- Added Missile Weapons gain 100% Ammo (stacked)

On-unit Actis:
Volley – : 6: All weapons do more 100% Damage this turn but no damage at next turn

Construction Requirements:
Hornet Meka requires 1,500 Ore
Hornet Meka requires 12 Command

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7. Stinger Attack Tank
Status: Final
Appearance:
Tank Body:

Weapon Turret:

Color (both body and turret):

A tank armed with long ranged ballistic weaponry which is designed to pack punch from distance. It also painted in camouflage pattern to blend in with combat environment to make it invisible from hostile forces’ sight.

Stats:
: 40 (+25% / 10 Shield/Turn)
: 40
/: 0/4
Combat Efficiency: 500 – Advanced

Weapons:
Snipe 8 30 15

Stinger Attack Tank Abilities:
- Main Weapon deals more 150% Damage against Armor and deals 0 Damage against Buildings
- Unit cloaks if it did not move last turn
- The turn a cloaked unit attacks it remains cloaked

On-unit Actis:
Scan Target – : 5: Unit gains bonus to hit (2 Gunnery Levels) for 5 turns

Construction Requirements:
Stinger Attack Tank requires 3,000 Ore
Stinger Attack Tank requires 15 Command

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8. Hell Storm Artillery
Status: Final
Appearance: Similar to Death Whisper Artillery, only it is repainted in red color.
A variant of Death Whisper Artillery, the Hell Storm is designed to carry destructive payload against a group of enemy forces from great distance.

Stats:
: 40 (+25% / 10 Shield/Turn)
: 20
/: 1/2
Combat Efficiency: 750 – Advanced

Weapons:
AoE 7 30 5

Hell Storm Artillery Abilities:
- AoE Main Weapon: If target is hit, all units in same square as target receive 30 Damage
- Unit gains bonus to hit if did not move on last turn (2 Gunnery Levels)

On-unit Actis:
Raise Barrel – CD: 10: Main-Weapon gains +1 Range for 5 turns

Construction Requirements:
Hell Storm Artillery requires 2,500 Ore
Hell Storm Artillery requires 20 Command

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9. Fenrir Heavy Tank
Status: Final
Appearance: Leopard Assault Tank. It has two ballistic cannons instead of one. It has two missile launchers (similar to Paladin Meka’s) attached on above/top of turret. It also has two energy cannons attached on right and left sides of the turret. Its ballistic miniguns are removed. Its hull/body color is black and its treads and turrets/weapons color is red.
A heavy armored battle tank that armed with devastating weapons. This tank is nicknamed as “Hellhound” as no one can return to tell the tale once encounter this beast.

Stats:
: 70 (+25% / 18 Shield/Turn)
: 80
/: 1/2
Combat Efficiency: 875 – Advanced

Weapons:
7 15 20
7 15 20
5 20 3
5 20 3
4 10 20
4 10 20

Fenrir Heavy Tank Abilities:
- Repairs 15 Armor per Turn

Construction Requirements:
Fenrir Heavy Tank requires 7,500 Ore
Fenrir Heavy Tank requires 25 Command

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10. Armstrong Mobile Repair Vehicle
Status: Final
Appearance: Similar to Hedgehog Utility Vehicle, with its drill replaced with construction hook.
A vehicle that fills an important role in the field of battle. It is a highly demanded one for commanders as they are in need to repair their forces without have returning to base after travelling for miles away.

