Custos!
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Custos!
Rooms
Boss Office
Mob School
Weapons Armoury
Ammunition Depot
Brewery
Bar
Smuggle
Weapon Storage
Ammunition Storage
Alcohol Storage
Safe Room
Training Facility
Security
Spring Gun
Hidden Mines
Boss Office
The Boss sits in this office, and here all important decisions are made. It coordinates the development and the development speed of other areas. The higher the level of the office is, the faster other areas are also developed.
Mob School
As it's name indicates, this room allows the training of "the boys" in new techniques, allowing them more expertise in combat. As for the office of the Boss, the faster the training is done, the faster the skills are developed.
Weapons Armoury
Here in the weapons room, as the name implies, the weapons are kept. These will be needed for the occupation of areas and for training in combat. The better this area is developed, the more weapons can be made available at the same time
Ammunition Depot
The ammunition room is similar to the weapons room. In here the important ammunition is manufactured. Ammunition is needed in abundance when occupying areas and for use in training as, unlike weapons, the ammunition is used much more rapidly.
Brewery
This quite passive area manufactures alcohol. Alcohol unfortunately is (or fortunately?) forbidden and therefore in great demand amongst the population, so that the trade with it is prosperous. However, in order to bring it to the population, some tactics are needed.
Bar
In the tavern the alcohol is consumed. Give thought so that they are not noticed by the policemen, or else running them can become extremely expensive. Since the tavern is supervised relatively badly, the conversion of alcohol is rather moderate.
Smuggle
Better than the tavern smuggling which already functions, here much more alcohol with an impact can be sold, which naturally makes the gang cash happy. Unfortunately this action is also quite risky and therefore expensive.
Weapon Storage
The weapons storage keeps all weapons, which are not to be used immediately by you. They are stored automatically there and kept for when they are needed. In addition they are already safe from enemies here.
Ammunition Storage
The ammunition depot functions similarly to the weapon storage. It keeps the ammunition crates and shells, which are not for immediate use by you. In addition they are also safer here from the enemy.
Alcohol Storage
Since alcohol is destilled relatively simply, the production rate is quite high. In order to be able to store it without losing the excesses of production you need to construct an Alcohol Warehouse. In this Warehouse it will be safe from enemies.
Safe Room
After every successful smuggling operation you receive large amounts of money. But use caution attention! In order not to throw the money away, you must use this safe deposit in order to prevent it going missing, and to assure liquidity.
Training Facility
As the name says, in the Training Camp your "boys" will be trained. The training he will depend on the units that you will be able to produce like for example simple Delinquents, Killers, or Professionals – for whom your enemies will have the utmost respect. Depending on the level the units will take less time to be constructed.
Security
Exactly like the training of the fighters in the training facility, here the young defensive training takes place. These remain defending in principle - always at home and protecting it´s buildings against enemies. If your gang should be at home, they automatically fight together.
Spring Gun
In order to alleviate a little of the defender´s work some construction is available, like this self firing turret. These are technically very advanced, and at the moment they detect an enemy, fire immediately.
Hidden Mines
A further "nice" support are these mines. Your boys are in charge to distribute them around the house. When some enemy steps on them without realising........ Good Night!
Boss Office
Mob School
Weapons Armoury
Ammunition Depot
Brewery
Bar
Smuggle
Weapon Storage
Ammunition Storage
Alcohol Storage
Safe Room
Training Facility
Security
Spring Gun
Hidden Mines
**********************************************************************
Boss Office
The Boss sits in this office, and here all important decisions are made. It coordinates the development and the development speed of other areas. The higher the level of the office is, the faster other areas are also developed.
Requirements: Available from the start
Required for:
Smuggle (Level 4)
Spring Gun (Level 5)
Hidden Mines (Level 5)
Points per level: 6
**********************************************************************
Mob School
As it's name indicates, this room allows the training of "the boys" in new techniques, allowing them more expertise in combat. As for the office of the Boss, the faster the training is done, the faster the skills are developed.
Requirements: Available from the start
Required for: Train Attack units
Points per level: 31.75
**********************************************************************
Weapons Armoury
Here in the weapons room, as the name implies, the weapons are kept. These will be needed for the occupation of areas and for training in combat. The better this area is developed, the more weapons can be made available at the same time
Requirements: Available from the start
Required for: N/A
**********************************************************************
Ammunition Depot
The ammunition room is similar to the weapons room. In here the important ammunition is manufactured. Ammunition is needed in abundance when occupying areas and for use in training as, unlike weapons, the ammunition is used much more rapidly.
