Sezoia starting guide
Introduction
Welcome to ZeroG Commander, and also thank you for reading this guide.
The purpose of this literature is to help you gain a solid footing in the beginning stages of the game as well as helping you decide your next paths in the future by granting some foresight into factors you normally may not consider.
When starting the game, you have 7 days of protection, and that clock starts ticking away once you create your faction.
While this guide is intended for Cassiopeia it can also be useful in Atlas as well, though some factors may change, such as time and tech multipliers.
Lets get started!
Capacity | In Use | Free | |
---|---|---|---|
Power | 600 | 120 | 480 |
Personnel | 620 | 150 | 370 |
Space | 4,000 | 600 | 3,400 |
Tutorial
- Life Support
Do not use speedups Select 'fleet 1' go to 'Characteristics' (), select 'Fusion'. Combine all ships under a single fleet.
- Power
Do not use speedups
- Module production
Do not use speedups Once production is complete, begin producing another research center, reactors, life support and more planetary mines. Speedup the research center.
- Mine instalation
Do not use speedups
- Research
Select 'Social I' under the SOCIAL tree, and then queue 'Advanced research'.
- Population
Adjust value from '1,000, to '1'.
- Ship production
Do not use speed-ups to install the Lance S.
- Microhauler
- Cargo hold class 1
- Ion 500 (2)
- LWR Reactor
- Basic Beecell
- Cargo I - Support
Create above design and then select your fleet, press 'ships' () and select 'Cargo I'. Modify existing ship with corresponding design.
If you chose to not follow these step by step instructions, this is what you will see instead, and the second result has been hidden.
Capacity | In use | Free | |
---|---|---|---|
Power | 600 | 570 | 30 |
Personnel | 620 | 450 | 170 |
Space | 4,000 | 2,600 | 1,400 |
If you chose to follow these step by step instructions, this is what your base would look like in the end.
Capacity | In Use | Free | |
---|---|---|---|
Power | 800 | 720 | 80 |
Personnel | 880 | 790 | 90 |
Space | 4,000 | 3,575 | 425 |
Starting technologies
Below are listed the technologies I suggest a new player should start off with. Taking into account what they later unlock, and the time it takes to research these would be the foundations of creating your new empire.
In some sections, there are multiple items listed, I do not suggest starting off by acquiring all of the items listed, but to compare them and start with the one you feel would best suit you in the beginning stages of the game. Your first week is the most critical point, its best to hit the ground running.
- Microwarp drives (2)
- Explorer program (3)
The 'Explorer' class of warp drives takes less time to research and also has the highest range compared to the 'Daedalus' class of drives.
- Weaponry improvements (2)
- Autocannons (3)
- 800mm autocannons (4)
- 1000mm autocannons (4)
- Energy weapons (3)
- Laser weapons (4)
- Autocannons (3)
- Projectile Turrets are a Kinetic type of weapon.
- Auto-Cannons have a high initial damage rating, but their accuracy can be lower than other types of turrets.
- Mini-Guns have a high accuracy and rate of fire, but their damage is minimal. Excellent as Anti-Fighter batteries.
- Laser Cannons are an Energy type of weapon which have a higher accuracy than Auto-Cannons and also ignores a portion of shields, dealing damage to Modules and Hulls before shields are depleted, but also have less initial damage than Auto-Cannons.
See Space weapon
- Energy I
- Thor program (2)
- Thor I reactors (4)
- Thor program (2)
- Industry I (2)
- Recycling improvements I (3)
- Exogeology (2)
- Space Shipyrds (3)
- Social I (2)
'Laboratory Networks I' Allows the use of an additional Research Center, this should be a priority tech to learn as fast as possible as it can aid in the growth rate of your Faction.
