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===UNSC Units=== | ===UNSC Units=== | ||
Marine: the standard infantry unit. A good strategy with this unit is to produce an overwhelming amount of fully upgraded marines. Cost: 100. Tech level: 0. Population cost: 1 | '''Marine''': the standard infantry unit. A good strategy with this unit is to produce an overwhelming amount of fully upgraded marines. Cost: 100. Tech level: 0. Population cost: 1 | ||
New blood: an upgrade that costs 200 supplies and an energy level of 1 adds another marine to your squad which also adds more health to the marine squad | New blood: an upgrade that costs 200 supplies and an energy level of 1 adds another marine to your squad which also adds more health to the marine squad | ||
RPG: an upgrade that costs 400 supplies and an energy level of 2 allows the marine to use rockets instead of grenades making them able to hit air units with ease, the rockets also do more damage than the standard grenade. | RPG: an upgrade that costs 400 supplies and an energy level of 2 allows the marine to use rockets instead of grenades making them able to hit air units with ease, the rockets also do more damage than the standard grenade. | ||
Medic: an upgrade with a cost of 700 and an energy level of 3 adds another marine to the squad but these marines can heal their squad after combat | Medic: an upgrade with a cost of 700 and an energy level of 3 adds another marine to the squad but these marines can heal their squad after combat | ||
ODST (Captain Cutter exclusive): an upgrade with a cost of 1800 supplies and an energy level of 4 turns the standard marines into ODST making them more combat effective. This upgrade also unlocks Captain Cutters ODST drop. | ODST (Captain Cutter exclusive): an upgrade with a cost of 1800 supplies and an energy level of 4 turns the standard marines into ODST making them more combat effective. This upgrade also unlocks Captain Cutters ODST drop. | ||
Flamethrower: the UNSC’s anti infantry. A good strategy with this unit is to always have at least 2 in your army in case you run into enemy infantry. Cost 100. Tech level: 0. Population cost: 1 | '''Flamethrower''': the UNSC’s anti infantry. A good strategy with this unit is to always have at least 2 in your army in case you run into enemy infantry. Cost 100. Tech level: 0. Population cost: 1 | ||
Flash grenade: an upgrade with a cost of 200 and an energy level of 2 allows the flamethrowers to throw flash grenades in order to temporarily stun enemy infantry making them easier to kill. | Flash grenade: an upgrade with a cost of 200 and an energy level of 2 allows the flamethrowers to throw flash grenades in order to temporarily stun enemy infantry making them easier to kill. | ||
Napalm adherent: an upgrade with a cost of 400 and an energy level of 2 allows the flames to do damage overtime even when the flamethrower isn’t attacking a unit anymore. | Napalm adherent: an upgrade with a cost of 400 and an energy level of 2 allows the flames to do damage overtime even when the flamethrower isn’t attacking a unit anymore. |
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