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Troops Part 2


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Offensive Troops

 

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The Rowdy

 

Costs: W: 200 A: 1000

 

Points: 6

 

His basics are:

 

Attack Power: 5

Defensive power: 5

Cargo Capacity: 200

Speed 1600

Pay: 1

 

Not the strongest of the Offensive Troops but in large numbers they are very effective. They are cheap to produce and cheap to send out on raids.

 

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The Bouncer

 

Requires: Protection Money Encashment (2)

 

Costs: W: 500 A: 800

Points: 6

 

His Basics are:

 

Attack Power: 8

Defensive Power: 6

Cargo Capacity: 400

Speed 2000

Pay: 1

 

Bonuses:

 

Attack Bonus: Protection Money Encashment

 

Defence Bonus: Protection Money Encashment/Security Patrol

 

Like The Rowdy the Bouncer is great in large numbers for raiding. Cheap again to produce and cheap on the payroll.

 

 

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The Knifer

Requires: Protection Money Encashment (4)

 

Costs: W: 1000 A: 200

 

Points: 4

 

His Basics are:

 

Attack Power: 10

Defensive Power: 4

Cargo Capacity: 300

Speed 2500

Pay: 1

 

Bonuses:

 

Attack Bonus: Protection Money Encashment/Short-Ranged Weapon Training

 

Defence Bonus: Protection Money Encashment/Close Combat

 

He’s faster has more cargo capacity then The Rowdy and The Bouncer. Adds some muscle and his blade in a raiding party.

 

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The Gunman

Requires: Security Patrol (2)/Firearms Training (2)

 

Costs: W: 2000 A: 3000

 

Points: 21

 

His Basics are:

 

Attack Power: 30

Defensive Power: 10

Cargo Capacity: 500

Speed 2400

Pay: 2

 

Bonuses:

 

Attack Bonus: Firearms Training

 

Defence Bonus: Security Patrol/Gang Protection

 

Combined with a gun this guy is even a challenge for the enemies. After a little Firearms training they are much more of a challenge.

 

 

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The Occupation Troop

 

Requires: Routing (5)

 

Costs: W: 20000 A: 10000 D: 20000

 

Points: 251

 

His Basics are:

 

Attack Power: 1

Defensive Power: 10

Cargo Capacity: 3000

Speed 2000

Pay: 500

 

The occupation of new buildings only works with this troop.

 

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The Spy

 

Requires: Information Procurement (2)

 

Costs: W: 500 A: 200

 

Points: 3

 

His Basics are:

 

Attack Power: 1

Defensive Power: 1

Cargo Capacity: 50

Speed 400000

Pay: 1

 

Bonuses:

 

Attack Bonus: Information Procurement

 

Defence Bonus: Information Procurement (2)

 

The spy is sneaky, fast and precise. Not in a fight, but more to receive information. He spies for you on enemies and give you the information directly. But he will mostly be killed if the enemy is at home.

 

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The Mover

Costs: W: 300 A: 100 D: 1000

 

Points: 9

 

His basics are:

 

Attack Power: 4

Defensive Power: 6

Cargo Capacity: 10000

Speed 2400

Pay: 5

 

Bonuses:

 

Attack Bonus: Close Combat

Defence Bonus: Gang Protection

 

This troop is only useful for transportation. He has no use in fighting.

 

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The CIA Agent

 

Requires: Strategies (3) Firearms Training (3) Guerrilla Training (3)

 

Costs: W: 7.000 A: 10.000 D: 2.500

 

Points: 87

 

His Basics are:

 

Attack Power: 100

Defensive Power: 90

Cargo Capacity: 3.000

Speed: 3.400

Pay: 30

 

Bonuses:

Attack Bonus: Short-Ranged Weapon Training Firearms Training Guerrilla Training

 

Defence Bonus: Gang Protection Guerrilla Training

 

This man here is from the CIA and as such very well trained already. But he is not loyal at all and has to be trained a while, which will be very costly. In the end though he is an effective weapon against enemies because he should already have taken up most educations.

 

 

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The FBI Agent

 

Requires: Gang Protection (2) Firearms Training (2)

 

Costs: W: 4000 A: 6000 D: 1000

 

Points: 48

 

His basics are:

 

AttackPower: 60

DefensivePower: 50

CargoCapacity: 2000

Speed: 3000

Pay: 20

Bonuses:

 

AttackBonus: GangProtection/FirearmsTraining

 

Defence Bonus: Gang Protection/Firearms Training

 

 

If you can poach an agent from the FBI, you should be happy. Those guys sometimes may run away when it becomes stiff, but they do everything way more intelligent than the rowdies in your gang, because they are better educated. (They don’t run away as far as I am aware /lmao )

 

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The Carrier

 

Requires: Psychological Training (4)

 

Costs: W: 1.000 A: 2.000 D: 5.000

 

Points: 51

 

His Basics are:

 

Attack Power: 6

Defensive Power: 8

Cargo Capacity: 40.000

Speed: 5.000

Pay: 10

 

Bonuses:

 

Attack Bonus: PsychologicalTraining

 

Defence Bonus: Gang Protection Psychological Training

 

Very much like the mover is this man here. More a civilist, he can carry a lot and his education is not very costly, so you shouldn't make him suffer with bloody massacres.