- Engineering I (2)
- Combat chassis (3)
- Light combat chassis (3)
- Corvettes (5)
- Light combat chassis (3)
- Base design (3)
- Planetary bases (4)
- Space stations (4)
- Advanced robotics (3)
- Combat chassis (3)
- Deep space tracking (2)
- Class 1 sensors (3)
- Shields (4)
- Shields 50M (4)
- Ship design databases I (5)
- Advanced training (2)
- Space combat doctrine (3)
- Space assault (4)
- Planetary combat doctrine (3)
- Assault weaponry (3)
- Assault rifles (4)
- Personal armor (3)
- Armor deflector (4)
- Deflect vests I (5)
- Armor deflector (4)
- Tactical explosives (5)
- Surveillance systems (3)
- Command centers (3)
- Space combat doctrine (3)
Unlocked Modules:
- Basic warp drive
- Explorer 0
- Explorer 1
- AC 800mm
- AC 1000mm
- Laser cannon 100-MK1
- Thor I
- Life 001
- Basic Asteroid Mine
- Astreroid mine I
- Basic space shipyard
- Corvette
- Outpost
- vanguard station
- Auto R93
- Ion 1000
- 5K auxiliary thruster
- Sensor class 1
- 50M shield
- Magnetic device
- Assault ship
- Infantry
- Assault rifle
- Deflec vest
- Non lethal weapons
- Anti-riot equipment
Bases
Once youre done with the tutorial, you begin your struggles as a young empire in a vast galaxy that may already be conquered by many other empires. There are many ways to go about building or setting up a base, below I show one example of what a 'finished' base could look like.
Capacity | In Use | Free | |
---|---|---|---|
Power | 1,000 | 870 | 130 |
Personnel | 1,010 | 1,010 | 0 |
Space | 4,000 | 3,950 | 50 |
Several things I feel you should conciser:
- Purpose - One size does NOT fit all. I suggest having a production base, or a factory, whose soul focus is on module production/mining. Having another base for ship construction, and another for your colonials, taxes. You can work out ways to make a base have 2 of these 3 aspects, but early on this will prove rather difficult.
- Location - Not only where in the solar system you are, but where in the Galaxy. When you begin to produce your second base, or even 3rd and 4th, pay careful attention to all the planets resources in your star system. Focus on the ones that will offer the most 'general' production. Metals, Silicates, Water and carbon compounds appear to be the most used while the others are rarely required, and when they are theyre not in much quantity. Also, in this take note of where you are in space to other players. I strongly suggest moving around as much as you can, to prevent yourself from being picked off too fast if you have it all cluttered together.
- Consortium - You cant make it alone in this galaxy. Either join a large consortium, or at the very least try to establish diplomatic relations between yourself and your neighbors.
Below, are several charts that detail a few of the modules that can be made available to you within the first few weeks of game play. depending what your struggles are - whether it be income, production, or just needing better facilities in general, these can help you quickly pick out what youre missing.
Item Name | Item Class | Research Time | Description |
---|---|---|---|
Basic planetary mine | Industry | Null | Planetary mines are huge installations that dig the floor of the planes in search of valuable planetary resources. |
M10 Assembly plant | Industry | Null | Assembly plants are factories where modules and other objects are produced as consumer goods from planetary resources. |
Technology centre | Social | Null | Basic research center. |
Recruitment center | Troops | Null | Basic training barracks. It allows for the training of troops and also allows for extra capacity for garrison. |
Item Name | Item Class | Research Time | Description |
---|---|---|---|
Outpost | Engineering | 21h | Initial planetary base. It has enough capacity to accommodate all the basic services that a colony needs. |
Vanguard station | Engineering | 21h | Basic space base. Designed to create small pass and supply stations for fleets. |
Helios I | Power | 4d6h | Solar plants are using solar radiation to generate energy. |
Helios II | Power | 6h | Solar plants are using solar radiation to generate energy. |
Computing centre | Physics | 21h | Basic quantum computer |
Trinity K1 | Physics | 1d9h | The Trinity series is the first generation of quantum computers produced on an industrial scale. |
Hive habitat | Habitability | 9h | Habitats are huge structures the size of small towns where citizens live their lives independently. |
Xeno hive habitat | Habitability | 9h | Xeno class habitats add alien biological systems that improve the living conditions of its inhabitants. |
Cloning center I | Habitability | 1d3h | Cloning centers increase the number of births and allow faster population growth. |
