SSBB just a game? Or did fate have something to do with it?
Well, it has been over a month since i bought SSBB, and i've been finding it a very great game! I could still remember the first day when i came home with it. I tried using Samus, but i was so bad with her i stopped. for some reason, I picked Zelda just for the heck of it (lol this voice in my mind told me to anyways) and i racked up some insane scores with her by the end of a match....I was like wow? In Melee Zelda failed me so badly but in Brawl i rarely ever lose matches (well against players of my skill level anyways) when using her. Because of this she's one of my mains along with Toon Link, Link and Snake.
It's funny how my mains are mostly Legend of Zelda characters (except for Ganondorf, he's too slow) but yeah they fit my playstyle. Because of this Zelda's now my so-called good luck charm.
Bring me luck and victory, Team Triforce!
Goodbye Advance Wars!
Well, its been a long time, and after playing the series for many years, it is time to move on. I have officially quitted the series as now im too busy with other things. Maybe one day we will cross our paths again.
Imagination Kicks in! My own units part 1
Code identification:
Unit Name-Cost
-Space Take Up
-Primary Weapon
A-Ammunition
R-Range
-Secondary Weapon
F-Fuel Amount
M-Movement
V-Vision
MT-Movement Type
AT-Armor Type
Notes: Description
Zone Trooper-$50000 (Requires Tech Center, Allies only)
-1x1
-Rail Gun
A-9
R-1
-Pulse Rifle
F-70
M-5
V-4
MT-Power Suit
AT-Heavy Composite Power Suit
Notes: The Zone Trooper is a special division of infantry designed to handle heavier tanks after Mechs were not up for the job against heavily armored vehicles. With their Rail Guns, they can reduce lightly armored vehicles into scrap with one salvo while it will badly cripple heavier vehicles. These soldiers cannot climb mountains due to the weight of their power suits but can traverse any other terrain except seas with no difficulties. Thanks to new detection technologies, they cannot be ambushed in Fog of War. Recent upgrades have given this trooper the ability to attack infantry and air units with the introduction of powerful pulse rifles, making them much more versatile. They are only deployable by the Allied forces.
Battle APC-$12000
-1x1
-Gatling Cannon
A-9
R-1
-None
F-99
M-5
V-2
MT-Treads
AT-Medium Tank armor
Notes: Any infantry that boards this vehicle will be able to provide support fire from its gun ports. Infantry-type units with primary weapons will NOT use up their primary weapon ammo while in this vehicle. The Gatling Cannon itself can target both air and ground units, but it's slightly weaker than the one the Anti-Air possesses. This unit still can supply other units but cannot build temp structures.
Mobile War Factory: $50000
-2x1
-No Primary Weapon
-No Secondary Weapon
-Materials: 4
F-70
M-5
V-2
MT-Treads
AT- Medium Tank Armor
Notes: The mobile war factory works very similar to an aircraft carrier. It uses materials to deploy any land vehicle and vehicles built inside the factory can be launched on the second turn. Damaged units can also enter the factory and gain repairs and supplies. However, ground units can still be "launched" from the factory and automatically attack a target.
Nuclear SSM Submarine-$100000 (Requires Tech Center)
-1x1
-Polaris SLM (Sea to Land missiles)
A-3
R-CAN HIT ANYWHERE ON THE MAP
-Anti-Ship Torpedoes
F-50
M-4
V-5
MT-Submarine
AT-Heavy Submarine Armor
Notes: The Nuke SSM Submarine is a unique unit. It has the basic firepower of a normal Submarine with its torpedoes, but the true specialty lies in the Polaris missiles. The missile's explosion range is the same size as a missile silo, but it does six points of damage instead of three. Also since its Sea to Land Missiles air units are not damaged in the aftermath of the explosion. The Sub's missile ammunition CANNOT be restocked in any way. Unlike its other counterpart, this special version of Submarine can destroy cruisers with its special AP Torpedoes and is resistant to most Anti-Submarine weaponry. However, it is still easily overwhelmed by faster units so it must be escorted.
