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I don't know about you guys, but I personally like to brainstorm new ideas for units, especially more unorthodox ideas that could stretch the definition of what kinds of unit concepts could fit various roles (such as raiders, riots, skirmishers, and assaults to name a few). Here are a few ideas that I have for some more unorthodox, possibly lethal joke, unit designs:
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1 |
I don't know about you guys, but I personally like to brainstorm new ideas for units, especially more unorthodox ideas that could stretch the definition of what kinds of unit concepts could fit various roles (such as raiders, riots, skirmishers, and assaults to name a few). Here are a few ideas that I have for some more unorthodox, possibly lethal joke, unit designs:
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Serf
(
cheap
construction
unit)
:
What
if
there
were
construction
units
that
were
so
cheap,
that
they
could
be
built
en-masse,
yet
be
balanced
out
by
having
far
less
buildpower
and
health
(
but
especially
buildpower)
than
other
construction
units?
Perhaps,
like
Zerg
Drones,
they
could
sacrifice
themselves
in
an
attempt
to
build
structures
at
an
accelerated
rate?
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3 |
Serf
(
cheap
construction
unit)
:
[spoiler]What
if
there
were
construction
units
that
were
so
cheap,
that
they
could
be
built
en-masse,
yet
be
balanced
out
by
having
far
less
buildpower
and
health
(
but
especially
buildpower)
than
other
construction
units?
Perhaps,
like
Zerg
Drones,
they
could
sacrifice
themselves
in
an
attempt
to
build
structures
at
an
accelerated
rate?[/spoiler]
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Legionnaire
(
cheap
riot
unit)
:
So
named
because
they
may
be
as
slow
as
your
typical
riot
unit,
but
they're
cheaper
than
even
the
cheapest
raider
unit,
with
their
weapon
of
choice
likely
being
a
gauss
gun
that
instantly
hits,
has
a
modestly-high
rate-of-fire,
has
a
range
of
about
350
(
on
par
with
a
Mace)
,
and
is
able
to
1-shot
Fleas.
Not
only
could
masses
of
them
easily
defeat
most
raiders
of
the
same
cost,
but
they
could
possibly
defeat
dps-based
riot
units
of
equal
cost
like
the
Reaper,
Mace,
and
Redback
(
which
could
probably
defeat
lone
Legionnaires
in
turn)
,
along
with
most
assault
units
that
lack
aoe.
However,
aside
from
possessing
a
riot
unit's
usual
weakness
to
skirmishers,
they
would
likely
get
demolished
by
aoe-based
riot
units
like
the
Ripper,
Outlaw,
Venom,
and
Ogre
to
name
a
few.
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5 |
Legionnaire
(
cheap
riot
unit)
:
[spoiler]So
named
because
they
may
be
as
slow
as
your
typical
riot
unit,
but
they're
cheaper
than
even
the
cheapest
raider
unit,
with
their
weapon
of
choice
likely
being
a
gauss
gun
that
instantly
hits,
has
a
modestly-high
rate-of-fire,
has
a
range
of
about
350
(
on
par
with
a
Mace)
,
and
is
able
to
1-shot
Fleas.
Not
only
could
masses
of
them
easily
defeat
most
raiders
of
the
same
cost,
but
they
could
possibly
defeat
dps-based
riot
units
of
equal
cost
like
the
Reaper,
Mace,
and
Redback
(
which
could
probably
defeat
lone
Legionnaires
in
turn)
,
along
with
most
assault
units
that
lack
aoe.
However,
aside
from
possessing
a
riot
unit's
usual
weakness
to
skirmishers,
they
would
likely
get
demolished
by
aoe-based
riot
units
like
the
Ripper,
Outlaw,
Venom,
and
Ogre
to
name
a
few.
[/spoiler]
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Dervish
(
blink-teleporting
melee
unit)
:
An
alternative
approach
to
using
raiders
to
counter
skirmishers,
this
unit
may
be
slower
than
any
other
raider
unit,
and
may
be
armed
with
nothing
but
melee
weapons,
but
like
a
Protoss
Zealot,
it
makes
up
for
it
with
its
ability
to
teleport
a
limited
distance
to
quickly
close
the
gap
against
enemy
skirmishers.
Although
its
stats
and
abilities
would
make
it
more
troublesome
for
riot
units
to
deal
with
(
though
its
blink
ability
would
have
a
cooldown
period)
,
ironically
enough,
units
with
superior
range
and
speed
(
such
as
most
scouts
and
raiders)
could
effectively
counter
them
through
kiting.
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Dervish
(
blink-teleporting
melee
unit)
:
[spoiler]An
alternative
approach
to
using
raiders
to
counter
skirmishers,
this
unit
may
be
slower
than
any
other
raider
unit,
and
may
be
armed
with
nothing
but
melee
weapons,
but
like
a
Protoss
Zealot,
it
makes
up
for
it
with
its
ability
to
teleport
a
limited
distance
to
quickly
close
the
gap
against
enemy
skirmishers.