Microassembly M1 | Industry | 3h | Micro assembly plants are versatile modules allowing rapid deployment on bases and early industrial production. |
Gemini processor | Industry | 12h | Atmospheric processors are huge machines that filter thousands of tons of gases from a planet's atmosphere to get their valuable resources. |
Planetary mine I | Industry | 4d6h | Planetary mines are huge installations that dig the floor of the planes in search of valuable planetary resources. |
State center I | Social | 9h | The state centers increase the population reserve capacity and offer a bonus to immigration. |
Basic cryptobank | Social | 9h | Cryptobanks are computer centers that are connected to the global banking network and store money in the form of crypto-currencies. |
State center II | Social | 1d9h | The state centers increase the population reserve capacity and offer a bonus to immigration. |
State center III | Social | 3d9h | The state centers increase the population reserve capacity and offer a bonus to immigration. |
Base reinforcements | Engineering | 6h | Base reinforcements offer basic protection before more advanced fortification systems are available. |
Trade microport | Engineering | 6h | Trade micro-ports allow automatic shipments, but with limited capacity. |
Basic Space shipyard | Engineering | 15h | Space shipyards are gigantic structures where components are built and assembled to build ships. |
Basic space port | Engineering | 15h | Space ports are huge structures that allow the anchoring of fleets and provide them with supplies. |
Small trading spaceport | Engineering | 2d9h | Trade ports enable commercial capacity on a base. |
Lance S | Engineering | 4d15h | Allow to construct light chassis ships. |
Space port I | Engineering | 4d15h | Space ports provide support in the form of repairs and supplies to nearby friendly fleets. |
Command centre I | Troops | 9h | Command centers coordinate the military operations carried out by the base's defensive forces. |
Item Name | Item Class | Research Time | Description |
---|---|---|---|
Dome base | Engineering | 8d21h | Second level civil / industrial base. It has an increased capacity. Ideal for colonizing new planets. |
Exocity | Engineering | 8d21h | Exocities are similar to those of the Earth. |
Delta station | Engineering | 8d21h | Civil / industrial space base. Ideal for creating commercial hubs and cities in the middle of space. |
Hive II habitat | Habitability | 8d21h | The Beehive habitat simulated streets flanked by buildings where the first settlers performed their daily lives. |
Cloning center II | Habitability | 9d3h | Cloning centers increase the number of births and allow faster population growth. |
M20 Assembly plant | Industry | 8d9h | Assembly plants are factories where modules and other objects are produced as consumer goods from planetary resources. |
Phoenix processor | Industry | 8d12h | Atmospheric processors are huge machines that filter thousands of tons of gases from a planet's atmosphere to get its valuable resources. |
Advanced technology center | Social | 8d9h | Advanced research center. It provides an additional bonus to the research of all the technological branches. |
Cryptobank I | Social | 8d9h | Cryptobanks are computer centers that are connected to the global banking network and store money in the form of crypto-currencies. |
Bunker AAA | Engineering | 8d6h | Fortifications are huge structures that considerably increase the protection of the base against bombings and assaults. In addition, it has extra capacity for the troops. |
Medium trading spaceport | Engineering | 8d9h | Trade ports enable commercial capacity on a base. |
Lance M | Engineering | 8d15h | Allow to construct medium chassis ships. |
Repair hangar R01 | Engineering | 9d21h | Provides repair to the unit itself and to all units of the fleet if equipped on a ship, or on a logistical basis. |
Military barracks | Troops | 8d3h | Barracks are military installations where troops are trained. |
Command centre II | Troops | 8d9h | Command centers coordinate the military operations carried out by the base's defensive forces. |
Fits
Legend
Class | Type | Tech | Description |
---|---|---|---|
Chassis | Engineering | The chassis is the most important module of a ship. It conforms all the basic structure and the most elementary systems like the bridge of command. The chassis determines some maximum characteristics of the ship as the maximum volume for modules and weapon systems that can be installed. Every chassis requires a basic crew and an amount of energy, which will be greater the larger the chassis. | |
