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Alien Techwebs: Difference between revisions

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<center>
<center>
[[File:TechWebs-Squad-Engie-CZSP.png]]
[[File:TechWebs-Unknown-Unlocked-Xeno-T1.png]]


'''Squad Engineer Combat Zone Support'''
'''Blockades'''
</center>
</center>
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Gives upgraded composite (deployable) cades to regulars. Gives squad engineers a mod kit for their deployable.
Requires an RTO; deployed via droppod.
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Gives Squad Engineers a defensive structure modification kit that transforms their sentries, Teslas and etc, into alternate versions of them.
The queen gets the ability to place blockades.


'''Costs: 15 Points'''
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Allows the [[Queen]] to spawn a temporary 3x3 reinforced resin wall on a resin tile.
It has a 8 second casting time and 1 minute life span.
After 30 seconds, the reinforced resin wall will become brittle, turning into resin membranes, drastically weakening the blockade.
Once the 1 minute life span, the walls will delete themselves along with the resin underneath it.
 
'''Must be used in Ovipositor mode'''
 
'''Can be bought more than once'''
 
'''Costs: 5 Points'''
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<center>
<center>
[[File:TechWebs-Squad-Medic-CZSP.png]]
[[File:TechWebs-Temp-Overshield-T1-Xeno.png]]


'''Squad Medic Combat Zone Support'''
'''Temporary Overshield'''
</center>
</center>
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Gives medics to use powerful tools to heal marines.
Requires an RTO; deployed via droppod.
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|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
Gives Squad Medics access to one stack Upgraded Advanced Trauma/Burn Kits, Pill gun and 3 Nanosplints.
Give the hive overshields for protection!
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Grants 200 shield to all living aliens on the battlefield.
Does not go over 200 if bought twice in a row,
'''Can be bought more than once'''


Non Squad Medics get Ointment or a Roll of Gauze.
'''Costs: 5 Points'''
 
'''Costs: 15 Points'''
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<center>
<center>
[[File:TechWebs-Armour-Upgrade-Kit.png]]
[[File:TechWebs-Build-Distribute-T1-Xeno.png]]


'''Modular Armour Upgrade Kit'''
'''Build Distribution'''
</center>
</center>
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |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.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
Provides marines with armoured plates that will completely block damage. Once broken, they no longer block damage.
Distribute the ability to build to all xenomorphs
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Allows all xenomorphs that aren't larva to build standard resin structures slightly slower than their build castes counter parts..


'''Costs: 15 Points'''
'''Costs: 15 Points'''
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<center>
<center>
[[File:TechWebs-Unknown-Unlocked-T1.png]]
[[File:TechWebs-Unknown-Unlocked-Xeno-T1.png]]


'''Requisitions Budget Increase'''
''' '''
</center>
</center>
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Grant an increased budget towards Requisitions.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Grants 20,000 dollars towards Requisition's budget.


'''Costs: 10 Points'''
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|-


|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
<center>
[[File:TechWebs-Unknown-Unlocked-T1.png]]


'''Dropship Fabricator Budget Increase'''
'''Costs: 15 Points'''
</center>
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
Grant an increased budget towards the Dropship Fabricator.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Grants 20,000 dollars towards the Dropship Fabricator's budget.
 
'''Costs: 10 Points'''
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|}


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<center>
<center>
[[File:TechWebs-Transition-Unlocked-T2.png]]
[[File:TechWebs-Transition-Unlocked-Xeno-T2.png]]


'''Upgrade to Next Tech Tier'''
'''Upgrade to Next Tech Tier'''
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<center>
<center>
[[File:TechWebs-Unknown-Unlocked-T2.png]]
[[File:TechWebs-Unknown-Unlocked-Xeno-T1.png]]


'''Combat Implants'''
''' '''
</center>
</center>
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Marines get access to combat implants to improve their ability to function.
Requires an RTO; deployed via droppod.


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Provides 4 options to get 2 implants that vastly improve marine combat capabilities.
 
 
'''Costs: 15 Points'''


'''Costs: 25 Points'''
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<center>
<center>
[[File:TechWebs-Unknown-Unlocked-T2.png]]
[[File:TechWebs-Unknown-Unlocked-Xeno-T1.png]]


'''Combat Stimulants'''
''' '''
</center>
</center>
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|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
Marines get access to combat stimulants to assist them in their activities.
Requires an RTO; deployed via droppod.
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Gives 3 options to get a pack of 3, 5 unit stimulants that last 5 minutes.


* '''Speed''': Vastly Improves your speed with tramadol levels of painkilling.
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* '''Endurance''': Makes you immune to pain, bones, organs being broken and gives a slight movement buff.


* '''Brain''': Makes you near immune to stuns, allowing you to recover from them near instantly as well as negating neurotoxin effects entirely.
'''Costs: 15 Points'''
 
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'''
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<center>
<center>
[[File:TechWebs-Unknown-Unlocked-T2.png]]
[[File:TechWebs-Unknown-Unlocked-Xeno-T1.png]]


'''Enhanced Antibiologicals'''
''' '''
</center>
</center>
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|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
Marines get access to limited-use kits that can convert ammo magazines into the specified ammo.
Requires an RTO; deployed via droppod.
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Provides a choice of 5 ammo types:


'''Incendiary Buckshot''': Grants 5 handfuls of Incendiary Buckshot in a box.
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'''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.
'''Costs: 15 Points'''


'''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'''
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<center>
<center>
[[File:TechWebs-OB-HE.png]]
[[File:TechWebs-Unknown-Unlocked-Xeno-T1.png]]


