Artifacts - KKNDMaster
So there we were. Striding along in the desert without a care in the world
seemingly. A barrage craft was humming along as we kept walking towards an
ancient military desert base. Why we were going to that military base, none of
the regiment knew. Although if we knew what awaited us later that day than we
would have turned arou So there we were. Striding along in the desert without a
care in the world seemingly. A barrage craft was humming along as we kept
walking towards an ancient military desert base. Why we were going to that
military base, none of the regiment knew. Although if we knew what awaited us
later that day than we would have turned around and not even move one inch
closer. But we didn’t and that was just the sad part..
2 more hours the whole regiment kept moving. “You know you can take
that helmet off for the moment if you want to Aaron.” Briggs said. Maybe I
should introduce to you the soldiers in the regiment that I knew. First of all I
am Aaron and my bloodline tracks back to a great sniper in the first surface
war. Following in the footsteps of my grand father I am a laser rifleman. Briggs
is the leader of the squad and he is a grenadier. He has led this regiment
through 4 extremely successful (and thankfully mostly casualty-free battles).
And his chest glistened with the medal of victory, a human hand punching out of
the ground, the mark of the survivor army. Also there was Harlan, an old
veteran. He was considered amongst the troops that knew him as “the king of
boom”. Mainly since he was a barrage craft pilot. Also Victor was another
laser rifleman who was escorting a technician who was assigned to the regiment
for unknown reasons. I didn’t know anyone else but them. There were others in
the regiment including 2 other barrage crafts, a juggernaut, 5 other laser
riflemen, 10 grenadiers, and an anti-aircraft constructible.
The regiment kept moving and the only sounds were the steps of boots on
the desert sand, and the humming of the vehicles. I put my helmet back on and
then we went over a hill and there it was. An ancient military base that was
surprisingly intact after the great nuclear war. Although to our dismay we saw 2
war mastodons scouting the perimeter of the ancient base. Obviously we were not
alone here. Then all of a sudden a spirit archer jumped out from behind a
cactus. It was too late because it blasted a grenadier. As the grenadier that
was standing next to him retched at the site of the soldier’s guts getting
blown out of it’s stomach, I and the other laser riflemen immediately opened
fire upon the mutant and blew it to pieces!
“Damn we alerted the other freaks,” Briggs cursed. As he took a
grenade from his belt and flung it at another upcoming mutant. The mutant
screamed in agony, as it knew that it’s life was quickly cut short.
The bloodshed has immediately got the attention of the vehicles as
barrage crafts began to torture the mutant forces with missiles. Then the
juggernaut started raining missiles and bullets onto the retreating mutants.
Some of the grenadiers quickly crouched down and covered their ears because of
the loudness of the gunfire. Unfortunately the remaining mutants retreated
deeper into the military base.
“Follow those freakers!” barked Briggs. And all the
soldiers and vehicle personnel obeyed.
We kept on moving deeper into the base letting hell blow onto any unlucky
mutant nearby. Then like a holy oasis in the middle of the greatest deserts in
hell there it was. A technology containment bunker! Obviously that was the
objective of this mission. “There is what we have came for,” Briggs
explained,“ H.Q. Believes that in that bunker over there is a great weapon
that will be capable of winning this war for us. Well what are you waiting for
technician? Open it up!”
The technician ran towards the bunker with Victor following. Then the
whole regiment moved closer to the bunker to make sure that nobody would attack
the technician. Then a few minutes later the technician popped up a little panel
at the side of the bunker, typed in something then the bunker came to life. The
bunker surface part popped out of the top like a cap off a bottle. Then an
elevator came up exposing a saucer-like vehicle. Some of the soldiers began to
cheer in excitement. But the humming of the saucer became louder and then all of
a sudden a beam of light turned what was once a juggernaut into a pile of
burning metal. Then all of a sudden the flying saucer hovered over Victor, and
Victor was enveloped into a line of transparent light. He quickly levitated into
All he could see inside was white. It was as if he was blind but with
light. Then the light died down a little bit and he looked around. And he saw
that the saucer was much bigger than it was from the outside. Then white
slightly transparent objects started appearing everywhere around him. He knew
that they had ideas for him. So Victor took his lasgun and started blasting
them. They burst into flames as lasers cut through them.
Then all of a sudden there was an
implosion from the saucer and it slowly crashed down. Before the saucer hit the
ground, victor jumped out as the saucer exploded behind him.
“What did those aliens expect me
to do?” Victor said. “Nicely lie down on their frickin table, well I simply
blew them a few holes. Then all of a sudden the damn thing started crashing”
As Victor was gloriously telling
his story, a war mastodon came from around a corner and then shot an arrow,
which jutted cruelly out of his stomach like a stake. Harlan blew missiles at
the war mastodon and it blew away its trunk and it’s front legs. The creature
collapsed, bellowed, and died. Although even though Victor wore a helmet and a
mask I could tell that he was staring accusingly at me. And I vowed to myself
silently that I would not rest until all of the mutants and series 9 robots
would be gone from existence. I suspect that the others did the same.
My document for a kknd 3 (it is a work in progress right now
but I think that it is pretty good though)
KKND 3: back with
Introduction: I am writing this as a brainstorm for the sequel of kknd 2. Yes I
know what you are thinking. That the real time strategy business has brought
nothing but problems for your company. I am aware of that concern. But I think
that you may find this to be quite a creative bit of information, which shows
some features that have never even been shown to the rts market. You might even
think it as potentially innovative.
Survivors: The second surface war was a real mess.
Casualties everywhere, resource stockpiles slim, troop morale low, and even
radiation was causing quite a few problems as well. But this time the survivor
government had a plan. They had built 50 enormous spaceships that would take the
remainder of the survivor army into space and away from earth. Under orders from
all commanders the armies were pulled into the spaceships and they launched away
from the hellhole named earth. It took a painful 6 months but the spacecraft
reached mars, the 2nd most habitable planet in the solar system. The
survivor government setup makeshift underground colonies on mars. Although as
the drilling went deeper for more underground space on mars.
