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GloboTech Infantry
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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Aro
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Joined: 10 Sep 2006

PostPosted: Wed Mar 25, 2015 2:02 pm    Post subject:  GloboTech Infantry Reply with quote  Mark this post and the followings unread

[ GloboTech Infantry ] - [ GloboTech Vehicles ] - [ GloboTech Aircraft ] - [ GloboTech Structures ]




Peacekeeper



GloboTech's basic infantry, Peacekeepers are fast and cheap but individually vulnerable, they are best when pitched against other light infantry. However, when used in large groups, they can be devastating to even the mightiest units. Tiberium causes harm to Peacekeepers, like most other unprotected infantry.

  • Cost: 120
  • Requires: Barracks
  • Primary Weapon: G-Tech Vector
  • Purpose: Anti-Infantry
  • Firepower: Low
  • Armour: None
  • Speed: Average
  • Crushable: Yes
  • Tech Level: 1




Engineer



GloboTech Engineers are capable of repairing friendly structures, as well as taking complete control over those of an enemy. Engineers are unarmed and so an armed escort is advised.

  • Cost: 500
  • Requires: Barracks
  • Primary Weapon: Repair Kit
  • Purpose: Support
  • Armour: None
  • Speed: Average
  • Crushable: Yes
  • Tech Level: 3





Defender



Armed with shoulder mounted flak cannons Defenders are effective against both air and infantry forces, however they're best when supported by other infantry types as they're ineffectual against enemy ground armour or groups of enemy infantry.

  • Cost: 300
  • Requires: Barracks, Radar Facility
  • Primary Weapon: FA-11 Flak Cannon
  • Purpose: Anti-Infantry, Anti-Aircraft
  • Firepower: Average
  • Armour: None
  • Speed: Slow
  • Crushable: No
  • Tech Level: 3





Enforcer



Enforcers wear an exo-harness that allows them to wield their high caliber anti-material rifle and relocate without having to disassemble their weapon for carrying purpose. As their weapon suggest they're GloboTech's answer to enemy armour and structures, but are vulnerable to enemy infantry or being outmaneuvered. Enforcers are best when paired with Defenders or Peacekeepers as to cover for the weakness of the other units.

  • Cost: 400
  • Requires: Barracks
  • Primary Weapon: GT M7-Enforcer Anti-Material Rifle
  • Purpose: Anti-Armour
  • Firepower: Average
  • Armour: None
  • Speed: Slow
  • Crushable: No
  • Tech Level: 5





Medic



Wielding the revolutionary Medi-Sprayer, that rapidly regenerates the patient at range (albeit short) using nanobot infused gel. This new generation of medic is forced to wear a variation of the Enforcer's exo-harness as to simply carry their equipment.
However their harness provides increased protection over that of their predecessors. Medics are unarmed and so an armed escort is advised.

  • Cost: 600
  • Requires: Barracks, Radar Facility
  • Primary Weapon: Medi-Sprayer
  • Purpose: Support
  • Armour: None
  • Speed: Average
  • Crushable: Yes
  • Tech Level: 4






Perseus



This specially trained Railgun Commando carries a large railgun capable of through just about anything with ease. It is effective against infantry and armour alike. As the specially designed Railgun isn't as effective against structures, the Commando carries several C4 charges to plant on buildings and upon detonation, cause their instant destruction.

  • Cost: 2000
  • Requires: Barracks, Technology Centre
  • Primary Ability: C4 Charges
  • Primary Weapon: Railgun
  • Purpose: Special
  • Firepower: High
  • Armour: Heavy
  • Speed: Slow
  • Crushable: No
  • Tech Level: 9
  • Build Limit: 1


-Interbellum Period-
The first Tiberium War has ended, leaving the world far from peace. The United Nations, pushed to the brink by such a catastrophic defeat, capitulate to political, economic, and social pressure. They gut GDI, reducing the organization to near irrelevance in order to appease the G7 and counteract the rising civil discontent caused by Nod's enduring narrative. The continuing spread of Tiberium has plunged the world into further crisis, the corrupting properties of the alien substance twisting the planet's ecosystem to its own end. Amidst the growing turmoil, mega corporation GloboTech, continue to extend their reach and take advantage of the worlds inattention.




Medic



Providing life saving treatment on the field of battle, GloboTech Medics are able to patch up wounded allies, eventually restoring them to full health. Medics are unarmed and so an armed escort is advised.

  • Cost: 600
  • Requires: Barracks
  • Primary Weapon: Medkit
  • Purpose: Support
  • Armour: None
  • Speed: Average
  • Crushable: Yes
  • Tech Level: 4




Guardian



The protectors of GloboTech settlements and research facilities, Guardians are well armoured and heavily armed infantry capable of removing Tiberium Mutations and enemy Infantry with great ease. Their special shotgun shells also cause a fair deal of damage to light vehicles.

  • Cost: 400
  • Requires: Barracks, Radar Facility
  • Primary Weapon: GT-11 Heavy Combat Shotgun
  • Purpose: Special
  • Firepower: Average
  • Armour: None
  • Speed: Slow
  • Crushable: No
  • Tech Level: 5




X-O Suit



These Special Forces operate in the most contaminated environments around the globe. Their X-O powered combat suits are armed with an integrated laser capable of dealing with hostile forces at great range.

  • Cost: 2000
  • Requires: Barracks, Technology Centre
  • Primary Weapon: 20 MW Laser
  • Purpose: Special
  • Firepower: High
  • Armour: Heavy
  • Speed: Average
  • Crushable: No
  • Tech Level: 9
  • Build Limit: 1


[ GloboTech Infantry ] - [ GloboTech Vehicles ] - [ GloboTech Aircraft ] - [ GloboTech Structures ]

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