We talk about all the units of the Mobile Infantry available in the game: their advantages, characteristics, traits and available abilities
Studio The Aristocrats, who created the tactical Starship Troopers: Terran Command based on Starship Troopers, offers a wide range of units that are capable of performing various tasks. Each unit plays a specific role and can drastically change the tactics you use in combat to fend off the bug threat.
submachine gunners
This infantry, armed with Morita assault rifles, form the backbone of the Mobile Infantry. They are effective in close to medium-range firefights against unarmored targets.
Submachine gunners are your primary infantry on the front lines and can be requested to land at any radio station. They are equipped with basic automatic rifles and are excellent for suppressing lightly armored targets at medium ranges. One unit can accommodate 12 machine gunners, so they are excellent at holding positions and taking on the main burden of attack.
They can throw a small grenade that acts as an AoE skill that deals damage to all enemies and stuns armored targets. By leveling a unit to level three, you can further upgrade them with a shotgun salvo that stuns enemies at close range, or a powerful demolition charge with a large area of effect.
Characteristics:
- Health units - 3/5
- Range - 3/5
- Suppression - 3/5
- Damage - 1/5
- Armor-piercing - 1/5
- Shooting in the air - 3/5
- Unit can clear beehives
Special abilities:
- Available by default - "MX-90 Grenades". Throws a hand grenade that has a small killing power radius but also stuns enemies in a wider area.
- You can choose at the third level - "Fire from shotguns." Fires heavily with Morita underbarrel shotguns. These volleys are able to stop or even completely destroy the onslaught of arachnids.
- You can choose at the third level - "Infernal parcel". Throws an impromptu bunch of grenades over a short distance that produces a very powerful explosion. Better get out of here before it explodes!
military engineers
- Health units - 2/5
- Range - 1/5
- Suppression - 4/5
- Damage - 1/5
- Armor-piercing - 1/5
- Unit can clear beehives
- Unit's rate of fire does not depend on casualties
- Available by default - M7 Incendiary Grenade. Throws an incendiary grenade that sets fire to the target area and impairs movement.
- You can choose on the third level - "Explosive Charge". Places a powerful bolt that can be detonated for 10 or 30 seconds.
- You can choose at the third level - "Burning Spear". Unleashes a stream of high pressure, high temperature flames that incinerates everything in its path.
Signalman
- Health units - 1/5
- Range - 3/5
- Suppression - 0/5
- Damage - 0/5
- Armor-piercing - 1/5
- Shooting in the air - 0/5
- Unit can be used to call for reinforcements
- Available by default - "Assign drop zone". Places a drop zone that can be used to call for reinforcements.
- You can choose at the third level - "Transport of fire support". Summons a vehicle to hover over the target area and provide defensive fire support.
- You can choose at the third level - "Inspirational Broadcast". Increases nearby friendly units' rate of fire and suppression resistance. Loud sounds also attract the attention of enemies in a large radius.
Sniper
- Health units - 1/5
- Range - 4/5
- Suppression - 1/5
- Damage - 2/5
- Armor-piercing - 0/5
- Shooting in the air - 3/5
- Unit can clear beehives
- Unit's rate of fire does not depend on casualties
- The unit does not block the line of fire
- Unit can shoot through friendly units
- Unit never misses its target
- Increased rate of fire when firing from high ground
- Available by default - "Speed mode". Increases movement speed and rate of fire, but greatly reduces radius.
- You can choose at the third level - "Cripple Shot". Fires at an enemy's vulnerable point, dealing high damage and periodically stunning the target.
- You can choose at the third level - "Sensory Beacon". Fires a special sensor that detects enemies covered by the fog of war. This device also angers and attracts nearby arachnids.
combat officer
- Health units - 1/5
- Range - 3/5
- Suppression - 0/5
- Damage - 0/5
- Armor-piercing - 1/5
- Shooting in the air - 0/5
- The unit does not block the line of fire
- Unit can shoot through friendly units
- You cannot land more than one such unit
- Available by default - "Destination". Friendly units deal more damage to enemies in the target area.
- You can choose at the third level - "Aggressive tactics". Temporarily increases the power of a friendly unit: gain x3 experience, increase movement speed, increase shooting accuracy, increase armor-piercing damage.
- You can choose at the third level - "Defensive Tactics". Temporarily increases the power of a friendly unit: gain x3 experience, reduce movement speed, increase rate of fire, improve resistance to suppression.
rocket launchers
- Health units - 1/5
- Range - 3/5
- Suppression - 1/5
- Damage - 3/5
- Armor-piercing - 4/5
- Unit's rate of fire does not depend on casualties
- Unit can shoot over other units and elevations
- Available by default - "High explosive warhead". Launches a rocket that deals high damage in a medium radius area. Effective against armored targets.
