Difference between revisions of "Probe Module"
m (Added in Hypnotic Trance ability has no cost) |
(Removed game play advice, changed "probe team" to probe throughout. Removed armour from flavour text since armour is not intrinsic.) |
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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 | + | The '''Probe Module''' can be used to create [[Probe Team|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. | ||
*Complement: 16 | *Complement: 16 | ||
*Counterintel suite: ShieldSafe V 6.0 | *Counterintel suite: ShieldSafe V 6.0 | ||
*Armament: Cyberlinks/mind control | *Armament: Cyberlinks/mind control | ||
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Revision as of 09:37, 29 March 2013
Probe Module | |
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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.
- Complement: 16
- Counterintel suite: ShieldSafe V 6.0
- Armament: Cyberlinks/mind control