Although
its
stats
and
abilities
would
make
it
more
troublesome
for
riot
units
to
deal
with
(
though
its
blink
ability
would
have
a
cooldown
period)
,
ironically
enough,
units
with
superior
range
and
speed
(
such
as
most
scouts
and
raiders)
could
effectively
counter
them
through
kiting.
[/spoiler]
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Fisher
(
ranged
grappling
unit)
:
An
alternative
to
using
fast
raiders
to
close
the
distance
against
skirmishers,
this
unit
uses
a
grapple
gun
to
pull
skirmishers
towards
itself,
allowing
nearby
friendly
units
(
especially
riots)
to
pick
them
off
without
the
risk
of
moving
too
close
to
enemy
lines.
Unfortunately,
it
might
be
a
bad
idea
pulling
enemy
riot
units
close
to
it.
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Fisher
(
ranged
grappling
unit)
:
[spoiler]An
alternative
to
using
fast
raiders
to
close
the
distance
against
skirmishers,
this
unit
uses
a
grapple
gun
to
pull
skirmishers
towards
itself,
allowing
nearby
friendly
units
(
especially
riots)
to
pick
them
off
without
the
risk
of
moving
too
close
to
enemy
lines.
Unfortunately,
it
might
be
a
bad
idea
pulling
enemy
riot
units
close
to
it.
[/spoiler]
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11 |
Harvester
(
sweeping
melee
unit)
:
Like
an
Ultralisk
from
StarCraft,
this
unit
would
use
its
faster-than-average
speed
and
heavy
armor
to
quickly
close
the
distance
against
anything
slower
than
a
raider
(
which
can
counter
it
through
kiting)
,
and
shred
groups
of
enemies
around
it
with
its
sweeping
scythe-like
blades.
Especially
dangerous
against
groups
of
skirmishers
or
aoe-based
riots.
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Harvester
(
sweeping
melee
unit)
:
[spoiler]Like
an
Ultralisk
from
StarCraft,
this
unit
would
use
its
faster-than-average
speed
and
heavy
armor
to
quickly
close
the
distance
against
anything
slower
than
a
raider
(
which
can
counter
it
through
kiting)
,
and
shred
groups
of
enemies
around
it
with
its
sweeping
scythe-like
blades.
Especially
dangerous
against
groups
of
skirmishers
or
aoe-based
riots.
[/spoiler]
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Leapfrog
(
walking
anti-air
missile)
:
This
suicidal
unit
is
designed
to
be
a
cheap
and
effective
way
to
counter
bomber
rushes.
Although
its
range
is
too
low
to
be
of
any
use
against
long-ranged
air
units
like
the
Nimbus,
it
will
launch
itself
and
explode
into
any
air
unit
that
dares
to
come
too
close.
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Leapfrog
(
walking
anti-air
missile)
:
[spoiler]This
suicidal
unit
is
designed
to
be
a
cheap
and
effective
way
to
counter
bomber
rushes.
Although
its
range
is
too
low
to
be
of
any
use
against
long-ranged
air
units
like
the
Nimbus,
it
will
launch
itself
and
explode
into
any
air
unit
that
dares
to
come
too
close.
[/spoiler]
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Behemoth
(
slow-moving
mobile
fortress)
:
Inspired
by
the
Harkonnen
Devastators
from
Emperor:
Battle
for
Dune,
this
fairly
pricey
unit
was
designed
to
be
a
cheaper,
more
affordable
answer
to
the
Dante,
in
that,
although
they
would
lack
the
Dante's
aoe
capabilities,
not
only
could
a
couple
of
them
match
one
in
combat
with
their
rapid-firing
150mm
autocannons,
but
they
could
do
so
at
less
than
2/3rds
the
price
of
one,
and
with
a
range
of
600,
allowing
them
to
take
on
any
kind
of
skirmisher
unit,
or
even
other
non-strider
heavy
units
like
the
Grizzly
or
Crab.
Unfortunately,
in
order
to
make
these
units
so
powerful,
yet
so
cheap
and
affordable,
they
could
only
afford
a
movement
speed
of
less
than
15
elmo/s,
making
them
barely
more
mobile
than
a
Desolator
defense
turret,
which
makes
them
especially
vulnerable
to
precision
artillery
units
like
the
Impaler,
Lance,
or
Emissary,
and
bombers
like
the
Raven
or
Likho,
and
makes
them
require
support
from
transports
or
Djinns
to
allow
them
to
get
around
the
battlefoeld
in
a
reasonable
amount
of
time.