Special Forces Trooper-$20000
-1x1
-C4 Explosives
A-2
R-1
-Suppressed Carbine
F-70
M-4
V-7
MT-Infantry
AT-Infantry
Notes: The Special Forces Trooper is a soldier specializing in stealth and sneak attacks. It can cloak itself but it burns 1 fuel every turn when it is cloaked. Once it attacks or captures it will no longer be in stealth mode. It can also capture anything in 1 turn except HQs. They can also one shot kill other infantry units, considering they are at full HP. When it uses its C4 Explosives, it does two points of damage to vehicles BUT the targeted vehicle cannot counterattack. However, if they are fired upon first they will get wiped out quickly since they cannot counterattack vehicles with their carbines.
Falcon Stratofighter-$34000 (Requires Tech Center, Allies only)
-1x1
-Hellcat Inferno Missiles
A-6
R-1
-No secondary weapon
F-99 (Burns only 1 fuel thanks to new engine technologies)
M-10
V-3
MT-Stratosphere
AT-Stratofighter Armor
Notes: This next-generation high altitude fighter is designed to be a space assault craft, but it is just as effective below Earth's atmosphere in terms of combat. It is virtually invulnerable to all ground Anti Air weaponry since it flies so high. Because of this, it is an excellent counter against Anti-Airs, Missiles and Cruisers. It can only be attacked by other Falcon Stratofighters and Fighters. This aircraft was designed by the Allies as a replacement for the aging Supersonic Bomber fleet after harrowing losses. Since they can fly into space, they can engage space weaponry like satellite weapons. Its Hellcat Missiles can also attack any unit. After this unit was introduced, most slow-flying conventional attack aircraft have been decommissioned. Only the Allied forces get this unit.
Anti-Satellite Missile Launcher-$40000
-1x1
-Anti-Satellite Missile
A-2
R-*Can hit anything on space front*
F-50
M-4
V-5
MT-Tire A
AT- Missile/Rocket Armor
Notes: This unit can only fire on space units, but it is a very valuable piece of hardware when it comes to repelling space attackers. It can target any space-borne unit, regardless of how far away they are. Once they fire their ordnance, the missile will destroy the target on the beginning of the second day. It can also fire on Strato-type units. It has special armor that can protect it from space weaponry attacks, but it still needs to be protected.
Armageddon Infernus-$800000 (Requires Tech Center, Space Command Up-link and Launch Pad, IDS only)
-5x5
-Black Particle Beam
A-Infinite (takes five turns to recharge)
R- *Hits right below the satellite, as well as spreading destruction in a 6 square radius*
F-Infinite
M-2
V-3
MT-Space
AT-Unknown
Notes: Only IDS commanders have access to this exclusive weapon. Rumors from veteran commanders and soldiers say this weapon was a failed Black Hole prototype. This weapon is so strong that only 1 can be on the space front at any given time. Its Black Particle Beam can destroy entire legions in a single blow, since it does a total of 8 points damage to all units in a 6 square radius. However, it takes a whopping 6 turns to recharge its laser energy reserves in order to fire again. It is nearly indestructible, and only very few certain weapons can destroy this doomsday device. It can also be used as a spaceport for IDS starships.
Olympus-level Battleship-$400000 (Requires Tech Center, Space Command Up-link and Launch Pad, Allies only)
-3x2
-Magnetic Rail Cannons
A-7
R-1
-Hydra Turrets
F-Infinite
M-5
V-4
MT-Space
AT-Space Battleship (Olympus type)
Notes: This enormous space-faring vessel was designed with the co-operation of many Allied factions in order to counter the growing threat of IDS Space Weapons. Its MRC can decimate large and medium sized targets immediately, while its smaller Hydra Turrets will provide defense against smaller space-borne enemies. It is very resistant to damage, even from the dreaded Anti-Satellite Missiles. Since this is only an advanced prototype, only one can be constructed. This behemoth can carry two strato-****onboard in its docking bays and supply, rearm and repair the unit in one turn. This unit is the only one that matches the firepower of IDS' Spacecruiser. It is only deployable by the 12th Battalion and the Lazurians.
