| Drop-Ship Epsilon |
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The FTA Drop-Ship conducts all unit and structure replication for Free Trade Alliance commanders. It is the most valuable
ship available and once destroyed it cannot be replaced. Protect it at all costs. FTA Drop-Ships have heavy armor and can
withstand a barrage of hits, but it is best to keep it out of harm's way if at all possible. If lost, all unit and
structure replication will come to a halt.
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Cost: 0
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Build Time: 0s
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Power Output: +100
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Tech Req: None
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Allows: FTA Collector
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Class: Drop-Ship
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Function: Unit and structure replication
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Armor: 3500
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Good For: Building a base and army
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Speed: 250kpq
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Counter With: Any offensive unit
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Damage Yield: N/A
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Primary Instrument: Replication Buffer
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Hover Distance: High
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Secondary Instrument: N/A
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Can Deploy: Yes
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| FTA Collector |
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An FTA Collector is the standard resource collector for the Free Trade Alliance. Collectors carry out the necessary task of
gathering resources to fund the army. Although faster than their Globex counterpart, they are defenseless. FTA Collectors
can only carry $400 worth of resource per trip, so putting the Drop-Ship next to the closest resource is recommended.
Please do note that it takes 15 seconds for the FTA Collector to completely process the resource to the full amount of $400.
If your Drop-Ship is too close to the resource, then you won't collect the full amount per trip.
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Cost: 1300
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Build Time: 20s
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Power Consumption: 0
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Tech Req: Drop-Ship
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Allows: Blade Scout, Turbine
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Class: Resource collector
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Function: Resource collection
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Armor: 450
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Good Against: Resource pods
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Speed: 700kpq
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Counter With: Any offensive unit
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Resource Capacity: 400
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Primary Weapon: N/A
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Hover Distance: Medium
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Secondary Weapon: N/A
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Can Deploy: No
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| Blade Scout |
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The Blade Scout is a fast scouting ship that can cover ground faster than heavy cruisers. For combat purposes,
the Blade Scout is not the best choice. It has low armor and its flak cannon causes minimal damage. However, Blade
Scouts are the first available unit and the only choice for defense before a radar has been built. Due to its mobility,
it may be able to evade enemy fire for a time and even draw off attackers from more important structures and units. The
Blade Scout specializes in shooting down incoming LRM's.
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Cost: 500
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Build Time: 15s
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Power Consumption: 0
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Tech Req: FTA Collector
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Allows: N/A
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Class: Scout
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Function: Light offense and basic air defense
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Armor: 150
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Good Against: High flying units and LRM's
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Speed: 1400kpq
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Counter With: Offensive units
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Damage Yield: 20
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Primary Weapon: Flak cannon
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Hover Distance: Low
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Secondary Weapon: N/A
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Can Deploy: No
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| Interceptor |
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The Interceptor is a medium class offensive unit that can overwhelm enemies when used in clusters. By itself, the
Interceptor is not a significant threat. It produces medium damage with its primary weapon and packs slightly more
armor than the Blade Scout. However, a group of Interceptors can take down most defenses and wreak havok on an
improperly defended base.
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Cost: 800
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Build Time: 20s
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Power Consumed: 0
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Tech Req: Radar Tower
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Allows: N/A
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Class: Tank
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Function: Medium offense
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Armor: 200
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Good Against: Low and medium flying units
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Speed: 1200kpq
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Counter With: Defense turrets and bombers
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Damage Yield: 20 x 2
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Primary Weapon: Twin plasma disruptors
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Hover Distance: Low
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Secondary Weapon: N/A
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Can Deploy: No
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| Advocate |
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Advocates are a mobile FTA cannon. They are better armored than
Interceptors and deliver far supperior damage. A few properly placed
Advocates can ensure a base's security against attacks by any low hovering
ships. On the down hill side, Advocates cannot target high flying units,
allowing enemy Turbine Copters to fly unhindered above.
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Cost: 1200
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Build Time: 20s
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Power Consumed: 0
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Tech Req: Radar Tower
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Allows: N/A
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Class: Defensive Cannon
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Function: Defensive Unit
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Armor: 400
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Good Against: Most units and structures
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Speed: 450kpq
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Counter With: Bombers and swarms of offensive units
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Damage Yield: 60
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Primary Weapon: Plasma cannnon
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Hover Distance: Low
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Secondary Weapon: N/A
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Can Deploy: No
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| Da Vinci |
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Da Vinci is a science vessel that can repair damaged units and structures. While it has no attack capabilities,
the Da Vinci can prove invaluable if the Drop-Ship and other expensive structures start to take heavy damage. The
Da Vinci's burst-based replicator allows it to repair all units and structures within a small proximity, as well
as repairing itself if damaged.
