Loads the targetted unit inside the APC.
+10 health/s while inside the APC.
+3 health/s per level of Boarding.
Each level increases the number of civilians/cops that can come aboard by 6.
Level 1: Allows to take aboard a soldier.
Level 2: Artificer Aboard (provides Mortar Round - single shell like CFF, 38 range, 1000 damage, 2s delay).
Level 3: Allows to take aboard an additional soldier.
Level 4: Improved Mortar Round: -3s cooldown, -30 energy cost, 2000 damage.
Each level provide +3 armor, 40HP and +0.1 ms.
Level 1 : All Terrain Mode.
Level 2 : Self Diagnosis System.
Level 3 : Defense Matrix.
Level 4 : Nanobots Release: heals bio units 1 health/s, removes vehicles ailments over time. These Nanobots are released only deployed.
Nanobots Effect on units within 16: +1 life regen for 1.1 s
Life
+40
+80
+120
+160
Armor
+3
+6
+9
+12
Move speed
+0.1
+0.2
+0.3
+0.4
Life regen
–
+3
+3
+3
Deploy4 lv
Deploy the APC, preventing any movement, but each level provides as an aura +0.5 weapon range, +0.025 movement speed and +1 range for the flying vision..
Level 1 : Deploy (will deploy, allowing it to act as a strongpoint and suppress hostiles with extra weapon range and shared flying vision.), Binoculars.
Level 2 : Deploy allows the release of a mini medic and 2 mini riflemen. Binoculars cooldown reduced.
Level 3 : Deploy allows the release of 1 mini medic, a mini CE and 2 mini riflemen. Binoculars gives vision to the soldiers in the aura range.
Level 4 : Deploy allows the release of 1 mini medic, a mini CE, a mini rifleman and a mini AR. Allows too the release of either a medical bot or a Wmk-72 RTo (vehicle reconstruct bot).
Lv 1
Lv 2
Lv 3
Lv 4
Cooldown
10 s
10 s
10 s
10 s
Aura
Deployment level 1 on units within 16: move speed +0.02 for 1.1 s
Deployment level 2 on units within 16: move speed +0.05 for 1.1 s
Deployment level 3 on units within 16: move speed +0.07 for 1.1 s
Deployment level 4 on units within 16: move speed +0.1 for 1.1 s
Sets
–
Binoculars: cooldown −3
–
–
Equipment4 lv
Level 1 : Smoke Grenade, Flare gun.
Level 2 : Flame Cannon.
Level 3 : Rockets.
Level 4 : Refitted weapon systems (+2 weapon range to Gauss turret and Missiles turret, +2 damage to flame cannon, +10 damage to gauss).
Lv 1
Lv 2
Lv 3
Lv 4
Sets
–
–
–
FlameTurretDamage: damage +2
Militarized Colonist Transport Nova: damage +10
Militarized Colonist Transport Nova: range +2
Rockets: range +2
Standard abilities · 14
Commands this class has by default, with their numbers from the map data.
Performs immediate action to correct any stoppages. If immediate action fails, remedial action will automatically be executed.
Use this ability to unjam a weapon.
From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.
Binoculars
Reveals the target area for 8 seconds.
Detects invisible units.
With Deploy 2, the cooldown is reduced by 3s.
With Deploy 3, every players in range will benefit of the vision.
Base
+2
Energy
9
9
Cooldown
18 s
15 s
Range
46
46
Reveals
radius 12 for 8 s detects hidden units
radius 12 for 8 s detects hidden units
Columns: the base numbers, then with Deploy at level 2.
Reinforcements3 lv
Level 1: a mini medic and 2 mini riflemen.
Level 2: a mini medic, a mini CE and 2 mini riflemen.
Level 3: a mini medic, a mini CE, a mini rifleman and a mini AR.
These units are AI driven and will patrol around the APC, except when they are selected.
Lv 1
Lv 2
Lv 3
Energy
150
140
130
Cooldown
2 min
1.83 min
1.67 min
All Terrains Mode
Activates the all terrains mode of the APC.
Costs energy over time.
Energy
90
Cooldown
20 s
Energy regen
-2
Move speed
×0.75
Defensive Matrix
Surrounds the APC with a shield that can absorb ? damage.
Energy
40
Cooldown
1 min
Smoke Grenade
Launch a smoke grenade which slows units in an area creating dense smoke for 30 seconds.
The smoke reduces unit movement speed by 50%, attack range by 4 and limits maximum sight to 13.
Units will remain affected by smoke for up to 0.6 seconds after leaving the area.
Smoke affects allies.
Energy
55
Cooldown
45 s shared
Cast
0.1 s
Range
30
Spawns
Smoke Grenadelasts 30 s, Smoke Grenade on units within 3: move speed ×0.5, weapon range -4 for 0.6 s
Flare Grenade
Launch a flare at the target point providing vision.
Sends a flare into the sky above the target point for 45 seconds that removes the fog of war for all players within 15 radius.
Detects invisible units within 15 radius. Slows enemies within 6 radius by ?%.
Enemies also gain vision from flare.
Flare Gun Slow on units within 6: move speed ×0.8 for 1.2 s
Spawns
Flare Gun Flarelasts 45 s, sight 15, detects hidden units within 15
Take Aboard4 lv
Loads the targetted unit inside the APC.
+10 health/s while inside the APC.
+3 health/s per level of Boarding.
Each level increases the number of civilians/cops that can come aboard by 6.
Level 1: Allows to take aboard a soldier.
Level 2: Artificer Aboard (provides Mortar Round - single shell like CFF, 40 range, 1600 damage, 2s delay).
Level 3: Allows to take aboard an additional soldier.
Level 4: Improved Mortar Round.
Lv 1
Lv 2
Lv 3
Lv 4
Energy
8
6
4
2
Range
2
2.33
2.66
3
Call For Fire
Launches a mortar round to your target area. Each round deals 1000 damage. Takes 2 seconds for the shell to land.
Explosives hurt allies.
Base
+4
Energy
90
60
Cooldown
15 s
12 s
Range
38
38
Columns: the base numbers, then with Boarding at level 4. Linked by name: the ability's effect slot is empty in the map data; these are the numbers of the effect that carries its name.