Imagination Kicks In! My Own Units part 2
Now here comes the new units!
Nuclear Powered Super Aircraft Carrier-$240000 (Requires Tech Center, Allies only)
-3x2
-Anti Air and Satellite Cruise Missiles
A-9
R-4-12
-Materials: 8
-No secondary weapon
F-Infinite (IT'S NUCLEAR POWER DUH)
M-2
V-5
MT-Ship
AT-VERY VERY heavy ship armor
Notes: This ultimate unit is the pride and glory of all navies for all armies who possess this behemoth. It is the lead capital ship for all major assaults in any situation. With its extremely long-ranged cruise missiles, it can rip through ANY aircraft and space unit, regardless if they have a CO onboard or not. It can also attack 2 times in one turn, making it a very valuable weapon in defending landing forces from air attacks. It can store up to 6 aircraft in its hangars and automatically repairs, refuels and rearms them in one turn. They are very resistant to all kinds of attack, as since the max damage they can receive is 1 HP from a submarine. They are only vulnerable to Subs and Bombers but that's only when they're unescorted and gets too close. It can also produce Falcon Stratofighters or Space Gunships with its materials. Due to the massive price and materials required to build this Behemoth, only one can be deployed on any front.
Inferno Tank-$12000
-1x1
-Dual Flamethrowers
a-5
r-1
-Machine Gun
F-70
M-5
V-2
MT-Treads
AT-Anti-Flame Medium Tank Armor
Notes: Basically a flame shooting tank that can fry infantry in one attack (regardless of defense cover, not even Power Suit Infantry can stand up against them) cripple lightly armored vehicles badly but is only moderately effective against heavier vehicles like Medium Tanks. It cannot engage air units, but is a beast in forest and plain warfare. This is because it doubles the damage when the targeted unit is on a wood terrain while units on plains will take 1.5 more damage. This unit also has the "firewall" ability that can light all surrounding tiles of the unit on fire for two turns at the cost of one point of ammo. All vehicles (except for air units and other Inferno Tanks) in the flames will take 1 to 2 points of damage every turn while infantry are fried instantly. The firewall ring lasts for two turns. If it is raining, it only lasts for one turn.
X-86 Mammoth Tank-$80000 (Requires Tech Center, Allies only)
-1x1
-Dual Rail Guns
A-9
R-1 to 2
-Mammoth Tusk Missiles
F-50
M-4
V-2
MT-Treads
AT-Self-Regenerating Advanced Armor
Notes: A new weapon among the 12th Battalion and the Lazurians (now united and called the Allied forces) this vehicle can only be deployed by those two armies. Its special dual rail guns will turn anything lower than a War Tank to scrap instantly, while its Mammoth Tusk Missiles will shoot down any oncoming aircraft. Once the rail gun ammunition runs dry, it will switch to the Mammoth Tusk Missiles to attack vehicles, which as the firepower of a Medium Tank against vehicles. It's also vulnerable to massed attacks, so it has to be protected and escorted. Because of its special armor, it can auto heal itself by regenerating 1HP every turn. If it stays still (does not move from its current location for one turn,) it can blast a unit that's two spaces away from it without the fear of a counterattack.
Harvester-$10000
-1x1
-No primary weapon
A-N/A
R-1
-Machine Gun
F-99
M-5
V-2
MT-Treads
AT-Tank Armor
Notes: This vehicle is not designed for combat, even though it is equipped with a 20mm machine gun to fend off invaders. Instead, this vehicle is used to harvest special minerals found on the battlefield. Once it harvests from a patch (it must wait one turn on the patch,) it returns to a mineral refinery to dump its load. Harvested minerals give 6000 credits. These units are deployed from the mineral refinery. It is robotic controlled, so casualties are not an issue.
