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==Buildings== You can build any structure on any territory you own, if you pay the price, and if you have already built the required buildings on the same territory. For combat purposes, all buildings are considered to have a defense value of 0. A roll is still needed to hit, and Range Increments are still in order. <br /> ===Bunker=== {| border="1" cellspacing="0" cellpadding="5" align="left" ! Cost ! Energy / tun ! Armor ! Hit points ! Requirement |- | 50 | none | 4 | 30 |Command center |- |} <br /> <br /> A bunker can shelter up to five of your operatives if they use an exo armor. They can get out of the building with a move action, and get in if a move action leads them in contact with the structure. You cannot make an assault action when entering a bunker. '''Upgrade''' *Turret (cost 100) : As the turret described further. <br /> ===Command center=== {| border="1" cellspacing="0" cellpadding="5" align="left" ! Cost ! Energy / tun ! Armor ! Hit points ! Requirement |- | 200 | 20 | 3 | 25 | Station |- |} <br /> <br /> When a territory is attacked, if a Command center has been built on it and is activated, it allows the player to move units from an adjacent territory to the attacked territory. '''Upgrades''' *Tactic Control (cost 50) : Grants the highest level character a +1 to their Will skill for the duration of the battle. If the bonus could apply to multiple character, pick the one who will receive this bonus. *Turret (cost 100) : As the turret described further. <br /> ===Concrete barricade=== {| border="1" cellspacing="0" cellpadding="5" align="left" ! Cost ! Energy / tun ! Armor ! Hit points ! Requirement |- | 20 | none | 2 | 30 | Station |- |} <br /> <br /> A barricade can protect any vehicle or exo armor in contact with it. Any range attack aimed at a unit hidden behind a barricade will receive two additional rang increments, but any missed shot will damage the barricade instead of the unit hidden behind it. On the other hand, a unit in contact with the barricade can Β« see Β» through it as it wasn't there. '''Upgrade''' Ablative armor (20) : Ablative armor gives the barricade an additional 10 Hit Points, with armor 5. Once these ten points are depleted, the barricade gets back to its original armor value. <br /> ===Factory=== {| border="1" cellspacing="0" cellpadding="5" align="left" ! Cost ! Energy / tun ! Armor ! Hit points ! Requirement |- | 500 | 30 | 2 | 30 | Station |- |} <br /> <br /> <br /> <br /> A factory produces supplies. With the right amount of refined resources, it will assemble products. You have to choose what kind of product the factory assembles when building it. It can be re-fitted, but you need to spend a whole activity turn during which the factory will consume energy to do so. One factory can produce elements for either one building, two vehicles, or five kinds of exo-armor, weapons or equipment. For each 100 Credits needed to purchase what you need, you will have to bring the factory 1 unit of common gas, 2 units of minerals, 2 units of common metal and 1 unit of precious metal. Finally, a factory can only build up to 500 Credits worth of material each strategic turn. '''Upgrades''' *Power efficiency (Cost : 100) : The energy needed to make the factory work drops from 30 to 15. *Extension of production (Cost : 50) : The Factory become able to produce up to 800 Credits worth of material each strategic turn. <br /> ===Force Field=== {| border="1" cellspacing="0" cellpadding="5" align="left" ! Cost ! Energy / tun ! Armor ! Hit points ! Requirement |- | 100 | 10 | 1 | 15 | Power Plant |- |} <br /> <br /> A force field protects a 4" x 4" territory. No projectile (missile or grenade) can enter the force field, and any unit and building the force field is considered having an additional armor of 5. To disable the force field, the opponent must destroy all 4 force field generators. Stat line is for one functional force field, and each force field generator has 15 Hit points. <br /> ===Foundry=== {| border="1" cellspacing="0" cellpadding="5" align="left" ! Cost ! Energy / tun ! Armor ! Hit points ! Requirement |- | 200 | 15 | 1 | 15 | Mine Shaft |- |} <br /> <br /> A foundry turns raw minerals into refined minerals. It can convert 20 units of mineral every activity turn. The resources it converts don't have to be on the same territory, but the refined resources have to be stored in a warehouse on the territory they are produces until next commercial turn. '''Upgrades''' *Power efficiency (Cost : 100) : The energy needed to make the factory work drops from 30 to 15. <br /> ===Laboratory=== {| border="1" cellspacing="0" cellpadding="5" align="left" ! Cost ! Energy / tun ! Armor ! Hit points ! Requirement |- | 300 | 60 | 0 | 10 | Station |- |} <br /> <br /> You cannot activate any more Laboratory than the number of Scientist you've hired. It produces a research point each turn, except when a scientist is on the same territory. It would then produce as many research point as the scientist's level. <br /> ===Landing pad=== {| border="1" cellspacing="0" cellpadding="5" align="left" ! Cost ! Energy / tun ! Armor ! Hit points ! Requirement |- | 100 | 10 | 1 | 15 | Radar |- |} <br /> <br /> You can ship five containers each commercial turn for each landing pad you own. Each container may contain up to ten units of one single resource. This done, you earn the amount of credits your shipment is worth. <br /> ===Mine Shaft=== {| border="1" cellspacing="0" cellpadding="5" align="left" ! Cost ! Energy / tun ! Armor ! Hit points ! Requirement |- | 200 | 15 | 1 | 15 | Station |- |} <br /> <br /> <br /> A mine shaft produces resources according to the exploration roll made on the territory they're built on. Every resource produced by the mines of a territory must be stored in warehouses built on the same territory before being shipped to space or transformed in a refinery or a foundry. <br /> ===Missile silo=== {| border="1" cellspacing="0" cellpadding="5" align="left" ! Cost ! Energy / tun ! Armor ! Hit points ! Requirement |- | 200 | 5 | 1 | 15 | Radar |- |} <br /> <br /> <br /> A missile silo houses up to five tactical missiles. They cost 100 SC each, and you need a whole activity phase to produce one. It needs a radar on the territory it's built on to operate. To fire a missile, you need a unit using a missile pointer. <br /> ===Power plant=== {| border="1" cellspacing="0" cellpadding="5" align="left" ! Cost ! Energy / tun ! Armor ! Hit points ! Requirement |- | 100 | None | 1 | 15 | Station |- |} <br /> <br /> <br /> Each power plant produces 50 points of energy for the other buildings on the same territory to consume. '''Upgrade''' *Enhanced generators (cost : 200) :The power plant of a territory may receive an upgrade, allowing it all the power plants on the territory to produce twice as much power as normal. It can only be fitted on one power plant, and should the later be destroyed, the enhancement would be lost. *Extended power grid (cost : 100) : The power plant may produce energy to other territories with a Power Plant with extended power grid has been built. <br /> ===Radar=== {| border="1" cellspacing="0" cellpadding="5" align="left" ! Cost ! Energy / tun ! Armor ! Hit points ! Requirement |- | 50 | None | 5 | 10 | Station |- |} <br /> <br /> Radars allow the landing pads and missile silos on their territory to operate <br /> ===Refinery=== {| border="1" cellspacing="0" cellpadding="5" align="left" ! Cost ! Energy / tun ! Armor ! Hit points ! Requirement |- | 300 | 20 | 1 | 15 | Mine Shaft |- |} <br /> <br /> <br /> A refinery turns raw gases into refined gas. It can convert 20 units of mineral every activity turn. The resources it converts don't have to be on the same territory, but the refined resources have to be stored in a warehouse on the territory they are produces until next commercial turn. '''Upgrades''' *Power efficiency (Cost : 100) : The energy needed to make the factory work drops from 20 to 10. <br /> ===Station=== {| border="1" cellspacing="0" cellpadding="5" align="left" ! Cost ! Energy / tun ! Armor ! Hit points ! Requirement |- | 20 | None | 0 | 10 | None |- |} <br /> <br /> A station is a glorified beacon : it keeps the territory yours and allows your units to travel through it. <br /> ===Turret=== {| border="1" cellspacing="0" cellpadding="5" align="left" ! Cost ! Energy / tun ! Armor ! Hit points ! Requirement |- | 200 | 20 | 5 | 20 | Command Center |- |} <br /> <br /> <br /> Cost : 200 Energy needed : 20 Armor : 5 Hit Points : 20 Turrets are automated defense devices able to open fire against enemies without human control. They attack when the player controlling them sees fit, and these attacks don't take the player a turn. The turrets get CDT as any other unit, and can fire as soon as the CDT are depleted, but can't take technical orders. The turret can be fitted with any one kind of weapons. <br /> ===Warehouse=== {| border="1" cellspacing="0" cellpadding="5" align="left" ! Cost ! Energy / tun ! Armor ! Hit points ! Requirement |- | 10 | None | 1 | 20 | Station |- |} <br /> <br /> <br /> A warehouse can store up to eight containers, all of which can contain up to ten resources. <br />
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