(I love this description from the Official Forum so much I had to just copy over)

 

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The Tactical Expert

 

Requires: Firearms Training (5)/Chemical Training (3)

 

Costs: W: 5.000 A: 10.000 D: 4.000

 

Points: 93

 

His Basics are:

 

Attack Power: 120

Defensive Power: 150

Cargo Capacity: 4.000

Speed: 4.000

Pay: 40

 

Bonuses:

 

Attack bonus: Close Combat Firearms Training Psychisches?( I assume this is Psychological) Training Chemical Training

 

Defence Bonus: Close Combat Firearms Training Psychological Training Chemical Training

 

The problem solver is more of a professional. He knows about anatomy, knows how to speak decently and knows how to behave in public. But he is a badass in fighting, so here he got his name as it seems. (Again from the Official forum…lol I love some of these descriptions)

 

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The Sniper

 

Requires: Firearms Training (5)/Guerrilla Training (5)/Psychological Training (5)

 

Costs: W: 4.000 A: 500 D: 2.000

 

Points: 28

 

His Basics are:

 

Attack Power: 200

Defensive Power: 10

Cargo Capacity: 1.000

Speed: 6.000

Pay: 20

 

Bonuses:

 

Attack Bonus: Security Patrol Firearms Training Guerrilla Training Psychological Training

 

Defence Bonus: Firearms Training Guerrilla Training Psychological Training

 

Are the enemies represented too strong and do they need purposeful attention? Then they select the sniper, who is by the nature of their training very precise and loyal. However, it is not suited very well defensively.

 

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The Assassin

 

Requires: Gang Protection (7) Psychological Training (7)

 

Costs: W: 10.000 A: 15.000 D: 10.000

 

Points: 176

 

His basics are:

 

Attack Power: 300

Defensive Power: 200

Cargo Capacity: 2.000

Speed: 6.500

Pay: 50

 

Bonuses:

 

Attack Bonus: Security Patrol Gang Protection Firearms Training

Guerrilla Training Psychological Training

 

Defence Bonus: Security Patrol Gang Protection Firearms Training

Guerilla Training Psychological Training

 

The professional killer is the improved sharpshooter. He might be only loyal to the dollar, but is very well to kill the enemies or to defend the base. He is simply a master of his subject.(hehe)

 

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The Ninja

 

Requires: Guerrilla Training (8)

 

Costs: W: 2.000 A: 1.000 D: 30.000

 

Points: 236

 

His Basics are:

 

Attack power 400

Defensive Power 600

Cargo Capacity 5.000

Speed 8.000

Pay 60

 

Bonuses:

 

Attack Bonus: Close Combat Short-Ranged Weapon Training Guerrilla Training Psychological Training

 

Defence Bonus: Close Combat Short-Ranged Weapon Training Guerrilla Training Psychological Training

 

There is only little known about ninjas. They are known to be extremely loyal and a deadly weapon alive; professional as can be. (hahah wouldn’t want a dead one)

 

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The Demolition Expert

 

Requires: Bomb Construction (6)Chemical Training (8)

 

Costs: W: 40.000 A: 6.000 D: 20.000

 

Points: 281

 

His Basics are:

 

Attack Power 2.000

Defensive Power 200

Cargo Capacity 2.500

Speed 3.500

Pay 200

 

Bonuses:

 

Attack Bonus: Bomb Construction Psychological Training Chemical Training

 

Defence Bonus: Bomb Construction Psychological Training Chemical Training

 

To kill several enemies at once, you should use this guy. He might be not good physically in fighting, but the advantages are clear. He might work wonders with a good education.

 

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The Mercenary

 

Requires: Gang Protection (9) Close Combat (9) Guerrilla Training (9)

 

Costs: W: 80.000 A: 120.000 D: 50.000

 

Points: 1176

 

His Basics are:

 

Attack Power 1.000

Defensive Power 1.200

Cargo Capacity 12.000

Speed 4.500

Pay 300

 

Bonuses:

 

Attack Bonus: Information Procurement Security Patrol Gang Protection Close Combat Short-Ranged Weapon Training Firearms Training Guerrilla Training Psychological Training

 

Defence Bonus: Information Procurement Security Patrol Gang Protection Close Combat Short-Ranged Weapon Training Firearms Training cGuerrilla Training Psychological Training

 

This is the ultimate Rambo. He is fast, precise, loyal and armed up to the teeth, so that enemies are not really happy when they hear about it. The only disadvantage might be the price.

 

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