Stats:
: 20 (+25% / 5 Shield/Turn)
: 10
/: 2/5
Combat Efficiency: 300 – Simple

Weapons:
No weapons

Armstrong Mobile Repair Vehicle Abilities:
- Repairs any damaged unit in same square by 10 Armor / Turn
- Repairs any damaged unit in adjacent by 5 Armor / Turn
- Regenerates any unit’s shield in same square by 10%
- Regenerates any unit’s shield in adjacent by 5%
- Cannot repair damaged building
- Cannot regenerate building’ shield

On-unit Actis:
Add Spare Parts – : 3: Any unit in same square receives +1 Control/Max Speed permanently
First Aid Kits – : 3: Any unit in same square receives +1 Gunnery Level permanently
Discard Weapons – : 3: Restores any unit’s destroyed weapons in same square

Requirements:
Armstrong Mobile Repair Vehicle requires 1,000 Ore
Armstrong Mobile Repair Vehicle requires 5 Command



11. Gallagher Mobile Repair Vehicle
Status: Final
Appearance: Similar to Spider Salvager, with its hand/claw replaced with construction hook.
Upgraded version of Armstrong, this vehicle gains more defense and utilizes better equipment than its predecessor.

Stats:
: 40 (+25% / 10 Shield/Turn)
: 30
/: 3/4
Combat Efficiency: 400 – Intermediate

Weapons:
No weapons

Gallagher Mobile Repair Vehicle Abilities:
- Repairs any damaged unit/building in same square by 15 Armor / Turn
- Repairs any damaged unit/building in adjacent by 10 Armor / Turn
- Regenerates any unit’s/building’s shield in same square by 15%
- Regenerates any unit’s/building’s shield in adjacent by 10%

On-unit Actis:
Add Spare Parts – : 3: Any unit in same square receives +2 Control/Max Speed permanently
Medical Packs – : 3: Any unit in same square receives +2 Gunnery Level permanently
Replace Weapons – : 4: Restores any unit’s destroyed weapons in same square and adjacent

Requirements:
Gallagher Mobile Repair Vehicle requires 2,000 ore.
Gallagher Mobile Repair Vehicle requires 10 command
x2


12. Gagarin Mobile Repair Vehicle
Status: Final
Appearance: Similar to Hermit Salvager or Diamondback Ore Transporter, with its claws/shovel replaced with construction hook.
A final format of mobile repair vehicle, Gagarin has enhanced equipment that is designed for prolonged battle.

Stats:
: 50 (+20% / 10 Shield/Turn)
: 40
/: 0/3
Combat Efficiency: 750 – Advanced

X-Variant:
Enhances Abilities and Acties (50% chance of being Variant Pool)

Weapons:
No weapons

Gagarin Mobile Repair Vehicle Abilities:
- Repairs any damaged unit/building in same square by 20 Armor / Turn
- Repairs any damaged unit/building in adjacent by 15 Armor / Turn
- Regenerates any unit’s/building’s shield in same square by 20%
- Regenerates any unit’s/building’s shield in adjacent by 15%

Abilities available if unit has X-Variant:
- Repairs damaged units/buildings in same sector by 10 Armor/Turn
- Regenerates units’/buildings’ Shield in same sector by 10%

On Unit Actis:
Add Spare Parts – : 3: Any unit in same square receives +3 Control/Max Speed permanently
Stim Packs – : 3: Any unit in same square receives +3 Gunnery Level permanently
Add Weapons – : 5: Restores any unit’s destroyed weapons in same square and adjacent

Actis available if unit has X-Variant:
Add Spare Parts – CD: 10: Any unit in same square receives +2 Control/Max Speed permanently
Stim Packs – CD: 10: Any unit in same square receives +2 Gunnery Level permanently
Add Weapons – CD: 10: Restores any unit’s destroyed weapons in same square and adjacent

Requirements:
Gagarin Mobile Repair Vehicle requires 3,000 Ore
Gagarin Mobile Repair Vehicle requires 15 Command


Inspired from: (From Armstrong to Gagarin) Warzone 2100 vehicle designing feature

How they work (Armstrong to Gagarin): These vehicles which I mentioned above are simple, reduced, and cheaper version of MCSU (Mammoth COmbat Support Unit). The differences between Mobile Repair and MCSU are:
1. Mobile Repair Vehicles have Actis which increase units stats permanently while MCSU does not. The reason why I add these Actis is that our units whenever get critical damage usually lose few stats randomly, for example Powerplant was hit which cause loss of control and max speed by 1, so Add Spare Parts Acti can even such odd. Just let's hope you don't get critical hit thrice Smile which means you will lose control and max speed by 3 Laughing
2. Mobile Repair Vehicles have the ability to repair armor and recharge shield of unit while MCSU only able to repair unit's armor
3. Mobile Repair Vehicles have the ability to repair armor of unit both in same square and adjacent while MCSU only able to repair unit's armor in same square