Drillers found oil and metals and other resources! These amazing and
unexpected discoveries made the survivor government have new plans! Drilling
progressed and the scientific minds went over new ideas for weapons and other
devices to give them the edge on their return to earth. One such idea was an
enormous space station named vengeance 1. Vengeance 1 would be the command post
for the survivor military effort. The space station would deploy drop ships,
which would quickly send them to the desired locations on earth. So the
survivors started re-building their armies and redesigning technology. After 45
years they have finally made all of the armies they needed. They went into
vengeance 1 and launched for earth. Vengeance 1 used ion thruster technology and
this time they made the trip much faster back to earth.
Now they were looking over the blue green planet. Thinking how they were
going to attack and win. This time it was going to end with all of the surface
wars. The survivors were going to take back what is rightfully theirs. The
dropships exited vengeance 1 and were heading for earth. In a few minutes they
landed. The survivor army touched ground again on September 11, 2224. The
soldiers saw a planet in front of them and they just wondered how command plans
to take back this planet.
Evolved: Everything seemed hopeless for them, the survivors
went into the skies with their giant flying ship and the series 9 with the
survivors gone were more determined then ever to exterminate their remaining
enemy. So the evolved fled into the deepest hottest desert. The evolved thought
that they have lost all hope. Though one day the high chieftain (who was still
alive) got a message from the scourge. They claimed that they should look for
the ancient symmetric bunkers and use their technology to wipe out the soulless
ones and the symmetrics.
They found some bunkers lying around and the evolved set up their great
camp again and they started editing the genetics of their beasts. They kept on
cloning and re-cloning beasts and other things. They have also made some pretty
complex technology. But the series 9 found them 20 years into time and they had
a short-lived war where they all ran back to where they came from to lick their
wounds and the like. Although most technology on the evolved’s part was
destroyed. Then the high chieftain got a message from the scourge, that all of
the evolved should go to the Sahara desert until they find 2 lakes. So the
evolved went. Many evolved perished on the way. But they managed to have gotten
to the 2 lakes in the Sahara. One lake was full of freshwater; the other was not
regular water, but water that would be known as the water of spirits.
The ones who drank from the water of spirits would either die a few hours
later. Or they would experience mental enhancements and psionic abilities. So
the evolved population grew. And the high chieftain got a message from the
scourge to make a magnificent altar of the scourge over the lake of spirits. So
they built the altar and it had energy running through it. The scourge promised
the evolved that when they would be housed in the altar of the scourge which sat
over the lake of spirits. They would turn the world into something they called.
“a world of no life and flesh” The evolved believed this to be the ability
to get turned into scourge entities themselves. So 45 years after the second
surface war they glimpsed the symmetrics coming back in their space ships, so
the evolved knew that now was the time of the final test.
Series 9: The Series 9 were obviously over-confident
because once the evolved fled into the desert and the survivors went into space,
they thought that they had won earth over. So the Series 9 went back to the
farms and turning earth into a non-radioactive place. The CPU and Unit 1 knew
that they have not seen the last of the survivors and evolved. Then one day a
strange ship landed by one of their farms. Then in the form of video to the CPU
they introduced themselves as The Ryoks. They claimed that they have seen the
survivors re-building their armies on mars and the evolved re-configuring the
DNA of their beasts. So the Series 9 took their arms and attacked the evolved.
The battle was short-lived but the Series 9 knew that the humans were simply
going to erupt into conflict. Over the period of the small war the Ryoks left.
The CPU and the commander units decided to re-design their technology
because they knew that they could not stick to the old tools of war. So they
kept re-designing their weapons. Although the regular Series 9 were simply
working on the farms without the thought of another major war.
Then one day from a Series 9 telescope they saw an enormous spacecraft
approaching. After this news came about some Series 9 broke off from the primary
data links and swore themselves loyal to their creators because they though they
didn’t stand a chance. Those Series 9 were shot down because they were
supposed traitors. Then they saw ships coming from space and landing. Troops ran
out of the ships and opened fire onto the series 9 working in the fields. Some
series 9 were already fitted with weaponry and they saw the crops burning in the
crossfire. It was like 2079 all over again. Now with an increased vengeance they
went forward and opened fire.
Machine Gunner: They should be able to have little bayonets
on the end of their gun so that they can slit the throats of lighter infantry.
Grenadier: The grenadier shouldn’t be as strong as it is
in kknd 2. Maybe it should have the strength of the grenadier in kknd 1. But I
think that in kknd 2 it was just too powerful.
ATV: The ATV should have a rapid-fire machine gun like it
did in kknd 1. Other than that it should be just the way it is. –300 rus
Barrage Craft: It should have the original fire mode form
kknd 2. But also you should be able to research an upgrade for the barrage craft
where it would shoot missiles in the way like kknd 1 style. - 1000 rus
Annihilator: A tank, which uses 2 cannons, that shoots out
raw plasma. This concept is poorly developed and it lacks accuracy. Its second
weapon is 2, 6-missile launchers which will be shot at aircraft with accuracy.
Also it has an ability. Jupiter Plasma Cannon: It compresses plasma energy and
then releases it. The plasma energy is extremely powerful and it usually
destroys anything in its radius. This weapon requires 200 energy. - 5000 rus
Griffin: A spacecraft, which resembles the fighter craft
from ancient earth times. It uses ion booster technology so it can move around
pretty fast. It boasts 18 missiles and a dual-rail gun turret. The missiles can
get shot at air and ground targets and so can the rail guns. Though once the
Griffin shot out all of its missiles it needs to go to a 5 times upgraded repair
bay and reload. The modes can be switched on whether to shoot missiles or rail
guns. -5000 rus
Dropship: The Dropship is a craft which can hold 30
infantry or likewise. It is extremely large. It takes reinforcements from
vengeance 1 and lands them on earth. It is non-buildable
A.M.S.T.U.: It is a small yet heavily armored craft, which
picks up Anti matter shells from energy laboratories on earth and takes them
into the anti-matter satellite. It is non-buildable A.M.S.T.U.= Anti-Matter
Shell Transport Unit.
Airlifter: It should be just like in kknd 2 except instead
of those jet engines it should have ion thrusters so that it would look more
MP Mobile Outpost: From a level 6 machine shop you can buy
an mp mobile outpost. The Mp mobile outpost may be expensive and slow but when
it extracts into an outpost it can be ordered to turn back into a regular Mp
Mobile Outpost. If you wish to expand your base and not wanting to buy a lot of
mobile outposts you should buy one of these even if they are expensive. –12000
Berzerker: The Berzerker should have a bow and arrow just
like in kknd 2 and 1 (a Berzerker without a bow and arrow. That will be the day)
But it should be able to fight with a sword when ordered to.
