Difference between revisions of "Probe Module"

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(Removed game play advice, changed "probe team" to probe throughout. Removed armour from flavour text since armour is not intrinsic.)
m (Added in applicable chassis)
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Both [[Comm Jammer]] and [[Hypnotic Trance]] can be added to units with Probe Module for no cost.
 
Both [[Comm Jammer]] and [[Hypnotic Trance]] can be added to units with Probe Module for no cost.
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This module can be added to the [[Infantry|infantry]], [[Speeder|speeder]], [[Foil|foil]], and [[Cruiser|cruiser]] chassis.
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*Complement: 16
 
*Complement: 16
 
*Counterintel suite: ShieldSafe V 6.0
 
*Counterintel suite: ShieldSafe V 6.0
 
*Armament: Cyberlinks/mind control
 
*Armament: Cyberlinks/mind control

Revision as of 15:26, 29 March 2013

Probe Module
Requires Planetary Networks
Attack 0
Cost 4

The Probe Module can be used to create units able to engage in espionage. Any unit with the Probe module has no supply cost.

Probes can infiltrate and subvert enemy bases and units. They can steal enemy research information, energy credits, sabotage base facilities, assassinate key enemy personnel to slow research, free captured faction leaders from headquarters, and conduct genetic warfare. Move a probe up to an enemy base or single unit to engage its powers.

Probes can ignore any zone of control. Probe can also defend your bases against their enemy counterparts. If a probe is present in a square when an enemy probe tries to enter, a combat is resolved between them. The probe with the highest morale level usually wins. Probe teams often receive morale increases when they complete missions successfully. The higher a probe’s morale level, the more likely it is to survive more risky missions.

Both Comm Jammer and Hypnotic Trance can be added to units with Probe Module for no cost.

This module can be added to the infantry, speeder, foil, and cruiser chassis.

  • Complement: 16
  • Counterintel suite: ShieldSafe V 6.0
  • Armament: Cyberlinks/mind control