Moreover,
while
their
autocannons
are
powerful,
they
lack
the
rate-of-fire
or
splash
damage
needed
to
effectively
deal
with
masses
of
cheap
scouts
or
raiders,
which
the
autocannons
overkill,
thus
support
from
riot
units
is
recommended.
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Behemoth
(
slow-moving
mobile
fortress)
:
[spoiler]Inspired
by
the
Harkonnen
Devastators
from
Emperor:
Battle
for
Dune,
this
fairly
pricey
unit
was
designed
to
be
a
cheaper,
more
affordable
answer
to
the
Dante,
in
that,
although
they
would
lack
the
Dante's
aoe
capabilities,
not
only
could
a
couple
of
them
match
one
in
combat
with
their
rapid-firing
150mm
autocannons,
but
they
could
do
so
at
less
than
2/3rds
the
price
of
one,
and
with
a
range
of
600,
allowing
them
to
take
on
any
kind
of
skirmisher
unit,
or
even
other
non-strider
heavy
units
like
the
Grizzly
or
Crab.
Unfortunately,
in
order
to
make
these
units
so
powerful,
yet
so
cheap
and
affordable,
they
could
only
afford
a
movement
speed
of
less
than
15
elmo/s,
making
them
barely
more
mobile
than
a
Desolator
defense
turret,
which
makes
them
especially
vulnerable
to
precision
artillery
units
like
the
Impaler,
Lance,
or
Emissary,
and
bombers
like
the
Raven
or
Likho,
and
makes
them
require
support
from
transports
or
Djinns
to
allow
them
to
get
around
the
battlefoeld
in
a
reasonable
amount
of
time.
Moreover,
while
their
autocannons
are
powerful,
they
lack
the
rate-of-fire
or
splash
damage
needed
to
effectively
deal
with
masses
of
cheap
scouts
or
raiders,
which
the
autocannons
overkill,
thus
support
from
riot
units
is
recommended.
[/spoiler]
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17 |
Scourge
(
anti-heavy
rover)
:
The
large
missiles
that
the
Scourge
carries
are
designed
for
use
against
striders.
Thus,
like
other
anti-heavy
units
like
Lances
and
Phantoms,
while
the
Scourge's
missiles
deal
massive
damage,
they
lack
in
aoe,
and
have
a
long
reload
time.
While
possessing
less
range
than
the
Lance,
and
while
being
unable
to
cloak
like
the
Phantom,
the
Scourge
is
comparatively
cheaper
and
faster
than
either
unit.
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17 |
Scourge
(
anti-heavy
rover)
:
[spoiler]The
large
missiles
that
the
Scourge
carries
are
designed
for
use
against
striders.
Thus,
like
other
anti-heavy
units
like
Lances
and
Phantoms,
while
the
Scourge's
missiles
deal
massive
damage,
they
lack
in
aoe,
and
have
a
long
reload
time.
While
possessing
less
range
than
the
Lance,
and
while
being
unable
to
cloak
like
the
Phantom,
the
Scourge
is
comparatively
cheaper
and
faster
than
either
unit.
[/spoiler]
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19 |
Bulldozer
(
heavy
blockade-running
rover)
:
Designed
to
break
through
heavy
fortifications,
this
vehicle,
despite
its
large
size,
is
not
only
as
durable
as
the
likes
of
other
front-line
heavy
units
(
including
the
Cyclops
and
Grizzly,
and
even
some
weaker
striders
like
Dante
or
Scorpion)
,
but
despite
its
large
size,
it
can
move
at
speeds
of
over
90
elmo/s.
Although
the
heat
rays
poking
out
from
each
of
its
four
corners
are
suitable
for
quickly
decimating
enemy
bases,
along
with
whatever
light
units
it
gets
close
to
(
including
anti-heavy
sniper
units
like
Lances
or
Phantoms)
,
unfortunately,
due
to
their
low
dps,
lack
of
aoe,
and
limited
firing
arcs,
they're
inadequate
against
equal
costs
of
assault
units,
other
heavy
units
(
including
the
aforementioned
Cyclops,
Grizzly,
Dante,
and
Scorpion)
,
or
even
the
heavy
base
defenses
that
it's
designed
to
go
through,
not
necessarily
overpower.
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19 |
Bulldozer
(
heavy
blockade-running
rover)
:
[spoiler]Designed
to
break
through
heavy
fortifications,
this
vehicle,
despite
its
large
size,
is
not
only
as
durable
as
the
likes
of
other
front-line
heavy
units
(
including
the
Cyclops
and
Grizzly,
and
even
some
weaker
striders
like
Dante
or
Scorpion)
,
but
despite
its
large
size,
it
can
move
at
speeds
of
over
90
elmo/s.
