Crayven Corporation

Crayven Corporation

Infantry Units

Marine Infantry

Branch: Infantry

Squad Size: 8

Marine Infantry
Armor:                  60                Health:                    1800

Firepower:           95                 Damage Multiplier:  1.0

Weapon Range:  200m             Blast Radius:           0m

ROF/Minute:        150.0              Accuracy:               90

Max Speed:          8.0                Acceleration:           10.0

View Range:        250m             Perception:               50

Stealth:                 100               MP Score Per Entity: 1

Description: Marines are armed with the Welby-Simms Dev20011 assault rifle, capable of defeating infantry and light terradyne armor. Infantry can be loaded into the Command APC for protection and transport. Marines can also target airborne targets.

 

Special Equipment

  • Personal MedKit

Crayven Personal Medkit

Personal MedKit: Instantly replenishes health of the entire squad.

Charges:  3

Duration: 0 Seconds

Recharge Time: 1 Second

Attributes: +1000 Health

Cons: None

 

  • Deployable Radar

Crayven Deployable RadarDeployable Radar: A small portable radar that once deployed provides radar vision over a 680 Meter radius.  The radar is one of the most useful tools on the battlefield as it provides a large view range and does not require line of sight.

Charges:  1

Duration: N/A

Recharge Time: 1 Second

Attributes: +680 Meter Radar Vision

Cons: Once deployed it cannot be moved

 

Special Weapons

  • RMM-9 Infantry Mortar

RMM-9 Infantry MortarRMM-9 Infantry Mortar:  Small ballistic weapon great for taking out infantry and light armor.

Charges:  3

Firepower:                    250

Damage Multiplier:      1.5

Weapon Range:            350m

Blast Radius:                 40m

Accuracy:                       110

Pros: Long Range, High blast radius

Cons: Cannot target airborne targets, Can be intercepted by anti-missile systems

 

  • CG89mm Anti-Tank Rocket

CG-89mm Antitank RocketCG89mm Anti-tank Rocket: RPG-type anti-armor weapon capable of defeating heavily armored targets. Two or more typically can destroy a medium tank.  Unlike the OND counterpart, the rockets have a small blast area and are also good against enemy infantry.

Charges:  3

Firepower:                    250

Damage Multiplier:      10.0

Weapon Range:            250m

Blast Radius:                 10m

Accuracy:                       150

Pros: High damage multiplier

Cons: Cannot target airborne targets, Can be intercepted by anti-missile systems

 

 

Jaeger Infantry

Branch: Infantry

Squad Size: 4

Jaeger Infantry

Armor:                  40                Health:                    1400

Firepower:           120               Damage Multiplier:  1.0

Weapon Range:  500m             Blast Radius:           0m

ROF/Minute:        40.0               Accuracy:               150

Max Speed:          13.0               Acceleration:           50.0

View Range:        450m             Perception:               200

Stealth:                 200               MP Score Per Entity: 2

Description: Crayven special forces infantry ‘Jaegers’ are the masters of stealth and infiltration and can be undetectable except at very close range.  They are best deployed on high ground where they have increased accuracy and a good view of the battlefield.  Even though Jaegers are physically trained they stand no chance in close combat with enemy vehicles or even infantry.  Jaegers are armed with a K516d High Impact Gauss rifle powerful enough to punch through the front armor of a Medium Terradyne.  Jaegers can target airborne targets.

 

Special Equipment

  • Personal MedKit

Crayven Personal Medkit

Personal MedKit: Instantly replenishes health of the entire squad.

Charges:  3

Duration: 0 Seconds

Recharge Time: 1 Second

Attributes: +1000 Health

Cons: None

 

  • Demolition Charge

Demolition ChargeDemolition Charge:  A demolition kit capable of destroying almost any building or unit on the battlefield.  Once deployed you can detonate the charge by left clicking the icon in the top right.  The charge can be very difficult to see once deployed. To locate the charge, simply right click on the detonator icon.