Rioter: The rioter shouldn’t be as powerful as it was in
kknd 2. Maybe how it was in kknd 1 would be decent.
Crinoid: When the crinoid will be over deep water it will
go under water and it will submerge so much that only its eyes and gun will be
above water. This characteristic will make them hard to be hit.
Death Hippo: The death hippo should have a chain gun like
the auto cannon tank from kknd 1.
Mega Beetle: It should be able to be built at a level 4
machine shop. The mega beetle will open its wings and start spraying acid onto
its target. Though the acid is more effective against infantry then anything
Missile Crab: The missile crab should be more powerful then
the mega beetle. It will shoot missiles from a 3-barreled missile launcher on
Rail-gun Rex: The rail-gun rex is a perfect example of what
that water of spirits stuff can do these days. It has 2 rail guns on each arm.
The rail guns will shoot one at a time so the Rail-Gun Rex will be shooting at a
constant rate. Also if there comes an aircraft nearby, the rail gun rex will use
its telekinetic powers to rip the aircraft apart. Meteor: The rail gun rex also
has an ability where it will use its telekinetic powers to take a meteor from
space and concentrate it toward its target. Also the meteor will break when it
hits the ground and send pieces of rock flying in all directions doing even more
damage. Though this ability is very inaccurate. But the rail-gun rex will become
more accurate with veteranacy. This ability requires 200 energy. – 5000 rus
Dragon: Even though it is an air unit it moves around
relatively slow. It does not really resemble a dragon, but it fights like one.
This large flying creature will go over an enemy target and then let all hell
fall onto them from a large flamethrower. See that large troop of infantry going
towards your base? Make the dragon go over there and turn them into ashes. Also
the dragon is capable of being able to stay in one place without landing. And it
will only land when it needs to be repaired. It will also use its flamethrower
at air targets that go near it. –5000 rus
MP Mobile Clan Hall: Just like the MP mobile outpost. It
can extract into a clan hall but also it can turn back into a mobile clan hall
as well. See that oil puddle outside your base? Move your Mp mobile clan hall
there, then take a mobile derrick onto the puddle and with the help of the MP
mobile clan hall build a power station right next to it. –12000 rus
Seeder: The seeder should be just like in kknd 2 but it has
a little las knife attached to its weapon so that it can fight better in melee
Pod Launcher: The pod launcher should be able to shoot
grenades more rapidly than it does in kknd 2.
Sterilizer: Its shot should pack a more powerful punch when
it hits. Since for 600 rus it does not do that much damage. Also it should be
more effective against vehicles and beasts as well.
Responsebot would look kind of like a miniature version of that 2-legged thing
from star wars. Also instead of a machine gun it should have a laser. The reason
I suggest the 2-legged concept is that people expect the Responsebot to be
amphibious if it can hover.
Floating Fort: (replacement for doom dome): The floating
fort should be kind of like a medium sized tank with a double-gunned turret on
top. It should also be amphibious. The turret would shoot laser bolts in a kind
of rhythm where one gun shoots then the other and the first would shoot and it
would shoot rapidly in that form.
Grim Reaper: Instead of a double machine gun turret the
grim reaper should have a double rapid-fire laser turret. Just a little thing to
make it look more modern.
Vaccinator: The Vaccinator is a giant mech to put it
simply. And the scariest thing on 2 legs since the t-rex. It has a large plasma
cannon on one arm. It will shoot an extremely powerful laser bolt, which has a
nice radius. Though this very powerful weapon has 2 cons unfortunately. The
weapon is somewhat inaccurate on an unveteraned Vaccinator, and the weapon
reloads slowly. But the damage makes up for it significantly! It also has 2
pop-up auto-cannons and it uses them to blast out aircraft. Artillery bolt: The
artillery bolt is a long distance ability. The Vaccinator will send a large
piece of plasma energy flying into the air and crashing down on the target,
doing explosive (literally) damage! See that turret standing on the cliff. Point
it there. Also note that once you make this upgrade it gets another arm
installed where the artillery bolt is located. This ability requires 200 energy.
Aerial Cruiser: The aerial cruiser is extremely slow but
makes up for it in weapons. The Aerial Cruiser possesses a large chaingun, which
shoots 50 mm rounds onto any targets on ground for quite a distance. Also the
Aerial Cruiser will shoot missiles at aircraft that go near it. Though since the
aerial cruiser is so slow you should probably use it only as a defensive unit.
Also it can land on the ground only when ordered to be repaired. See that
infantry force by your base move the Aerial Cruiser over there and let the
Aerial Cruiser do the dirty work <evil grin>. –5000 rus
MP Mobile Barn: The Mp Mobile Barn basically can do the
same functions as the MP Mobile clan Hall and the MP Mobile Outpost. Be careful
though it is somewhat tougher than its equivalents but this makes it slower
moving. –12000 rus
Constructible bases: The Constructible bases probably could
work that there would be the regular small, medium, and large bases. But also
there should be an extra large base. And an amphibious small, medium, and large.
The extra large base would be around so that you can have the largest turret,
but still have room for extras.
By the way I didn’t put a price tag on the turrets since
I think you guys should judge how much the constructible turrets would cost in
Vulcan cannon: It is a handy little turret, which nails
infantry of all levels. It might be only tech level 1 but you can probably find
it powerful against infantry throughout the game.
Flamethrower: A large flamethrower, which you put on a
constructible. It would be mostly effective against structures, vehicles, and
beasts. Remember the flamethrower ATV from kknd 1?
AALaser: The AA laser is a powerful laser that is designed
to work against the likes of aircraft. Although it would not be very rapid so
multiple AALasers would be needed to take out a large amount of aircraft?
Nerve Gas: The nerve gas should be a weapon useful at
taking out beasts and infantry. It destroys the nervous systems of the
unfortunate creatures to be breathing while they are shot with the gas. Though
infantry would die almost instantly, beasts would put up more of a fight.
