erialc 2 Posted May 6, 2006 Share Posted May 6, 2006 Offensive Troops ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 ) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Link to comment
Aurora 2 Posted May 7, 2006 Share Posted May 7, 2006 You rock Claire! Everything is becoming so much clearer Thank you /bow Link to comment
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