TD Defensive Units

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Infantry

Cyberdog

Highly mutated, jacked up on cortical implants, and hardwired for aggression. The Cyberdog is an attacking soldier's worst nightmare.Though the perfect defensive unit for your sector, these qualities also make them useless for coordinated attacks ( they tend to eat your Troopers ).

Unit Avatar Cost of the Unit Unit Power Unit Stats
Cyberdog
Resources Normal Elite
Uranium 75 22
Titanium 30 9
Credits 15 15
Crystals 0 4
Offense 10
Infantry Defense 20
Armored Corps Defense 20
Artillery Defense 18
Air Defense 18
Raid Resource Capacity 18
Maintenance Cost 1 Credits per hour
Speed 180 km/h
Construction Time 3m
Able to be Mutated? Yes


Gladiator

Heavily armored and equipped with some of the heaviest weapons in your armory, Gladiators are an excellent defensive infantry. Unfortunately, their heavy gear makes them ill-suited for attack.

Unit Avatar Cost of the Unit Unit Power Unit Stats
Gladiator
Resources Normal Elite
Uranium 90 27
Titanium 60 18
Credits 42 12
Crystals 0 4
Offense 15
Infantry Defense 30
Armored Corps Defense 26
Artillery Defense 16
Air Defense 16
Raid Resource Capacity 13
Maintenance Cost 1 Credits per hour
Speed 60 km/h
Construction Time 4m 54s
Able to be Mutated? Yes


S.C.A.R. Sniper

The "shadow" snipers are an invading ground force's worst nightmare. Almost invisible in their meta optic armor, they are silent, and infinitely patient. The shadows decimate attacking high-value infantry units, officers, and targets of opportunity. They can singlehandedly bring an infantry assault to a shuddering halt. But their slow rate of fire and need for cover make them useless in offensive operations.

Unit Avatar Cost of the Unit Unit Power Unit Stats
S.C.A.R. Sniper
Resources Normal Elite
Uranium 140 48
Titanium 90 30
Credits 200 70
Crystals 0 5
Offense 15
Infantry Defense 60
Armored Corps Defense 20
Artillery Defense 20
Air Defense 20
Raid Resource Capacity 10
Maintenance Cost 4 Credits per hour
Speed 120 km/h
Construction Time 10m
Able to be Mutated? Yes


S.C.A.R. Heavy Gunner

The S.C.A.R "pacifier" Heavy Gunner are men whose idea of fun is to stare-down on rushing armored columns in the most intense game of tactical "chicken" on the battlefield - before calmly blowing them away with specialized kinetic/nuclear projectiles within spitting range. Clearly not a unit for the faint of heart. They are a fearsome defensive asset, but you are under NO TERMS to use them for assaults ( no matter how much they beg you )


Unit Avatar Cost of the Unit Unit Power Unit Stats
S.C.A.R. Heavy Gunner
Resources Normal Elite
Uranium 140 48
Titanium 90 30
Credits 200 70
Crystals 0 5
Offense 15
Infantry Defense 20
Armored Corps Defense 60
Artillery Defense 20
Air Defense 20
Raid Resource Capacity 10
Maintenance Cost 4 Credits per hour
Speed 120 km/h
Construction Time 10m
Able to be Mutated? Yes


S.C.A.R. Anti-Artillery Team

These guys are the ones that made everyone nervous during recess. The ones who played with matches, blew up mailboxes, have burnt off over four pairs of eyebrows; and were stone-deaf by the age of 17. If used for attack, they are about as likely to blow up your forces as the enemy's. But in defense they are unlike anything else. If you see them running, try and keep up.


Unit Avatar Cost of the Unit Unit Power Unit Stats
S.C.A.R. Anti-Artillery Team
Resources Normal Elite
Uranium 140 48
Titanium 90 30
Credits 200 70
Crystals 0 5
Offense 15
Infantry Defense 20
Armored Corps Defense 20
Artillery Defense 60
Air Defense 20
Raid Resource Capacity 10
Maintenance Cost 4 Credits per hour
Speed 120 km/h
Construction Time 10m
Able to be Mutated? Yes


S.C.A.R. ASP Fireteam

Like their namesake, the Aerial Suppression Platoon are fast, deadly, and impossible to spot before it's too late. Their mobility and stealth allows them to be a potent area denial asset long after your missile turrets have been pounded to dust. Their light weapon load out and minimal armor make them ill-suited for offensive operations. So keep them at home and let the enemy come to them.