Emp: The Emp is a weapon, which should make quick work of
vehicles and series 9 infantry. Emp Shock: The Emp has an ability where it will
shoot it at an individual vehicle or robot and it will freeze from anywhere to
30 seconds, and as low as 5 seconds. How long it lasts is a random thing. The
ability costs 75 energy.
Acid: Basically a giant turret which sprays extremely
corrosive acid onto its targets. It might be short range but it will make
extremely quick work of any kind of unit it fights. Also if destroyed globs of
acid will go flying everywhere doing some heavy damage to anything that is
Bridge Builder: The bridge builder is a constructible that
makes bridges. Bridges should be made on cliffs that are adjacent from each
other. One bridge builder has to be on one cliff. And the other bridge builder
has to be on the other cliff. Then they can start building the bridge. It should
cost 10000 rus to make a bridge. But having your own bridge has its advantages.
Because if there is a large attack force moving over your bridge you can order
the bridge to self-destruct. Also if your bridge is damaged you can order
technicians to fix it.
Mine Layer: The Mine Layer is a constructible, which puts
mines underground. It can put out 5 mines before it needs to go to a level 5
repair bay and reload. And when stepped on it will do a powerful yet small
explosion that damages (heavily) any units around the mine explosion.
Flak cannon: The Flak cannon to put it in general is kind
of like a giant shotgun on a beast. Not really an accurate weapon but if there
are some infantry out there well make it shoot at them and it will slice and
dice. And make it shoot at a beast or a vehicle and it will have the effect on
them like a human getting shot in the stomach with a sawed off.
Disc Gun: The Disc Gun is a large turret, which shoots
razor sharp discs. The discs will cut through infantry and they will be flying
around everywhere doing damage to everything they hit. But be careful because
the discs might come back and hit the disc gun or something else too.
AA Gattling Gun: The AA Gattling Gun is a gun, which pelts
aircraft with some heavy bullets. Try to bomb these if you are about to attack a
Arrow: The arrow shoots a spirit archer style arrow, which
makes quick work of vehicles and beast. Though it lacks accuracy against
infantry so if you see a few of these, well take your laser riflemen and take
Mind Controller: The mind controller is a large turret with
an evolved psychic in it. It will shoot arrows at an infantry so that the
infantry will turn into a trance where the mind controller can control it. Best
of all the infantry won’t be counted as an enemy unless it fights the side you
stole that infantry from. Once an infantry is mind controlled though it is that
way till either the mind controller dies, or the infantry dies.
Psychic Lightning Tower: The psychic lightning tower is
basically a tower where at the top of the tower is an evolved psychic so
powerful it can create lightning to use against its targets! Though this makes
them extremely effective they have a slow rate of fire unfortunately.
Bridge Maker: The Bridge Maker simply works in the form
that when one Bridge Maker is on one cliff and another Bridge Maker is on a
cliff adjacent. Then it can make a bridge. The Advantage of an evolved bridge is
that it can have mines placed on it. And mekaniks can also repair it.
Skull Bombs: The Skull Bomb is the evolved’s version of a
land mine. The mine unlike the survivor’s mine and the series 9 contaminator
will send pieces of shrapnel flying in all directions but will not do any direct
damage to the unit that steps on it.
Ultrasonic Gun: The ultrasonic gun is quite an interesting
weapon which it does not do any direct damage. It is a weapon designed to be
used against evolved and survivor infantry. The strangeness of the weapon is
that it sends out a peculiar ultrasonic sound that makes infantry that are hit
with it fall to their knees. You can then have some units take out the
defenseless infantry. Or if you are mentally ill (like a true series 9 commander
unit) you can have the constructible run over the defenseless infantry.
Battering Ram: The battering ram is a melee weapon yet an
effective one. It can be used against the big guns as well. It attacks by
crashing in and through its target. See that infantry squad heading for your
base? Make the battering ram go right through those damn bastards. Or is an
annoying wall getting in your way? Have the battering ram simply smash through
Missile Launcher: The missile launcher unlike its AA
Gattling Gun and AA Laser counterparts is a weapon that can hit air as well as
ground. It will shoot 4 missiles at once before it needs a brief reloading
period. Look at it as kind of like a barrage craft turret that can also shoot
Plasma: The Plasma weapon is not very effective against
anything besides structures. And it is extremely inaccurate; though if you see
some turrets that are getting in your way, well send in plasma.
Vulcan Blaster: The Vulcan plaster is a very powerful
weapon, which shoots at a rate of 8 25 mm rounds per second. This kind of speed
makes it extremely effective. And since it is a bullet weapon it is effective
against infantry. But against the really heavy vehicles it is not that much of a
saint. Although if you are sending out a force of vaccinators well maybe have a
few Vulcan blaster here or there.
Absorber: The absorber generates a shield around the
constructible and itself. The shield protects the constructible from energy
weapons (i.e. lasers, plasma weapons, rail guns). Although it is a tad bit more
complex then that. Lets say a soldier shoots a laser at the Absorber. And it
does 20 damage. Well only 10 damage will hit home with the Absorber. The other
10 damage gets put into an energy supply. If the absorber is ordered to it will
be changed from shield mode to attack mode. Where the weapon will let out a
powerful blast (depending on how much punishment the shield managed to capture)
and then it will go back to shield mode until it once more has some energy. But
remember it only absorbs energy weapons (missiles, bullets, grenades etc will do
full damage). And also remember that the absorber’s gun is only as powerful as
the energy that the shield collected. Note: if the absorber collects enough
energy then it should be able to let out one hell of a blast!
Support Bridge Maker: The Support Bridge Maker works the
same way as its equivalents. Except the series 9 bridge’s special ability is
that units can go under the bridge between the pillars. And you might find a
great tactical advantage in that.
Ground Contaminator: The Ground Contaminator is a mine that
when an enemy unit walks over it. It will release a strange kind of gas that
hurts beasts, makes infantry choke, and degrades metal.
Light Defense Autocannon: This turret opens fire onto units
that are near it. Like most low tech towers it supplies light firepower and it
is somewhat more effective against infantry.
Plasma Tower: It shoots bolts of plasma at unfriendly
units. The plasma to make the deal worthwhile has a decent radius. So it is
effective against infantry and vehicles.