- You can choose at the third level - "Warhead with buckshot". Launches a warhead that deals damage in a large area but is ineffective against armored targets.
- Can be selected at the third level - "Fire Rain Warhead". Launches a warhead that creates an impenetrable wall of blazing fire on impact.
Infantry Mk II
- Health units - 2/5
- Range - 4/5
- Suppression - 2/5
- Damage - 2/5
- Armor-piercing - 2/5
- Shooting in the air - 2/5
- Unit can clear beehives
- Available by default - Frag Grenades. Provides indirect fire support with a sustained salvo of frag grenades. Effective against lightly armored targets.
- You can choose at the third level - "Anti-air grenades". Fires a volley of anti-aircraft grenades that hit all air units in a medium radius.
- You can choose at the third level - "Cutting volley". Fires a volley of cluster ammo to clear an area of enemies. Very effective against lightly armored targets at close range.
Infantry with E-Pulse
- Health units - 3/5
- Range - 2/5
- Suppression - 1/5
- Damage - 3/5
- Armor-piercing - 2/5
- Shooting in the air - 3/5
- Unit can clear beehives
- Available by default - "Reloading Rifles". Temporarily increases the rate of fire, damage, and armor-piercing of weapons. After the effect ends, the overheated weapon becomes disabled for a short time and is unable to fire.
- You can select on the third level - "Battery Flash". Shorts out an E-Pulse battery, causing a bright flash that stuns all targets in the area.
- You can choose on the third level - "Illuminate the path." Temporarily ignores all vision reduction effects, sacrificing 20% rate of fire.
Fleet Adjutant
- Health units - 1/5
- Range - 3/5
- Damage - 1/5
- Unit can be used to call for reinforcements
- The unit does not block the line of fire
- You cannot land more than one such unit
- Available by default - "Assign drop zone". Places a drop zone that can be used to call for reinforcements.
- Available by default - "Strike TVK". Calls in a squadron of TEC fighters that will drop bombs along the specified line. Click and drag to choose the direction of the strike.
- You can choose on the third level - "Reset Marines". Delivers a detachment of marines to the specified position.
- You can choose at the third level - "Orbital strike". Causes a long and powerful, but inaccurate bombardment of the target area.
Marines
- Health units - 2/5
- Range - 2/5
- Suppression - 1/5
- Damage - 2/5
- Armor-piercing - 2/5
- Shooting in the air - 2/5
- Unit can clear beehives
- The unit does not block the line of fire
- Unit can shoot through friendly units
- This unit cannot be stunned
- This unit does not gain experience.
M-11 Marauder (Gatling)
- Health units - 5/5
- Range - 3/5
- Suppression - 2/5
- Damage - 3/5
- Armor-piercing - 4/5
- Unit cannot capture radio stations
- The unit does not block the line of fire
- Unit can shoot over friendly units
- Unit can shoot over 1 level of hills
- This unit cannot be stunned
- Damage dealt by a unit decreases as health points are lost.
- The machine gun overheats after a long fire
- You can choose at the third level - "Fire Mortar". Bombard the target area with shoulder-mounted mortars.
- You can choose at the third level - "Incendiary projectile MX-113". Drops a powerful high-tech incendiary charge that deals high damage to everything around the Marauder.
"Marauder" (Howitzer):
- Health units - 5/5
- Range - 5/5
- Suppression - 1/5
- Damage - 5/5
- Armor-piercing - 2/5
Exoskeleton Infantry
- Health units - 4/5
- Range - 2/5
- Suppression - 3/5
- Damage - 2/5
- Armor-piercing - 2/5
- Shooting in the air - 2/5
- Unit can clear beehives
- Available by default - "MX-90 Grenades". Throws a hand grenade that has a small killing power radius but also stuns enemies in a wider area.
- Available by default - "Machine gun Morita Mk III". Equips soldiers with powerful Morita Mk III machine guns, allowing them to eliminate targets with light and medium armor at the cost of reduced mobility.
- You can choose at the third level - "Shoulder rocket launchers". Arms soldiers with shoulder-mounted rocket launchers designed against heavily armored targets. Effective only with line of sight.
- You can choose at the third level - "Engineering tools". Provides soldiers with the capabilities of combat engineers by adding tools for building and repairing equipment to their equipment.
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