Unit Avatar Cost of the Unit Unit Power Unit Stats
S.C.A.R. ASP Fireteam
Resources Normal Elite
Uranium 140 48
Titanium 90 30
Credits 200 70
Crystals 0 5
Offense 15
Infantry Defense 20
Armored Corps Defense 20
Artillery Defense 20
Air Defense 60
Raid Resource Capacity 10
Maintenance Cost 4 Credits per hour
Speed 120 km/h
Construction Time 10m
Able to be Mutated? Yes


Combat Chassis

Virtually impregnable, the sammuel unit is able to protect its occupant, lay down withering firepower, and move at considerable speed during combat. Each unit is equiped with a broad load out of powerful weapons.

Unit Avatar Cost of the Unit Unit Power Unit Stats
Combat Chassis
Resources Normal Elite
Uranium 200 70
Titanium 120 40
Credits 200 70
Crystals 0 5
Offense 15
Infantry Defense 30
Armored Corps Defense 30
Artillery Defense 30
Air Defense 30
Raid Resource Capacity 20
Maintenance Cost 2 Credits per hour
Speed 180 km/h
Construction Time 5m
Able to be Mutated? Yes


Armored Corp

Mongoose ASV

This "Mongoose" ( so called for its uncanny ability to appear in the middle of battle unexpectedly) represents a well-balanced combination of high speed and thick armor. this makes it a valuable mechanized vehicle.

Unit Avatar Cost of the Unit Unit Power Unit Stats
Moongoose ASV
Resources Normal Elite
Uranium 880 264
Titanium 350 105
Credits 530 159
Crystals 0 8
Offense 40
Infantry Defense 130
Armored Corps Defense 130
Artillery Defense 170
Air Defense 170
Raid Resource Capacity 117
Maintenance Cost 2 Credits per hour
Speed 180 km/h
Construction Time 33m 20s
Able to be Mutated? Yes


Viper APC

Originally tasked for infantry support in desert operations, the Viper APC's low profile and thick armor has earned it a reputation for survivability. Its ability to provide cover and fire support has made it a favorite of defensive heavy infantry units.

Unit Avatar Cost of the Unit Unit Power Unit Stats
Viper APC
Resources Normal Elite
Uranium 950 285
Titanium 570 171
Credits 380 114
Crystals 0 8
Offense 50
Infantry Defense 170
Armored Corps Defense 170
Artillery Defense 130
Air Defense 130
Raid Resource Capacity 127
Maintenance Cost 2 Credits per hour
Speed 120 km/h
Construction Time 35m
Able to be Mutated? Yes


Aegis BMD-1

The "Aegis" BMD-1 (so-called for its uncanny survivability due to thick armor) is a self-propelled, weaponized military vehicle designed to withstand enemy attacks and reduce losses. Auto-regenerating photochromic armor, amphibious ability, and periscope vision blocks make "Aegis" BMD-1 a valuable mechanized defense vehicle.

Unit Avatar Cost of the Unit Unit Power Unit Stats
Reaper
Resources Normal Elite
Bioplasma 445 147
Crystals 0 10
Offense 50
Infantry Defense 150
Armored Corps Defense 150
Artillery Defense 150
Air Defense 150
Raid Resource Capacity 117
Maintenance Cost 2 Credits per hour
Speed 240 km/h
Construction Time 23 minutes
Able to be Mutated? No


Artillery

Gauss Gun

the Gauss Gun's superconducting electromagnetic coils accelerate tungsten-carbide projectiles to speed exceeding escape velocity. The incredible power-drain of this weapon makes it strictly a sector defense system ... but who doesn't want a gun that's rounds can actually quit orbit?