Bombardment Walker-$70000 (Requires Tech Center)
-1x1
-Triple Artillery Cannon
A-6
R-3 to 8
-No secondary weapon
F-99
M-3
V-3
MT-Walker
AT-Mammoth Tank Armor
Notes: The next generation type of artillery. This unit possesses a triple artillery battery that will shell units at an extreme distance. To compensate its extreme range, it must select the "deploy" command in order for it to fire. After being deployed, it will be able to attack. To move again, it must un-deploy. These units' artillery weapon can devastate any kind of land and naval units, but it must be escorted and defended well since it's a mere sitting duck against air units. Unlike other indirect units, these units CAN counterattack even if they're being indirectly attacked. This is only possible when they're deployed.
Sniper Team-$10000 (Allies only)
-1x1
-Sniper Rifle
A-6
R-2 to 4 (increases by 1 on mountains)
-No secondary weapon
F-60
M-4
V-6 (increases by two on mountains)
MT-Infantry
AT-Mech Infantry
Notes: The Sniper Team, consisting of a squad of five (two spotters and three sharpshooters) specializes in infantry termination. They are useless against heavy vehicles, and they do about as much damage as a Medium Tank machine gun against infantry ****units. They are only moderately effective against light vehicles, so it's a good idea to place them in a Battle APC for extra protection. Their impressive vision range is also what makes them valuable for spotting targets for artillery.
Communication Humvee-$6000
-1x1
-TOW Anti-Tank Missile
A-7
R-1
-No secondary weapon
F-80
M-6
V-5
MT-Tire A
AT-Recon Armor
Notes: Although it may seem like an unimpressive piece of military hardware, this unit can mean the difference between an ambush and a successful attack. This unit can detect stealth, subterranean, hidden units (in Fog of War) and as well as hidden explosives like landmines in a 5 square radius surrounding it. Its TOW Missile is effective against light targets and air units, but it's too weak to survive a tank assault.
Corrupter Infantry-$15000 (IDS only)
-1x1
-Radiation Cannon
A-6
R-1
-Toxic Injection
F-70
M-4
V-2
MT-Power Suit
AT-Power Suit
Notes: IDS' special assault infantry. Since they were lagging behind in terms of Rail Gun technologies and research, they made a cheaper alternative. The Corruptor is a Power Suit laden warrior wielding a deadly man-portable nuclear weapon that melts infantry in one attack, and does decent damage on vehicles. The "Toxic Injection" secondary weapon can't be used to directly attack an enemy, but affects the terrain instead. He can pollute the areas around him (a 3 square radius) and transform those areas into a nuclear wasteland. When deployed, he cannot move or attack/counterattack. Any unit in the radiation field will take damage (3 for infantry, 1 for vehicles) per turn. However, he is completely useless against other Power Suit Infantry and super heavy vehicles like Mammoth Tanks, so keep him away from them.
Cyborg Stormtrooper-$60000 (Requires Tech Center, IDS only)
-1x1
-Plasma Cannon
A-5
R-1
-Pulse Mini-gun
F-70
M-5
V-2
MT-Cyborg
AT-Cyborg
Notes: This supernaturally-tough soldier is the result of IDS' sinister experiments of melding live humans onto machinery. This unit is a force to be reckoned with, since they can hit anything except for naval units, space units and high-flying aircraft. Both of their arms are transformed into weapons, one is a powerful anti-tank plasma cannon that is a tank killing weapon, while the other is a special pulse mini-gun that will massacre infantry and air units. They are very tough to destroy and very few survivors on the ground have actually killed one of these and walked away alive. This unit is exclusive to IDS only since they are the only ones to perfect cybernetic technology.
Cosmos Space Battleship-$100000 (Technology Assembler and Launch Pad required)
-2x1
-Armageddon Plasma Disc Cannon
A-N/A
R-1
-Laser Turrets
F-N/A
M-5
V-6
MT-Space Battleship
AT-Alien
Notes: No description is available for this unit. We have managed to reverse engineer it for our own uses.
Hell-Star Assault Carrier-$150000 (Technology Assembler and Launch Pad required)
-2x1
-Stormfighters
A-8
R-2 to 7
-No secondary weapon
F-N/A
M-4
V-5
MT-Space Battleship
AT-Alien
Notes: No description is available for this unit. We only know it launches small fighters to attack its targets, and that it can carry 4 space aircraft onboard. We have managed to reverse engineer it for our own uses.
