Alliance Infantry | |
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Base Stats | |
Classification | Ryder |
Affiliation | Solar Alliance |
HP | 600 |
Energy | 100 |
Armor | 0 |
Evasion | 13 |
Move cost | 20 |
Flak strength / range | 10 / 1 |
Missiles | 1 |
Kill reward | $50 |
The technological backwardness of the Alliance is also evident in the ryders - the main ryders of the Emerald Fleet are equipped with only one kinetic tool, and despite the fact that it was made in the form of a sniper rifle, their accuracy and range are fairly ordinary. In addition to the main gun, these ryders have a dual autocannon and rockets. What is expected for the Alliance - ryders have a small speed, but decent armor.
Contents
Weapons[]
Equipped with only two weapons, they are more than enough for a light scout frame, but when it acts as frontline unit they are sorely lacking.
Kinetic[]
An anti-ship rifle with considerable punch for its size, and more accurate than shipboard kinetics.
- damage: 300 x 1
- energy cost: 60 EN
- base accuracy: 87
Assault[]
Automatic guns for anti-missile and anti-ryder work, equivalent to the ones on the Alliance Cruiser. Good against soft targets at close range, but any armour is likely to negate most damage.
- damage: 14 x 15
- energy cost: 30 EN
- base accuracy: 70
Missiles[]
A single-use missile volley. Less damaging than cruiser missiles, but still reasonably effective against softened targets at range, at least those without significant flak.
- damage: 50 x 8
- energy cost: 30 EN
- base accuracy: 100
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