Difference between revisions of "Hypnotic Trance"

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{{abilityinfobox|cost={{tt|Extra cost: weapon divided by armor rounded down times 25% (maxes out at 50%).|More with high weapon/armor}}|desc=+50% defense vs. Psi|preq=Brain|notpsi=1|noncombatallowed=1|terraformerallowed=1|combatallowed=1|air=1|sea=1|land=1|id=18}}
 
{{abilityinfobox|cost={{tt|Extra cost: weapon divided by armor rounded down times 25% (maxes out at 50%).|More with high weapon/armor}}|desc=+50% defense vs. Psi|preq=Brain|notpsi=1|noncombatallowed=1|terraformerallowed=1|combatallowed=1|air=1|sea=1|land=1|id=18}}
Units with the '''Hypnotic Trance''' ability are insulated from Psi attack, and thus receive a +50% defense bonus when attacked by units which employ [[Psi Combat]], such as [[Mind Worms]] and other alien creatures.
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Units with the '''Hypnotic Trance''' ability are insulated from Psi attack, and thus receive a +50% defense bonus when attacked by units which employ [[Psi Combat]], such as [[Mind Worms]] and other alien creatures. Free to add to units with [[Probe Module]].
  
 
*Desc: Psychic amplification module
 
*Desc: Psychic amplification module

Revision as of 14:54, 28 March 2013

Hypnotic Trance
Allowed for Land units
Allowed for Sea units
Allowed for Air units
Cost More with high weapon/armor
Requires Secrets of the Human Brain
Not allowed for psi units
Allowed for Noncombat units (excluding terraformers)
Allowed for Terraformer units
Allowed for Combat units

Units with the Hypnotic Trance ability are insulated from Psi attack, and thus receive a +50% defense bonus when attacked by units which employ Psi Combat, such as Mind Worms and other alien creatures. Free to add to units with Probe Module.

  • Desc: Psychic amplification module
  • Effect: +50% defense vs. PSI
  • Limits: Non-psi combat units only
  • Domain: All