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Here is an infantry list. This list lays out exactly what soldiers are at your disposal.

All combat infantry are armed with a secondary knife that can kill unarmored foot soldiers instantly. They are a very effective fighting force, and adept at hand to hand combat.

Warrior

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Cost: 250
Strength: Medium
Armor: None
Weapon: BR-16 Beam Rifle
Requires: Training Hall

The Warrior is the backbone of your infantry list. They are rigorously trained, and can withstand ludicrous amounts of pain, and still fight. Veteran and Elite soldiers are equipped with Armor and an upgraded Beam Rifle, making Warriors incredibly deadly. Due to their training, however, they take much to gain veterancy.

Disciple

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Cost: 650
Strength: Medium
Armor: Light
Weapon: XTD-5 Heavy Laser (shoulder mounted)
Requires: Training Hall

The Disciple is your Anti-Armor solution, mounted with a heavy laser cannon. The laser can penetrate thick armor, and inflicts massive damage. Disciples are given protective armor that protect them from enemy tanks, enabling them to do their job more effectively. They are trained the same as Warriors, and can withstand pain.

Surveyor

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Cost: 550
Strength: Medium
Armor: Light
Requires: Training Hall

Surveyors can repair your own structures, and capture enemy structures. They are unarmed, but undergo similar training to the Warriors, and can take a beating. They carry light armor that allows them to do their jobs safely. Surveyors are useful, but not necessary, to have at your disposal.

Special Ability: Capture/Repair Structures

Medic

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Cost: 450
Strength: Low
Armor: None
Requires: Training Hall + Medical Facility Upgrade

The Medic is key to keeping your warriors alive in the heat of battle. Their objective is simple: Keep your warriors alive. You must protect your medics, as they have no armor, and do not undergo the same rigorous training as Warriors.

Assassin

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Cost: 975
Strength: High
Armor: None
Weapon: XLR-104 Sniper Rifle
Requires: Training Hall + Armament Depot
Cloaked

The Assassin is armed with a high powered XLR-104, which focuses rounds of energy into a single shot to assassinate infantry from long ranges. The Assassin is an expert at his job, and is trained beyond that of a warrior. His training has given him incredible strength. The Assassin does not have armor, enabling him quick movement.

Special Ability: Can deploy and "dig in" for greater firing range and increased ROF

Infiltrator

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Cost: 950
Strength: Low
Armor: None
Requires: Training Hall + Armament Depot

The Infiltrator can take the form of an enemy and infiltrate enemy positions undetected. The Infiltrator is a very useful warrior. They are not, however, trained with Warriors, and carry no armor. UED's has countered the use of our Infiltrators with the use of Canines, which can tell the difference between friend and foe, so be wise with the use of Infiltrators.

Special Ability: Steals money and technology, Shuts down power, and infiltrate radars.

Alexis' Elite Guard

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Cost: 1200
Strength: High
Armor: Medium
Weapon: XQW-1 Experimental Quantum Cannon
Requires: Training Hall + Temple of Alexis II
Build Limit: 5

The Alexis Guardsmen are your most powerful warriors. They are trained and very proficient, simply, best of the best. Alexis' Elite Guard are trained in Queen Alexis II's palace on the Homeworld, and only deployed when needed. Due to their scarcity, only up to 5 can be called from the Homeworld at any time. The Elite Guard's Quantum Cannon has an on-board Quantum disassembler, that essentially takes apart the molecules of its target. It takes time, however, to disassemble the molecules with such a small battery pack.

Special Ability: The Quantum pack on the Elite Guard allows him to use a local Quantum Network to "teleport" anywhere on the battlefield.

Comments
Scarwing
Scarwing

Nice thoughts this will be fun!

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