That's all the detail which I can give to you all. About something else, you can figure it out by yourselves. (OK, seriously, I've a crew which have veteran piloting and rookie gunnery skills so I can use Gallagher's Acti to increase my crew's gunnery level without adding some mods like Eagle-eye and Sure-shot Targeting Computers on some Advanced unit while I want to install other mods like High Capacity Ammo/Missile and Hyper-bat Capacitor on it)
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13. Bumblebee Mobile Rearming Vehicle
Status: In development
Appearance: Similar to Fiddler Salvager or Snapper Ore Transporter, however its salvaging or ore transporting crane is removed and then replaced with two ammo boxes (Ballistic Ammo and Missile Ammo) and an energy battery (Evercell Capacitor).
This vehicle is specially made to carry ammo supply to rearm battalion’s weaponry after traveling far away in order to save time from returning to base.

Stats:
: 15 (+20% / 3 Shield/Turn)
: 15
/: 0/6
Combat Efficiency: 325 – Simple

Weapons:
No weapons

Bumblebee Mobile Rearming Vehicle Abilities:
- Rearms any unit’s ammo in same square by 2 Ammo / Turn
- Rearms any unit’s ammo in adjacent by 1 Ammo / Turn
- Any energy armed unit in same square receives -1 Charge
- Any energy armed unit in adjacent receives -1 Charge and -5 Damage

On-unit Actis:
Recharge Acti – : 3: Restores all units’ Actis in same square

Construction Requirements:
Bumblebee Mobile Rearming Vehicle requires 800 Ore
Bumblebee Mobile Rearming Vehicle requires 7 Command



14. Possum Mobile Rearming Vehicle
Status: In development
Appearance: Similar to Coluber Utility Vehicle or Slider Ore Transporter, but its mining or ore transporting crane is replaced with 2 stacked up Ballistic Ammo boxes, 2 stacked up Missile Ammo boxes, and 2 stacked up energy batteries/Evercell Capacitors.
This vehicle carries more supplies compared to its predecessor. It is made for battalion that uses up very much ammo.

Stats:
: 20 (+25% / 5 Shield/Turn)
: 20
/: 0/4
Combat Efficiency: 425 – Intermediate

Weapons:
No weapons

Possum Mobile Rearming Vehicle Abilities:
- Rearms any unit’s ammo in same square by 3 Ammo / Turn
- Rearms any unit’s ammo in adjacent by 2 Ammo / Turn
- Any energy armed unit in same square receives +1 Charge and +10 Damage
- Any energy armed unit in adjacent receives -1 Charge

On-unit Acti:
Recharge Acti – : 4: Restores all units’ Actis in same square and adjacent

Construction Requirements:
Possum Mobile Rearming Vehicle requires 1,600 Ore
Possum Mobile Rearming Vehicle requires 14 Command
[img][/img]


15. Pelican Mobile Rearming Vehicle
Status: In development
Appearance: Similar to Hermit Salvager or Diamondback Ore Transporter, with its salvaging or ore transporting crane removed and replaced with stash of ammo boxes, missile shells, and 2 large batteries.
This vehicle carries more supplies much more than its previous versions. It is made for prolonged combat.

