![]() ![]() I haven't tried Promethean or Celestial with them. ![]() Xenoplague is okay, but when they evolve their mods fall off so you can't really spam collars on them. This allows the shakarn to reach islands and other continents faster than the other factions.Syndicate are excellent with Void, Synthesis, and Psynumbra. But while their bodies can repair themselves, they aren’t so good at resisting Status Effects, represented by Xeno Debilitation, which decreases their Status Effect resistance by 2.Īnother really cool thing about their units is that all ground units are considered to have amphibious movement, as the Shakarn deep understanding of hard light and holograms creates platforms for these units to walk on. For example, Motivating Broadcasting, increases the production of colonies while providing a Morale bonus to units within the colony’s domain.Ī lot of the Shakarn units benefit from a rapid metabolism, Epimorphic Regeneration, which allows them to rapidly regenerate a small portion of hit points when they take damage in battle. Colonies with a Broadcasting Tower benefit from these sustained operations, which grant strategic and tactical effects. Their laser units use a mixed damaged channel called Omni, which combines Lasers and Sonic, benefiting from mods from both Tech Trees.Īnother cool mechanic is their use of holographic broadcasts to control and assure their own population. Their other weapon group is Lasers, but with a twist. ![]() They can project high frequency sounds that can damage living and other materials. The Shakarn utilize a new source of kinetic damage: Sonic. They have special operations that allow them to spread disinformation on enemy cities, and doctrines that allow them to pillage more from colonies while razing them faster. ![]() Like their castes, their gameplay revolves around a healthy mix of brute force and covert techniques. ![]()
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