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}}
Faction leaders willing to commit [[Atrocities|atrocities]] can equip their combat units with '''Nerve Gas Pods'''. Units so equipped can employ these pods to gain a +50% attack bonus. If employed against a populated area, Nerve Gas Pods will cause significant civilian casualties.
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Faction leaders willing to commit [[atrocities]] can equip their combat units with '''Nerve Gas Pods'''. Units so equipped can employ these pods to gain a +50% attack bonus. If employed against a populated area, Nerve Gas Pods will cause significant civilian casualties.
 
*There is no diplomatic/economic penalty for using nerve gas against beings of another race (aliens/humans), however [[ecological damage]] will still occur.
 
*There is no diplomatic/economic penalty for using nerve gas against beings of another race (aliens/humans), however [[ecological damage]] will still occur.
  

Revision as of 15:03, 11 March 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

Faction leaders willing to commit atrocities can equip their combat units with Nerve Gas Pods. Units so equipped can employ these pods to gain a +50% attack bonus. If employed against a populated area, Nerve Gas Pods will cause significant civilian casualties.

  • There is no diplomatic/economic penalty for using nerve gas against beings of another race (aliens/humans), however ecological damage will still occur.
  • Desc: Mk. 1 VX delivery system
  • Effect: Can +50% offense (Atrocity)
  • Limits: Non-psi combat units only
  • Domain: Land, air