Although
the
heat
rays
poking
out
from
each
of
its
four
corners
are
suitable
for
quickly
decimating
enemy
bases,
along
with
whatever
light
units
it
gets
close
to
(
including
anti-heavy
sniper
units
like
Lances
or
Phantoms)
,
unfortunately,
due
to
their
low
dps,
lack
of
aoe,
and
limited
firing
arcs,
they're
inadequate
against
equal
costs
of
assault
units,
other
heavy
units
(
including
the
aforementioned
Cyclops,
Grizzly,
Dante,
and
Scorpion)
,
or
even
the
heavy
base
defenses
that
it's
designed
to
go
through,
not
necessarily
overpower.
[/spoiler]
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21 |
Troll
(
saturation
skirmisher
tank)
:
Unusually
for
a
skirmisher,
the
mortars
fired
by
this
unit
have
a
modest
blast
radius,
making
it
adept
at
not
only
kiting
riot
and
assault
units,
but
also
killing
scores
of
lesser
skirmishers
as
well,
though
they're
ineffective
against
more
sturdier
heavy
units
like
Grizzlies.
Moreover,
due
to
the
high
trajectories
that
the
shots
travel
at,
they're
not
very
effective
against
raiders,
including
groups
of
smaller
ones.
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21 |
Troll
(
saturation
skirmisher
tank)
:
[spoiler]Unusually
for
a
skirmisher,
the
mortars
fired
by
this
unit
have
a
modest
blast
radius,
making
it
adept
at
not
only
kiting
riot
and
assault
units,
but
also
killing
scores
of
lesser
skirmishers
as
well,
though
they're
ineffective
against
more
sturdier
heavy
units
like
Grizzlies.
Moreover,
due
to
the
high
trajectories
that
the
shots
travel
at,
they're
not
very
effective
against
raiders,
including
groups
of
smaller
ones.
[/spoiler]
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23 |
Blackhawk
(
cruise
missile
bomber)
:
Although
an
expensive
and
lightly-armored
aircraft,
the
homing-capable
cruise
missiles
fired
by
this
long-range
bomber
allow
it
to
safely
attack
targets
from
beyond
the
range
of
basic
anti-air
units
or
structures
(
including
Razors
or
Threshers)
.
Unfortunately,
not
only
do
the
Chainsaw
and
Artemis
still
outrange
it,
but
it's
so
slow
that
enemy
Swifts
and
Raptors
can
easily
catch
up
to
it
and
shoot
it
down.
(
Note:
I'd
recommend
adding
long-range
anti-air
units
for
each
factory
to
counter
this
unit,
and
making
said
long-range
anti-air
units
both
more
expensive
than,
and
not
as
deadly
as,
the
shorter-ranged
anti-air
units
in
order
to
keep
these
long-range
anti-air
units
from
overshadowing
the
latter.
)
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23 |
Blackhawk
(
cruise
missile
bomber)
:
[spoiler]Although
an
expensive
and
lightly-armored
aircraft,
the
homing-capable
cruise
missiles
fired
by
this
long-range
bomber
allow
it
to
safely
attack
targets
from
beyond
the
range
of
basic
anti-air
units
or
structures
(
including
Razors
or
Threshers)
.
Unfortunately,
not
only
do
the
Chainsaw
and
Artemis
still
outrange
it,
but
it's
so
slow
that
enemy
Swifts
and
Raptors
can
easily
catch
up
to
it
and
shoot
it
down.
(
Note:
I'd
recommend
adding
long-range
anti-air
units
for
each
factory
to
counter
this
unit,
and
making
said
long-range
anti-air
units
both
more
expensive
than,
and
not
as
deadly
as,
the
shorter-ranged
anti-air
units
in
order
to
keep
these
long-range
anti-air
units
from
overshadowing
the
latter.
)
[/spoiler]
|
24 |
\n
|
24 |
\n
|
25 |
Stirge
(
point
defense
aircraft)
:
In
order
to
give
the
air
player
more
of
a
fighting
chance
at
penetrating
through
enemy
long-range
air
defenses
such
as
Artemis
or
Chainsaw,
sometimes
all
that's
needed
is
a
more
expendable
aircraft
that
can
intercept
enemy
long-range
SAMs,
even
if
it
means
sacrificing
its
own
life
in
the
process.
In
the
Stirge's
case,
it
projects
a
wide
bubble
shield
around
it
that
serves
to
protect
other
aircraft
from
powerful
projectiles,
though
when
the
shield
goes
down,
then
the
shield
generator
overloads,
causing
the
Stirge
to
explode.
