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S.A.D. Human Units

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Hot_Dog:
SCOUTER

Role: Scout, Construction Worker
Cost: Free
Health Points: 30
Damage Per Second: 6 for both Air and Ground Units (1 per shot)
Weapon Range: 3
Speed: 15
Fuel Capacity: None (A Scouter is Solar-Powered, so it has a constant power supply)
Sephrane Gas Capacity: 120
Rate of Overheat: 6 HP per second

A Scouter is the backbone of the player's base, and is the most versatile unit in the game, maybe even the most important.  It is the only unit capable of constructing buildings, and has a large line-of-sight, making it a useful scout.  Later on in the game, a player can research abilities that further enhance the value a Scouter is to a player.  

All in all, a player who does not make good use of a Scouter is a player who is probably losing.


Cloak: This is a Deteroriating Upgrade.  A cloaked Scouter will be hidden from enemy sight unless near a detecting unit.  A Quantum Facality is required for this upgrade.

Jet Pack: This is a Permament Upgrade.  Jet Packs allow Scouters to fly.  Jet Packs can be turned on and off.  A Scouter cannot build when it is in the air, and it is also vulnerable to Anti-Air weapons such as Reclaudas.  A Starbase is required for the Jet Pack upgrade.

Hot_Dog:
RAPTOR


Role: Early Assault, Sneak Assault
Cost: 100 Belthium Crystals
Health Points: 105
Damage Per Second: 8 for Ground Units (8 per shot)
Weapon Range: 2
Speed: 20
Fuel Capacity: 900
Sephrane Gas Capacity: 20
Rate of Overheat: 11 Health Points per second

The Raptor is the first unit a player can build with the sole purpose of attacking.  It lacks anti-air capabilities and has little more fire-power than a Scouter, but makes up for it with high HP, making it a better unit for taking out defenses and other structures early in the game.  In other words, if your goal is a rush game, but you feel like a Scouter won't cut it on a particular map, the Raptor is your unit of choice.

A Raptor is available to build from the start, it does not require any labratories.  This allows players to rush aggresively if they desire to.

Later in the game, when more powerful units are available, the Raptor loses its usefulness as an assault unit.  However, when a Manhatton Station is built, a player can research abilities for the Raptor that give it purpose later in the game.


Teleport: This is a Refillable Upgrade, meaning the Raptor can use it a limited number of times before having to pay to use the upgrade again.  Teleport allows the Raptor to transport anywhere on the map, provided the area has been explored.  A Raptor can teleport up to two times before having to restock the upgrade.

Deflector Shield: This is a Deteriorating Upgrade.  A Deflector Shield protects a Raptor from any weapons fire, with the exception of fire from Universal Defense systems.

Hot_Dog:
ARGO


Role: Anti-Unit and Anti-Operation Center
Cost: 150 Belthium Crystals
Health Points: 120
Damage Per Second: 18 for both Air and Ground Units (3 per shot)
Weapon Range: 3
Speed: 30
Fuel Capacity: 2100
Sephrane Gas Capacity: N/A
Rate of Overheat: N/A

Like the role description implies, an Argo is meant for taking out enemy ships and Operation Centers.  An Argo is built specifically for this purpose, and thus CANNOT attack normal structures.  But this is made up for with the fact that an Argo is a perfect counter for almost every enemy unit.  It can even take on Splitrons and Degrusers if the player is willing to invest the money to make several attack attempts to wear the enemy unit down.  In other words, if your strategy at the moment is simply to destroy an enemy unit, you get what you pay for with an Argo.

An Argo requires an Argo Labratory before it can be selected.  In addition, the Argo Labratory does all the research for it.


Plasma Torpedoes: This is a Refillable Upgrade.  Plasma Torpedos are the only weapon capable of attacking Operation Centers, so refitting an Argo with this weapon allows it to attack what no other vessel, except Splitrons, can.  Unfortunately, since the Argo cannot attack other structures, the enemy Operation Center should be relatively underdefended if the Argo is to survive. An Argo can hold up to 10 Plasma Torpedoes, enough to destroy a single Operation Center.

Hot_Dog:
TANK

Role: Artillery
Cost: 250 Belthium Crystals
Health Points: 200
Damage Per Second: 12.5 per second (50 damage per shot), with a light amount of splash damage
Weapon Range: 3
Speed: 12
Fuel Capacity: 1600
Sephrane Gas Capacity: N/A
Rate of Overheat: N/A

Tanks are not designed for attacking other units directly, because their projectiles travel very slowly.  Their usefulness comes from their heavy cannon and long range, so tanks are excellent for base assault and taking out defenses.  In its initial stage, it cannot outrange anything, but it can be upgraded to outrange any unit except Universal Defense.

A Tank requires a Factory for construction and research.

Extended Range: This is a permanent upgrade, and gives the Tank an attack range of 4.

Hot_Dog:
DEGRUSER

Role: Assault
Cost: 350 Belthium Crystals
Health Points: 275
Damage Per Second: 12 for both Air and Ground Units (12 per shot)
Weapon Range: 3
Speed: 15
Fuel Capacity: 1500
Sephrane Gas Capacity: N/A
Rate of Overheat: N/A

A Degruser is the second-most powerful unit in the game, and is meant for attacking bases directly.  It is also a good choice for taking on big and heavy units, such as Splitrons and Tanks.  However, it cannot attack Operation Centers.  It is also not the best counter for Universal Defense Systems, even though you do not waste your money by sending a Degruser against them.

A Degruser requires an Armory before it can be selected.  In addition, the Armory does all the research for it.

Mines: This is a Refillable Upgrade.  A Degruser can hold up to three mines, which can be dropped anywhere.  The mines will damage ground units, but not air units; but if a Scouter starts to construct a building on top of the mine, the mine will detonate the building, thereby canceling construction.  Mines can be detected by a Reclauda.  Mines can also be detected by Universal Defense or Detector Structures.

Photon Torpedoes: This is not to be confused with Plasma Torpedoes, which can only be used on Operation Centers.  Photon Torpedoes allow the Degruser to have extra damage potential against anything BUT Operation Centers and Universal Defense.  It is a Refillable Upgrade, a Degruser can hold up to 20 Photon Torpedoes.

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