Difference between revisions of "Nerve Gas Pods"
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{{abilityinfobox|cost=+25%|desc=Can +50% offense (Atrocity)|preq=Chemist|notpsi=1|notprobe=1|combatallowed=1|air=1|land=1|id=20}} | {{abilityinfobox|cost=+25%|desc=Can +50% offense (Atrocity)|preq=Chemist|notpsi=1|notprobe=1|combatallowed=1|air=1|land=1|id=20}} | ||
− | + | '''Nerve Gas Pods''' give a +50% attack bonus against non-[[Wild Natives and Fungus|native]] units. When used against units inside a base, if combat is successful, 50% of the bases’ population will be killed. If the population of the base is 1, it will be destroyed. | |
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− | + | '''The use of nerve gas pods is considered an [[Atrocity|atrocity]]'''. | |
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− | + | Desc.: Mk. 1 VX delivery system | |
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Latest revision as of 13:52, 13 April 2013
Nerve Gas Pods | |
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Allowed for Land units | |
Allowed for Air units | |
Cost | +25% |
Requires | High Energy Chemistry |
Not allowed for psi units | |
Not allowed for probe teams | |
Allowed for Combat units |
Nerve Gas Pods give a +50% attack bonus against non-native units. When used against units inside a base, if combat is successful, 50% of the bases’ population will be killed. If the population of the base is 1, it will be destroyed.
The use of nerve gas pods is considered an atrocity.
Desc.: Mk. 1 VX delivery system