Seeking Air Missile Launcher (SAML): The seeking air
missile is a defense that is underground. It is underground so that it is
protected in an armored kind of way. When an enemy air unit comes near the SAML,
The SAML will quickly surface and shoot missiles. Though the turreted part of
the SAML is very flimsy so keep the SAML guarded when it is fighting.
Anti Matter Tower: Now we are talking heavy. The turret
itself is heavy-duty titanium. But the real beauty comes in the gun. The gun
will shoot a blast of Anti Matter energy, which wreaks hell onto what it hits.
The weapon also packs a powerful radius. Its only problem is that it does not
have much of a rapid-fire rate.
Skull breaker: The
Skull breaker is a simple turret, which is a large shotgun in a sense. It will
shoot out large pieces of shrapnel, which will tear apart infantry and make the
armor on a vehicle get scratched. Not much of a weapon, and if you can you
should purchase worms instead.
The Worm: The worm is a weapon, which is more or less
effective against infantry. But it is much more effective against vehicles then
the Skull breaker is. Also the worm will sometimes shoot its acid into the sky
depending on how close those enemies are. Unfortunately the primitively concept
of a worm projectile is not effective against aircraft.
Bazooka Battery: The Bazooka Battery should shoot 5
missiles at once. Then it should take a moment to reload before letting out
another barrage of anti aircraft missiles. But be careful and keep some anti
aircraft support by a bazooka battery incase there is a large air attack.
The Touch Of Death: A powerful spirit psychic dwells within
each Touch Of Death. When an unfriendly unit walks close enough for the Spirit
psychic to “see” it with its mind it will use its powers to let out a deadly
barrage of lightning!
Pop-up Gun: The Pop-Up Gun works much the same way as the
survivor SAML. When it is not fighting it will go underground and be more
protected. But if something gets in range the Pop-up Gun will surface and start
attacking it with a chaingun.
Sonic Cannon: The Sonic Cannon works efficiently against
both vehicles and infantry. It will shake apart enemies. And the sonic cannon
will go through the enemy as well as at it and damage whatever was standing
AA Rotary Cannon: The AA Rotary Cannon will shoot 35 mm
rounds at aircraft that get within range. It is very powerful at taking out
Lightning Cannon: The Lightning cannon when it sees an
enemy will charge itself up. Then it will release a powerful blast of lightning
that does a lot of damage. Also when it is not under attack it charges itself up
so that it is ready.
Well Super weapons are a rather common concept in the rts
market. However, I made a few differences of my own. Firstly, there are no
nuclear weapons. Because a nuke in real life would destroy everything on half of
a map, at least so that is a very bad idea. Therefore, a nuke alternative is the
answer. Also there should be targeting scrambler structures, which protect
everything within a radius from Super Weapon fire.
STA Teleportation Sequence: When you build an STA it will
start charging up. For every STA it will be able to charge up 10 times.
Therefore, it can hold a maximum of 10. The charging is free though. Then you
can teleport any unit from point a to point b. In addition, not just your own
unit though, you could do something like take an enemy tanker and teleport it to
one of your minefields. In addition, the unit gets a bit damaged in the
Anti-Matter Cannon: When you build an energy factory you
can make anti matter shells which then are transported into vengeance 1 and are
loaded into the Anti-Matter Cannon. The Anti-Matter Cannon in general works
simply that anything it hits, it will destroy no matter how powerful it is.
Except for some things, which are only unique in the campaign because they are
so large. In addition, when it hits large balls of energy go flying from the
target and doing damage to anything around. The smaller the target, the
increasingly powerful the energy balls will be.
Eye Of Scourge Sweep: If you build an eye of scourge then
it will charge up to 10 times. The Eye of Scourge Sweep will uncover everything
that is not normally seen. For example if there is a mine field where you deploy
the Eye of Scourge Sweep, you will see the entire mine field and you know that
you can just force fire on the ground and blow them to pieces. In addition, it
will see things like invisible units and infantry hiding in trees and old
structures. Therefore, in general you can see everything that you will not
Scourge Lightning (aka scourge energy): When you build an
Altar of The scourge, you can either sacrifice 50 infantry, or pay 5000 rus.
That way you will (after a bit of charging) be able to utterly strike a target
down with lightning! The lightning will strike multiple areas within a small
radius of where a player clicked on the gaming screen. It is designed to be more
of a something to take out attack forces rather than destroy bases.
Hammerhead Sequence: After building a Hammerhead factory,
the structure will start building Hammerhead missiles free. In addition, it can
store up to ten missiles. The Hammerhead Sequence in itself will make all units
attack the nearest thing next to it. It only lasts for a very short period of a
few seconds but for a few seconds it can turn a disciplined attack force into a
bunch of crazy units killing each other.
Seismic Missile: The Seismic Missile is allowed to you to
build when you build a Tech Factory. For 5000 rus, you can build one over a bit
of time. When you launch it, it will fly over to your target and will go
underground and explode. This process creates an artificial earthquake! The
earthquake will not harm any mobile units, but structures will suffer greatly.
Enough of these things on a base lacking targeting scramblers can destroy a
Research lab and Armoury: These structures should work the
same way as in kknd 2. For the exception, that the research lab can have unit
upgrades for things like armor and speed. While the Armoury has unit upgrades
Repair Bay: They work same as in kknd 2. But at tech level
5 they can reload mines in constructibles, reload missiles in griffins, and
anything else that needs reloading including bombers.
STA: The STA is required to use the STA Teleportation
Outpost: It would generate resources very slowly but would
be a last hope if all of your ru producing structures were destroyed and when
upgraded would produce resources a little bit faster. Note: this concept works
the same for the clan hall and the barn.
Energy Lab: The energy lab allows the user to use the most
advanced survivor technology like the annihilator, anti-matter cannon, and the
Griffin. In addition, the energy factory produces anti-matter shells, which are
then transported to vengeance 1.
Barracks: The Barracks can be used to train infantry up to
red level veteran once fully upgraded. However, an infantry cannot be trained
higher than that. Some things can be only learned on the battlefield. Note: the
veteranacy concept also works for the warrior hall and micro unit factory
Targeting Jammer: Prevents everything within a radius from
super weapons of any kind.
Geothermal turbine: The geothermal turbine is an
alternative for the solar collector. Since there should be a night and day
concept, solar power wouldn’t be very effective now would it? Also the
Geothermal turbine functions better on lower terrain.
