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Deploys into a Construction Yard, necessary for building up a base. They are extremely large, and are able to crush most vehicles save for Apocalypse Tanks and King Onis. They are completely unarmed and are therefore defenseless otherwise.
Deploys into a Construction Yard, necessary for building up a base. They are extremely large, and are able to crush most vehicles save for Apocalypse Tanks and King Onis. They are completely unarmed and are therefore defenseless otherwise.
==Shogun Executioner==
*no cost: campaign exclusive
*amphibious
A tri-boddied walker that destroy any units with one hit or crush.
The walkers special ability makes destructive shockwaves that kill all in one hit.


==Navy==
==Navy==

Revision as of 00:39, 10 February 2009

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Infantry

Burst Drone

  • Costs 300
  • Role: Scout
  • Type: Air unit

The main scout unit for the Empire, which can hover over the battlefield and detect disguised and hidden enemies. The Burst Drone can attach itself on enemy vehicles, slowing their movement. Their special ability is to activate a self-destruct timer that deals damage in a small radius.

Imperial Warrior

  • Costs: 150
  • Role: Anti-infantry, Anti-garrison.

Standard rifle-wielding Imperial infantry that are effective against other infantry units. Their special ability is to switch to melee using special katanas that can kill enemy infantry in one-shot, while granting increased movement. They can run into enemy garrisons, knocking infantry out.

Tankbuster

  • Costs: 300.
  • Role: Anti-armor.

Tankbuster lasers are effective against structures and enemy vehicles. Although they are unable to hit air unlike their Allied and Soviet counterparts, they make up for it with increased range and damage. Their special ability is to burrow in the ground, dramatically increasing their defense even against anti-infantry fire.

Engineer

  • Costs" 500.
  • Role: Support.
  • Amphibious.

The Empire Engineer can capture neutral or enemy structures, as well as repair your own. Their special ability is to sprint, granting them increased movement speed for 10 seconds, although they are exhausted and are unable to move for 5 seconds thereafter.

Shinobi

  • Costs: 1000.
  • Role: Anti-infantry, support.
  • Amphibious.

Shinobi are master assassins that can dispatch enemy units in one attack from a distance, as well as in melee range. They can enter enemy structures, causing various effects such as locking down or powering down enemy bases. Their special ability is to confuse the enemy with a smoke screen, allowing them time to take action.

Rocket Angel

  • Costs: 900.
  • Role: Anti-armor, Anti-air.
  • Type: Air.

Rocket Angels fly above the battlefield shooting down both ground and enemy forces with their rocket pods. Their special ability is a Paralysis Whip that disables the movement and attack of a ground or sea unit.

Yuriko Omega

  • Costs: 2000.
  • Role: Commando.
  • Amphibious.

Yuriko Omega is the Empire of the Rising Sun's commando unit, able to destroy almost everything with her mind. She can crush enemy vehicles while spinning them in the air, or pull down enemy aircraft from the sky. Her attacks do not deal solid damage, she takes the same time destroying a Construction Yard as with a Flak Cannon. Her special ability is a Psychic Scream that kills all infantry units, Terror Drones and Dolphins in a large radius around her.

Weaknesses

Her Psychic Scream does not harm metal things like tanks and she is not effective fighting against 5 Riptide ACVs. She is vulnerable to Tesla coils and she does not kill things in one hit unlike Natasha. If she falls in battle the Advisor will not warn about her death so take good care of your Psionic Commando.

Vehicles

Mecha/Jet Tengu

The Jet Tengu
  • Costs: 800.
  • Role: Anti-infantry, Anti-air.
  • Type: Amphibious/Air.

The Mecha Tengu is an amphibious anti-infantry unit. They can transform into the Jet Tengu, which is a fast anti-air aircraft.

Weaknesses

It is not effective fighting the Guardian Tanks nor Assault Destroyers and it cannot hit aircraft in Mecha Mode and in Jet mode it is weaker than MiGs and Apollo Fighters. In Jet Mode it cannot attack Tanks and its transforming features must recharge after use.

Sudden Transport

  • Costs: 900.
  • Role: Transport.
  • Amphibious.

Sudden Transports can disguise itself as enemy vehicles, while transporting infantry across ground and sea. If the infantry exit the vehicle, the disguise is lost.

Tsunami Tank

  • Costs: 1100.
  • Role: Anti-armor.
  • Amphibious.

The standard imperial tank is able to traverse on land and sea, dispatching enemy vehicles. They can crush infantry. Their special ability is to toggle a defensive shield, dramatically increasing their defenses, although they are unable to fire their weapons for the duration.

Striker/Chopper VX

  • Costs: 1200.
  • Role: Anti-air, Anti-armor.
  • Type:Air.

On the ground, Striker VX are anti-air mobile walkers. they can transform into the Chopper VX, which is an anti-armor aircraft unit.

Wave Force Artillery

  • Costs: 1800.
  • Type: Anti-armor. Support.

Long range bombardment units that can destroy enemy bases from afar. Their main form of attack is to charge up their Wave Force Cannons, which then shoot in a line, severely damaging anything caught in its line. Their special ability is to prematurely discharge their Cannons, dealing less damage although still lethal to infantry and light vehicles.

King Oni

The King Oni
  • Costs: 2000.
  • Type: Advanced Anti-armor.

King Oni are destructive ground forces that rival the Soviet Apocalypse Tanks. They shoot lasers that are deadly to enemy vehicles. Their special ability is to bull rush a target location, crushing most units and even destroying structures in the wake.

Ore Collector

  • Costs: 1400.
  • Role: Support
  • Amphibious.

The Imperial Ore collector is able to toggle a defensive gun lethal to infantry units.

Mobile Construction Vehicle

  • Costs: 3000
  • Amphibious

Deploys into a Construction Yard, necessary for building up a base. They are extremely large, and are able to crush most vehicles save for Apocalypse Tanks and King Onis. They are completely unarmed and are therefore defenseless otherwise.

Shogun Executioner

  • no cost: campaign exclusive
  • amphibious

A tri-boddied walker that destroy any units with one hit or crush.

The walkers special ability makes destructive shockwaves that kill all in one hit.

Navy

Yari Mini-Sub

  • Costs: 800.
  • Role: Anti-ship.

Fast moving submersibles that are able to deal heavy damage en-masse. Their special ability is to kamikaze against a target.

Sea/Sky Wing

  • Costs: 1100.
  • Type: Anti-infantry, Anti-air.
  • Type: Air.

Sea Wings are fast moving submersibles that emerge only to attack air units. They can transform into the Sky Wing, which are anti-infantry aircraft.

Naginata Cruiser

  • Costs 1800.
  • Role: Anti-armor.

Naginata Cruisers are tough ships that are effective against enemy naval units. Their special ability is launching a cone of torpedoes dead-ahead at a moderate distance, which spread out dealing extra damage to any unit or structure in contact.

Shogun Battleship

Behold! the Shogun Battleship!
  • Costs: 2200.
  • Role:Anti-armor/Support.

Shogun Battleships are long range bombardment vessels capable of destroying all land and naval units caught in its sights in a short amount of time. They have 3 Shirada cannons on the bow, and 3 on the aft, meaning they are able to fire more effectively when their targets are on the starboard or the port. Their special ability is a charge similar to the King Oni, where they ram their targets, destroying other naval vessels.