Post by tinfoilman on Oct 31, 2009 13:20:45 GMT -5
Nautical Machines
- Sloops:
Stock: 2
Build Time: 20 Days
Resources: 100 Wood
Hold: 50 Troops, 1 Vehicle
Armament: 3 machine gun turrets per side
Description: Fast, relatively small and agile without much offensive or defensive prowess; able to handle troop threats easily with its machine gun turrets.
- Schooners
Stock: 0
Build Time: 40 Days
Resources: 50 Wood, 50 Iron
Hold: 100 Troops, 2 Vehicles
Armament: 2 machine gun turrets per side, 2 cannons per side, 1 large front cannon
Description: Slightly larger than the Sloop but still speedy; its large front cannon packs a punch.
- Galleons
Stock: 1
Build Time: 40 Days
Resources: 50 Wood, 50 Steel
Hold: 500 Troops, 10 Vehicles
Armament: 5 cannons per side
Description: A transport ship that can withstand many blows thanks to its steel frame.
- Man-o-Wars
Stock: 1
Build Time: 60 Days
Resources: 100 Wood, 50 Steel
Hold: 250 Troops, 5 Vehicles
Armament: 6 machine guns per side, 6 cannons per side, 1 large front cannon
Description: Able to deal with any threat on the seas or on land, this ship is made for fire-fights.
- Stinger Ships
Stock: 0
Build Time: 40 Days
Resources: 100 Iron
Hold: 75 Troops
Armament: 6 Stinger Launchers
Description: Designed with the simple goal of eliminating pesky aerial threats.
Land Machines
CT MkIVT Vans Lauter:
- Stock: 1
- Build Time: 40 Days
- Resources: 100 Iron
- Hold: 10 Troops
- Armament: Independently rotating and tilting cannon, independently rotating machine gun turret
- Description: Basic tank that can take on any comers. Slow, but its iron body can take a hit.
Air Machines
N/A
Ammunition Research
MG Bullets:
- Day Value: 20 Days
- Description: For use in any machine gun apparatus. Tears troops to shreds (especially in large swathes of bullets), but hardly chips paint on tanks and the like.
Cannonballs:
- Day Value: 40 Days
- Description: For use in any cannon apparatus. Hardy ammunition with a large explosion, these are most prominently featured on our ships and take apart any large units or groups of units with ease. Much slower firing rate than MG Bullets.
Stingers:
- Day Value: 40 Days
- Description: For use in any surface-to-air missile systems. By tracking on to heat given off by airplanes, these missiles are deadly to aerial machines, exploding usually in the engines of their airborne foes. Wildly inaccurate at taking on ground-bound enemies.
Depth Charges:
- Day Value: 30
- Description: These are dropped into the sea and can spell disaster for any enemy boat or submarine. They are stationary in the water but pack quite the explosive punch, and can be dropped from a boat, plane, or simply tied to the bottom of the sea.
One-Size-Fits-All Naval Shells:
- Donated by the End of Day Federation.
Treasure Hunt Items
3 Boom Cones:
- Real-World Object: Party popper
- Description: Pulling the string out from the tip makes the front of the Boom Cone blow open with an extremely loud crack. The noise is so huge that unled troops such as Pikmin may panic, scatter, or become disorganized. It also makes an artillery shell-quality explosion in the direction it was facing, effective on just about whatever ground target it hits.
Flare Cannon:
- Real-World Object: Camp stove
- Description: A sturdy steel unit that spews flames out in a deadly arc. Can be attached to a machine or super, or simply carried by troops.
Fire Cannon:
- Real-World Object: Camp stove
- Description: A smaller fire-spewing unit that is easier to carry but not as powerful.
Lustrous Element:
- Real-World Object: Coin
- Description: This valuable artifact can be used to instantly win a Bulborb Confederacy auction, or be broken down into 40 units of gold.
Tarnished Element:
- Real-World Object: Coin
- Description: This can be broken down into 20 units of gold, but unlike its Lustrous brother, it cannot be used to automatically win a Bulborb Confederacy auction.
