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Super Weapons


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#1 Shine On

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Posted 01 November 2005 - 07:45 PM

Chronoshift
Time to charge: 6 Minutes
Prerequisite: Chronosphere
This well known weapon of the Allied army has been a large player in the fast mobilisation of all Allied forces around the world. Though it can only transport only a small taskforce of units around a battlefield, this weapon can allow you to alleviate any enemy deployments by moving them to a more suited location, such as the bottom of the ocean.


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Lightning Storm
Time to charge: 14 Minutes
Prerequisite: Weather Controller
This newly designed Super-Weapon, by Albert Einstein, is a force to be reckoned with. Harnessing the power of a thunderstorm, this weapon can project a Lightening storm directly over an enemy position, for a short period of time, obliterating or severely damaging them.



Invulnerable
Time to charge: 6 Minutes
Prerequisite: Iron Curtain Device
This very strange and deadly super-weapon plays a major role in many of the larger soviet skirmishes, allowing a select group of units to become invulnerable for a short period of time. However it has a terrible effect when used on infantry units, as tests have show, causing them to rip apart.


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Nuke Attack
Time to charge: 14 Minutes
Prerequisite: Nuclear Silo
The most widely used super-weapon by the Soviets, the Nuclear Missile can leave a devastating path of destruction. Almost capable of wiping out an entire base, the nuclear attack leaves radiation fallout that will wipe-out those who survived the strike itself.


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Mutation
Time to charge: 6 Minutes
Prerequisite: Genetic Mutator
The first of Yuri’s Super-Weapons. Mutation can be activated anywhere on the battlefield causing the selected infantry’s, whether they are friendly or enemy, genetic structure to breakdown and mutate into one of Yuri’s Genetically modified Brutes who are totally loyal to Yuri and his cause.



Dominate
Time to charge: 14 Minutes
Prerequisite: Psychic Dominator
The Psychic Dominator is the second, more deadly, of Yuri’s Super-Weapons. This, when activated, can cause large amounts of damage to the selected location, as well as brainwashing any nearby enemy units making them loyal and controllable to Yuri and his forces. A very deadly weapon when used effectively.



Psi-Corps Trooper
Time to charge: 4 Minutes
Consists of: 6 Yuri Clones
Prerequisite: Yuri Radar, Yuri Battle Lab
These infantry are classed as Yuri's Special Forces. Although they cannot be built, they can be Para dropped into the battlefield with devastating effects. The Psi Corps troopers have had their mind focused with heavy training allowing them to control at a longer distance.



S.A.S Paradrop
Time to charge: 8 Minutes
Consists of: 2 S.A.S Infantry, 2 S.A.S Rocketeers, 1 S.A.S Sniper and 2 Engineers
Prerequisite: RAF Air force Command HQ
Also known by their full name of Special Air Service, the S.A.S are frequently Para dropped into the most deadly of environment with their team, each member having his or her own special ability for the mission ahead. In fear of troubled times ahead, the RAF have made the S.A.S Paradrop available for general combat use, although it does take twice as long as normal to prepare.



Allied Paradrop
Time to charge: 4 Minutes
Consists of: 8 GI’s
Prerequisite: Air force Command HQ
In order to keep up with the advancements the soviets are making in warfare, the Allied forces have deployed the ability to Paradrop basic infantry into combat. Basically mirroring the soviet Paradrop move but with some slight adjustments, that allow for transport of an extra unit.



Soviet Paradrop
Time to charge: 4 Minutes
Consists of: 7 Conscripts
Prerequisite: Soviet Radar
Consisting of 7 well trained conscripts, the Soviet Paradrop allows the soviet army to issue its forces with light backup in battle. Though they are not the strongest of unit they are the most readily available, ready for combat after only a small amount of training.

Edited by Xeno, 01 November 2005 - 07:47 PM.

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