Requirements: Available from the start
Required for: N/A
**********************************************************************
Brewery
This quite passive area manufactures alcohol. Alcohol unfortunately is (or fortunately?) forbidden and therefore in great demand amongst the population, so that the trade with it is prosperous. However, in order to bring it to the population, some tactics are needed.
Requirements: Available from the start
Required for: N/A
**********************************************************************
Bar
In the tavern the alcohol is consumed. Give thought so that they are not noticed by the policemen, or else running them can become extremely expensive. Since the tavern is supervised relatively badly, the conversion of alcohol is rather moderate.
Requirements: Brewery (Level 1)
Required for: Smuggle (Level 8)
**********************************************************************
Smuggle
Better than the tavern smuggling which already functions, here much more alcohol with an impact can be sold, which naturally makes the gang cash happy. Unfortunately this action is also quite risky and therefore expensive.
Requirements:
Bar (Level 8)
Boss Office (Level 4)
Required for: N/A
**********************************************************************
Weapon Storage
The weapons storage keeps all weapons, which are not to be used immediately by you. They are stored automatically there and kept for when they are needed. In addition they are already safe from enemies here.
Requirements: Weapons Armoury (Level 5)
Required for: N/A
**********************************************************************
Ammunition Storage
The ammunition depot functions similarly to the weapon storage. It keeps the ammunition crates and shells, which are not for immediate use by you. In addition they are also safer here from the enemy.
Requirements: Ammunition Depot (Level 5)
Required for: N/A
**********************************************************************
Alcohol Storage
Since alcohol is destilled relatively simply, the production rate is quite high. In order to be able to store it without losing the excesses of production you need to construct an Alcohol Warehouse. In this Warehouse it will be safe from enemies.
Requirements: Brewery (Level 5)
Required for: N/A
**********************************************************************
Safe Room
After every successful smuggling operation you receive large amounts of money. But use caution attention! In order not to throw the money away, you must use this safe deposit in order to prevent it going missing, and to assure liquidity.
Requirements: Bar (Level 5)
Required for: N/A
**********************************************************************
Training Facility
As the name says, in the Training Camp your "boys" will be trained. The training he will depend on the units that you will be able to produce like for example simple Delinquents, Killers, or Professionals – for whom your enemies will have the utmost respect. Depending on the level the units will take less time to be constructed.
Requirements: Available from the start
Required for:
Security (Level 2)
Every Training
**********************************************************************
Security
Exactly like the training of the fighters in the training facility, here the young defensive training takes place. These remain defending in principle - always at home and protecting it´s buildings against enemies. If your gang should be at home, they automatically fight together.
Requirements: Training Facility (Level 2)
Required for: Creation of Defense units
**********************************************************************
Spring Gun
In order to alleviate a little of the defender´s work some construction is available, like this self firing turret. These are technically very advanced, and at the moment they detect an enemy, fire immediately.
Requirements: Boss Office (Level 5)
Required for: N/A
**********************************************************************
Hidden Mines
A further "nice" support are these mines. Your boys are in charge to distribute them around the house. When some enemy steps on them without realising........ Good Night!
Requirements: Boss Office (Level 5)
Required for: N/A
Última edição por DemoN em Sex Jul 05, 2013 10:01 am, editado 1 vez(es)
Re: Custos!
Training
Routing
Strategies
Protection Money Encashment
Base Administration
Smuggling
Information Procurement
Security Patrol
Gang Protection
Close Combat
Short-Ranged Weapon Training
Firearms Training
Bomb Construction
Guerilla Training
Psychological Training
Chemical Training
Honor
Routing
To be more effective in arriving as rapidly as possible at the required destination, your boys should do this training. Here they will learn planning routes, travelling quietly and inconspicuously to approach the target and carry out their work as effectively as possible.
Strategies
Some units (for example the killers) need another form of planning, the job order planning. Here it concerns rather the purpose of employment, and with improved training these fighters can therefore travel faster to the goal.
Protection Money Encashment
This training helps to increase protection funds from enemies. This becomes clear in their combat capability, which continues to rise with more frequent training.