Unit Avatar Cost of the Unit Unit Power Unit Stats
Gauss Gun
Resources Normal Elite
Uranium 2500 750
Titanium 1000 300
Credits 1500 450
Crystals 0 12
Offense 80
Infantry Defense 300
Armored Corps Defense 300
Artillery Defense 500
Air Defense 500
Raid Resource Capacity 176
Maintenance Cost 3 Credits per hour
Speed 120 km/h
Construction Time 1hr 23m 19s
Able to be Mutated? Yes


Quantum Cannon

The Mk IV " Bertha" Quantum cannon convinces your enemy's sub-atomic particles that they no lo,ger want to hang out with each other in about 0.002 femtoseconds. Bring a poncho if you plan on using this weapon at close range. it's only drawback is its long recharge time, relegating it to a defensive role.

Unit Avatar Cost of the Unit Unit Power Unit Stats
Quantum Cannon
Resources Normal Elite
Uranium 2770 810
Titanium 1600 480
Credits 1000 300
Crystals 0 12
Offense 100
Infantry Defense 380
Armored Corps Defense 380
Artillery Defense 500
Air Defense 400
Raid Resource Capacity 194
Maintenance Cost 3 Credits per hour
Speed 120 km/h
Construction Time 1hr 40m
Able to be Mutated? Yes


Air Force

Interceptor

The Phoenix Interceptor's optic camouflage systems, protective force fields, and advanced long-range sensor package make it ultimate defensive interdiction system. The only way attacking pilots know they're there, is when they hear the words : "- Incoming Missile ", right before exploding !

Unit Avatar Cost of the Unit Unit Power Unit Stats
Interceptor
Resources Normal Elite
Uranium 3700 1110
Titanium 1500 450
Credits 2300 690
Crystals 0 16
Offense 120
Infantry Defense 400
Armored Corps Defense 500
Artillery Defense 600
Air Defense 850
Raid Resource Capacity 267
Maintenance Cost 4 Credits per hour
Speed 120 km/h
Construction Time 2hr 13m 20s
Able to be Mutated? Yes


Excalibur Platform

The "Excalibur" Orbital Interdiction System is a leap forward in "growing" xenobiological components that can imitate complex electronic and mechanical systems. The command, targeting, and bio-canonn sub-system are all distinct self sufficient organisms, requiring only the addition of a limited warp propulsion drive before orbital insertion.


Unit Avatar Cost of the Unit Unit Power Unit Stats
Excalibur Platform
Resources Normal Elite
Uranium 7400 2200
Titanium 3750 1125
Credits 7400 2200
Crystals 0 26
Offense 12
Infantry Defense 600
Armored Corps Defense 750
Artillery Defense 900
Air Defense 1275
Raid Resource Capacity 267
Maintenance Cost 4 Credits per hour
Speed 240 km/h
Construction Time 2hr 13m 20s
Able to be Mutated? Yes


Recon Troops

Recon Drones

The recon drone is an autonomous Intel-collection and air defense system. Lacking offensive air to surface weaponry, it's primary function is to scout out hostile territory and defend your sector's airspace from infiltration by enemy Recon Drones.

Unit Avatar Cost of the Unit Unit Power Unit Stats
Recon Drone
Resources Normal Elite
Uranium 450 135
Titanium 450 135
Credits 600 180
Crystals 0 16
Recon Power 30
Infantry Defense 40
Armored Corps Defense 24
Artillery Defense 22
Air Defense 29
Raid Resource Capacity N/A
Maintenance Cost 4 Credits per hour
Speed 240 km/h
Construction Time 30m
Able to be Mutated? Yes


Phantom

Phantom infiltrators are engineered xenobiological organisms designed to survive incredible acceleration and dynamic stress. Each organism has been grafted into a high-speed stealth variant of the Nemesis "Hilda" armor system and implanted with a cortical inhibitor. Their speed, stealth; and suvivability combine to make them a formidable long-range reconnaissance unit.

Unit Avatar Cost of the Unit Unit Power Unit Stats
Phantom
Resources Normal Elite
Uranium 1125 337
Titanium 1125 337
Credits 1500 450
Crystals 0 18
Recon Power 43
Infantry Defense 60
Armored Corps Defense 36
Artillery Defense 33
Air Defense 43
Raid Resource Capacity N/A
Maintenance Cost 4 Credits per hour
Speed 480 km/h
Construction Time 33m
Able to be Mutated? Yes


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