Difference between revisions of "Nerve Gas Pods"

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(Rewritten to include further affects and remove information duplicated from the atrocities articles)
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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.
 
'''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]]'''.
 
'''The use of nerve gas pods is considered an [[Atrocity|atrocity]]'''.
*Desc: Mk. 1 VX delivery system
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*Effect: Can +50% offense (Atrocity)
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Desc.: Mk. 1 VX delivery system
*Limits: Non-psi combat units only
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*Domain: Land, air
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Latest revision as of 13:52, 13 April 2013

Nerve Gas Pods
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