Unfortunately,
the
Stirge's
shield
is
so
weak,
a
single
Razor,
Thresher,
Swift,
or
Raptor
is
enough
to
shoot
down
dozens
of
them
at
a
time,
in
which
case,
it's
usually
more
cost-effective
to
send
the
bombers
alone
anyways.
|
25 |
Stirge
(
point
defense
aircraft)
:
[spoiler]In
order
to
give
the
air
player
more
of
a
fighting
chance
at
penetrating
through
enemy
long-range
air
defenses
such
as
Artemis
or
Chainsaw,
sometimes
all
that's
needed
is
a
more
expendable
aircraft
that
can
intercept
enemy
long-range
SAMs,
even
if
it
means
sacrificing
its
own
life
in
the
process.
In
the
Stirge's
case,
it
projects
a
wide
bubble
shield
around
it
that
serves
to
protect
other
aircraft
from
powerful
projectiles,
though
when
the
shield
goes
down,
then
the
shield
generator
overloads,
causing
the
Stirge
to
explode.
Unfortunately,
the
Stirge's
shield
is
so
weak,
a
single
Razor,
Thresher,
Swift,
or
Raptor
is
enough
to
shoot
down
dozens
of
them
at
a
time,
in
which
case,
it's
usually
more
cost-effective
to
send
the
bombers
alone
anyways.
[/spoiler]
|
26 |
\n
|
26 |
\n
|
27 |
Zeppelin
(
slow-moving
fortified
airship)
:
Inspired
by
the
Kirov
airships
from
Command
&
Conquer,
Red
Alert
2
&
3,
these
slow,
ponderous
airships
make
a
Detriment
seem
fast
by
comparison.
Although
they
are
armed
with
short-ranged
autocannons
to
support
ground
units
within
a
modest
range,
anti-air
units
and
structures
easily
outrange
it,
as
do
many
skirmishers.
So
why
would
you
want
to
build
such
a
unit?
Well,
their
biggest
strength
would
be
their
absurdly
high
health
pool
for
their
cost,
possibly
supported
by
a
potent
shield
to
protect
allied
aircraft
with.
Not
only
would
they
be
far
cheaper
to
build
than
a
Krow,
they
would
have
much
higher
health
than
one,
possibly
even
as
high
as
a
Paladin,
if
not
higher.
With
health
that
high,
numerous
Zeppelins
could
withstand
enough
hits
from
an
Artemis
to
give
accompanying
bombers
or
gunships
an
opportunity
to
strike
when
the
Artemis
runs
out
of
shots.
Also,
in
the
event
that
the
Zeppelin
finds
itself
above
an
enemy,
it
can
use
its
D-gun
ability
to
drop
a
devastating
amount
of
bombs
onto
the
enemy,
similar
to
the
Krow.
Against
a
Chainsaw,
a
handful
of
Zeppelins
could
survive
the
onslaught
just
long
enough
for
one
of
the
Zeppelins
to
get
within
range
of
the
Chainsaw,
or
at
least
survive
long
enough
to
distract
the
Chainsaw
away
from
allied
aircraft
attempting
to
airdrop
artillery
support
(
or
set
themselves
up
in
the
case
of
artillery
gunships
like
the
Abaddon
and
Bombardier
below)
to
destroy
the
Chainsaw.
Finally,
in
the
event
that
one
is
shot
down,
or
set
to
self-destruct
with
Ctrl+D,
it
continues
to
move
forward
as
it
slowly
falls
into
the
ground,
and
upon
contact
with
the
ground,
it
explodes
with
the
force
of
an
exploding
Singularity
Reactor.
|
27 |
Zeppelin
(
slow-moving
fortified
airship)
:
[spoiler]Inspired
by
the
Kirov
airships
from
Command
&
Conquer,
Red
Alert
2
&
3,
these
slow,
ponderous
airships
make
a
Detriment
seem
fast
by
comparison.
Although
they
are
armed
with
short-ranged
autocannons
to
support
ground
units
within
a
modest
range,
anti-air
units
and
structures
easily
outrange
it,
as
do
many
skirmishers.
So
why
would
you
want
to
build
such
a
unit?
Well,
their
biggest
strength
would
be
their
absurdly
high
health
pool
for
their
cost,
possibly
supported
by
a
potent
shield
to
protect
allied
aircraft
with.
Not
only
would
they
be
far
cheaper
to
build
than
a
Krow,
they
would
have
much
higher
health
than
one,
possibly
even
as
high
as
a
Paladin,
if
not
higher.
With
health
that
high,
numerous
Zeppelins
could
withstand
enough
hits
from
an
Artemis
to
give
accompanying
bombers
or
gunships
an
opportunity
to
strike
when
the
Artemis
runs
out
of
shots.
Also,
in
the
event
that
the
Zeppelin
finds
itself
above
an
enemy,
it
can
use
its
D-gun
ability
to
drop
a
devastating
amount
of
bombs
onto
the
enemy,
similar
to
the
Krow.