Base Administration
In this branch of training your occupation troops are trained, enabling them to occupy distant buildings.
Smuggling
By learning to smuggle, this will teach how to transport the most inconspicuously stolen property under the clothes, so that the attention of the police is not attracted. The better they are trained, the more they can carry.
Information Procurement
In this training one learns the virtues of espionage. Using this your spies will be able to remove ample and valuable information from your enemies.
Security Patrol
As the name already betrays, the security training improves the ability of both the gang and building to defend. A greater level reached will enhance your defense and your boys will know to defend themselves with greater effectiveness from attacks.
Gang Protection
As with Security Patrol, this will specialise them in the diverse tactics of defense. The initial defence however will be taken from the first level of the group, and not the one level of building defence.
Close Combat
Every fighter should have done this education at least once. It concerns close combat and could be useful. Most of your guys will even do this in delight because they become stronger.
Short-Ranged Weapon Training
After close combat mostly the fight with shortrange weapons follow, like knives and such. here the guys also become more skillfull in fighting which helps a lot at brawls or muggings
Firearms Training
For all who do not want to be too close to the enemy there is only one option: shooting! Here your guys learn how to use rifles right, so that the enemy won't have any time to react before he becomes history.
Bomb Construction
If it becomes harder, you should go through the following education. With the knowledge of building bombs, the fighters learn how to build from some boring components, an effective and fast dangerous weapon. But only the best among them will learn it.
Guerilla Training
In this education the guys will become real men. Here they learn true pain, which will help a lot in later brawls, because they won't flee, but rather will go on until no man is left standing.
Psychological Training
This modern education turns your fighters into fighting machines. The brain washing makes them psychically harder and act calm and strongwilled in conflicts instead of getting in panic.
Chemical Training
Who has knowledge in chemistry might not kill anyone but eliminate enemies beforehand. This education is something for professionals and needs a rather long time. The result is worth seeing!
Honor
As the guys like to make nonsense, the overview who is occupying which building might get lost in time. This education the guys will be reminded who the boss is and you will hold the control over your empire. This one is very long and costly.
Routing
Strategies
Protection Money Encashment
Base Administration
Smuggling
Information Procurement
Security Patrol
Gang Protection
Close Combat
Short-Ranged Weapon Training
Firearms Training
Bomb Construction
Guerilla Training
Psychological Training
Chemical Training
Honor
**********************************************************************
Routing
To be more effective in arriving as rapidly as possible at the required destination, your boys should do this training. Here they will learn planning routes, travelling quietly and inconspicuously to approach the target and carry out their work as effectively as possible.
Requirements:
Training Facility (Level 1)
Required for:
Strategies (Level 4)
Occupation Troops (Level 5)
Points 15.5
**********************************************************************
Strategies
Some units (for example the killers) need another form of planning, the job order planning. Here it concerns rather the purpose of employment, and with improved training these fighters can therefore travel faster to the goal.
Requirements:
Training Facility (Level 1)
Routing (Level 4)
Required for:
Smuggle (Level 1)
Bomb Construction (Level 4)
CIA Agent (Level 3)
Points 46
**********************************************************************
Protection Money Encashment
This training helps to increase protection funds from enemies. This becomes clear in their combat capability, which continues to rise with more frequent training.
Requirements:
Training Facility (Level 1)
Required for:
Close Combat (Level 3)
Short-Ranged Weapon Training (Level 5)
Bouncers (Level 2)
Knifers (Level 4)
Points 26
**********************************************************************
Base Administration
In this branch of training your occupation troops are trained, enabling them to occupy distant buildings.
Requirements:
Training Facility (Level 1)
Security Patrol (Level 5)
Required for: N/A
Points 76
**********************************************************************
Smuggling
By learning to smuggle, this will teach how to transport the most inconspicuously stolen property under the clothes, so that the attention of the police is not attracted. The better they are trained, the more they can carry.
Requirements:
Training Facility (Level 1)
Strategies (Level 1)
Required for:
Honor (Level 8)
Points 23.5
**********************************************************************
Information Procurement
In this training one learns the virtues of espionage. Using this your spies will be able to remove ample and valuable information from your enemies.
Requirements:
Training Facility (Level 1)
Required for:
Honor (Level 8)
Spy (Level 2)
Points 13
**********************************************************************
Security Patrol
As the name already betrays, the security training improves the ability of both the gang and building to defend. A greater level reached will enhance your defense and your boys will know to defend themselves with greater effectiveness from attacks.