Charges:  3

Duration: N/A

Recharge Time: 5 Seconds

Attributes: -9000 health to enemy buildings, -3000 health to enemy units.

Cons: Once deployed it cannot be moved

 

  • Image Intensifier

Image IntensifierImage Intensifier:  Temporarily increases entire squads view range

Charges:  4

Duration: 60 Seconds

Recharge Time: 10 Seconds

Attributes: +200 viewrange

Cons: None

 

Special Weapons

  • GyroJet Ammunition

GyroJet AmmunitionGyroJet Ammunition:  Special HEAT rounds designed to inflict maximum damage against light and medium armored targets.

Charges:  3

Firepower:                    180

Damage Multiplier:      10.0

Weapon Range:            450m

Blast Radius:                 15m

Accuracy:                       150

Pros: Long Range, High damage multiplier

Cons: Cannot target airborne targets, Can be intercepted by anti-missile systems, Cannot be used on a target any closer than 50m

 

  • 140mm RAW

140mm RAW140mm RAW: Short range rounds designed for heavy armor penetration.

Charges:  4

Firepower:                    550

Damage Multiplier:      2.5

Weapon Range:            250m

Blast Radius:                 20m

Accuracy:                       550

Pros: High power, Cannot be intercepted by anti-missile systems

Cons: Cannot target airborne targets, Short Range, Cannot be used on a target any closer than 50m

Armor


  • Scouts

  • Description: Speedy buggies that have a high view range and can be used for terrain denial with mines. Its AMS system is a powerful piece of equipment for something so small. Best used on large maps or when your radar has been destroyed. The main weapon is fairly weak but can be used against infantry, artillery, other scouts, or other soft targets. Comes in a group of 3.

  • Equipment

Health Packs: Replenishes health of the squad. 3 uses.

Mines: A group of 4 anti-tank mines that can destroy any vehicle that runs them over. Cannot destroy infantry. Can be cleared by heavy tank fire or artillery but is hard to detect. 3 Uses.

Anti-Missile System (AMS): Destroys all incoming missiles, rockets, artillery, and most special weapons. Highly concentrated attacks like Hellfire Rockets can overwhelm the system and get through. Very useful. 3 Uses.

  • Special Weapons

Mortar: Slow-moving weapon that is powerful only if it actually hits the target. Too slow and short-range to be worthwhile. 3 Uses

Depleted Uranium (DU) Rounds: A stronger round that can punch through light armor. Weak against medium tanks. Better against support units or other scouts. 3 Uses.

  • Traits

+ Fast

+ Good view range and perception

+ Mines very effective

– Light armor

– Its weapons are weak against most units

• Light Terradynes

  • Description: Quick and light tank armed with auto cannons that have a high rate of fire. Cannot penetrate heavy tank front armor. Can be good against Beam Platforms or artillery, and for suppressing units because it shoots quickly and fairly accurately. But on the whole, they just take up a slot better used for medium or heavy tanks. Comes in a group of 4.

  • Equipment

Health Packs: Replenishes health of the squad. 3 uses.

Auto cannon Turret: Places a remote turret that shoots nearby enemy units.

Rocket Turret: Places a remote turret that shoots nearby enemy units. More powerful than the auto cannon turret but with a slower rate of fire.

Anti-Air Turret: Places a remote turret that shoots nearby enemy air units.

  • Special Weapons

Mortar: Slow-moving weapon that is powerful only if it actually hits the target. Too slow and short-range to be worthwhile. 3 Uses

DU Rounds: A stronger round that can punch through light armor. Weak against medium tanks. Better against support units. 3 Uses

  • Traits

+ Fast

+ High rate of fire

+ Good vs. light units like beams

– Weak armor

– Weak special weapons

– Waste of space (takes up a tank slot)

• Medium Terradynes


  • Description: Main battle tank. Comes in a group of 4. Main gun is the most powerful of the tanks and armor is good. Unfortunately it does not have good defensive options, with no AMS or shields. The repair station is unique, being the only other thing besides an APC that can fix units, but that might not justify the vulnerability of the tank itself to special weapons.