Stats:
: 40 (+25% / 10 Shield/Turn)
: 30
/: 0/2
Combat Efficiency: 425 – Intermediate

X-Variant: Enhances Abilities and Acties (25% chance of being Variant Pool)

Weapons:
No weapons

Pelican Mobile Rearming Vehicle Abilities:
- Rearms any unit’s ammo in same square and adjacent by 5 Ammo / Turn
- Any energy armed unit in same square and adjacent receives -1 Charge and +5 Damage

Abilities available if unit has X-Variant:
- Rearms units’ ammo in same sector by 3 Ammo / Turn
- Any energy armed unit in same square and adjacent receives -2 Charge
On-unit Acti:
Recharge Acti – : 5: Restores all units’ Actis in same square and adjacent

Actis available if unit has X-Variant:
Recharge Acti – : 20: Restores all units’ Actis in same square and adjacent

Construction Requirements:
Pelican Mobile Rearming Vehicle requires 2,400 Ore
Pelican Mobile Rearming Vehicle requires 21 Command
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Mole Grounder Tank
Appearance: Similar Jaguar Medium Tank, but it is attached with drilling tools on its front (2 Bit Chipper Mining Drill mods) and few small drills on its sides (3 pairs of Improved Mining Platform mods). It has brown as primary color and black as secondary color. Its cockpit color is green.
A battle tank that utilizes stealth tactic by burrowing itself into ground in order to perform ambush against unnoticing enemy force.

Stats:
: 20 (+25% / 5 Shield/Turn)
: 20
/: 2/4
: 3
Combat Efficiency: 300 – Simple

Weapons:
4 10 1

Mole Grounder Tank Abilities:
- The turn a cloaked unit attacks it decloaks
- Gains unstackable damage reduction by 30% while moving at Cloak Speed
- Cannot be revealed by units, mods, and buildings equipped with sensors (except by enemy unit equipped with Tremors Sensor Mod and enemy Large Sensor Array is deployed)
- Cannot use Shadow Whisperer Mod

Construction Requirements:
Mole Grounder Tank requires 500 Ore
Mole Grounder Tank requires 5 Command



Badger Grounder Tank
Appearance: Similar Behemoth Heavy Tank, but it is attached with drilling tools on its front (3 Bit Chipper Mining Drill mods) and some drills on its sides (2 pairs of Improved Mining Platform mods on front and back, 1 pair of Advanced Mining Platform mods on middle). Its dual small guns and antenna are removed. It has brown as primary color and orange as secondary color. Its cockpit color is light blue.
A battle tank that utilizes stealth tactic by burrowing itself into ground in order to perform ambush against unnoticing enemy force. Equipped with advanced subterranean equipment and armed with medium distance weapon, this vehicle is more difficult to-be-hit.

Stats:
: 30 (+20% / 6 Shield/Turn)
: 30
/: 2/4
: 3
Combat Efficiency: 375 – Intermediate

Weapons:
6 15 20

Badger Grounder Tank Abilities:
- The turn a cloaked unit attacks it decloaks and cannot move
- Gains unstackable damage reduction by 30% while moving at Cloak Speed
- Cannot be revealed by units, mods, and buildings equipped with sensors (except by enemy unit equipped with Tremors Sensor Mod and enemy Large Sensor Array is deployed)
- Cannot use Shadow Whisperer Mod
- Gains small bonus Dodge (Level 1 Gunnery) while moving at Cloak Speed

Construction Requirements:
Badger Grounder Tank requires 1,000 Ore
Badger Grounder Tank requires 10 Command



Gopher Grounder Tank
Appearance: Similar Leopard Assault Tank, but it is attached with drilling tools on its front (4 Bit Chipper Mining Drill mods) and drills on its sides (3 pairs of Advanced Mining Platform mods). Its main cannon is replaced with missile launchers similar to Porcupine Assault Vehicle's. It has orange as primary color and grey as secondary color. Its cockpit color is red.
A battle tank that utilizes stealth tactic by burrowing itself into ground to perform ambush against unnoticing enemy force. Equipped with advanced subterranean equipment and armed with long distance weapon, this vehicle serves as attack support.

Stats:
: 40 (+25% / 10 Shield/Turn)
: 40
/: 2/4
: 3
Combat Efficiency: 450 – Advanced

Weapons:
4 8[img:762a4965
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