Geothermal Plant: An alternative for the thermal exchanger.
It functions better than a geothermal turbine. Also it works well on any kind of
Alchemy hall and Forge: These structures should work the
same way as in kknd 2. For the exception, that the Alchemy hall can have unit
upgrades for things like armor and speed. While the Forge has unit upgrades for
Healing Tent: They work same as in kknd 2. But at tech
level 5 they can reload mines in constructibles, and anything else that needs
Eye Of Scourge: The Eye of Scourge is required for the Eye
of Scourge Sweep.
The Altar Of the Scourge: The Altar of the scourge allows
the user to build the best of what the evolved empire has to offer. The Rail-gun
rex, dragons, and Scourge Energy. Also, Scourge Energy is charged in this
Warrior hall: The Warrior Hall can be used to train
infantry up to red level veteran. However, it cannot be trained higher than
that. Some things can be only learned on the battlefield.
Weapon Blinder: Protects everything within a radius from
Technostudy and Weapon Control: These structures should work the same way as in kknd 2. For
the exception, that the Technostudy can have unit upgrades for things like armor
and speed. While the Weapon Control has unit upgrades for weapons.
Maintenance Depot: They work same as in kknd 2. However, at
tech level five they can reload mines in constructibles, and anything else that
Hammerhead Factory: It is needed to use the Hammerhead
Tech Factory: It allows the user to use the advanced
technology of the series 9 army, Vaccinator, Aerial Cruiser, and the seismic
missile. Also it works as missile silo for Seismic Missiles.
Microunit Factory: The Microunit Factory can be used to
train infantry up to red level veteran. However, it cannot be trained higher
than that. Some things can be only learned on the battlefield.
Targeting Scrambler: Prevents super weapons from firing
within their radius.
Microcapsule Walls: These walls will automatically heal themselves (slowly) when
damaged. Unfortunately, if their health is lower than 25 percent then the
microcapsules will not be functional and you will need to replace the wall.
Nevertheless, those walls are sturdier than regular walls.
Tree Wall: The tree wall works as simply that they plant a tree. Then they
inject it with some spirit water and it grows like crazy. Then they plant
another tree and do the same. Then branches start growing to each other tree. So
therefore, the branches grow increasingly stronger with time. You can build tree
walls only a certain length from each other in order for them to start growing
branches to each other.
9: High Wall: The High wall works as simply that it is a tall wall. It also is
much stronger then a regular wall. Only turrets, artillery, and some other
highflying projectiles can go over a High Wall.
Some structures are capable of upgrading stats for units. But you can only apply
upgrades to units, which haven’t been built yet. Units, which are already
built, cannot be improved by an upgrade. Also a level 6 repair structure can
install upgrades which have been bought onto units that have been already built.
Lab: Low tech armor upgrade: Will upgrade the armor on vehicles tech level 2 and
lower. This upgrade can be purchased three times.
tech armor upgrade: Will upgrade the armor on vehicles tech level 3 and 4. This
upgrade can be purchased three times.
tech armor upgrade: Will upgrade the armor on vehicles tech level 5 and above.
This upgrade can be purchased three times.
Engine: It makes the anaconda tank, Enforcer, Juggernaught, And annihilator move
Ion Thrusters: Increases the speed for the Griffin and Barrage Craft.
engines: Makes the airlifter engines smaller so that there would be more storage
capacity on the airlifter.
stealth engine: A dirt bike becomes invisible whenever it is standing still or
moving. If it attacks then it's cover is blown.
Low tech weapons upgrade: Increases the power of vehicle weapons tech level 2
tech weapons upgrade: Increases the power of vehicle weapons tech level 3 and 4.
tech weapons upgrade: Increases the power of vehicle weapons tech level 5 and
fire missile: Increases missile accuracy for the Juggernaught.
Missile: The Barrage craft missiles will move faster.
AA missile: Will increase the distance for the annihilator’s anti-aircraft
Missile Mode: Creates the option so that the player can choose to have a barrage
craft shoot kknd 1 style.
Lab: Jupiter Plasma cannon: This upgrade allows the Annihilator to use its
Reactor: Increases the amount of electricity an Annihilator can have.
Hall: Low tech armor upgrade: Will upgrade the armor on vehicles tech level 2
and lower. This upgrade can be purchased three times.
tech armor upgrade: Will upgrade the armor on beasts tech level 3 and 4. This
upgrade can be purchased three times.
tech armor upgrade: Will upgrade the armor on beasts tech level 5 and above.
This upgrade can be purchased three times.
floating turbine: The advanced floating turbine is a little device that is put
under the death hippo and the Crinoid, which helps them move faster when they
are on water.
targeting system: increases missile crab accuracy.
Note: The sub races are a characteristic of kknd 3. Where in the game the
storyline is bound to have certain races ally and use 2 of the sub races’
units and building. But in multiplayer and soloplay you should be able to select
2 sub races no matter what side you are playing as.
ally: The evolved
The scourge are a race believed to be of an entity origin. They also are
believed that when they came in contact with earth they took over all nuclear
computers and sent missiles to create the nuke holocaust. They have given
permission for the evolved to harness the powers of scourge demons and the
scourge energy but they have greater powers. And they will only release those
powers to truer allies. They have mysterious purposes and rumor is that once the
evolved have destroyed the symmetrics and the soulless ones the scourge will
wipe out the evolved and claim earth for itself.
Scourge knight: The knight gains its name because its weapons are 2 blades of
psionic energy on both arms. Those blades have so much energy that they can cut
through tank armor, like a butcher knife through warm butter. Though this causes
them to be melee. Though they can charge themselves up and teleport short
distances to get closer to targets faster. They are very tough and feel no
suppression. They are not to be taken lightly. -1000 rus
Scourge Marine: Scourge marine have a strange potential origin. Story is that
survivor command may have found the scourge HQ. So they sent 5000 troops to
destroy the scourge HQ. Then the troops mysteriously disappeared and were never
heard or seen from again. 4 days later scourge marines were seen on the
battlefield. They shoot powerful explosive shots using a large plasma rifle. But
what makes them unique is that, during the night they are visually invisible
when standing still. -1250 rus
The grand altar of
the scourge: the grand altar of the scourge is given as an option for true
allies of the scourge so that either through sacrifices or resource donations
they can summon scourge knights or scourge marines. -2000 rus
The high scourge: Appears to the evolved in the form of an entity. It is a
powerful psychic entity. And it allows the powerful scourge energies to be
focused through itself in the form of the terrifying scourge energy lightning.
