It interferes with or shuts down electrical devices in nearby regions.Ĭauses electrical equipment to malfunction akin to a solar flare. Using chemicals and exotic fields, it forces the weather into a particular configuration.Ĭauses a local weather phenomenon on the local and world map within 10 hexes.Ī massive electromagnetic interference generator. Affects the worldmap by 10 hexes.Īn ultratech device for controlling weather. Inflicts upon a specific gender a reduction in consciousness and scaled to the pawns psychic sensitivity up to a maximum of 50% consciousness cap at 100% sensitivity. The effect is modulated by an individual's psychic sensitivity. People of that gender have their psychic activity suppressed, reducing their consciousness. Affects the worldmap by 10 hexes.Īn archotech device that generates a massive psychic suppression field tuned to a particular gender. Affects the worldmap with a radius of 10.Īn ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun.īlocks the sun akin to an eclipse. Prevents sunlight shining through during day. By harvesting available compounds and converting them into self-reproducing opaque molecules, it can spew enough smoke to block the sun in a whole region of the planet. By spewing these into the atmosphere, it can poison a whole region of the planet.Ĭauses toxic fallout across the map and a radius of 3 hexes on the world map.Īn ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. The effect is modulated by an individual's psychic sensitivity.Īn ultratech weapon of mass destruction designed for area denial. People of that gender will be disturbed by the effect, reducing their mood and possibly driving them insane. It generates a massive psychic drone tuned to one gender and affecting a whole region of the planet. Explodes when damagedĪll condition causers must be destroyed for the cluster to be considered killed.Īn archotech device transmitting the thoughts of a mad superintelligence. However, an unintentional detonation can be devastating. Some brave humans steal these from mechanoids for their own use as power plants or defensive bombs. If damaged, the unit will generate a massive explosion. An internal amplifier system makes it unstable. The vanometric power core will run forever, extracting energy from quantum foam fluctuations. Can be claimed or deconstructed for resources.Ī mechanoid power generation unit. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.Įmits light in a 1.65 tile radius. Mech nodes can be deconstructed to yield valuable resources - but only if they are captured intact. Turns off permanently when the cluster is defeated.Ī self-powered mechanoid node of unknown function. Turns off for 1 day every 10 days to charge. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.īlocks mortar rounds. This one is tuned to high angles, so it will block mortar rounds. Turns off permanently when the cluster is defeated.Ī shielding device which projects a momentum repulsor field. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.īlocks projectiles from ranged weapons from all outside sources except mortars. This one is tuned to low angles, so it will block ground-level projectiles like bullets. After counting down, it will wake nearby dormant mechanoids and structures.Īctivates any nearby sleeping mechanoids after between 600 ticks ( 10 secs) and 1,200,000 ticks ( 333.33 mins) (20 days), averaging 267,060 ticks ( 74.18 mins) (4.45 days).Ī shielding device which projects a momentum repulsor field. If it detects a human-like threat nearby, it will awaken any nearby dormant mechanoids or structures.Īctivates any nearby sleeping mechanoids when any human steps within a 12.9 tile radius.Ī timed mechanoid activation unit. When activated, it calls in a group of mechs to land in drop pods nearby.Ĭalls mechanoid reinforcements in a local area.Ī proximity alarm for dormant mechanoids. Shuts down after producing 4 mechanoids.Ī mechanoid reinforcement drop beacon. Releases 1 mechanoid of a single type periodically. It periodically assembles and deploys new mechanoids. It can contain a number of mechanoids, ready to emerge and fight upon being awakened.ĭeploys 410 points of mechanoids when triggered.Īn automated mechanoid factory. Building types Miscellaneous buildings Building TypeĪ mechanoid storage and deployment capsule.
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