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==General== |
==General== |
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'''Habitat Walker''' is the infantry production structure for [[Hierarchy]] as well as an assault unit. It uses plasma cannon to attack ground and can instantly destroy almost any unit or structure by trampling. It cannot trample the [[Arrival Site]], [[Citadel]], [[Command Core]], or [[Peacebringer]]. Its plasma is good against infantry, vehicles, Walkers, and [[Masari]] Dark Matter Armor.<br /> |
'''Habitat Walker''' is the infantry production structure for [[Hierarchy]] as well as an assault unit. It uses plasma cannon to attack ground and can instantly destroy almost any unit or structure by trampling. It cannot trample the [[Arrival Site]], [[Citadel]], [[Command Core]], or [[Peacebringer]]. Its plasma is good against infantry, vehicles, Walkers, and [[Masari]] Dark Matter Armor.<br /> |
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+ | Purpose: Mobile Infantry Producing Walker |
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===Stats=== |
===Stats=== |
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''Method'': Research '''Mutagen Branch Suite 1'''<br /> |
''Method'': Research '''Mutagen Branch Suite 1'''<br /> |
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[[Category: Hierarchy Units]] |
[[Category: Hierarchy Units]] |
Revision as of 22:03, 21 October 2008
General
Habitat Walker is the infantry production structure for Hierarchy as well as an assault unit. It uses plasma cannon to attack ground and can instantly destroy almost any unit or structure by trampling. It cannot trample the Arrival Site, Citadel, Command Core, or Peacebringer. Its plasma is good against infantry, vehicles, Walkers, and Masari Dark Matter Armor.
Purpose: Mobile Infantry Producing Walker
Stats
Type: Huge Piloted
Movement: LargeWalker
Max. Speed: 0.25
Health: Special
Armor: Alien Walker
Sight: 270
Crush Defense: 99
Crush Power: 65
Weaponry
Type: Plasma Blob
Range: 0-250
Damage: 35
Shots per burst: 4
Recharge: 3.0 seconds
Hardpoints
The Habitat Walker has 4 body hardpoint sockets with 400 health each and 4 leg hardpoint sockets with 350 health each. When a leg socket is destroyed, the Walker's speed is reduced. When a body socket is destroyed, a Coolant Node is revealed. If 2 Coolant Nodes are destroyed, so is the Walker.
Body Hardpoints
Coolant Node
Effect: The destruction of two of these results in the destruction of the Habitat Walker
Prerequisites: Destruction of body socket
Cost: N/A
Time: N/A
'Health: 600
Armor: Alien Walker Hardpoint
Lost One Pod
Effect: Allows production of Lost One
Prerequisites: None
Cost: 400
Time: 0:16
Health: 400
Armor: Alien Walker Hardpoint
Brute Pod
Effect: Allows production of Brute
Prerequisites: Research Mutagen Branch Suite 2
Cost: 650
Time: 0:18
Health: 400
Armor: Alien Walker Hardpoint
Armor Plating
Effect: Covers the hardpoint in strong armor
Prerequisites: None
Cost: 700
Time: 0:20
Health: 1,000
Armor: Alien Walker Hardpoint Armor
Weapon Accelerator
Effect: Reduces reload and recharge times for Walker weapons and abilities by 20% each
Prerequisites: None
Cost: 700
Time: 0:20
Health: 700
Armor: Alien Walker Hardpoint
Range Enhancer
Effect: Raises range for Walker weapons and abilities by 20% each
Prerequisites: Research Assault Branch Suite 1
Cost: 700
Time: 0:20
Health: 700
Armor: Alien Walker Hardpoint
Radiation Artillery
Effect: Launches a radiation warhead that emits radiation into the target area for 16 seconds
Prerequisites: Research Mutagen Branch Suite 2
Cost: 1,100
Range: 0-280
Radius: 100
Cooldown: 0:35 (from launch)
- 1 Weapon Accelerator: 0:30
- 2 Weapon Accelerators: 0:26
- 3 Weapon Accelerators: 0:22
Health: 1,100
Armor: Alien Walker Hardpoint
Leg Hardpoints
Armor Plating
Effect: Covers hardpoint with tough armor
Prerequisites: None
Cost: 700
Time: 0:20
Health: 1,000
Armor: Alien Walker Hardpoint Armor
Repair Chamber
Effect: Generates 3 plasma orbs like those of a Saucer that repair the Walker
Prerequisites:
Assembly Walker
Cost: 400
Time: 0:16
Health: 350
Armor: Alien Walker Hardpoint
Cost Optimizer
Effect: Reduces unit costs by 8% each
Prerequisites: None
Cost: 300
Time: 0:15
Health: 250
Armor: Alien Walker Hardpoint
Teleport Accelerator
Effect: Reduces unit build times by 12% each
Prerequisites: None
Cost: 300
Time: 0:15
Health: 250
Armor: Alien Walker Hardpoint
Plasma Turret
Effect: Adds another plasma weapon
Prerequisites: None
Cost: 800
Time: 0:22
Range: 0-280
Damage: 35
Shots per burst: 1
Recharge: 3.0 seconds
Health: 800
Armor: Alien Walker Hardpoint
Arc Turret
Effect: Adds an anti-air electricity weapon
Prerequisites: Research Assault Branch Suite 1
Cost: 800
Time: 0:20
Damage: 11.4%
Recharge: 3.0 seconds
Health: 800
Armor: Alien Walker Hardpoint
Production
Method: Built by Glyph Carver
Prerequisites: Arrival Site
Cost: 2,000
Time: 1:05
Limit: 3 (limit shared by Habitat, Assembly, and Science Walkers)
Units Produced
Lost One (requires Lost One Pod hardpoint)
Brute (requies Brute Pod hardpoint)
Upgrades
Advanced Mutagens
Effect: Killed organics become Slaves and last longer
Method: Research Mutagen Branch Suite 3
Fast Ordering
Effect: Glyphs carve 25% faster
Method: Research Quantum Branch Suite 2
Foo Longetivity
Effect: Orbs gain regeneration so they can last longer away from the Repair Chamber
Method: Research Assault Branch Suite 2
Gamma Radiation
Effect: Radiation damage increased to 10 per second
Method: Research Mutagen Branch Suite 3
Irradiated Shots
Effect: Plasma bolts are irradiated, inflicting radiation damage over time
Method: Research Mutagen Branch Suite 1
Damage: 5 per second
Duration: 3 seconds
Locomotor Enhancement
Effect: Movement and rotation speed increased by 60%
Method: Research Assault Branch Suite 4
Molecular Armor
Effect: Halves damage taken
Method: Research Quantum Branch Suite 3
Quantum Ordnance
Effect: Plasma attacks explode for an additional 10 damage
Method: Research Quantum Branch Suite 3
Volatile Reactors
Effect: Creates radioactive cloud when destroyed
Method: Research Mutagen Branch Suite 1