Against
a
Chainsaw,
a
handful
of
Zeppelins
could
survive
the
onslaught
just
long
enough
for
one
of
the
Zeppelins
to
get
within
range
of
the
Chainsaw,
or
at
least
survive
long
enough
to
distract
the
Chainsaw
away
from
allied
aircraft
attempting
to
airdrop
artillery
support
(
or
set
themselves
up
in
the
case
of
artillery
gunships
like
the
Abaddon
and
Bombardier
below)
to
destroy
the
Chainsaw.
Finally,
in
the
event
that
one
is
shot
down,
or
set
to
self-destruct
with
Ctrl+D,
it
continues
to
move
forward
as
it
slowly
falls
into
the
ground,
and
upon
contact
with
the
ground,
it
explodes
with
the
force
of
an
exploding
Singularity
Reactor.
[/spoiler]
|
28 |
\n
|
28 |
\n
|
29 |
Roswell
(
gravity
gunship)
:
The
saucer-like
Roswell
is
equipped
with
the
same
graviton
projectors
that
the
Newton
and
Jugglenaut
use,
which
allows
it
to
either
pull
units
towards
itself,
including
lifting
ground
units
into
the
air
(
which
gives
anti-air
units
a
target
to
shoot
at)
,
and
keeping
enemy
planes
from
retreating
from
it,
but
also
repelling
enemy
units
away
from
it,
such
as
slowing
down
the
advance
of
enemy
bombers.
Inspired
by
the
Phoenix's
secondary
ability
from
StarCraft
2.
|
29 |
Roswell
(
gravity
gunship)
:
[spoiler]The
saucer-like
Roswell
is
equipped
with
the
same
graviton
projectors
that
the
Newton
and
Jugglenaut
use,
which
allows
it
to
either
pull
units
towards
itself,
including
lifting
ground
units
into
the
air
(
which
gives
anti-air
units
a
target
to
shoot
at)
,
and
keeping
enemy
planes
from
retreating
from
it,
but
also
repelling
enemy
units
away
from
it,
such
as
slowing
down
the
advance
of
enemy
bombers.
Inspired
by
the
Phoenix's
secondary
ability
from
StarCraft
2.
[/spoiler]
|
30 |
\n
|
30 |
\n
|
31 |
Abaddon
(
airborne
wave
motion
artillery
platform)
:
The
Abaddon
is
essentially
a
flying
wave-motion
particle
beam
cannon
that
is
capable
of
laying
waste
to
whatever's
within
its
line
of
fire.
When
not
shooting
at
targets,
the
Abaddon
uses
its
wave-motion
cannon
to
provide
itself
with
extra
thrust.
However,
when
given
a
target
in
range
(
it
can
outrange
any
anti-air
unit
or
structure
in
the
game,
save
for
the
Chainsaw
and
Artemis)
,
it
needs
to
charge
up
its
wave-motion
cannon
for
a
few
seconds
before
it
can
fire
a
devastating
beam
of
energy
at
its
target
for
several
more
seconds,
heavily
damaging
it,
anything
close
around
it,
anything
behind
it,
and
anything
directly
between
it
and
the
cannon.
Because
of
this,
the
Abaddon
is
useful
not
only
for
decimating
striders,
but
also
for
bombarding
a
modest
area
(
much
like
a
saturation
artillery
unit
like
the
Firewalker)
.
Unfortunately,
due
to
the
impulse
the
wave-motion
cannon
provides
to
the
user,
it
is
too
powerful
to
be
usable
by
any
ground
unit
(
without
causing
the
user
to
be
thrown
in
the
opposite
direction)
,
and
even
in
the
Abaddon's
case,
it
needs
to
fire
a
particle
beam
behind
it
in
order
to
keep
itself
stable,
so
care
must
be
taken
to
ensure
that
friendly
aircraft
aren't
caught
in
the
crossfire.
(
The
closest
ground-based
counterpart
to
this
weapon
is
the
immobile
Starlight
superweapon.
)
Moreover,
during
the
weapon's
cooldown
time,
the
Abaddon
can't
rely
upon
the
wave-motion
cannon
for
thrust,
causing
it
to
move
at
reduced
speed.
Also,
due
to
the
cannon's
design,
the
Abaddon
cannot
easily
reposition
or
change
targeting
direction,
making
it
ineffective
against
fast-moving
raiders
and
interceptors.
|
31 |
Abaddon
(
airborne
wave
motion
artillery
platform)
:
[spoiler]The
Abaddon
is
essentially
a
flying
wave-motion
particle
beam
cannon
that
is
capable
of
laying
waste
to
whatever's
within
its
line
of
fire.
When
not
shooting
at
targets,
the
Abaddon
uses
its
wave-motion
cannon
to
provide
itself
with
extra
thrust.