Mothership-????? (Prerequisites Unknown)
-5x5
-Extinction Cannon
A-???
R-???
-No secondary weapon
F-N/A
M-2
V-3
MT-Space
AT-????
Notes: Nothing, absolutely nothing is known about this unit. But from the description of the weapon, it should be met with extreme caution.
Saboteur-$16000
-1x1
-Explosive Death Trap
A-3
R-1
-Pistol
F-50
M-4
V-3 (increases by 2 on mountains)
MT-Infantry
AT-Infantry
Notes: This unit specializes in booby trapping and vehicle demolition. He can plant explosive traps anywhere on the battlefield, and when an enemy ground unit runs over it, it will detonate, killing infantry instantly and does medium to moderate damage to most vehicles, while barely scratching units like Mammoth and Fallout Tanks. The best places to use the traps are chokepoints- the enemy commander won't notice the traps unless he or she has an anti-stealth unit in range of the trap. He should avoid conflict at all costs- his pistol isn't very good in firefights, it is only a means of last line defense. A common tactic is to booby trap neutral properties, and the enemy tries to capture it only to see their infantry get blown sky high. Although he isn't cloaked, he could be a deadly unit in Fog of War. An explosive trap planted by the Saboteur does not harm friendly or allied units.
Commando-$50000 (Tech Center required)
-1x1
-Nuclear C4 Explosives
A-3
R-1
-Prototype Energy Carbine
F-N/A
M-5 (Can move twice per turn)
V-5
MT-Experimental Power Suit
AT-Power Suit
Notes: The Commando is an elite, well trained, and hard bitten soldier of the battlefield. He can single-handedly take out an entire battalion if used properly. His Prototype Energy Carbine can waste ANY infantry with one shot, while C4 Explosives will instantly demolish any vehicle (regardless of armor.) He can cloak himself, but once he attacks or is below 50% HP, he cannot cloak again. There isn't much to say, except he is a force to be reckoned with on any front. He can be upgraded with jet packs to support other fronts, such as the Moon. Unlike other Power Suited Infantry, he can climb mountains. Since he receives special training, he can capture ANYTHING in one turn. So sneaking this on your opponent's HQ means instant win. His ability of moving twice per turn allows hit and run attacks.
Space Gunship-$100000 (Requires Technology Assembler AND Tech Center, Allies only)
-1x1
-155mm Plasma Cannons
A-6
R-1 to 3
-Dual 20mm Energy Chain Guns
F-N/A
M-5
V-4
MT-Alien/Stratofighter
AT-Heavy Alien/Stratofighter Armor
Notes: This unit is the result of the fusion of the top human aircraft technology with captured Alien technology. Thanks to the special Alien energy systems fused with this unit, it does not have limited fuel. The Allies made this unit in hoping it would push the Alien invaders back to where they came from. The unit can only be deployed by Allied forces (12th Battalion and Lazurians.) This unit can also carry ANY land unit onboard, making this unit a heavy transport. This unit is VERY effective against units like Cosmos Battleships and Hell-Star Assault Carriers. They can also be used to fight on space or Moon fronts, making them excellent support units. However, keep them away from weapons like Anti-Satellite missiles, since they die with two hits against them. They are deployed from Airfields.
Terrorizer Starship-$110000 (Requires Technology Assembler AND Tech Center, IDS only)
-1x1
-Inferno Laser Capacitors
A-7
R-1
-Laser Beam
F-N/A
M-4
V-5
MT-Alien/Stratofighter
AT-Heavy Alien/Stratofighter Armor
Notes: Even though the Allies have developed their own crusader against the invaders, IDS had other plans for their unit designs after managing to steal some Alien technology. This unit is a more devastating version of the Space Gunship. Instead of using plasma weaponry, it uses IDS' top of the line laser weaponry. Instead of only transporting 1 ground unit, this unit can transport 2. Its weapons are a bit better than Space Gunships, but it must attack head on. These units can be deployed from Airfields. Like its Allied counterpart, keep it away from Anti-Satellite weaponry.