Requirements:
Training Facility (Level 1)
Required for:
Gang Protection (Level 4)
Guerilla Training (Level 6)
Safeguard (Level 2)
Points 61
**********************************************************************
Gang Protection
As with Security Patrol, this will specialise them in the diverse tactics of defense. The initial defence however will be taken from the first level of the group, and not the one level of building defence.
Requirements:
Training Facility (Level 1)
Security Patrol (Level 4)
Required for:
Firearms Training (Level 4)
FBI Agent (Level 2)
Assassin (Level 7)
Mercenary (Level 9)
Bodyguard (Level 6)
Points 96
**********************************************************************
Close Combat
Every fighter should have done this education at least once. It concerns close combat and could be useful. Most of your guys will even do this in delight because they become stronger.
Requirements:
Training Facility (Level 1)
Protection Money Encashment (Level 3)
Required for:
Bomb Construction (Level 4)
Mercenary (Level 9)
Policeman (Level 4)
Bodyguard (Level 5)
Points 76
**********************************************************************
Short-Ranged Weapon Training
After close combat mostly the fight with shortrange weapons follow, like knives and such. here the guys also become more skillfull in fighting which helps a lot at brawls or muggings
Requirements:
Training Facility (Level 1)
Protection Money Encashment (Level 5)
Required for:
Firearms Training (Level 4)
Points 53
**********************************************************************
Firearms Training
For all who do not want to be too close to the enemy there is only one option: shooting! Here your guys learn how to use rifles right, so that the enemy won't have any time to react before he becomes history.
Requirements:
Training Facility (Level 1)
Gang Protection (Level 4)
Short-Ranged Weapon Training (Level 4)
Required for:
Guerilla Training (Level 6)
Gunman (Level 2)
CIA Agent (Level 3)
FBI Agent (Level 2)
Tactical Expert (Level 5)
Sniper (Level 5)
Policeman (Level 4)
Points 296
**********************************************************************
Bomb Construction
If it becomes harder, you should go through the following education. With the knowledge of building bombs, the fighters learn how to build from some boring components, an effective and fast dangerous weapon. But only the best among them will learn it.
Requirements:
Training Facility (Level 1)
Strategies (Level 4)
Close Combat (Level 4)
Required for:
Chemical Training (Level 4)
Demolition Expert (Level 6)
Points 471
**********************************************************************
Guerilla Training
In this education the guys will become real men. Here they learn true pain, which will help a lot in later brawls, because they won't flee, but rather will go on until no man is left standing.
Requirements:
Training Facility (Level 1)
Security Patrol (Level 6)
Firearms Training (Level 6)
Required for:
Psychological Training (Level 4)
CIA Agent (Level 3)
Sniper (Level 5)
Ninja (Level 8)
Mercenary (Level 9)
Guards (Level 8)
Points 321
**********************************************************************
Psychological Training
This modern education turns your fighters into fighting machines. The brain washing makes them psychically harder and act calm and strongwilled in conflicts instead of getting in panic.
Requirements:
Training Facility (Level 1)
Guerilla Training (Level 4)
Required for:
Psychological Training (Level 4)
Chemical Training (Level 4)
Carrier (Level 4)
Sniper (Level 5)
Assassin (Level 7)
Guards (Level 6)
Points 301
Chemical Training
Who has knowledge in chemistry might not kill anyone but eliminate enemies beforehand. This education is something for professionals and needs a rather long time. The result is worth seeing!
Requirements:
Training Facility (Level 1)
Bomb Construction (Level 4)
Psychological Training (Level 4)
Required for:
Tactical Expert (Level 3)
Demolition Expert (Level 8)
Points 291
**********************************************************************
Honor
As the guys like to make nonsense, the overview who is occupying which building might get lost in time. This education the guys will be reminded who the boss is and you will hold the control over your empire. This one is very long and costly.
Requirements:
Training Facility (Level 1)
Smuggling (Level 8)
Information Procurement (Level 8)
Required for:
To keep units efficiency when owning many buildings
Points 4201
Re: Custos!
