Air-To-Air
Fighter |
|
Technowizards' main air defense unit outside
base perimeters. Fast aircraft armed with two air to air missiles. Its
sole purpose is to prevent air strikes. Rather lightly armored, but the
speed makes up for it.
|
Alien
Tech Center - Level 3 |
|
High
tech facility. Allows construction of units with features like
stealth and cloak.
|
Anti-Air
Laser Turret |
|
Fast firing, although not very accurate,
these weapons can take out slower air units like helicopters or gunships.
To attack faster aircraft, use Air to Air Fighters or Missile Launchers.
|
Air
Tower |
|
A
rare type of unit that combines air repair pad and light
anti-air defense into one handy structure. Aircraft are repaired
at flying altitude speeding up repair process, while the
attached short range missile launcher provides cover from sudden
air raids.
|
Advanced
Metal Miner |
|
Not as efficient as other factions' high
tech extractors, but still very good at enhancing metal income when
needed.
|
Cloakable
Rocket Launcher |
|
This enhanced version of a
standard earth rocket launcher can cloak itself for a small amount of
energy.
|
EMP
Mine |
|
Built
by the Hover Minelayer. Rather expensive for a mine, the EMP
mine emits a large EMP wave upon detonation. Units caught in the
wave get paralyzed for a period of time.
|
Energy
Storage |
|
A standard storage facility. Stores 1000
units of energy.
|
Gun
Car |
|
The
Gun
Car is the cheapest armed unit in Technowizards'
arsenal. Customized from old Earth weaponry, this unit is cheap to
produce and easily on par with heavy machinegun units. Lightly armored, but fast, the
Gun
Car may become essential part of your early harrasment squads.
|
Gunship |
|
Partially alien technology, the Gunship is
equipped with two plasma guns. The plasma is quite light due to
technological restrictions. This doesn't mean that the Gunships would be
useless. They're comparable to Moon Industries' Strike Choppers.
|
Hover
HQ - Level 1 |
|
The leading scientists control this big
hovercraft that contains a lot of delicate and powerful equipment. The
hovercraft itself is not very well armored for a commanding unit, but
when the time to reatreat comes, the hover ability along with speed
will cover the lack of defenses.
|
Hover Minelayer |
|
Built
from the Alien Tech Center, this unit builds mines.
Although serving no other purpose, the hover ability grants it certain
freedoms at creating minefields beyond watery areas.
|
Hover
Rocket Launcher |
|
Excellent for naval reconnaisance
missions or raids at enemy flanks. The rockets are light and the range
very short, so it is best to use them in groups.
|
Hover
Scout |
|
Small, fast and agile hovercraft armed with
a light laser. As a scout over the seas it is extremely useful, and the
weapon shouldn't be underestimated as it is almost as powerful as the one
of Light Laser Tank.
|
Hover
Shock Tank |
|
Hover version of the lower level shock tank.
With some extra speed and hover ability, this unit is your escort over the
seas. Very useful against naval units, like ships. Shock gun's effect
lasts the standard 8 seconds.
|
Hover
Tech Tank - Level 3 |
|
Constructor
built from Tech Center. Builds Advanced Metal Miner, Alien
Tech Center and several lower level structures.
|
Laser
Power Plant |
|
A combination of earth and alien technology.
Powerful laser beams are reflected endlessly between two generators that
gather the extra energy produced into usable form. The construction energy
cost is quite high but it is needed to start the plant.
|
Light
Laser Battery |
|
Cheapest defensive building in
Technowizards' arsenal. Provides firepower against low-level attacks.
These are also good backup defenses because light lasers don't require
energy to be fired.
|
Light
Laser Tank |
|
Tough looking, but quite weak tank armed
with a light laser cannon. Basically a mobile version of the Light Laser
Battery. However, it only has one barrel, which requires some extra time
to cool down making the fire rate slower than in the stationary version.
Range and damage are also smaller.
|
Medium
Laser Battery |
|
If you plan to expand your defenses to
higher levels, you are going to need these. Fire range is slightly longer
than in the light laser battery, and the damage is nearly twice the
amount. Almost as weak as the light battery since no extra material is
used to construct these.
|
Medium
Laser Tank |
|
Technowizards' main battle tank, definitely.
Offers considerable armor and is equipped with an effective laser. Back
them up with Missile Launchers and you got yourself a deadly squad.
|
Metal
Miner |
|
Desperately trying to haul metal with two
metal screws the Technowizards' Metal Miner is not as effective as other
extractors, but it still provides a considerable amount of raw metal to
setup a good base.
|
Metal
Storage |
|
A standard storage facility.
Stores 1000
units of metal.
|
Missile
Launcher |
|
Probably one of the most useful units in
Technowizards' arsenal. The missiles it fires are upgraded versions of
older earth technology. It can take on both ground and air units, although
the damage to air units is not much compared to Anti-Air weaponry. Fire
range is very long.
|
Plasma
Artillery |
|
Technowizards have customized Earth's
experimental plasma cannons into an artillery version. Fairly powerful
plasma balls are fired ballistically at the enemy. Long range and fair
mobility make this a dangerous unit at hilly terrain.
|
Radar
Tower |
|
Out
of all Radar Towers Technowizards' version has the longest
range. The only radar that has slightly longer range is Moon
Industries' Radar Dome. Compared to the Radar Dome, however,
this structure comes at a bargain price. One of the most cost
effective structures in the game.
|
Recon
Car |
|
Technowizards' technology allows high
speeds even from the lowest level lab. However, this speed comes with a
price, which is deducted from the turn rate. Even though the Recon Car is
extremely fast, it can't turn fast. This unit is also unarmed.
|
Stealth
AA Laser Tank |
|
This unit is equipped with an alien stealth
system. Hiding these along the battlefield can prove useful to remove any
potential aerial threats. Carries limited armor and can't take on faster
aircraft, just like the stationary version.
|
Shock
Tank |
|
Shock Tanks hold off the enemy while other
units suppress fire. Shock Tank is equipped with a Shock Gun that on
impact freezes any unit for 8 seconds preventing enemy from returning fire
or retreating.
|
Shock
Turret |
|
Covering your main defenses with these will
prevent close quarter units from attacking. Shock turret is equipped with a
paralyzing shock gun, and can completely prevent one unit from moving or
firing.
|
Solar
Panel |
|
Small solar panel that creates a small
amount of energy. Technowizard commanders will definitely create packs of
these at first in order to run all the delicate technology built later on.
One Solar Panel creates 10 units of energy. Very weak due to simple
structure, so guard them well.
|
Standard
Issue Mine |
|
Built
by the Hover Minelayer. This cheap mine inflicts mediocre
damage to the units that get too close. This mine is available
for every faction.
|
Tech
Center - Level 2 |
|
Constructs most of Technowizards' main
battle units, such as Medium Laser Tanks and Missile Launchers, as well as
the Hover Tech Tank that can build even higher tech equipment.
|
Tech
Lab - Level 1 |
|
The lowest level factory Technowizards
can build. The units provided are mostly designed for scouting and early
defending.
|
Tech
Truck - Level 2 |
|
Big box of technology. Tech Truck can build
some very important buildings such as medium laser batteries, radars,
laser power plants and of course, the next level factory, the Tech
Center.
|