Space Destroyer-$80000 (Aliens only, Requires Launch pad)
-1x1
-Nova Cannons
A-6
R-1
-Plasma Mini Guns
F-N/A
M-5
V-2
MT-Alien
AT-Alien
Notes: Another member of the superior Alien Starship Force, this unit is slightly weaker than its bigger brother, the Cosmos Battleship. Despite it being weaker, it is still a devastating unit. However, it won't stand up against a direct assault against the recently developed Allied Gunships and IDS Starships, so keep this unit away from them. It will still devastate any ground unit, provided it's not going up against Anti-Satellite weaponry.
Raider Craft-$25000 (Aliens only)
-1x1
-Dual Plasma Cannons
A-6
R-1
-No secondary weapon
F-N/A
M-9
V-2
MT-Alien
AT-Light Aircraft Armor
Notes: The Alien's counterpart for the human's fighter. It's slightly stronger in terms of armor and firepower, but they are still easily shot down.
Storm Craft-$16000 (Aliens only)
-1x1
-Plasma Machine Guns
A-9
R-1
-No secondary weapon
F-N/A
M-8
V-2
MT-Alien
AT-Light Aircraft Armor
Notes: The Alien's counterpart for the human's duster. These units are great harassment units and distraction units thanks to their flexibility of use, but they are pretty useless once the fight heats up more. They do completely no damage to anything stronger than a space destroyer.
Guardian Mech-$8000
-1x1
-APAVW (All Purpose Anti Vehicle Weapon)
A-6
R-1 to 3 or 4
-Assault Rifle
F-40
M-4
V-2
MT-Mech
AT-Light Infantry Armor, Heavy Anti-Concussion Armor
Notes: This unit was the result in Mech trooper advancement- they are now able to target units from a distance and able to attack aircraft with their rocket launchers. Although they may seem unimpressive at first glance, placing them in a Battle APC may yield some very good results. They can also deploy and establish a mini bunker around them, but this will immobilize them but they will get improved armor against tanks (since they will use shells to destroy the bunker) as well as an increased attack range. Beware of rifle-armed infantry, however. Guardian Mechs will not use assault rifles when deployed and they will get slain easily if targeted by rifle-armed infantry. Even if they are armed with anti-personnel rifles, they are somewhat weaker than standard issue rifles. They cannot establish bunkers on mountains. This unit is a great substitute for Anti-Tanks and Zone Troopers.
Retribution Protocol- Created from destroyed Mothership (Aliens only)
-3x3
-Devour Enemy
A-N/A
R-N/A
-No secondary weapon
F-N/A
M-1
V-9
MT-Alien
AT-Unknown
Notes: Little is known about this "thing." It appears to emerge from a destroyed Mothership, and recent reports show it is capable of swallowing entire units, including our Olympus Battleship fleet. Proceed with caution. Anti-Satellite weaponry doesn't seem to have much of an effect on this disfigured blur. It appears as a glowing mass of purple light that seems to destroy whatever it touches. We have named it the "Retribution Protocol" since it appears as some form of last resort to destroy the enemy when the Mothership fails.
Imagination Kicks In! My Own Terrain
Well now that I am leaving the AW boards, here is the final list for my own fictional terrain and other stuff:
Structure: Tech Center
Once captured, this will allow the owner to build special and high-tech units that are invented in this topic. Without this army commanders cannot build the high-tech units. It provides 1000 credits per turn but it doesn't repairs and supplies units, but it is a prime target to have in possession.
Structure: Space Command Up-link
Once captured, army commanders will have access to space-type weaponry, like the infamous IDS Spacecruiser and the Falcon Stratofighter. Special abilities can also be accessed once this structure has been secured. It provides 1000 credits per turn but does not provide repairs or supplies. This structure can transform the outcome of the battle if used in the right hands.
Structure: Oil Well
Once captured, this structure will provide 5000 credits per turn. However, it cannot provide repairs or supplies. It can be destroyed, and when it does it does 5 points of damage to all adjacent units thanks to the fiery explosion it creates from destruction.
