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Uniatwar 14
Habitat concept

General

The Habitat Walker is the infantry production structure for the Hierarchy as well as an assault unit. The Habitat Walker uses a moderately powerful 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, Peacebringer, or heroes. Its plasma is good against infantry, vehicles, Walkers, and Masari Dark Matter Armor.

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 Habitat Walker explodes.

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 socket 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

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 socket 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

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

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 and turning organics into Slaves

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: Walker now emits a radioactive cloud when destroyed

Method: Research Mutagen Branch Suite 1

Tips

- While the Habitat Walker is faster and cheaper to build than an Assembly Walker, covering all its sockets costs more and it deals less damage while being easier to kill.
- The Habitat Walker is especially questionable in Hierarchy mirror matches, as it is weaker than an Assembly Walker head-to-head, while Hierarchy infantry is unsuited to anti-Walker duty compared to vehicles.

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