Life support | Habitability | A life support module increases the maximum staff of the unit. More advanced life support modules increase capacity and consume less manufacturing resources. | |
Power plants | Power | Power plants are modules that provide the ships and bases with the energy needed for their operation | |
Fission reactor | Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy. | ||
Fusion reactor | Fusion reactors occupy a larger volume, but consume huge amounts of water. The fuel is deducted during the construction of the module, so it is not necessary to provide fuel to the rectors later. | ||
Thruster | Propulsion | ||
Primary | Propellers allow ships to move through a system. The greater the relationship between its thrust and the mass of the ship, the greater the speed of the ship. | ||
Auxiliary thruster | Auxiliary thrusters provide an extra thrust that increases the agility of the ship to perform evasive maneuvers. Ships with higher agility levels are harder to reach with one shot. | ||
Warp drive | Physics | Curvature engines provide hyperspace jump capability to a craft. Each motor has a maximum range and a quantum mass, which determines the amount of mass it can move per unit time, and therefore its hopping speed. |
Class | Type | Tech | Description |
---|---|---|---|
Projectile Turrets | Space weapon | Armament | Large-caliber projectiles |
Auto-Cannons | Autocannons provide greater power as your gauge increases. They use an advanced system to compensate for recoil, but larger cannons can only be installed on bases or large chassis. | ||
Miniguns | Thousands of projectiles per second of low caliber. Ideal against small and fast objects | ||
Mega-Cannons | Mega-cannons must be anchored to a large structure. It is said that their shots sometimes produce tremors several kilometers away. A direct impact of one of these guns can easily split a small type ship into two. | ||
Laser Turrets | Space weapon | Armament | Particle jets with very high temperature |
Plasma Turrets | Space weapon | Armament | Beams of concentrated photons |
Rail Turrets | Space weapon | Armament | Projectiles accelerated by a magnetic barrel at very high speeds |
Fighter hangar | Engineering | The fighter hangars provide a squadron of single-seater or two-seater ships capable of causing massive damage on bases or capital ships. Their mechanics of combat vary with respect to that of a space weapon. |
Class | Tech | Description |
---|---|---|
Shield generator | Systems | Shield generators produce a plasma field that absorbs or deflects shots. The generators increase the shield capacity of the ship. The shield of a base or ship has a total absorption capacity. Once exhausted, the damage begins to penetrate the armor and structure of the object. |
Armor Plates | Engineering | Armor modules cover the chassis of the ships increasing their resistance to the enemy fire. It covers a large area and has many structure points. It must be totally destroyed before the damage reaches the chassis of the ship. |
Repair system | Engineering | Repair systems are responsible for the basic maintenance of the unit repairing the damages in the structure of the modules. Some repair systems offer assistance to other units and will repair other ships if they are equipped in the support ships of a fleet. |
Class | Type | Tech | Description |
---|---|---|---|
Sensory | Systems | ||
Sensor | Sensors are modules that allow the tracking of objects in space. Each sensor has a force that can be accumulated to increase detection probabilities. | ||
Cloaking device | Camouflage generators generate a field that dampens and distorts the electromagnetic emissions of an object, reducing the chances that it will be detected. Each installed device reduces the presence of the unit (base or ship). | ||
Troop hangar | Troops | Troop hangars are housing modules designed for the transport of troops. Each module provides capacity for a given number of troops. | |
Cargo hangar | Industry | The cargo hangars are modules that once installed in bases or ships increase the capacity of the cargohold. | |
Asteroid mine | Mining Equipment | Industry | Asteroid mines are modules that can be installed as industrial buildings and that allow the spraying and processing of asteroids in order to extract planetary resources. |
Some fits have slots left open for support modules. Such modules would Include
- AUX thrusters
- Sensors
- Shields
- Armour
Laser cannons use more power than auto-cannons do, so using them in unison with modules that require a lot of power may not end very well with he ship.
Trooper MKI - Combat
A basic transport ship with a trooper bay.
Cargo Rig MKI - Support
A basic cargo vessel that can carry an assortment of goods or items across a star system.
