Combat Vehicles: Difference between revisions

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* 50 Reflexes
* 50 Reflexes
* 50 Bravery
* 50 Bravery
* Robotic unit - are immune to stun damage, gas damage and morale effects but vulnerable to EMP damage
 
 
As they are robotic units, they are immune to stun damage, gas damage and morale effects but vulnerable to EMP damage.


MARS Combat Platforms can be outfitted with heavy plating, increasing their Armor HP by 15 at the cost of 12 Time Units.
MARS Combat Platforms can be outfitted with heavy plating, increasing their Armor HP by 15 at the cost of 12 Time Units.

Revision as of 16:46, 15 April 2026

Vehicle Types

MARS Combat Platforms

MARS Combat Platform

MARS Combat Platforms can be constructed in Engineering once the required research project has been completed. They cost $250000 to produce and have an upkeep cost of $5000. Once constructed they can be used in place of regular soldiers. MARS Combat Platforms use their own loadout separate from human soldiers. Their armor is upgraded automatically. MARS Combat Platforms have the following stats:

  • 80 Health
  • 80 Time Units
  • 45 Accuracy
  • 60 Strength
  • 50 Reflexes
  • 50 Bravery


As they are robotic units, they are immune to stun damage, gas damage and morale effects but vulnerable to EMP damage.

MARS Combat Platforms can be outfitted with heavy plating, increasing their Armor HP by 15 at the cost of 12 Time Units.

Sentry guns

Sentry Guns can be constructed in Engineering once the Combat Vehicles research project has been completed and can only be used during base defense. Each one costs $40000 and has an upkeep cost of $2000. If a sentry gun is destroyed, it can be rebuilt at half of the cost. They are always equipped with the latest machine gun available. Sentry guns have the following stats:

  • 80 Health
  • 40 Time Units
  • 50 Accuracy
  • 100 Strength
  • 75 Reflexes
  • 100 Bravery

Vehicle Weapons

The following weapons can only be used by the MARS and ARES combat platforms.

Weapon Damage Destruction (armor per hit) Range (tiles) Hit Bonus (per tile) Capacity (shots) Fire Modes Type Required research
Cannon 70 Kinetic -10 30 1% 20 Normal Shot (100% Acc, 44% TU)
Aimed Shot (130% Acc, 54% TU)
Primary
Rocket Launcher Turret 36 Kinetic -10 25 1% 6 Normal Shot (120% Acc, 50% TU)
Salvo Fire X3 (120% Acc, 60% TU)
Primary
Ballistic Autorifle 34 Kinetic -2 20 1.25% 100 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 36% TU)
Aimed Shot (120% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
Secondary
Smoke Launcher None 0 12 12% 4 Normal Shot (45% Acc, 20% TU)
Aimed Shot (80% Acc, 28% TU)
Secondary
Laser Cannon 95 Thermal -10 30 1% 20 Normal Shot (100% Acc, 44% TU)
Aimed Shot (130% Acc, 54% TU)
Primary Heavy Lasers
Laser Autorifle 40 Thermal -8 20 1.25% 100 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 36% TU)
Aimed Shot (120% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
Secondary Heavy Lasers
Alenium Rocket Turret 52 Thermal -15 25 1% 6 Normal Shot (120% Acc, 50% TU)
Salvo Fire X3 (120% Acc, 60% TU)
Primary Alenium Explosives
Gauss Cannon 120 Kinetic -10 30 1% 20 Normal Shot (100% Acc, 44% TU)
Aimed Shot (130% Acc, 54% TU)
Primary Heavy Gauss Weaponry
Gauss Autorifle 60 kinetic -4 20 1.25% 100 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 36% TU)
Aimed Shot (120% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
Secondary Heavy Gauss Weaponry
Plasma Rocket Turret 80 Thermal -20 25 1% 6 Normal Shot (120% Acc, 50% TU)
Salvo Fire X3 (120% Acc, 60% TU)
Primary Fusion Rockets