As long as it is pleased all scourge are pleased. Also it turns any beings,
which defy it into tools of the scourge.
The Nuke Troopers
The nuke troopers have named themselves because they have been exposed to
nuclear radiation. They had to survive the hard earth since the other survivors
left for mars without them. They have fought hard to survive. And this has made
them one of the most tactical soldiers in the world. Seeing survivors return
makes them want to ally with them. As long as they are willing to be better
soldiers for the third surface war.
Sharpshooter: They have the longest distance shot in the game. Even longer than
artillery. They shoot powerful 20 mm shots and this makes them capable of
dispersing vehicles as well. Sharpshooters have one problem though. They have
problems taking out moving targets. If their target is a large tank than they
should shoot it out no problem. But a moving infantry, now that is a problem.
But if their target is closer to them the more accurate the shots will be. They
can also shoot at aircraft but with difficulty since aircraft move very quickly.
Although the inaccuracy is remedied with veteranacy. -350 rus
Chaingunner: When the stealthy sharpshooters just aren't enough to cap out what
needs to be killed then there are the chaingunners. Chaingunners as referred to
by a survivor commander are like machine gunners but 10 times stronger, 10 times
more powerful, and 10 times louder. They will also shoot at aircraft and they
can shoot and outdistance low-tech turrets. Also if they are fighting close
range then they can use a las-knife, which will slit an infantry's head right
off and cut through metal like a chainsaw through small trees. -550 rus
camp: the nuke troopers prefer to hide out underground to save surface space and
to keep quite. They only have small entrances on the surface. But the
underground camp is much bigger. That is where the chaingunners and
sharpshooters are trained. -700 rus.
Head of the nuke troopers. Also he has been around since the second surface war.
And he holds a deep grudge against the evolved. After getting a nuclear bomb
from the survivor government he allies the survivors to the nuke troopers in the
campaign. He earned his rank as leader of the nuke troopers and master of the
sharpshooters when he sniped 300 evolved in 4 hours once.
Campaign ally: The
hackers are an allegiance of series 9 which were created after the end of the
second surface war. They work
by trickery and control. The hackers prefer to be perfectionists and when they
see enemies they only see docile opponents. Just anything that can be controlled
is a good thing for them. Also they are willing to be bribed with high
technology since they want to learn about it. The hackers prefer to have a
massive palace that they can perform their functions with peace. It is believed
that the hackers are intent to try to take over the CPU and henceforth the
series 9 entirely.
Systems hacker: The systems hacker is a totally unarmed unit. But its
capabilities are incredible if used correctly. It is used to infiltrate
structures. And once it is inside the structure it can do multiple tasks inside.
Control chip: If it gets inside a structure it will convert the structure under
ally control. The Systems hacker will leave the structure after that. Self
Destruct: The hacker will put a bomb inside the structure. And then the
structure will detonate and destroy anything around it including the systems
hacker. Leech: If the structure produces rus like a power plant or a thermal
converter the systems hacker can put in a little device called a leech. The
leech sends half of the rus produced by the rus producer. Then the systems
hacker will leave the structure. -400 rus
Machine controller: The machine controller is an advanced little piece of series
9 ingenuity. Since it shoots missiles that will take over a unit. The machine
controller missile is really inaccurate unfortunately. The reason is it is
difficult for the missile to be able to get in contact with the control system.
Though it is more accurate when the target is closer. Also it gains veteranacy
when it uses its weapon against opponents. And the veteranacy makes the Machine
controller’s missile more accurate. A fully veteraned Machine controller can
do a lot of damage. Even though the machine controller is heavily armored, if it
is destroyed it will self destruct to make sure that high technology doesn’t
fall into the wrong hands. -2000rus
Hall Of Knowledge: The hackers are really needy about knowledge. And all units
are produced in the hall of knowledge, which is the ultimate training ground for
the hackers. It is large and heavily armored. In order so that no knowledge gets
out. -1500 rus.
Deever: Deever is actually a supercomputer of 5 powerful robots. They devise new
ways of hacking. Deever wants any new technology it can get in hopes of creating
better technology. Therefore it will go to no extent on getting that technology.
Campaign Ally: Series
Ryoks are a mysterious organization of aliens who came to earth for unknown
reasons. They see the series 9 as a tool for their purposes. They get the series
9 into a sense of ally ship when the series 9 are hopelessly defeated and then
the Ryoks come and save the day for the series 9. One theory is that they have a
personal grudge against the scourge.
Ryokan Android: The Ryokan android is a robotic-like soldier with a plasma gun.
The plasma gun is very effective against vehicles and beasts. Though inaccuracy
makes it miserable against the likes of infantry. Also it does not have a
complex mind so it veterans slowly. Although it’s strong point is its shield.
Whenever the android stands still, a shield will appear around the android. This
shield is utterly indestructible. So if the androids are being sniped by
sharpshooters just make them stand still and let the aircraft look around for
the snipers. You will find the shields to have other advantages as well. –350
Ryokan Android Elite: The Ryokan android elite is a much more powerful and
smarter Ryokan android. Also by the looks of the Ryokan android elite, it is
like a small mech. it’s weapon is a strange one though. It is called a
singularity cannon. The weapon does damage by sending parts of it’s opponent
into other parts of space-time. Also it has a shield similar to the Ryokan
android. Although it is not indestructible since the Ryokan do not entrust such
technology to the series 9. -1200 rus
Ryokan Portal: The portal is more like a large device rather than a structure.
Basically the series 9 would put raw materials on one side of the portal. And
then the Ryokan from their mother ship would prepare the requested item. The
portal would open depending upon the size of the unit and the raw materials
would go into the portal and the unit would come out. All the units are built at
once. So raw materials are not paid gradually. –2000 rus
Ryokan Overlord: The Ryokan Overlord comes from a long line of leaders, which
ruled the Ryoks. It is believed that it has a personal grudge against the likes
of the scourge. It might try to strike false alliances with the evolved and the
survivors for its own personal purposes.