Item Name | Item Type | Research Time | Description |
---|---|---|---|
Microhauler | Chassis | Null | Basic transport chassis. Enough for the first adventures in space. |
Basic beecell | Life support | Null | Basic life support system. |
LWR Reactor | Fission reactor | Null | Basic Fission Reactor. |
Ion 500 | Primary | Null | Basic Ionic drive thruster. |
Item Name | Item Type | Research Time | Description |
---|---|---|---|
Laser cannon | Laser Turrets | Null | Basic space cannon. It does not provide excessive firepower, but it gives a not inconsiderable protection against early hostile actions. |
Item Name | Item Type | Research Time | Description |
---|---|---|---|
Basic troop hangar | Troop hangar | Null | Provides habitat for a full battalion |
Cargo hold class 1 | Cargo hangar | Null | Cargo hangars expand the storage capacity of the bases and the ships where they are installed. |
Trooper MKII - Combat
Cargo Rig MKII - Support
Miner MKI - Support
Corvette MK I - Combat (Projectile)
Corvette MK I - Combat (Laser)
Item Name | Item Type | Research Time | Description |
---|---|---|---|
Corvette | Chassis | 1d15h | Light combat chassis. The corvette is the first warship design. It can be equipped with a flexible configuration of combat and recognition. |
Life 001 | Life support | 1d3h | A better engineered habitation module, allowing for the housing of more crewmen. |
Thor I | Fission reactor | 15h | The first-generation 'Thor' fission reactor |
Fusion-in MK1 | Fusion reactor | 21h | First-generation reactor that uses inertial confinement |
Thor II | Fission reactor | 4d18h | Second-generation 'Thor' fission reactor |
Ion 1000 | Primary | 1d3h | A more advanced Ionic Drive thruster |
Ion 1500 | Primary | 2d3h | A more advanced Ionic Drive thruster |
Ion 2000 | Primary | 4d3h | A more advanced Ionic Drive thruster |
5K auxiliary thruster | Auxiliary | 1d3h | A simple RCS thruster |
Basic warp drive | Warp drive | 3h | Experimental Curvature engine |
Explorer 0 | Warp drive | 9h | The explorer program opens a new branch of warp drives with a large range but lower performance. |
Explorer I | Warp drive | 21h | The explorer program opens a new branch of warp drives with a large range but lower performance. |
Daedalus L0 | Warp drive | 1d3h | The daedalus program opens a new branch of warp drives with a smaller range but higher performance. |
Daedalus L1 | Warp drive | 5d3h | The daedalus program opens a new branch of warp drives with a smaller range but higher performance. |
Item Name | Item Type | Research Time | Description |
---|---|---|---|
AC 800mm | Auto-Cannon | 21h | Small caliber Projectile turret |
AC 1000mm | Auto-Cannon | 21h | Small caliber Projectile turret |
AC 1500mm | Auto-Cannon | 2d9h | Medium caliber Projectile turret |
Gatling 1MG | Minigun | 1d21h | A small gatling gun |
Gatling 2MG | Minigun | 2d21h | A small gatling gun |
Gatling 3MG | Minigun | 4d21h | A medium gatling gun |
Laser cannon 100-MK1 | Laser Turrets | 1d21h | small particle jets with very high temperature |
Laser cannon 100-MK2 | Laser Turrets | 1d21h | Medium particle jets with very high temperature |
Item Name | Item Type | Research Time | Description |
---|---|---|---|
50M Shield | Shield generator | 1d | Force field deflects external aggressions, including insults. |
75M Shield | Shield generator | 3d | Force field deflects external aggressions, including insults. |
Auto R93 | Repair system | 1d12h | Basic repair system that can be installed on a ship or base to increase its speed of repair. |
Auto R94 | Repair system | 3d21h | Improved repair system that can be installed on a ship or base to increase its speed of repair. |
Item Name | Item Type | Research Time | Description |
---|---|---|---|
Sensor class 1 | Sensor | 9h | Sensors are modules that allow the tracking of objects in space |
Sensor class 1D | Sensor | 4d9h | Sensors are modules that allow the tracking of objects in space |
Cloacking device | Cloaking device | 4d15h | Reduces the presence of the unit. Making detection more difficult. |
Troops hangar I | Troop hangar | 3d21h | Provides habitat for a full battalion |
Microcargo hold | Cargo hangar | 3h | The most compact storage systems allow to install cargoholds in ships with little capacity. |
Cargo hold class 3 | Cargo hangar | 3h | Cargo hangars expand the storage capacity of the bases and the ships where they are installed. |
Cargo hold 1A | Cargo hangar | 21h | Cargo hangars expand the storage capacity of the bases and the ships where they are installed. |
Cargo hold 2A | Cargo hangar | 1d21h | Cargo hangars expand the storage capacity of the bases and the ships where they are installed. |
Cargo hold 3A | Cargo hangar | 3d21h | Cargo hangars expand the storage capacity of the bases and the ships where they are installed. |
Basic Asteroids Mine | Mining Equipment | 1d12h | Asteroid mines are modules that that allow the spraying and processing of asteroids. |
Asteroids mine I | Mining Equipment | 4d12h | Asteroid mines are modules that that allow the spraying and processing of asteroids. |
Miner MKII - Support
Cargo Rig MKIII - Support
File:Sezoia Cargo Rig mkIII.png
Trooper MKIII - Combat
Frigate MK I - Combat (Projectile)
File:Sezoia Frigate mkI(P).png
Frigate MK I - Combat (Laser)
File:Sezoia Frigate mkI(L).png
- I didnt include updated fits for the 'Corvette' class hulls or the Microhauler because I feel by this time you should already have some idea on what you want to decide to do with your ships.
