![]() Similar to the ability in StarCraft but does 300 damage to all units and 500 to structures.Makes the Ghost invisible to anything but detectors.The below is a listing of the Ghost's special abilities however, all information here is tentative and subject to change pending the release of the game. Ghosts may be available earlier in the tech tree, but abilities like Cloaking would only be available afterwards. Ghosts are trained at a Barracks with an attached Tech Lab, and require a Ghost Academy. ![]() Ghosts gain some new abilities suiting their role as special forces troopers. In the campaign the reaper can throw special bombs that do heavy area damage to both units and structures. While theoretically a Reaper who survives two years of duty would be pardoned and released back to civilian life, in its five years the Reaper Corps has yet to have a single trooped survive more than six months. Reaper recruits are chemically altered to make them even more aggressive before being subjected to brutal training in close-quarters combat and the use of their jet packs. These resistant recruits tend to be among the most hardened of criminals, and are sent instead to the "Icehouse" in the Torus system to be inducted into the Reaper Corps. Reapers are drawn from Marine recruits that could not be successfully subjugated by neural resocialization. Reapers are clad in self-contained body suits, and are armed with dual P-45 Scythe Gauss Pistols(against units) and deuterium-eight demolition charges(against buildings). They are more mobile than Marines as their jet packs allow them to surmount obstacles independently. Reapers specialize in hit-and-run, close-quarters combat.
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