Attack Units
Rowdy
Bouncers
Knifers
Gunman
Occupation Troops
Spy
Mover
CIA Agent
FBI Agent
Carrier
Tactical Expert
Sniper
Assassin
Ninja
DemolitionExpert
Mercenary
Rowdy
Rowdies are rather simple and naive fighters. But nonetheless they would never let a chance pass to lam enemies. In droves they are very dangerous and will scare away the enemy for sure.
Bouncers
The bouncer is more calm than the rowdie, because he is used to crowds and conflicts. But he is the same calibre and easily rages what the enemies will feel.
Knifers
When a rowdy gets a knife he will become a knifer. Like this the formula might look alike because also that guy is not very professional. But he is still dangerous, as the knife is not made of wood...
Gunman
Combined with a gun this guy is even a challenge for the enemies. After a little shooting training those guys are not that bad for the first battles.
Occupation Troops
The occupation group is a time of building workers so that they can occupy new rooms. They reconstruct the whole entry hall and arrange their quarters. The occupation of new buildings only works with this troop.
Spy
The spy is sneaky, fast and precise. But not in a fight, but more to receive information. He spies for you on enemies and give you the information directly. But he will mostly be killed if the enemy is at home.
Mover
The mover is a civil unit because he carries things. Therefore you better should better pick him up as a transport unit rather than a fighter.
CIA Agent
This man here is from the CIA and as such very well trained already. But he is not loyal at all and has to be trained a while, which will be very costly. In the end though he is an effective weapon against enemies because he should already have taken up most educations.
FBI Agent
If you can poach an agent from the FBI, you should be happy. Those guys sometimes may run away when it becomes stiff, but they do everything way more intelligent than the rowdies in your gang, because they are better educated.
Carrier
Very much like the mover is this man here. More a civilist, he can carry a lot and his education is not very costly, so you shouldn't make him suffer with bloody massacres.
Tactical Expert
The problem solver is more of a professional. he knows about anatomy, knows how to speak decently and knows how to behave in public. But he is a badass in fighting, so here he got his name as it seems.
Sniper
Are the enemies represented too strong and do they need purposeful attention? Then they select the sniper, who is by the nature of their training very precise and loyal. However, it is not suited very well defensively.
Assassin
The professional killer is the improved sharpshooter. He might be only loyal to the dollar, but is very well to kill the enemies or to defend the base. He is simply a master of his subject.
Ninja
There is only little known about ninjas. They are known to be extremely loyal and a deadly weapon alive; professional as can be.
Demolition Expert
To kill several enemies at once, you should use this guy. he might be not good physically in fighting, but the advantages are clear. he might work wonders with a good education.
Mercenary
This is the ultimate rambo. He is fast, precise, loyal and armed up to the teeth, so that enemies are not really happy when they hear about it. The only disadvantage might be the price.
Rowdy
Bouncers
Knifers
Gunman
Occupation Troops
Spy
Mover
CIA Agent
FBI Agent
Carrier
Tactical Expert
Sniper
Assassin
Ninja
DemolitionExpert
Mercenary
**********************************************************************
Rowdy
Rowdies are rather simple and naive fighters. But nonetheless they would never let a chance pass to lam enemies. In droves they are very dangerous and will scare away the enemy for sure.
Basis:
Attack power: 5
Deffensive power: 5
Cargocapacity: 200
Speed 1600
Pay: 1
Costs
W: 200
A: 1000
Points: 6
Requirements: Specialist Training Room (Level 1)
Attack Improvement Training: N/A
Defense Improvement Training: N/A
**********************************************************************
Bouncers
The bouncer is more calm than the rowdie, because he is used to crowds and conflicts. But he is the same calibre and easily rages what the enemies will feel.
Basis:
Attack power: 8
Deffensive power: 6
Cargocapacity: 400
Speed 2000
Pay: 1
Costs:
W: 500
A: 800
Points: 6
Requirements:
Specialist Training Room (Level 1)
Protection Money Encashment (Level 2)
Attack Improvement Training:
Protection Money Encashment
Defense Improvement Trainings:
Protection Money Encashment
Security Patrol
**********************************************************************
Knifers
When a rowdy gets a knife he will become a knifer. Like this the formula might look alike because also that guy is not very professional. But he is still dangerous, as the knife is not made of wood...
