Universe At War
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Uniatwar 14
Habitat concept

General

The Habitat Walker is the main infantry production "structure" for Hierarchy faction as well as their least expensive walker to call down. The Habitat Walker by default uses a moderately powerful plasma cannon to attack ground targets and can instantly destroy almost any unit or structure by trampling. During the game's campaign, the Habitat Walker is seen more often then any other walker, suggesting that they are the primary walker used by the Hierarchy, or a low importance one.

Notes

The Habitat Walker is the first walker made available to the player (requiring only an arrival site) but they are generally not recommended due to two reasons:
1. The Habitat Walker costs more than the Assmbly Walker to ""armor up" with Hardpoints.
2. The Habitat is weaker then the Assembly in both damage and durability.

However, the Habitat walker is valuable for production on the basis that it's units are fairly cheap by Hierarchy standards and, unlike the Assembly walker, it can accept a back up production pod in addition to two weapon enhancements. However, the Habitat walker should never be used in a Hierarchy mirror match as it will quickly lose out to the more powerful Assembly and none of the Hierarchy infantry are particularly good against walkers.

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, the walker's core overheats and detonates.

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 infantry.

Prerequisites: None

Cost: 400

Time: 0:16

Health: 400

Armor: Alien Walker Hardpoint


Brute Pod

Effect: Allows production of Brute infantry.

Prerequisites: Research Mutagen Branch Suite 2

Cost: 650

Time: 0:18

Health: 400

Armor: Alien Walker Hardpoint


Armor Plating

Effect: Covers the hardpoint in durable 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, effective against infantry and light structures. Also heals freindly Hierarchy infantry.

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 durable 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's Hardpoints.

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 to the Habitat walker.

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

Grunt

Lost One (requires Lost One Pod hardpoint)

Brute (requies Brute Pod hardpoint)

Upgrades

Advanced Mutagens

Effect:Dead irradiated organics become Slaves.

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 to targets. If the radiation kills an orgainic target it will mutate into a Slave

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 by hardpoints.

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 around the walker after destruction.

Method: Research Mutagen Branch Suite 1

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