However,
when
given
a
target
in
range
(
it
can
outrange
any
anti-air
unit
or
structure
in
the
game,
save
for
the
Chainsaw
and
Artemis)
,
it
needs
to
charge
up
its
wave-motion
cannon
for
a
few
seconds
before
it
can
fire
a
devastating
beam
of
energy
at
its
target
for
several
more
seconds,
heavily
damaging
it,
anything
close
around
it,
anything
behind
it,
and
anything
directly
between
it
and
the
cannon.
Because
of
this,
the
Abaddon
is
useful
not
only
for
decimating
striders,
but
also
for
bombarding
a
modest
area
(
much
like
a
saturation
artillery
unit
like
the
Firewalker)
.
Unfortunately,
due
to
the
impulse
the
wave-motion
cannon
provides
to
the
user,
it
is
too
powerful
to
be
usable
by
any
ground
unit
(
without
causing
the
user
to
be
thrown
in
the
opposite
direction)
,
and
even
in
the
Abaddon's
case,
it
needs
to
fire
a
particle
beam
behind
it
in
order
to
keep
itself
stable,
so
care
must
be
taken
to
ensure
that
friendly
aircraft
aren't
caught
in
the
crossfire.
(
The
closest
ground-based
counterpart
to
this
weapon
is
the
immobile
Starlight
superweapon.
)
Moreover,
during
the
weapon's
cooldown
time,
the
Abaddon
can't
rely
upon
the
wave-motion
cannon
for
thrust,
causing
it
to
move
at
reduced
speed.
Also,
due
to
the
cannon's
design,
the
Abaddon
cannot
easily
reposition
or
change
targeting
direction,
making
it
ineffective
against
fast-moving
raiders
and
interceptors.
[/spoiler]
|
32 |
\n
|
32 |
\n
|
33 |
Bombardier
(
deployable
artillery
gunship)
:
Inspired
by
the
Siege
Chopper
from
Command
&
Conquer,
Red
Alert
2:
Yuri's
Revenge,
the
Bombardier
is
armed
with
a
retractable
howitzer
which
it
can
only
deploy
when
it
lands.
Like
the
Impaler
and
Emissary,
the
shells
that
it
fires
are
lacking
in
aoe,
and
are
best
used
against
individual
targets.
Moreover,
the
weapon's
range
is
greater
than
that
of
any
air
defenses
that
aren't
either
an
Artemis
or
a
Chainsaw,
and
while
landed,
the
gunship
cannot
be
targeted
by
anti-air.
|
33 |
Bombardier
(
deployable
artillery
gunship)
:
[spoiler]Inspired
by
the
Siege
Chopper
from
Command
&
Conquer,
Red
Alert
2:
Yuri's
Revenge,
the
Bombardier
is
armed
with
a
retractable
howitzer
which
it
can
only
deploy
when
it
lands.
Like
the
Impaler
and
Emissary,
the
shells
that
it
fires
are
lacking
in
aoe,
and
are
best
used
against
individual
targets.
Moreover,
the
weapon's
range
is
greater
than
that
of
any
air
defenses
that
aren't
either
an
Artemis
or
a
Chainsaw,
and
while
landed,
the
gunship
cannot
be
targeted
by
anti-air.
[/spoiler]
|
34 |
\n
|
34 |
\n
|
35 |
Prometheus
(
construction
strider)
:
At
1st
glance,
this
unit
might
seem
pointless,
until
you
realize
that
this
strider
is,
like
the
commander,
not
only
tough,
but
capable
of
defending
itself
reasonably
well,
and
between
its
strong
shielding
and
high
buildpower,
unless
it's
met
with
a
strong
force,
it
could
not
only
reclaim
or
terraform
while
under
fire,
but
it
could
protect
whatever
it
builds
from
enemies
long
enough
to
finish
building
them
before
they're
destroyed.
|
35 |
Prometheus
(
construction
strider)
:
[spoiler]At
1st
glance,
this
unit
might
seem
pointless,
until
you
realize
that
this
strider
is,
like
the
commander,
not
only
tough,
but
capable
of
defending
itself
reasonably
well,
and
between
its
strong
shielding
and
high
buildpower,
unless
it's
met
with
a
strong
force,
it
could
not
only
reclaim
or
terraform
while
under
fire,
but
it
could
protect
whatever
it
builds
from
enemies
long
enough
to
finish
building
them
before
they're
destroyed.
[/spoiler]
|
36 |
\n
|
36 |
\n
|
37 |
Skyfeller
(
anti-air
strider)
:
Like
the
Airnomo
from
Supreme
Commander
2,
the
vast
array
of
long-range
and
short-range
anti-air
weapons
that
this
strider
provides
should
allow
it
to
safely
protect
its
fellow
units
from
all
but
the
most
determined
of
airborne
attacks.