Basis:
Attack power: 10
Deffensivepower: 4
Cargocapacity: 300
Speed 2500
Pay: 1
Costs
W: 1000
A: 200
Points: 4
Requirements:
Specialist Training Room (Level 1)
Protection Money Encashment (Level 4)
Attack Improvement Training:
Protection Money Encashment
Short-Ranged Weapon Training
Defense Improvement Trainings:
Protection Money Encashment
Close Combat
**********************************************************************
Gunman
Combined with a gun this guy is even a challenge for the enemies. After a little shooting training those guys are not that bad for the first battles.
Basis:
Attack power: 30
Deffensivepower: 10
Cargocapacity: 500
Speed 2400
Pay: 2
Costs
W: 2000
A: 3000
Points: 21
Requirements:
Specialist Training Room (Level 1)
Security Patrol (Level 2)
Firearms Training (Level 2)
Attack Improvement Training:
Firearms Training
Defense Improvement Trainings:
Security Patrol
Gang Protection
**********************************************************************
Occupation Troops
The occupation group is a time of building workers so that they can occupy new rooms. They reconstruct the whole entry hall and arrange their quarters. The occupation of new buildings only works with this troop.
Basis
Attack power: 1
Deffensive power: 10
Cargo capacity: 3000
Speed 2000
Pay: 500
Costs
W: 20000
A: 10000
D: 20000
Points: 251
Requirements:
Specialist Training Room (Level 1)
Routing (Level 5)
Attack Improvement Training: N/A
Defense Improvement Trainings: N/A
**********************************************************************
Spy
The spy is sneaky, fast and precise. But not in a fight, but more to receive information. He spies for you on enemies and give you the information directly. But he will mostly be killed if the enemy is at home.
Basis:
Attack power: 1
Deffensive power: 1
Cargocapacity: 50
Speed 400000
Pay: 1
Costs
W: 500
A: 200
Points: 3
Requirements:
Specialist Training Room (Level 1)
Information Procurement (Level 2)
Attack Improvement Training:
Information Procurement
Defense Improvement Trainings:
Information Procurement
**********************************************************************
Mover
The mover is a civil unit because he carries things. Therefore you better should better pick him up as a transport unit rather than a fighter.
Basis:
Attack power: 4
Deffensive power: 6
Cargo capacity: 10000
Speed 2400
Pay: 5
Costs:
W: 300
A: 100
D: 1000
Points: 9
Requirements:
Specialist Training Room (Level 1)
Attack Improvement Training:
Close Combat
Defense Improvement Trainings:
Gang Protection
**********************************************************************
CIA Agent
This man here is from the CIA and as such very well trained already. But he is not loyal at all and has to be trained a while, which will be very costly. In the end though he is an effective weapon against enemies because he should already have taken up most educations.
Basis:
Attackpower: 100
Deffensivepower: 90
Cargocapacity: 3.000
Speed: 3.400
Pay: 30
Costs
W: 7.000
A: 10.000
D: 2.500
Points: 87
Requirements:
Specialist Training Room (Level 1)
Strategies (Level 3)
Firearms Training (Level 3)
Guerilla Training (Level 3)
Attack Improvement Training:
Short-Ranged Weapon Training
Firearms Training
Guerilla Training
Defense Improvement Trainings:
Gang Protection
Guerilla Training
**********************************************************************
FBI Agent
If you can poach an agent from the FBI, you should be happy. Those guys sometimes may run away when it becomes stiff, but they do everything way more intelligent than the rowdies in your gang, because they are better educated.
Basis:
Attack power: 60
Deffensive power: 50
Cargo capacity: 2000
Speed 3000
Pay: 20
Costs:
W: 4000
A: 6000
D: 1000
Points: 48
Requirements:
Specialist Training Room (Level 1)
Gang Protection (2)
Firearms Training (2)
Attack Improvement Training:
Gang Protection
Firearms Training
Defense Improvement Trainings:
Gang Protection
Firearms Training
**********************************************************************
Carrier
Very much like the mover is this man here. More a civilist, he can carry a lot and his education is not very costly, so you shouldn't make him suffer with bloody massacres.
Basis:
Attack power: 6
Deffensive power: 8
Cargo capacity: 40.000
Speed: 5.000
Pay: 10
Costs:
W: 1.000
A: 2.000
D: 5.000
Points: 51
Requirements:
Specialist Training Room (Level 1)
Psychological Training (Level 4)
Attack Improvement Training:
Psychological Training
Defense Improvement Trainings:
Gang Protection
Psychological Training
**********************************************************************
Tactical Expert
The problem solver is more of a professional. he knows about anatomy, knows how to speak decently and knows how to behave in public. But he is a badass in fighting, so here he got his name as it seems.