'''Additional OB - HE'''
''' '''
</center>
</center>
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Requisition additional High Explosive Orbital bombardment ammunition and accompanying fuel cells for it.
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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'''
|-
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
<center>
[[File:TechWebs-OB-Cluster.png]]
'''Additional OB - Cluster'''
</center>
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Requisition additional Cluster Orbital bombardment ammunition as well and accompanying fuel cells for it.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
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'''
|-
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
<center>
[[File:TechWebs-OB-Incendiary.png]]


'''Additional OB - Incendiary'''
'''Costs: 15 Points'''
</center>
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Requisition additional Incendiary Orbital bombardment ammunition as well and accompanying fuel cells for it.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
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'''
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<center>
<center>
[[File:TechWebs-Transition-Unlocked-T3.png]]
[[File:TechWebs-Transition-Unlocked-Xeno-T3.png]]


'''Upgrade to Next Tech Tier'''
'''Upgrade to Next Tech Tier'''
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<center>
<center>
[[File:TechWebs-Unknown-Unlocked-T3.png]]
[[File:TechWebs-Unknown-Unlocked-Xeno-T1.png]]


'''Wake Up Additional Troops'''
''' '''
</center>
</center>
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Wakes up additional troops to fight against any threats.


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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'''
'''Costs: 15 Points'''
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|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
<center>
<center>
[[File:TechWebs-Tank-Unlocked-T3.png]]
[[File:TechWebs-Unknown-Unlocked-Xeno-T1.png]]


'''Armoured Support'''
''' '''
</center>
</center>
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
Gives the marines the LTB tank and 2 kits to make vehicle crewmen. The kits will be delivered by ASRS.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
Provides the following:
* 2 Vehicle Crewmen Training Manuals delivered via the ASRS.
* A freshly outfitted tank with an LTB, Grenade Launcher, Ballistic Armour, Artillery Module and tank treads.
* 1 crate of LTB Ammo delivered via the ASRS.
* 1 crate of Grenade Launcher Ammo delivered via the ASRS.
* 1 set of Backup Tank Modules from the Vehicle Parts Delivery System.


'''Costs: 30 Points'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
 
 
'''Costs: 15 Points'''
 
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<center>
<center>
[[File:TechWebs-Stellar-Armaments-T3.png]]
[[File:TechWebs-Unknown-Unlocked-Xeno-T1.png]]


'''Enable Stellar Vessel Armaments'''
''' '''
'''
</center>
</center>
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|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
Enables the two railguns attached to CIC, allowing for bombardment of enemy positions.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
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.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
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'''
'''Costs: 15 Points'''
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<center>
<center>
[[File:TechWebs-Xeno-Squad-T3.png]]
[[File:TechWebs-Unknown-Unlocked-Xeno-T1.png]]


'''Advanced Exobiology'''
''' '''
</center>
</center>
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|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
Give the Marines a Xeno ERT
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |
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:
* 2 Lurkers
* 4 Spitters
* 2 Drones


'''Note''':  
'''Costs: 15 Points'''
 
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'''
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|}
|}

Revision as of 18:51, 11 March 2021

Under Construction.png
Under Construction.png
Work in Progress
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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:

TechWebs-Transition-Unlocked-Xeno-T1.png

Upgrade to Next Tech Tier

Progress to the next tier of techs.

Unlocks the starting set of techs to be purchased.

Costs: 0 Points

TechWebs-Unknown-Unlocked-Xeno-T1.png

Blockades

The queen gets the ability to place blockades.

Allows the Queen to spawn a temporary 3x3 reinforced resin wall on a resin tile. It has a 8 second casting time and 1 minute life span. After 30 seconds, the reinforced resin wall will become brittle, turning into resin membranes, drastically weakening the blockade. Once the 1 minute life span, the walls will delete themselves along with the resin underneath it.

Must be used in Ovipositor mode

Can be bought more than once

Costs: 5 Points

TechWebs-Temp-Overshield-T1-Xeno.png

Temporary Overshield

Give the hive overshields for protection!

Grants 200 shield to all living aliens on the battlefield. Does not go over 200 if bought twice in a row, Can be bought more than once

Costs: 5 Points

TechWebs-Build-Distribute-T1-Xeno.png

Build Distribution

Distribute the ability to build to all xenomorphs

Allows all xenomorphs that aren't larva to build standard resin structures slightly slower than their build castes counter parts..

Costs: 15 Points

TechWebs-Unknown-Unlocked-Xeno-T1.png


Costs: 15 Points

Techs: Tier Two

Techwebs: Description: Unlocks:

TechWebs-Transition-Unlocked-Xeno-T2.png

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

TechWebs-Unknown-Unlocked-Xeno-T1.png


Costs: 15 Points

TechWebs-Unknown-Unlocked-Xeno-T1.png


Costs: 15 Points

TechWebs-Unknown-Unlocked-Xeno-T1.png


Costs: 15 Points

TechWebs-Unknown-Unlocked-Xeno-T1.png


Costs: 15 Points

Techs: Tier Three

Techwebs: Description: Unlocks:

TechWebs-Transition-Unlocked-Xeno-T3.png

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

TechWebs-Unknown-Unlocked-Xeno-T1.png


Costs: 15 Points

TechWebs-Unknown-Unlocked-Xeno-T1.png


Costs: 15 Points

TechWebs-Unknown-Unlocked-Xeno-T1.png


Costs: 15 Points

TechWebs-Unknown-Unlocked-Xeno-T1.png


Costs: 15 Points