Difference between revisions of "Probe Module"

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m (Added in Comm Jammer ability has no cost)
m (Added in Hypnotic Trance ability has no cost)
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{{weaponinfobox|attack=0|mode=Non-combat|cost=4|preq=PlaNets}}
 
{{weaponinfobox|attack=0|mode=Non-combat|cost=4|preq=PlaNets}}
The '''Probe Team''' module can be used to create custom probe teams. Such units function much as regular [[Probe Teams]]. Any unit with the Probe Team module has no supply cost. The addition of the [[Clean]] ability would be redundant. '''Probe Teams''' can infiltrate and subvert enemy bases and units. They can also 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 team up to an enemy base or single unit to engage its powers. Probe teams can ignore any [[zone of control]]. Probe teams can also defend your bases against their enemy counterparts. If a probe team is present in a square when an enemy probe team tries to enter, a combat is resolved between them. The probe team with the highest [[morale]] level usually wins. Probe teams often receive morale increases when they complete missions successfully. The higher a probe team's morale level, the more likely it is to survive more risky missions. [[Comm Jammer]] can be added to units with Probe Module for no cost.
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The '''Probe Team''' module can be used to create custom probe teams. Such units function much as regular [[Probe Teams]]. Any unit with the Probe Team module has no supply cost. The addition of the [[Clean]] ability would be redundant. '''Probe Teams''' can infiltrate and subvert enemy bases and units. They can also 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 team up to an enemy base or single unit to engage its powers. Probe teams can ignore any [[zone of control]]. Probe teams can also defend your bases against their enemy counterparts. If a probe team is present in a square when an enemy probe team tries to enter, a combat is resolved between them. The probe team with the highest [[morale]] level usually wins. Probe teams often receive morale increases when they complete missions successfully. The higher a probe team'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.
  
 
*Complement: 16
 
*Complement: 16

Revision as of 14:53, 28 March 2013

Probe Module
Requires Planetary Networks
Attack 0
Cost 4

The Probe Team module can be used to create custom probe teams. Such units function much as regular Probe Teams. Any unit with the Probe Team module has no supply cost. The addition of the Clean ability would be redundant. Probe Teams can infiltrate and subvert enemy bases and units. They can also 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 team up to an enemy base or single unit to engage its powers. Probe teams can ignore any zone of control. Probe teams can also defend your bases against their enemy counterparts. If a probe team is present in a square when an enemy probe team tries to enter, a combat is resolved between them. The probe team with the highest morale level usually wins. Probe teams often receive morale increases when they complete missions successfully. The higher a probe team'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.

  • Complement: 16
  • Counterintel suite: ShieldSafe V 6.0
  • Armament: Cyberlinks/mind control
  • Armor: Passive (Applique)