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[[File:TechWebs-Transition-Unlocked-T1.png]] | [[File:TechWebs-Transition-Unlocked-Xeno-T1.png]] | ||
'''Upgrade to Next Tech Tier''' | '''Upgrade to Next Tech Tier''' |
Revision as of 17:42, 11 March 2021
Overview
Alien Techwebs are unlockable upgrades that improve the overall effectiveness of the aliens on the ground. In order to access them they must be purchased by the Queen. Some techs can be purchased multiple times, allowing for certain techwebs abilities to be used more than once.
How to get Points?
Currently, points will generate passively gaining 1 point every minute. Though passive point generation will increase every 20 minutes by 1. So after 20 minutes have passed, passive point gain will reach 2 points every minute and so on and so forth.
Alien Techs
Techs: Tier One
The starting techs that allow you to give the aliens an initial boost at the start of the operation.
Techwebs: | Description: | Unlocks: |
---|---|---|
Upgrade to Next Tech Tier |
Progress to the next tier of techs. |
Unlocks the starting set of techs to be purchased. Costs: 0 Points |
Squad Engineer Combat Zone Support |
Gives upgraded composite (deployable) cades to regulars. Gives squad engineers a mod kit for their deployable.
Requires an RTO; deployed via droppod. |
Gives Squad Engineers a defensive structure modification kit that transforms their sentries, Teslas and etc, into alternate versions of them. Costs: 15 Points |
Squad Medic Combat Zone Support |
Gives medics to use powerful tools to heal marines.
Requires an RTO; deployed via droppod. |
Gives Squad Medics access to one stack Upgraded Advanced Trauma/Burn Kits, Pill gun and 3 Nanosplints. Non Squad Medics get Ointment or a Roll of Gauze. Costs: 15 Points |
Modular Armour Upgrade Kit |
Marines get access to plates they can put in their uniforms that act as temporary HP. Ceramic plates will have higher temp HP, but break after 1 use; metal plates break into scrap that can be combined to form improvised plates that are almost as good. |
Provides marines with armoured plates that will completely block damage. Once broken, they no longer block damage. Costs: 15 Points |
Requisitions Budget Increase |
Grant an increased budget towards Requisitions. |
Grants 20,000 dollars towards Requisition's budget.
Costs: 10 Points |
Dropship Fabricator Budget Increase |
Grant an increased budget towards the Dropship Fabricator. |
Grants 20,000 dollars towards the Dropship Fabricator's budget.
Costs: 10 Points |
Techs: Tier Two
Techwebs: | Description: | Unlocks: |
---|---|---|
Upgrade to Next Tech Tier |
Progress to the next tier of techs. You must have at least purchased two permanent techs of the previous tier to unlock |
Unlocks the next set of techs to be purchased. Warning: PURCHASING THIS WILL DISABLE PREVIOUS REBUYABLE TECHS Costs: 10 Points |
Combat Implants |
Marines get access to combat implants to improve their ability to function. Requires an RTO; deployed via droppod. |
Provides 4 options to get 2 implants that vastly improve marine combat capabilities. Costs: 25 Points |
Combat Stimulants |
Marines get access to combat stimulants to assist them in their activities. Requires an RTO; deployed via droppod. |
Gives 3 options to get a pack of 3, 5 unit stimulants that last 5 minutes.
Injecting any other stim you didn't pick while the original stim chemicals are still in you will lower the duration of all stims inside you. Costs: 25 Points |
Enhanced Antibiologicals |
Marines get access to limited-use kits that can convert ammo magazines into the specified ammo. Requires an RTO; deployed via droppod. |
Provides a choice of 5 ammo types: Incendiary Buckshot: Grants 5 handfuls of Incendiary Buckshot in a box. Incendiary Slugs: Grants 5 handfuls of Incendiary Slugs in a box. Incendiary Ammo Kit: Allows full non-specialist standard issue magazines to be converted into their incendiary variants. Wall-Piercing Ammo Kit: Allows full non-specialist standard issue magazines to be converted into wall piercing ammo variants that does exactly what it says on the tin. Allowing bullets to pass up to 6 non-indestructible walls and people. 'Toxin Ammo Kit: Allows full non-specialist standard issue magazines to be converted into toxin ammunition. This ammo type temporarily reduces the armour of an alien per hit. Costs: 25 Points |
Additional OB - HE |
Requisition additional High Explosive Orbital bombardment ammunition and accompanying fuel cells for it. |
Deploys a crate with corresponding OB ammo (x2) and fuel (x10) onto the Supply Elevator which appears next time the elevator is called up. Costs: 5 Points |
Additional OB - Cluster |
Requisition additional Cluster Orbital bombardment ammunition as well and accompanying fuel cells for it. |
Deploys a crate with corresponding OB ammo (x2) and fuel (x10) onto the Supply Elevator which appears next time the elevator is called up. Costs: 5 Points |
Additional OB - Incendiary |
Requisition additional Incendiary Orbital bombardment ammunition as well and accompanying fuel cells for it. |
Deploys a crate with corresponding OB ammo (x2) and fuel (x10) onto the Supply Elevator which appears next time the elevator is called up. Costs: 5 Points |
Techs: Tier Three
Techwebs: | Description: | Unlocks: |
---|---|---|
Upgrade to Next Tech Tier |
Progress to the next tier of techs. You must have at least purchased two permanent techs of the previous tier to unlock |
Unlocks the next set of techs to be purchased. Warning: PURCHASING THIS WILL DISABLE PREVIOUS REBUYABLE TECHS Costs: 15 Points |
Wake Up Additional Troops |
Wakes up additional troops to fight against any threats. |
Activates a distress call allowing Observer to join a reinforcement wave of marines. Can be bought multiple times with an increased cost of +10 Costs: 20 Points + 10 for every purchase made |
Armoured Support |
Gives the marines the LTB tank and 2 kits to make vehicle crewmen. The kits will be delivered by ASRS. |
Provides the following:
Costs: 30 Points |
Enable Stellar Vessel Armaments |
Enables the two railguns attached to CIC, allowing for bombardment of enemy positions. |
Provides two computers hooked up to two separate railguns. It allows for any user to view the battlefield with only the floor and walls visible. Clicking anywhere on the screen will launch one shell which will cause a localised orbital strike with a 10 second impact time. Size of the strike is a 5x5 blast zone. Railgun can fires a shell every 1.5 seconds with 10 shells in reserve, restocking the reserves every 15 seconds. Costs: 20 Points |
Advanced Exobiology |
Give the Marines a Xeno ERT |
Triggers a distress call that allows Observers to join it. Contains a green tinted Alien squad loyal to marines and a PMC handler. The Aliens can not harm the marines or their handler. Alien Squad contains the following:
Note: All loyal Aliens can evolve without a Queen. The Drones cannot evolve into a Queen. If the PMC handler is GIBBED, not just dead, all Aliens have been wild and can attack marines. Costs: 20 Points |