Terrain: Launch Facility
Once this facility is secured, you will be able to build satellite weapons and other space vessels. For the more advanced and high-ended space weapons, a Space Command Up-link plus a Tech Center is required. Launch Pads can also send space units into space in one day. Space units must use this or a rift portal to reach the space front. Stratosphere Units are deployed from airfields.
Terrain: Rift portal
This vague-portal appears both on Earth and the space front. If a unit stays on this terrain, they will be immediately warped to the other front, and vice-versa. Units that is not suited for space warfare will be automatically destroyed. Also, if a satellite-type unit lands on this terrain, they will also crash and burn on the main ground front. However, Stratosphere and space battleship units can warp between these portals without problems, and can use them as an alternative way to reach the other front without the help of a Launch Pad. The portal also generates a magnetic force that pulls all units towards it that are in its range (a 4-square radius.)
Terrain: Mineral Patch
This special terrain contains minerals of an unknown substance that constantly regenerates. We can confirm it's not from Earth and we suppose it came from the meteor strikes. This terrain hinders all units moving across with the exception of infantry, air and harvesters. Harvesters can also harvest from this patch (it can be harvested as many times the commander wants to) and return to the refinery and provide an instant 8000 credits for the commander. This patch can be destroyed (same defense as meteors) but is not a wise idea if a refinery is present.
Terrain: Capital City
Space: 2x2
This type of terrain is the rarest. This city provides 30x the amount of incoming funds for the commander who possesses this grand prize, and instantly repairs any ground unit in one turn. The city has four sections and they all must be captured to claim the city. This city also possesses an airfield, ground base and spaceport and allows deployment once secured. There are only four that are actually in existence across the planet. In the campaign, this city is the command HQ for the country. If captured, the entire army will fall, and the nation will be no more.
Terrain: Void
Space units are unhindered when moving across this terrain.
Terrain: Space Junk
Hides space units during Fog of War, and hinders space unit movement by 2.
Terrain: Space War Factory
Once docked with a space-type unit, commanders will be able to deploy space weapons from this facility.
Terrain: Asteroid
If any space unit collides with these, they will take 3 points of damage. They can be destroyed, and they shift 1 space left every turn.
Structure: Mineral Refinery
This structure does not provide any repairs, funds or supplies, but instead allows the commander holding this structure to build harvesters that can provide an alternative source of funds. If this structure is captured, the enemy commander who claims this building will automatically take control of all harvesters deployed from it.
Structure: Dimension Tower
This structure generates meteor strikes on random parts of the map. The number of meteors ranges from 10 to 20. Its origins or function of how it does that has not yet been concluded. Meteors do 5 points of damage to infantry, 3 to tire vehicles and 2 to treaded vehicles and power suit infantry. It can be destroyed. It should be a prime target, since it poses a major threat to land forces.
Structure: Alien Technology Assembler
This structure does not seem to meet a match in any of our databanks. Capturing it, for some strange reason, lets you build some Alien space vessels from our spaceports. The origin of this structure is not yet known, but from its appearance we can confirm extraterrestrial beings built it.
New front: Space
Eventually the war going on planet Earth became so intense, nations around the world took the battle to a whole new level-the final frontier. Therefore the space race was on and technologically advanced nations designed space weaponry to take the void. The space front is special. Only special units like Stratosphere units and Space units can reach there. Special satellite weapons can fire upon ground units if they are positioned in the same spot as the ground units are positioned. If units are sent to space they can still return with the exception of satellite weapons.
New front: The Moon
Even though most of the war has been going on over Earth's orbit, many nations have secured outposts and bases on the Moon. Unbeknownst to them, the Aliens have established a stronghold on the far side of the moon as their first step to the invasion. The Moon front is special. Only land units (with the exception of Infantry, Mechs and any other tire vehicle) and Space units (no aircraft or helicopters) can fight on the Moon front. Valuable minerals have also been detected on the moon, and it appears it is the only funding source that is actually available, since there are no cities on the Moon (yet.) As a result, warring nations have sent expeditions to establish refineries there to fund their economy. There are no bases or productions facilities on the moon, so units must be sent from either the space front or back on Earth.
