posted 04-28-99 08:34 PM ET
1. A whole new chassis: Bio-engineered.
It would be different than the others, sush as having different weapons, armor, reactors, and special abilites than other units. They could only be built at a base with a biology lab, and there would be a 400% increase for prototypes, even with skunkworks. They also would not count as police, and actually INCREASE drones by one if they were in a city. It will look sortof like a centaur, but more flesh colored and without hair. Gets 200% more damage from gas as opposed to 50% The advantages would be:-VERY cheap once prototyped.
-Faster than normal units.
-Regenerates by 50% in a turn
-Special outfitting.
The reactors for it would be:
1. Biological- Just living systems. shown by 4 large legs on the sides of the thing.
2. Integrated fusion- Large fleshy, horned wheels instead of legs.
3. Molecularly bioenhanced cellular systems- Little jets instead of the legs. Would fly for 4 turns, but has to land anywhere for 2 turns to regenerate fuel. Can also change to walking.
4. Psionic spatial distortion field.
Would be indicated as a translucent glowing field (hopefully animated) underneath the creature. Would be like a gravship, and could use psionic armor and weapons.
Weapons
1.Spine launcher- Arms shoot spines out of them, and they are regenerated. Damage of 10
2.Integrated rocket launcher- Arms end in rocket launcher barrels. Must be rearmed by a supply truck(more on that later) or a base every 12 shots. Damage of 20
3.Biomechanical energy beam- Would be in the chest of the beast, arms gone. Infinite ammo, though costs 2 moves with fusion, can't be used with biological. Damage of 30
4.Psyco-kinetic subatomic distortion projector. Arms would be shown, but be sheathed in a blue glow. Damage of 40.
Armor
1. None
2. Silksteel hide- covering whole body with a silver-blue steel. Lowers movement by 1 on lower 2 reactors.. Armor of 5.
3. Tachyon field generator- Covers body in a yellow trasparent glow. Can't be used by first reactor, and lowers moves by 3 for second. Armor of 10.
4. Telekinetic energy/molecular statis field.
Is indicated by a red glow not unlike the other psionic things. Armor of 15.
Special abilites
1. Mechanical mind- Will be immune to Psi attack, and mindworms. High cost, can't use level 4 reactor, armor, or weapon. Probe team can take even if you have hunter-seeker.
2. Telepathic link- Will be linked with another unit of same type in same square to count as one unit with double everything but moves and armor.
That unit may then link to another, that can link to another, etc. Up to 12 can be linked. Must be using level 4 reactor.
3. Empathic projecton generator- Removes the one drone created by it, but will not count as police, and makes enemies have a 25% bonus.
4. Nanobot chambers- Will release nanobots, which will repair the unit in 1 turn. Also used like gas pods, but will provide extra moves that turn as well.
5. Cybernetic enhancement array- Will be able to see 3 spaces, and counts as a sensor arry to all units in a 2 square radius.
6. Silicon based- Will be immune to M/C, gas, and gets a bonus on rolling or rocky terrain. VERY expensive.
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New PB effects.
1&2- Fission and fusion would make large craters, instead of turning to sea, unless on a coast.
3- Quantum would burn down to the mantle, making a large, impassable lava flow. Can be repaired slowly by formers.
4- Singularity would suck all the enhancements, fungus, units, bases, and nutrients of of terrain, and compress them into one square, which if a new former command, Singlarity tap, is added, will produce 8 of each. Immune to effects of other PB's. Will not change elevations.
That's all I can write right now, will mabye write more some other time.