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

Revision as of 03:59, 30 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

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
  • Effect: Can +50% offense (Atrocity)
  • Limits: Non-psi combat units only
  • Domain: Land, air