История
Геимплей
Рассы
Стратегии
Юниты
|
Создание юнитов в
конструкторе юнитов разных рас
Конструктор мутантов
Bases (capacity)
|
Description
|
Small (5) – grizzly bear
|
Smallest
and fastest of the bunch, these bases carry light loads quickly.
Carry 5 points of turrets / extras |
Medium (7) – cholopod
|
More
armored, slightly slower and they can hold 7 points worth of
turrets and extras. |
Large (10) – ankylsaur
|
The
big kahuna. Holds 10 points of turrets and extras, moves pretty
slowly, but in a protected kinda way. |
Turret (capacity)
|
Description
|
Small APC (5)
|
Small
Armored Personnel Carriers. They carry up to 5 infantry or one
small vehicle / animal. In armored comfort! |
Large APC (10)
|
Large
Armored Personnel Carriers. Can carry 10 infantry units or 2
small animals (or a combination) or 1 animal. Transport
craziness! |
Repair attachment (7)
|
Creates
a kind of Mobile Repair Bay, so big units - including aerial
units - can be healed on the go. Will heal themselves too, if
there's no-one around to deal with. |
Radar attachment (2)
|
Makes
the Constructible a mobile radar, so you can keep an eye on that
pesky enemy. |
Artillery (10)
|
Long-range
weapons, but note that they have a minimum range too - so
protect them if the enemy gets close. |
Anti–aircraft (6)
|
A
weapon that can only target air units, but can move closer to
where they are to get 'em. |
Acid Turret (5)
|
Good,
damaging weapon, best against buildings, but pretty good against
everything else too. |
Spirit Arrow Turret (7)
|
Big
arrows for big units. A delightful anti-vehicle/anti-animal
weapon. |
Frenzy (10)
|
The
fabled Berzerker Ray. Creates an area of cra-a-aziness around it
which makes all its army's units fight better (they dish out
more damage, take less damage, get more accurate - you know the
drill). |
Extras
|
Description
|
Speed (1)
|
Increases
the speed of the unit. |
Armor (1)
|
Toughens
the unit, boosting its armor rating. |
Self Repair (2)
|
Gives
the unit the ability to repair itself, so long as it is not
moving or attacking. |
Radar Jam (2)
|
Creates
a field around itself, preventing the unit from showing up on
radar. |
Destruct (2)
|
Packs
some mean explosives into your unit, so that when it does, it
explodes in a nasty area-of-effect kinda way. |
Конструктор выживших
Bases (capacity)
|
Description
|
Small (5) – armored vehicle
|
Smallest
and fastest of the bunch, these bases carry light loads quickly.
Carry 5 points of turrets / extras |
Medium (7) – armored vehicle
|
More
armored, slightly slower and they can hold 7 points worth of
turrets and extras. |
Large (10) – armored vehicle
|
The
big kahuna. Holds 10 points of turrets and extras, moves pretty
slowly, but in a protected kinda way. |
Turret (capacity)
|
Description
|
Small APC (5)
|
Small
Armored Personnel Carriers. They carry up to 5 infantry or one
small vehicle. In armored comfort! |
Large APC (10)
|
Large
Armored Personnel Carriers. Can carry 10 infantry units or 2 small
vehicles (or a combination) or 1 large vehicle. Transport
craziness! |
Repair attachment (7)
|
Creates
a kind of Mobile Repair Bay, so big units - including aerial units
- can be repaired on the go. Will repair themselves too, if
there's no-one around to deal with. |
Radar attachment (2)
|
Makes
the Constructible a mobile radar, so you can keep an eye on that
pesky enemy. |
Artillery (10)
|
Long-range
weapons, but note that they have a minimum range too - so protect
them if the enemy gets close. |
Anti–aircraft (6)
|
A
weapon that can only target air units, but can move closer to
where they are to get 'em. |
Plasma Turret (5)
|
Good,
damaging weapon, best against buildings, but pretty good against
everything else too. |
Stealth Turret (7)
|
The
Stealth turret creates an aura of Radar Jam around it so that
other friendly units close by are also hidden from enemy radar. |
EMP Generator (10)
|
Electro
Magnetic Pulse. More than a mouthful of words, this turret saps
energy out of things quickly. Great against buildings, but pretty
darn good against everything else too. |
Sonic Boom (10)
|
Good
for creatin' bleedin' ear'oles. Makes a boom designed to shuder
small units to death. "Gosh I'm sure there was some infantry
here a second ago...". Sonic Boom affects vehicles a little,
but animals moreso (the ears, y'see). |
LTA (10)
|
The
Localized Temporal Anomaly. Creates a crazy time warp, sending
enemy units a few seconds into the future so you don't have to
deal with them all at once. To us boring "static rate of time"
folk, the visual effect is just to make the units disappear and
reappear in a few seconds' time. |
Extras
|
Description
|
Speed (1)
|
Increases
the speed of the unit. |
Armor (1)
|
Toughens
the unit, boosting its armor rating. |
Self Repair (2)
|
Gives
the unit the ability to repair itself, so long as it is not moving
or attacking. |
Radar Jam (2)
|
Creates
a field around itself, preventing the unit from showing up on
radar. |
Destruct (2)
|
Packs
some mean explosives into your unit, so that when it does, it
explodes in a nasty area-of-effect kinda way. |
Конструктор Серии 9
Bases (capacity)
|
Description
|
Small (5)
|
Smallest
and fastest of the bunch, these bases carry light loads quickly.
Carry 5 points of turrets / extras |
Medium (7)
|
More
armored, slightly slower and they can hold 7 points worth of
turrets and extras. |
Large (10)
|
The
big kahuna. Holds 10 points of turrets and extras, moves pretty
slowly, but in a protected kinda way. |
Turret (capacity)
|
Description
|
Small APC (5)
|
Small
Armored Personnel Carriers. They carry up to 5 infantry or one
small vehicle. In armored comfort! |
Large APC (10)
|
Large
Armored Personnel Carriers. Can carry 10 microunits or 2 small
macrounits (or a combination) or 1 large bot. Transport craziness! |
Repair attachment (7)
|
Creates
a kind of Mobile Repair Bay, so big units - including aerial units
- can be repaired on the go. Will repair themselves too, if
there's no-one around to deal with. |
Radar attachment (2)
|
Makes
the Constructible a mobile radar, so you can keep an eye on that
pesky enemy. |
Artillery (10)
|
Long-range
weapons, but note that they have a minimum range too - so protect
them if the enemy gets close. |
Anti–aircraft (6)
|
A
weapon that can only target air units, but can move closer to
where they are to get 'em. |
Flame Turret (5)
|
Good,
damaging weapon, best against buildings, but pretty good against
everything else too. |
Laser Turret (6)
|
An
all-round groovy, damaging turret. But best against vehicles/animals. |
Shield Generator (10)
|
Increases
armor rating and negates a lot of the enemy attacks for all of its
own army members that can fit in its area of effect. |
Extras
|
Description
|
Speed (1)
|
Increases
the speed of the unit. |
Armor (1)
|
Toughens
the unit, boosting its armor rating. |
Self Repair (2)
|
Gives
the unit the ability to repair itself, so long as it is not moving
or attacking. |
Radar Jam (2)
|
Creates
a field around itself, preventing the unit from showing up on
radar. |
Destruct (2)
|
Packs
some mean explosives into your unit, so that when it does, it
explodes in a nasty area-of-effect kinda way. |
|