Structure: Supply Outpost
Only available on the Moon or in Space, this building repairs, re-supplies fuel, ammo and materials to the unit on it.
Structure: Power Plant
This building provides no funds or repairs and supplies, but supplies power to defenses. One is enough to run an entire defense grid. It can be built from the Rig for $20000 credits. If destroyed, all adjacent panels are covered in fire for one turn.
Note: All defense structures provide no funds, repairs or supplies. They can be destroyed or captured if an enemy infantry makes it onto the structure. Rigs can also build defenses now, thanks to new upgrades. They must pay $10000 to construct a defense structure.
Defense: Defender Cannon
A weapon designed primarily for Anti-Tank defense, this unit has the basic firepower and range of an Anti-Tank. Keep it well protected from infantry.
Defense: Guard Tower
This defense structure is only useful against infantry.
Defense: EMP Cannon
Only usable against ground vehicles. The targeted vehicle cannot move for two turns. This defense weapon does nothing against infantry.
Defense: Stealth Column
Once captured or built, any friendly unit that is in the range of this tower (a 2 square radius) will be cloaked and will not be revealed unless they attack (they will be visible for one turn) or an anti-stealth unit comes into range.
Defense: Disruptor Cannon (Tech Center required)
This defense structure is the most advanced defense structure available to the Allied Forces. It fires a shattering sonic wave at the target, damaging all units in the wave's path (including Allied units) and doing five points of damage to anything it hits. It costs a whopping $80000 to produce, and isn't as effective air units.
Defense: Laser Capacitor Cannon (Tech Center required)
This can only be built for IDS. It is similar to the Allies' Disruptor Cannon, but fires a lethal blue laser beam instead. It costs $60000 to build. It cannot fire on air units.
Defense: Lightning Bolt Tower (Technology Assembler required)
Only deployable by the Aliens, this mysterious weapon fires a deadly purple bolt of lightning that can fry both air and ground units. Each bolt does 7 points of damage, and the weapon can fire THREE times a turn. It costs $100000 to construct.
New faction: Aliens
Well, the age of discovery has arrived. Mankind will finally realize they are not alone in this universe. This species of creatures arrived after the massive nuclear and energy explosion of The Nest about three years later. But unfortunately these visitors are bent on the extinction of mankind and all that stand in its path. Fortunately, humans have managed to reverse engineer some of their technology from captured Technology Assemblers. We currently do not know much about their units or their place of origin. Now, the Earth is locked in a battle between mankind and their own species as well as Aliens.
Upgrade: Composite Armor
Cost: $150000
Purchase from: Tech Center
Once purchased, all treaded vehicles will receive 40% more armor. It is a very pricey upgrade but is well worth it if an army commander plans to use lots of tanks for the fight.
Upgrade: Recharge Pods
Cost: $40000
Purchase from: Tech Center
Once purchased, all Power Suit Infantry will auto heal 1HP each turn. They also receive 5 units of fuel at the beginning of every turn.
Upgrade: Jet Packs
Cost: $20000
Purchase from: Space Command Up-link
Once purchased, all Power Armored Infantry will be able to fly to other fronts, such as space or the Moon, without the support of a rift portal or Launch Pad.
Upgrade: Space Unit Composite Armor
Cost: $300000
Purchase from: Space Command Up-link, Tech Center, Technology Assembler
The above three are required for this upgrade to be purchased. This upgrade will give all Space and Alien units 50% more armor, which will make them much more durable against attacks. This is a must have, since it will reduce space unit casualties.
Upgrade: Meteorite Armor
Cost: $600000
Purchase from: Space Command Up-link, Tech Center, Technology Assembler
This is only available if you have purchased the Space Unit Composite Armor. Meteorite Armor makes all space units invulnerable to meteors and increases their defense by 50% more! This means they only receive half damage from attacks. This upgrade is VERY expensive, but once purchased it can make an entire starship fleet nearly invulnerable to attacks.


