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
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