Unfortunately,
aside
from
its
high
health
pool,
it
lacks
in
any
defensive
capabilities
against
ground
units.
|
37 |
Skyfeller
(
anti-air
strider)
:
[spoiler]Like
the
Airnomo
from
Supreme
Commander
2,
the
vast
array
of
long-range
and
short-range
anti-air
weapons
that
this
strider
provides
should
allow
it
to
safely
protect
its
fellow
units
from
all
but
the
most
determined
of
airborne
attacks.
Unfortunately,
aside
from
its
high
health
pool,
it
lacks
in
any
defensive
capabilities
against
ground
units.
[/spoiler]
|
38 |
\n
|
38 |
\n
|
39 |
Spirit
(
ultra-heavy
saturation
bomber)
:
Built
from
a
strider
hub,
this
unit
draws
its
inspiration
from
the
Ahwassa
from
Supreme
Commander:
Forged
Alliance
(
and
is
named
after
the
real-life
B-2
Spirit
stealth
bomber)
,
in
that
not
only
is
it
very
expensive
(
no
less
than
a
Paladin)
,
and
not
only
is
it
durable
enough
to
fly
over
all
but
the
most
durable
of
anti-air
defenses,
and
dump
copious
amounts
of
singularity
bombs
across
an
enemy
base,
but
it
would
fly
slowly,
take
forever
to
rearm,
and
have
a
really
tough
time
making
sharp
turns,
making
it
easily
exposed
to
enemy
aa
fire
from
well
past
the
target
area.
Alternatively,
to
keep
it
from
being
OP
as
soon
as
it
starts
flying,
it
could
require
that
it
stockpile
bombs
before
it
flies
over
its
targets.
|
39 |
Spirit
(
ultra-heavy
saturation
bomber)
:
[spoiler]Built
from
a
strider
hub,
this
unit
draws
its
inspiration
from
the
Ahwassa
from
Supreme
Commander:
Forged
Alliance
(
and
is
named
after
the
real-life
B-2
Spirit
stealth
bomber)
,
in
that
not
only
is
it
very
expensive
(
no
less
than
a
Paladin)
,
and
not
only
is
it
durable
enough
to
fly
over
all
but
the
most
durable
of
anti-air
defenses,
and
dump
copious
amounts
of
singularity
bombs
across
an
enemy
base,
but
it
would
fly
slowly,
take
forever
to
rearm,
and
have
a
really
tough
time
making
sharp
turns,
making
it
easily
exposed
to
enemy
aa
fire
from
well
past
the
target
area.
Alternatively,
to
keep
it
from
being
OP
as
soon
as
it
starts
flying,
it
could
require
that
it
stockpile
bombs
before
it
flies
over
its
targets.
[/spoiler]
|
40 |
\n
|
40 |
\n
|
41 |
Ballista
(
precision
artillery
emplacement)
:
A
more
modest
alternative
to
the
Cerberus
and
Big
Bertha
artillery
emplacements,
the
Lucifer
tachyon
projector,
and
even
the
Tactical
Missile
Silo,
the
Ballista
launches
highly-precise
ballistic
missiles
(
similar
to
the
ones
that
the
Impaler
launches)
to
attack
most
enemy
base
defenses
from
outside
their
range,
even
if
the
targets
are
unidentified.
Unfortunately,
the
missiles
don't
track,
lack
in
aoe,
and
have
a
high
trajectory,
making
them
ineffective
against
anything
smaller
and
slower
than
a
Detriment.
Because
of
this,
even
if
outranged
by
the
Ballista,
mobile
artillery
can
serve
as
effective
counter-artillery
units
against
this
structure.
Moreover,
while
the
Ballista
can
outrange
the
Lucifer,
it
cannot
outrange
the
Cerberus.
|
41 |
Ballista
(
precision
artillery
emplacement)
:
[spoiler]A
more
modest
alternative
to
the
Cerberus
and
Big
Bertha
artillery
emplacements,
the
Lucifer
tachyon
projector,
and
even
the
Tactical
Missile
Silo,
the
Ballista
launches
highly-precise
ballistic
missiles
(
similar
to
the
ones
that
the
Impaler
launches)
to
attack
most
enemy
base
defenses
from
outside
their
range,
even
if
the
targets
are
unidentified.
Unfortunately,
the
missiles
don't
track,
lack
in
aoe,
and
have
a
high
trajectory,
making
them
ineffective
against
anything
smaller
and
slower
than
a
Detriment.
Because
of
this,
even
if
outranged
by
the
Ballista,
mobile
artillery
can
serve
as
effective
counter-artillery
units
against
this
structure.
Moreover,
while
the
Ballista
can
outrange
the
Lucifer,
it
cannot
outrange
the
Cerberus.
[/spoiler]
|