Item Name | Item Type | Research Time | Description |
---|---|---|---|
Light freighter | Chassis | 6d9h | Light transport chassis. Allows a collection of higher load configurations and some firepower. |
Frigate | Chassis | 9d15h | Light combat chassis. The frigate is the next step in the design of combat ships. Structural improvements, elimination of unnecessary equipment and the optimization of its components allow a higher module capacity in exchange for little extra mass. |
Life 002 | Life support | 9d3h | A better engineered habitation module, allowing for the housing of more crewmen. |
Fusion-in MK2 | Fusion reactor | 6d | Second-generation reactor that uses inertial confinement |
Loki I | Fission reactor | 8d21h | The first-generation 'Loki' fission reactor |
Ion 1000B | Primary | 6d3h | A more advanced Ionic Drive thruster |
Ion 3000 | Primary | 8d3h | An improved Ionic Drive thruster |
Ion 1500B | Primary | 8d3h | A more advanced Ionic Drive thruster |
7K auxiliary thruster | Auxiliary | 9d3h | An improved RCS thruster |
Explorer II | Warp drive | 8d21h | The explorer program opens a new branch of warp drives with a large range but lower performance. |
Daedalus L2 | Warp drive | 9d3h | The daedalus program opens a new branch of warp drives with a smaller range but higher performance. |
Item Name | Item Type | Research Time | Description |
---|---|---|---|
Gatling 4MG | Miniguns | 8d21h | A medium gatling gun |
Gatling 4MG-GRAV | Miniguns | 8d21h | A medium gatling gun with modified structure to use gravitonium ammunition. |
Item Name | Item Type | Research Time | Description |
---|---|---|---|
100M Shield | Shield generator | 7d | Force field deflects external aggressions, including insults. |
GRAV M Shield | Shield generator | 7d | Force field deflects external aggressions, including insults. |
Testudo class 1 | Armor | 6d3h | The combination of different materials sometimes offers characteristics superior to those of the individual components. |
Testudo class 1 L | Armor | 6d3h | The combination of different materials sometimes offers characteristics superior to those of the individual components. |
Item Name | Item Type | Research Time | Description |
---|---|---|---|
Sensor class 1E | Sensor | 8d9h | Sensors are modules that allow the tracking of objects in space |
Sensor class 2 | Sensor | 8d15h | Sensors are modules that allow the tracking of objects in space |
Troops hangar 2X | Troop hangar | 7d21h | Provides habitat for two full battalions. |
Troops
Roles: Police - Police are the main body that maintains law and order amongst your faction. Having decent PLANETARY stats are nice, however you should focus your stats into SURVAILLENCE.
Infantry - The senturies that protect your cities from foreign invars or units that are being calle to action if the existing Police foces cannot handle the situation. Focus on having High PLANETARY stats.
Marines - Rock-Hopping since the dawn of FTL travel, the Marines are the troopers responsable for maintaining a safe an secure zone across space here traders can roam free without fearo of being intercepted by pirates. Mainres should have high SPACE stats.