Basis
Attack power: 120
Deffensive power: 150
Cargo capacity: 4.000
Speed: 4.000
Pay: 40
Costs
W: 5.000
A: 10.000
D: 4.000
Points 93
Requirements:
Specialist Training Room (Level 1)
Firearms Training (Level 5)
Chemical Training (Level 3)
Attack Improvement Training:
Close Combat
Firearms Training
Psychological Training
Chemical Training
Defense Improvement Trainings:
Close Combat
Firearms Training
Psychological Training
Chemical Training
**********************************************************************
Sniper
Are the enemies represented too strong and do they need purposeful attention? Then they select the sniper, who is by the nature of their training very precise and loyal. However, it is not suited very well defensively.
Basis:
Attack power: 200
Deffensive power: 10
Cargo capacity: 1.000
Speed: 6.000
Pay: 20
Costs:
W: 4.000
A: 500
D: 2.000
Points: 28
Requirements:
Specialist Training Room (Level 1)
Firearms Training (Level 5)
Guerilla Training (Level 5)
Psychological Training (Level 5)
Attack Improvement Training:
Security Patrol
Firearms Training
Guerilla Training
Psychological Training
Defense Improvement Trainings:
Firearms Training
Guerilla Training
Psychological Training
**********************************************************************
Assassin
The professional killer is the improved sharpshooter. He might be only loyal to the dollar, but is very well to kill the enemies or to defend the base. He is simply a master of his subject.
Basis:
Attack power: 300
Deffensive power: 200
Cargo capacity: 2.000
Speed: 6.500 Pay: 50
Costs:
W: 10.000
A: 15.000
D: 10.000
Points: 176
Requirements:
Specialist Training Room (Level 1)
Gang Protection (Level 7)
Psychological Training (Level 7)
Attack Improvement Training:
Security Patrol
Gang Protection
Firearms Training
Guerilla Training
Psychological Training
Defense Improvement Trainings:
Security Patrol
Gang Protection
Firearms Training
Guerilla Training
Psychological Training
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Ninja
There is only little known about ninjas. They are known to be extremely loyal and a deadly weapon alive; professional as can be.
Basis:
Attack power 400
Deffensive power 600
Cargo capacity 5.000
Speed 8.000 Pay 60
Costs:
W: 2.000
A: 1.000
D: 30.000
Points: 236
Requirements:
Specialist Training Room (Level 1)
Guerilla Training (Level 8)
Attack Improvement Training:
Close Combat
Short-Ranged Weapon Training
Guerilla Training
Psychological Training
Defense Improvement Trainings:
Close Combat
Short-Ranged Weapon Training
Guerilla Training
Psychological Training
**********************************************************************
Demolition Expert
To kill several enemies at once, you should use this guy. he might be not good physically in fighting, but the advantages are clear. he might work wonders with a good education.
Basis:
Attackpower 2.000
Deffensivepower 200
Cargocapacity 2.500
Speed 3.500
Pay 200
Costs:
W: 40.000
A: 6.000
D: 20.000
Points: 281
Requirements:
Specialist Training Room (Level 1)
Bomb Construction (Level 6)
Chemical Training (Level 8)
Attack Improvement Training:
Bomb Construction
Psychological Training
Chemical Training
Defense Improvement Trainings:
Bomb Construction
Psychological Training
Chemical Training
**********************************************************************
Mercenary
This is the ultimate rambo. He is fast, precise, loyal and armed up to the teeth, so that enemies are not really happy when they hear about it. The only disadvantage might be the price.
Basis:
Attackpower 1.000
Deffensivepower 1.200
Cargocapacity 12.000
Speed 4.500
Pay 300
Costs:
W: 80.000
A: 120.000
D: 50.000
Points: 1176
Requirements:
Specialist Training Room (Level 1)
Gang Protection (Level 9)
Close Combat (Level 9)
Guerilla Training (Level 9)
Attack Improvement Training:
Information Procurement
Security Patrol
Gang Protection
Close Combat
Short-Ranged Weapon Training
Firearms Training
Guerilla Training
Psychological Training
Defense Improvement Trainings:
Information Procurement
Security Patrol
Gang Protection
Close Combat
Short-Ranged Weapon Training
Firearms Training
Guerilla Training
Psychological Training
Re: Custos!