- Sloops:
Stock: 2
Build Time: 20 Days
Resources: 100 Wood
Hold: 50 Troops, 1 Vehicle
Armament: 3 machine gun turrets per side
Description: Fast, relatively small and agile without much offensive or defensive prowess; able to handle troop threats easily with its machine gun turrets.
- Schooners
Stock: 0
Build Time: 40 Days
Resources: 50 Wood, 50 Iron
Hold: 100 Troops, 2 Vehicles
Armament: 2 machine gun turrets per side, 2 cannons per side, 1 large front cannon
Description: Slightly larger than the Sloop but still speedy; its large front cannon packs a punch.
- Galleons
Stock: 1
Build Time: 40 Days
Resources: 50 Wood, 50 Steel
Hold: 500 Troops, 10 Vehicles
Armament: 5 cannons per side
Description: A transport ship that can withstand many blows thanks to its steel frame.
- Man-o-Wars
Stock: 1
Build Time: 60 Days
Resources: 100 Wood, 50 Steel
Hold: 250 Troops, 5 Vehicles
Armament: 6 machine guns per side, 6 cannons per side, 1 large front cannon
Description: Able to deal with any threat on the seas or on land, this ship is made for fire-fights.
- Stinger Ships
Stock: 0
Build Time: 40 Days
Resources: 100 Iron
Hold: 75 Troops
Armament: 6 Stinger Launchers
Description: Designed with the simple goal of eliminating pesky aerial threats.
Land Machines
CT MkIVT Vans Lauter:
- Stock: 1
- Build Time: 40 Days
- Resources: 100 Iron
- Hold: 10 Troops
- Armament: Independently rotating and tilting cannon, independently rotating machine gun turret
- Description: Basic tank that can take on any comers. Slow, but its iron body can take a hit.
Air Machines
N/A
Ammunition Research
MG Bullets:
- Day Value: 20 Days
- Description: For use in any machine gun apparatus. Tears troops to shreds (especially in large swathes of bullets), but hardly chips paint on tanks and the like.
Cannonballs:
- Day Value: 40 Days
- Description: For use in any cannon apparatus. Hardy ammunition with a large explosion, these are most prominently featured on our ships and take apart any large units or groups of units with ease. Much slower firing rate than MG Bullets.
Stingers:
- Day Value: 40 Days
- Description: For use in any surface-to-air missile systems. By tracking on to heat given off by airplanes, these missiles are deadly to aerial machines, exploding usually in the engines of their airborne foes. Wildly inaccurate at taking on ground-bound enemies.
Depth Charges:
- Day Value: 30
- Description: These are dropped into the sea and can spell disaster for any enemy boat or submarine. They are stationary in the water but pack quite the explosive punch, and can be dropped from a boat, plane, or simply tied to the bottom of the sea.
One-Size-Fits-All Naval Shells:
- Donated by the End of Day Federation.
Treasure Hunt Items
3 Boom Cones:
- Real-World Object: Party popper
- Description: Pulling the string out from the tip makes the front of the Boom Cone blow open with an extremely loud crack. The noise is so huge that unled troops such as Pikmin may panic, scatter, or become disorganized. It also makes an artillery shell-quality explosion in the direction it was facing, effective on just about whatever ground target it hits.
Flare Cannon:
- Real-World Object: Camp stove
- Description: A sturdy steel unit that spews flames out in a deadly arc. Can be attached to a machine or super, or simply carried by troops.
Fire Cannon:
- Real-World Object: Camp stove
- Description: A smaller fire-spewing unit that is easier to carry but not as powerful.
Lustrous Element:
- Real-World Object: Coin
- Description: This valuable artifact can be used to instantly win a Bulborb Confederacy auction, or be broken down into 40 units of gold.
Tarnished Element:
- Real-World Object: Coin
- Description: This can be broken down into 20 units of gold, but unlike its Lustrous brother, it cannot be used to automatically win a Bulborb Confederacy auction.