  • Equipment

Health Packs: Replenishes health of the squad. 3 uses.

Repair Station: Plants a stationary repair structure that heals all nearby units like an APC. Great if your APC was destroyed. 1 Use

Targeting System: Makes the squad’s shells deadly accurate. Moving targets can evade the precise rounds, but slow, stationary, or clumped targets are all good options. Good against heavy tanks, infantry, or as a last option against Rocket Launchers. Can be blocked by shields but not by AMS. 3 Uses.

  • Special Weapons

HE Round: Pretty to look at, but does about as much damage as a firecracker. Never pick this weapon. 3 Uses

Advanced HE Round: Always pick this weapon. Kills almost anything as long as you hit the target. Blocked by shields and AMS. 2 Uses.

  • Traits

+ Good all-around vehicle squad.

+ Great firepower and armor

– Vulnerable to special weapons with no AMS system

– Weak vs. drones and rockets

• Heavy Terradynes


  • Description: Heavily armored tank. This is the best choice for beginners because of its survivability. Its AMS blocks most special weapons, rockets, drones, and artillery. Can be used to clear mines. The Advanced HE Round gives it a good punch. Comes in groups of 2.

  • Equipment

Health Packs: Replenishes health of the squad. 3 uses.

AMS: Destroys all incoming missiles, rockets, artillery, and most special weapons. Highly concentrated attacks like Hellfire Rockets can overwhelm the system and get through. Very useful. 3 Uses.

  • Special Weapons

HE Round: Might dazzle the enemy into submission because it sure won’t kill them. 3 Uses

Advanced HE Round: Always pick this weapon. Kills almost anything as long as you hit the target. Blocked by shields and AMS. 2 Uses

  • Traits

+ Heaviest armor in the game

+ Strong defensive ability with AMS

– Slow

– Inaccurate main gun

– Weak vs. Beam Platforms

Support


• Rocket Launchers

  • Description: Powerful support unit that attacks with a barrage of rockets. Comes in groups of 3. It can hit targets over obstacles and outside its line of sight, but it needs a spotter to see them first. It has weak armor and cannot target infantry but is excellent against enemy tanks. If timed properly, its Hellfire weapon can punch through AMS.

  • Equipment

Health Packs: Replenishes health of the squad. 3 uses.

AMS: Destroys all incoming missiles, rockets, artillery, and most special weapons. Highly concentrated attacks like Hellfire Rockets can overwhelm the system and get through. Very useful. 3 Uses.

Image Intensifier: Increases the view range and perception of the squad. 4 Uses.

  • Special Weapons

Hammerhead Rounds: Don’t bother. First, air units are almost never taken and second, the main rockets can target air themselves.

Hellfire Rounds: Launches multiple warheads simultaneously to strike the target at the same time. Great against tanks and unshielded units.

  • Traits

+ Accurate, powerful primary weapon

+ Can shoot over obstacles

– Light armor

– Weak vs. Beam Platforms & Infantry

– Cannot target infantry

• Artillery

  • Description: Artillery unit that has a long attack range but small sight range. Needs radar or scouts to be effective. Although accurate against stationary targets, requires careful manual targeting against most enemies. Also good for terrain denial and mine clearing. Has 1 unit per squad.

  • Equipment

Health Packs: Replenishes health of the squad. 3 uses.

Image Intensifier: Increases the view range and perception of the squad. 4 Uses.

  • Special Weapons

Janice Round: A single, accurate, and lethal round that can take out medium tanks with one hit. As with all artillery, takes time to get to the target so best used when the enemy is distracted and cannot react in time. 3 Uses.

Tactical Nuke: Has a large blast radius and does significant damage, but is unlikely to destroy any but the lightest target with one shot. Good for taking out defender guns protecting radar emplacements when targeted manually out of the defender gun’s range. 1 Use.

  • Traits

+ Powerful with long range

+ Great vs. infantry and other slow targets

– Slow and light armor

– Shells take a long time to reach the target

//

 

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