Explorers - From walking into abandone complexes, drifting wreckage, or into an unstable cave network inside an astroid, these troopers are dedicate to recording the unknown, as well as observe the present. These troops should have a balance between SPACE an PLANEARY stats, while you focused on EXPLORATION stats.
See Troop
Item | SA | PA | SD | PD | EXP | SUR | Research Time | Description |
---|---|---|---|---|---|---|---|---|
Militia | 15 | 15 | 25 | 25 | 10 | 10 | Null | Militia is a unit of combat with little training but a time of very reduced deployment. |
Handguns | 5 | 5 | 5 | 5 | 0 | 0 | Null | Basic infantry armament: handguns and melee weapons. |
Tactical vest | 5 | 5 | 5 | 5 | 0 | 0 | Null | Basic infantry protection. |
Basic equipment | 5 | 5 | 5 | 5 | 0 | 0 | Null | Basic survival kit for the hard life of space. |
Support robot | 0 | 5 | 0 | 5 | 0 | 0 | Null | The support robot is a quadruped that is capable of carrying a huge load, freeing the soldiers from having to load it themselves. |
Item | SA | PA | SD | PD | EXP | SUR | Research Time | Description |
---|---|---|---|---|---|---|---|---|
Infantry | 30 | 30 | 30 | 30 | 5 | 10 | 1d21h | Infantry is the basic unit of combat. It is composed of half a battalion of soldiers with a complete military instruction. |
Assault rifle | 8 | 9 | 8 | 9 | 0 | 0 | 21h | Basic infantry rifles. |
Non lethal weapons | 5 | 5 | 5 | 5 | 0 | 10 | 21h | Armament for troops that does not produce civilian casualties. |
Laser rifle | 10 | 8 | 10 | 8 | 0 | 0 | 5d6h | Energy weapons based on the concentration of photons at a small point. |
Anti-riot equipment | 7 | 7 | 7 | 7 | 0 | 10 | 21h | Riot protection protects troops without increasing their threat level. |
Deflec vest | 8 | 8 | 8 | 8 | 0 | 0 | 1d21h | Deflector protection against ballistic projectiles and energy weapons. |
Magnetic device | 10 | 0 | 10 | 0 | 0 | 0 | 21h | Magnetic devices provide support points on metal surfaces that allow soldiers a tactical advantage in zero gravity combat situations. |
C9 explosives | 10 | 10 | 5 | 5 | 5 | 0 | 1d3h | Excellent element of support for the assault of the infantry. They provide additional firepower. |
Neuromodulator | 0 | 0 | 0 | 0 | 0 | 20 | 2d9h | Neuromodulators allow to send signals to the brain in order to make the subject more inclined to perform certain actions. |
NG grenades | 8 | 8 | 8 | 8 | 0 | 0 | 5d3h | Excellent element of support for the assault of the infantry. They provide additional firepower. |
Assault ship | 15 | 0 | 0 | 0 | 0 | 0 | 1d21h | Assault ships offer a quick access to the troops to the vital positions of the enemy. |
Patrol speeder | 0 | 0 | 0 | 0 | 5 | 20 | 4d9h | Patrol speeder is a vehicle that allows quick access to the point of the colony where there are problems. |
Item | SA | PA | SD | PD | EXP | SUR | Research Time | Description |
---|---|---|---|---|---|---|---|---|
Marines | 50 | 50 | 50 | 50 | 0 | 5 | 8d21h | Marines are a combat unit specializing in space combat. |
Advanced assault rifle | 8 | 10 | 8 | 10 | 0 | 0 | 8d21h | Advanced infantry rifles. |
Deflec-2 vest | 9 | 9 | 9 | 9 | 0 | 0 | 9d21h | Deflector protection against ballistic projectiles and energy weapons. |
Xeno grenades | 12 | 12 | 12 | 12 | 0 | 0 | 7d9h | Xenogrenades combine the explosive ability of the normal grenade with alien spores to increase their lethality. |
C9 explosives | 10 | 10 | 5 | 5 | 0 | 5 | 9d3h | |
Combat drone | 15 | 0 | 15 | 0 | 0 | 0 | 8d21h | Combat drones can move in zero gravity very easily by increasing the unit's firepower in assaults and space defenses. |
Change Log
Last Updated: 17, Feb 2018