- Stealth APC
Basically an APC with stealth generators. Cannot be seen by the enemies, however compared to standard APC they have less seats, slower and more costly.
Useful for delivering a suprise attack. - Rangers/Skirmishers
Covert spec ops force for ambushing enemies. It must stay stationary if it is using stealthed mode. Best against infantry and decently against light vehicles. - Saboteur
Covert spec ops force that are trained to put demolition packs into enemy buildings and fortifications. - Stealth Tanks
A hit and run combat vehicle with weak armour but good firepower and mobility. More importantly, enemies can't see them!
(Its damage output is only from its ability, not its normal attack)
Covert Task Forces IMPLEMENTED
- GeneralWadaling
- Posts: 131
- Joined: Sat Sep 12, 2020 2:40 am
Covert Task Forces IMPLEMENTED
You can help by expanding it
Re: Covert Task Forces, it's idea of MULTIPLE UNITS
I don't really like the idea of skimrishers, as they are quite similar to snipers (stealth, stationary mode...) and also the stealth ACP - if anything, an AMP, as ACPs are reptilan, but I still think we should leave it as a special thing for reptilans.
The saboteurs sound interesting.
As for the tank I guess it sounds fine too.
The saboteurs sound interesting.
As for the tank I guess it sounds fine too.
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Re: Covert Task Forces, it's idea of MULTIPLE UNITS
Ok so how about:
For the tank, instead of a new unit, and tech that would make the laser tanks invisible. That tank is a bit under used. Also it's charged beam ability that makes it's next attack better would work well here. The tech should probably be rather expensive, like 6-8 turn, research in the tank factory. What should we name it actually?
For saboteurs, I would base their stats around the current technicans, gave them stealth, the same ability to set up the explosives and also an ability to sabotage production - disabling tcs and factories for a turn, stoping the production in them.
For the tank, instead of a new unit, and tech that would make the laser tanks invisible. That tank is a bit under used. Also it's charged beam ability that makes it's next attack better would work well here. The tech should probably be rather expensive, like 6-8 turn, research in the tank factory. What should we name it actually?
For saboteurs, I would base their stats around the current technicans, gave them stealth, the same ability to set up the explosives and also an ability to sabotage production - disabling tcs and factories for a turn, stoping the production in them.
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Re: Covert Task Forces WAITING IMAGES
Are all of them still relevant?
Re: Covert Task Forces WAITING IMAGES
The laser tank stealth ability and saboteurs yes, along with the stealth techs I posted in the tech section.
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Re: Covert Task Forces WAITING IMAGES
So you need a separate image for a stealth tank? Or will it just be the stealth ability of a regular laser tank?
Re: Covert Task Forces WAITING IMAGES
The latter
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Re: Covert Task Forces WAITING IMAGES
And what should the saboteurs look like? Are there 2 or 3? Do they just walk around with mines in their hands and place them on the ground, or do they give increased damage to buildings? Or do they have any rifles or grenade launchers?
Re: Covert Task Forces WAITING IMAGES
I think 2 is good, same as covert ops. They have bonuses against buildings, they don't place mines. They should carry demolition charges that they can put onto buildings and also high explosive grenades. They can have pistols maybe.
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Re: Covert Task Forces WAITING IMAGES
?
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Re: Covert Task Forces WAITING IMAGES
That works, tho I think it'd be better if their uniforms were more similar to those of special ops.
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Re: Covert Task Forces WAITING IMAGES
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Re: Covert Task Forces WAITING IMAGES
I like it more now
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