Machines: Wired for War/Units


The machines of the game machines: Wired for war

The Military

Grunts The most basic fighting units, useful for scouting and in large numbers later on.

Sub types include

  • Scout with bolter
  • Scout with disrupter
  • Grunt with bolter
  • Grunt with disrupter
  • Disrupter with flame-thrower
  • Warrior with Heavy bolter

Reapers

Sub types include

  • Reaper with auto cannon
  • Reaper with plasma rifle
  • Wraith Reaper with auto cannons
  • Wraith Reaper with plasma rifles

Knights

Sub types include

  • Enforcer with bolter cannons
  • Enforcer with plasma cannons
  • Knight with missile launchers
  • Knight with plasma cannons
  • Knight Templar with long range missile launchers
  • Knight Templar with Heavy plasma cannons

Heavy assault units

These are

  • Crusader - mobile heavy missile platform
  • Eradicator - gravity collapse weaponry weapon platform
  • Goliath - heavy missile firing tank
  • Gorilla - bipedal war machine with terrain tearing fists and missile launchers
  • Awesome but Impractical: All of these units can cause major damage but are often slow (all), fragile (Crusader, Eradicator) or stupid (Gorilla). They can also wipe out your own units by accident.

Flying units

  • Wasp with
  • Wasp with
  • Bee Bomber

Commanders

The leader units can be added to squads to make them more efficient (allegedly). The only units capable of healing other units.

  • Commander
  • Medic Commander
  • Commandant
  • Medic Commandant
  • Warlord
  • Surgeon Warlord
  • Judas Warlord
  • Assassin Warlord
  • Assassin Surgeon Warlord


The Civilian (non combat) units

Constructors

The creators of buildings their varieties are Dozer, Builder, Behemoth Mek and Titan Mek.

  • Awesome but Impractical: The Titan and Behemoth Mek's are needed to make the highest technology buildings but are huge and slow, making manoeuvring them very difficult, they cannot be airlifted into position either.

APCs

Armoured personnel carries, wedge shaped troop moving vechicles

  • Bag of Holding: The APC's can carry far more than their exterior would suggest.


Locators

Resource locating units

Spies

Allowing you to lay mines and steal technology secrets from your enemies these come in two varieties, standard and advanced.

Technicians

Helping you advance you technology and keep up with the blues these are technician, engineering technician and brain box technician.

Transporters

Hauling Building material units to the smelters, these come in Ox, bull and scavenger varieties

  • Dumb Muscle - what they lack in brains they make up for in speed or carrying capacity (but not both)
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