Campaign Ally: The
Kalashnikazi are a brigade of soldiers who were sent on a space station ahead of
vengeance 1. They were supposed to do some clearing up. But the space station
had some technical fault. So it crashed into Antarctica and the survivors of the
crash were supposed to survive. For most of the soldiers the extremes of
Antarctica was too much. So a lot of them died. The ones that lived were made
into hard-bitten soldiers. They also had a piece of experimental technology. It
was the STA (Space-time-anomaly). So they adopted the name of an ancient earth
inventor after they managed to have fashioned the STA into a combat usable
device. After the survivor army found them in Antarctica the Kalashnikazi were
ready for combat.
Laser Swordsmen: The Laser Swordsmen is a soldier with a large laser sword. They
have the ability to cut through metal with the simplest ease. They have their
adrenaline systems very oddly mutated. They can simply choose freely when they
want to have adrenaline pumps through their veins. Adrenaline: this ability is
very feared and respected among the survivor regulars. The Laser Swordsmen will
move like a blur. Also when they will attack the sword will cut through their
target a dozen times in the time period of a second. Although the adrenaline
will hurt the swordsmen the longer the swordsmen uses it. –350 rus
STA Trooper: Using a modified laser the STA trooper cuts through metal and
carapace much easier then the standard lasgun in the survivor army. But what
really makes the STA trooper worth mentioning is its ability to teleport
anywhere on the map. Though the longer the teleport distance the more energy it
takes for the STA trooper. Also being the longer a teleport distance the more
damaged the STA trooper will get. Something all commanders are worried about is
the effect of a STA Trooper getting killed. Sometimes if killed the STA
equipment will create a small singularity. The singularity will suck in anything
that goes near it. Also with veteranacy it will get less damaged as it makes
time-space jumps. –750 rus
Virtual Training Area: The Kalashnikazi uses a virtual training area to imitate
the conditions on Antarctica. So therefore the troops get the best possible
training. They also imitate hyperspace travel in the area. What goes on with the
specifics of the area is anyone’s guess. -800 rus
Gabriel: He was elected the general of the brigade before it crashed into
Antarctica. And he is more than happy to be loyal to the survivors again. Also
he takes the liberty of not wanting to show off the specifics of the STA. He is
a respected STA Trooper himself and he is willing to fight enemies of Humanity
personally if needed.
Campaign Ally: The
Marauders are a large amount of evolved soldiers who drank from “the water of
spirit”. The water of spirits trickles ever so constantly from a small lake
under the Great Altar Of the Scourge. The water enhances significantly the
brainpowers of the evolved that survive drinking it. Other evolved who drank it
would have their consciousness destroyed and the bacteria inside the water of
spirit would eventually cause the evolved to become brain dead. The ones who
survive become powerful and dangerous soldiers. Their job in the evolved empire
is to destroy any encampments, which are around large catches of oil. But the
marauders have other plans as well…
Stealth Martyr: The stealth martyr is an interesting little toy for the evolved
commander. During night it can move and stand still without being seen unless a
unit comes really close to it. During day it is not as effective because it only
stays invisible while standing perfectly still. So it is much more effective
during nighttime. The stealth martyr uses its latent psychic abilities to move
the light around itself. Therefore it can be visually invisible. Although the
function is much easier to perform during nighttime where there is less light
for the martyr to move. Also if you see a blur moving around, well it isn’t a
smudge on your monitor. Just force fire at the blur and run. The explosion is
also larger than a regular martyr. –400 rus
Shotgun Raiders: A shotgun raider is a soldier with a 4-barreled shotgun. And he
uses his telekinetic powers to make the shells as accurate as possible. It is
the opinion of the marauders to be able to kill as many units as quickly and
efficiently as possible. It can also shoot from all 4 barrels at once and that
is more effective toward vehicles. It also has an ability. Mindburst: A blue
shield will rise around the shotgun raider. And all enemy infantry within the
shields medium radius will fall to the ground and be immobile. Talk about a bad
headache. The Ability requires 60 energy to start and 1 more energy for every
second of use. -450 rus
The fountain of spirits: The fountain of spirits is a structure where the water
of spirit is contained. They give the water of spirit to the willing evolved.
Then if they survive they can be trained for the position of martyr or shot
gunner. It is claimed by some evolved soldiers that when passing the fountain of
spirits they hear loud screaming in their mind.
Ravok: He is elected leader of the marauders because he possesses the
most powerful mind. He once lifted up an enemy juggernaught 100 meters high into
the air with his mind and then he dropped it. It is believed that he wants to
escape his body and become a scourge himself.
The Ryoks and The scourge:
7000 years ago a species of highly intelligent beings were
developing ways of being only pure entities. The Ryok Empire began ordering all
ryoks to have their entities be extracted from their bodies. Not all ryoks were
very cooperative. About 1 billion ryoks already were nothing but pure entities.
This division was known as the scourge! The scourge created legions of giant
demons and they rampaged the ryok universe. The scourge exterminated about 26
billion ryoks in a period of a century! The Ryoks responded to the scourge with
energy bombs and millions of androids! Such chaos was going around the entire
universe for thousands of years until both factions were incredibly cut up.
Although a scourge patrol found a blue green planet. Also the planet had a
civilization of technologically advancing creatures. They thought that if the
ryoks found out about them, well they could persuade them to fight against the
scourge. So the scourge took over the nuclear computers of the world and sent
nukes flying in all major cities on the planet. Then they noticed that there
were still survivors. Some humans went underground and were protected from the
nuclear fire. And others mutated on the surface of the world. The scourge
figured that if the evolved were to be suspicious of the scourge as the chaos
makers then the evolved would refuse to fight for them and their last hope of
winning the ancient struggle against the ryoks would be lost. So they appeared
to the evolved as gods. And they made promises through visions that if they did
their bidding that they would have glories and powers beyond their wildest
dreams. So when the scourge teleport from the meteor that they used to travel
the universe and onto earth they will be able to extract the evolved soldiers
into entities and they will have enough strength to overpower the ryoks and then
nothing in the universe will be powerful enough to stop them! And the ryoks
intend to prevent them from merging with earth. And the evolveds’ job will be
to somehow make an altar of the scourge that is powerful enough to be a beacon
for the scourge.