Sapphire
Sub-Faction: Dunno, Allied with the highest laser tech?
Tech: Tier 2
Pre-requisite: War Factory, Strategy Center
Weapon: Laser Forwarding Mirrors
Range: 6
Function: Support
Cost: 1000
Description:
So far Allied has a high tech level for laser technology. Prism Tank, Prism Tower, Aeroblaze, Blizzard Tank, Abrams Tank. So they invented a vehicle which can empowered their laser technology. Sapphire, a tank with a diamond-like upper part, which designed to disperse and multiplies laser-type weapon.
First, force-fire a laser-type weapon to attack it, then the laser will be dispersed and multiplied to attack any target-able non friendly units/structures. One laser will be dispersed max to 3 target, and the damage will be multiplied by 2 on each dispersed laser. There are no limit on how many tanks/structures forwarding their laser to Sapphire but, If there are no target-able units/structures, then Sapphire will take damage from the force-fire. It has the same armor as Mirage Tank, and same speed as Chrono Prison.
Chill
Sub-Faction: Dunno, Allied with highest thermal inversion tech?
Tech: Tier 2
Pre-requisite: Barracks, Tech Center, Strategy Center
Weapon: Advanced Refrigerated Liquid Gas
Range: same as Desolator
Function: Slow, anti-infantry
Cost: 1150
Description:
A man of ice, that is. Chill is just like Desolator, but with a Freezing Weapon. Chill's weapon causes infantry units to frozen solid, slowing vehicle units while making their metal case more vulnerable to incoming attacks. He can also deploy to make the soil around him as freezing as North Pole, and as dry as Solid Carbon Dioxide which slows down infantry, slowly making them suffocate and draining their body fluid in a matter of seconds. Yet in deployed mode, vehicles wont get damaged, just get slowed down.
Sanguine Gun
Sub-Faction: Dunno. Soviet with high Defense Tech?
Tech: Tier 2
Pre-requisite: Barracks, War Factory
Weapon: H&K MP5 / Hydra 70
Range: 5 / 8
Function: Anti-Infantry, Anti-Tank
Cost: 1500
Description:
War is getting too much heat for planting Sentry Guns and Tesla Coils to defend base in early hours. Soviets Strategists make a move and have a result; Sanguine Gun, which considerably cheap for early anti-infantry and anti-tank defense structure. It uses H&K MP5 to dish out infantries, and Hydra 70 missiles to annihilate light-armored tanks. It does minor damage to heavy-armored tanks though. So its only useful in early stages of war. And for equipping a gun and a missile launcher, it is rather fragile against incoming attacks because the armor is sacrificed for the placement of ammo, missiles, gun, and the launcher.
Stigmata
Sub-Faction: Dunno.. >.<
Tech: Tier 3 or 4
Pre-requisite: War Factory, Tech Center, [insert sub-faction unique structure here]
Weapon: Maverick Missile, SRH-C1 Assault, Meteor Prism Refractor and 155 mm cannon
Range: 7/5/8/6
Function: All-purpose Assault
Cost: 2800
Description:
A terrible tank which able to shoot 4 different types of weapon at the same time (if all weapon in active range). It has a Missile for anti-aircraft and anti-tank purpose, Machine Gun for anti-infantry purpose, Laser for anti-structure purpose, and Cannon for anti-armor purpose. It can shoot all 4 different weapons at the same time at 1 target if available. The great drawback are, it has a low armor rate, it crawls like a snail, not immune to mind control, obviously is not amphibious, easily killed if out-numbered. In short, it is a Glass Cannon.
Camouflant
Sub-Faction: Dunno. Any Allied is okay I guess?
Tech: Tier 2
Pre-requisite: War Factory, Tech Center
Weapon: Area Camouflage
Range: 6
Function: Support
Cost: 800
Description:
As the Mirage Tank becomes well-known in its camouflage benefits, Allied Intelligence Experts try to learn more about the camouflage system to help Allied military in war. After long-time research, they invented a tank which can camouflage tanks and infantries in its surrounding with trees. It drain base power a bit to activating it, just like Mobile Gap Generator. It appears as a walking tree when not activating its camouflage ability (means its self-camouflage system is always active) but when deploying, it exposed itself while camouflaging friendly units nearby. It also cannot attack and has a low armor rate, yet it has rather high speed movement.
Jellyfish
Sub-Faction: Soviet (dunno which)
Tech: Tier 2
Pre-requisite: Naval Shipyard, Barracks
Weapon: Paralyzing Shock / Man-Eating
Range: 5 / close
Function: EMP Effect, Anti-Infantry
Cost: 1500
Description:
A jellyfish. Okay I cant stop laughing when typing this one.. Soviet awkwardly managed to use jellyfish equipped with EMP weapon. Plus no human can resist from get eaten if too close to these tissue-like creature. It also can paralyze other sea creature such dolphin, killer whale and squid and then digest them, but it has a low life force that it can be easily killed if out-numbered. It also swim slower than a squid. A reporter ask the Intelligence of Soviet, "Why Jellyfish?" The Intelligence answered boldly "Because dolphin is too mainstream".
BTW, out of topic but please let me ask this, when I play MO 2.0 (or 2.5? I download the latest one), the harvester is still looks like the official. Also the demolition truck, and some more vehicles. I remember seeing it in the links of Allied/Soviet/Epsilon Units/Structures/Infantry before the one we able to see right now (before, when all the links are available, and I assume those links are for MO 2.0 which now only few available because its for MO 3.0). Is it normal? Or I miss to download some files..? >.< thx
Edited by Traumaticid, 01 September 2012 - 11:14 PM.