This post will be updated with additional content
Here will be the design and intentions of the units
Colonial Marines
To get started here is the standard colonial guard infantry, they have been optimized for the AI to be more straight forward
, no grenades for this unit to run in in and suicide in to combat, staying back a healthy distance and utilizing their over-watch
.
Colonial Medic
The medic is a non combatant unit (that's right no attacks what so ever!) their whole job is keeping friendlies alive! The AI will buff allies with the spacer modified chems and heal the wounded, when theirs nothing for her to do she will move back to a safe distance until needed! - Requires Tech unlock
Colonial Recon Team
Unlike other explorers the colonial guard use caution and stealth to investigate nearby areas. While their powerful sniper rifles can be decimating at long range if set upon in melee they are sitting ducks!
Reduced health to 25hp
Colonial Bush Pig
The early vehicle unlock for the colonials is used for moving and attacking targets across rough terrain with a variety of overlay reductions including heavy reduction to wetland, hills, shrub-lands and slight decrease to mountains and rivers. - Requires Barracks
Colonial RPG Trooper
A fairly straight forward unit for damage targeting radial and obstacle targets - this unit has piercing and demolisher modification for devastating damage, the impact of the rockets also have a chance to displace the enemy, disrupting enemy formations. Also the standard rocket launcher animation is bugged so for now are using the Dvar RPG animation. Require early tech unlock and Barracks
Colonial Riot Guard
This unit is fairly unique, the riot guard does very low damage, however it has a moderate chance to stun. In addition the unit can 'psych up' with a mighty roar giving it +3 armor for 3 turns, making it an excellent protector unit.
Colonial Attack Chopper
For now, outside of cosmetics this works exactly the same as the Vanguard gunship, it looks and feels right so have had no reason to update it yet. - requires mid tech unlock
Submarine
Description to be added.
Colonial Officer
His abilities are still a work in progress, but his main role is to support the infantry being able to radial buff and provide support.
Reduced health to 36hp
Tactical Specialist
Description to be added.
Light Artillery
Description to be added.
Stub Tank
Description to be added.
Ogre Mech
All mechs are fairly boring until you add the upcoming mods, all mechs will be able to use mods but the ogre will be limited to simpler versions such as thruster boosts, and a flame thrower!
Mech Giant
There are 3 variations of Giant Mechs, they will be more in the genre of RPG, especially with the upgrades, the idea is to make them weaker than other tier4 but given them more versatility and opportunity with upgrades to overcome thier opponent's. To start off the Gladiator is a close combat specialist, with the AI all mechs love to punch but the gladiator does it best, the Hurricane acts as a support mech, with bombardment abilities and a handy laser cannon but is a bit weaker than its siblings, lastly the
Raijū is acts almost like a very heavy infantry unit, a heavy cannon with the handy ability of overwatch. Some of the mods may include a system reboot, where it shuts down while it heals, or a shield being activated on low health
Submarine
Description to be added.
There are other units available in operations/limited supply
Infantry
Although not as tough as marines, infantry can still dish the damage and get a cover bonus, making them excellent defenders.
Available only through operations, infantry can be para-dropped onto the strategic map, quickly filling your fallen roster, they are also available through the operation 'Colonial Army Reserves being called in to help defend your colonies.
Commandos
Available through a tactical operation
Arch Angel
Not available for now