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Cost: 1500
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Build Time: 20s
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Power Consumption: 0
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Tech Req: Radar Tower
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Allows: N/A
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Class: Science vessel
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Function: Repairing units and structures
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Armor: 500
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Good Against: Units needing repair
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Speed: 640kpq
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Counter With: Any offensive unit
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Repair Yield: 35bpm
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Primary Instrument: Burst-based replicator
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Hover Distance: Medium
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Secondary Instrument: N/A
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Can Deploy: Yes
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| Turbine Copter |
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Turbine Copters are a standard high flight bomber class that can inflict severe damage on their targets.
Though lightly armored, Turbine Copters drop a high-temperature plasma torpedo that can smash most ground
units and inflict heavy damage on structures. The main problem with Turbine Copters is that they require a
Copter Station to reload, so they cannot do all of the combat themselves.
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Cost: 1200
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Build Time: 20s
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Power Consumed: 0
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Tech Req: Copter Station
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Allows: N/A
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Class: Bomber
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Function: Bomber
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Armor: 150
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Good Against: Low flying units and structures
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Speed: 1450kpq when armed
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Counter With: Blade Scouts, Flak Turrets, other Anti-Air Weaponry
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Damage Yield: 160
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Primary Weapon: High-temperature plasma torpedo
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Hover Distance: High
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Secondary Weapon: N/A
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Can Deploy: No
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| Gamma Cruiser |
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Gamma Cruisers are heavily armored ships that devastate enemy forces by firing plasma torpedoes. The heavy armor
of a Gamma Cruiser allows it to take down several enemies before being in any real danger. The high damage
inflicted by the Gamma Cruiser's plasma torpedoes can destroy low-armor ships with no prior damage. However, some
caution is required when handling these elite ships, as there is always a large amount of money funding them.
Gamma Cruisers cannot target high flying units, so they are susceptible to attacks from above.
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Cost: 2200
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Build Time: 35s
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Power Consumed: 0
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Tech Req: Copter Station
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Allows: N/A
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Class: Cruiser
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Function: Heavy offense
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Armor: 1000
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Good Against: Low and med. flying units
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Speed: 650kpq
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Counter With: Turbine copters and other cruisers
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Damage Yield: 75
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Primary Weapon: Plasma torpedo
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Hover Distance: High
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Secondary Weapon: N/A
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Can Deploy: No
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| Hazard Chopper |
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The Hazard Chopper will drop a payload of radioactive explosives that can
lay waste to slow moving ground units and structures. It is supperior to
its Turbine Copter counterpart for offensive and invasion uses, but pales
in comparison for standard base defenses since the debrie it causes will
damage all units and structures in the viscinity, including your own.
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Cost: 1600
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Build Time: 25s
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Power Consumption: 0
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Tech Req: Mammoth Turbine
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Allows: N/A
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Class: Bomber
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Function: Advanced Bomber
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Armor: 400
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Good Against: Multiple stationary targets
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Speed: 1200kpq when loaded
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Counter With: Anti-air weaponry
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Damage Yield: 200
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Primary Weapon: Radioactive Explosives
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Flight Distance: High
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Secondary Weapon: N/A
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Can Deploy: No
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| Black Condor |
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BC-45 aka Black Condor is a high flying ship that specializes in reconnaissance missions. Because most of its missions
rely on reconnaissance, BC-45 units have been outfitted to detect enemy cloaks. Once BC-45 finds an enemy cloak, it can
disable the cloak using its primary weapon. Black Condor's disruptive torpedo can also undeploy any currently deployed
enemy ships, including Drop-Ships. Black Condor's high altitude keeps it well away from the attack radius of most enemy
units and structures, though it can be attacked by other BC-45's.
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Cost: 2500
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Build Time: 40s
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Power Consumption: 0
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Tech Req: Cloak
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Allows: N/A
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Class: Spy Plane
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Function: Reconnaissance and cloak detection
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Armor: 150
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Good Against: Drop-ships, cloaks, stationary units and structures
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Speed: 1500kpq
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Counter With: Another BC-45
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Damage Yield: 40
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Primary Weapon: Disruptive torpedo
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Flight Distance: Very high
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Secondary Weapon: Flak cannon
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Can Deploy: No
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Max Quantity: 4
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