Defense Units
Clandestine Workers
Safeguard
Policeman
Bodyguard
Guards
Clandestine Workers
This worker is not much of a fighter, but for fodder that is more than enough. Since he is so cheap he is set to defend your building and once he sets eyes on an enemy he goes in for a brawl.
Safeguard
This one is better than his buddy, he already knows the basic tactics and can move around a lot easier which is a bonus to his fighting abilities. For early game protection this actually is not bad.
Policeman
The police is not paid that well around here, which leaves you to make them an offer they cannot reject. After their shifts they just come by and hang out in your buildings. They have been trained well so they are actually worth something in a fight.
Bodyguard
If you do not want to depend on foreign aid, such as policemen, what do you do? train thugs yourself. In this case the bodyguard is your man. A loyal and diligent butcher who does not let a few bullets slow him down.
Guards
The cream of the crop of security patrol. Just as in royal castles this is a master of his trait. He knows all routes in and out of a building, every hiding spot and tactical advantage point, getting past him is a huge feat for your enemies.
Clandestine Workers
Safeguard
Policeman
Bodyguard
Guards
**********************************************************************
Clandestine Workers
This worker is not much of a fighter, but for fodder that is more than enough. Since he is so cheap he is set to defend your building and once he sets eyes on an enemy he goes in for a brawl.
Basis:
Attackpower 15
Deffensivepower 15
Costs:
W: 500
A: 500
Points: 4
Requirements:
Specialist Training Room (Level 1)
Attack Improvement Training:
Close Combat
Defense Improvement Trainings:
Close Combat
**********************************************************************
Safeguard
This one is better than his buddy, he already knows the basic tactics and can move around a lot easier which is a bonus to his fighting abilities. For early game protection this actually is not bad.
Basis
Attackpower 40
Deffensivepower 50
Costs
W: 2.000
A: 3.000
D: 100
Points: 21
Requirements:
Specialist Training Room (Level 1)
Security Patrol (Level 2)
Attack Improvement Training:
Security Patrol
Close Combat
Defense Improvement Trainings:
Security Patrol
Close Combat
**********************************************************************
Policeman
The police is not paid that well around here, which leaves you to make them an offer they cannot reject. After their shifts they just come by and hang out in your buildings. They have been trained well so they are actually worth something in a fight.
Basis
Attackpower 60
Deffensivepower 80
Costs
W: 5.000
A: 7.500
D: 500
Points: 54
Requirements:
Specialist Training Room (Level 1)
Close Combat (Level 4)
Firearms Training (Level 4)
Attack Improvement Training:
Security Patrol
Gang Protection
Close Combat
Firearms Training
Defense Improvement Trainings:
Security Patrol
Gang Protection
Firearms Training
Bodyguard
If you do not want to depend on foreign aid, such as policemen, what do you do? train thugs yourself. In this case the bodyguard is your man. A loyal and diligent butcher who does not let a few bullets slow him down.
Basis:
Attackpower 100
Deffensivepower 250
Costs:
W: 3.000
A: 1.000
D: 4.000
Points: 43
Requirements:
Specialist Training Room (Level 1)
Gang Protection (Level 6)
Close Combat (Level 5)
Attack Improvement Training:
Security Patrol
Gang Protection
Close Combat
Firearms Training
Guerilla Training
Defense Improvement Trainings:
Security Patrol
Gang Protection
Guerilla Training
**********************************************************************
Guards
The cream of the crop of security patrol. Just as in royal castles this is a master of his trait. He knows all routes in and out of a building, every hiding spot and tactical advantage point, getting past him is a huge feat for your enemies.
Basis:
Attack power 400
Deffensive power 500
Costs:
W: 15.000
A: 40.000
D: 20.000
Points: 388
Requirements:
Specialist Training Room (Level 1)
Guerilla Training (Level 8)
Psychological Training (Level 6)
Attack Improvement Training:
Security Patrol
Close Combat
Firearms Training
Guerilla Training
Psychological Training
Defense Improvement Trainings:
Security Patrol
Gang Protection
Firearms Training
Guerilla Training
Psychological Training
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