Covert Operations

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Basic Covert Ops - Earth/Mars

To perform basic covert ops and train your spy, you need to have a Spy Center built. Remember, spy operations damage not only the units on the outpost but also the units that are leaving the outpost that tick. For example if you are on an outpost and you send an attack to a colony but later during that tick the outpost gets spied, the units that are going to the colony are spied too.

Spread Virus

file:Earth_Spread_Virus.png

Cost: 20 File:energy_Symbol.jpg & 4 File:Infiltration.PNG
Reduces all Infantry in the target to 1 hit point.


Destroy Vehicle Fuel Supplies

File:Earth_Destroy_Vehicle_Fuel_Supply.png

Cost: 30 File:energy_Symbol.jpg & 6 File:Infiltration.PNG
Reduces all Vehicle in the target by 50% of their initial hit points.


Destroy Heavy Vehicle Fuel Supplies

File:Earth_Destroy_Heavy_Fuel_Supply.png

Cost: 40 File:Energy_Symbol.jpg & 8 File:Infiltration.PNG
Reduces all Tanks in the target to 50% of their initial hit points.


Boo!

File:Earth_Boo!.png

Cost: 10 File:Energy_Symbol.jpg & 2 File:Infiltration.PNG
Sends an event to the owner of the target, revealing that he has an enemy Agent on his colony.


Advance Covert Ops

To perform advance covert ops, you need to have a Spy Academy built.

EMP Overload

file:Earth_EMP_Overload.png‎

Cost: 120 File:energy_Symbol.jpg & 48 File:Infiltration.PNG
Removes all Energy from the target Colony (Can only be used on colonies).


Burn Oil Reservers

file:Earth_Burn_Oil_Reserves.png

Cost: 75 File:energy_Symbol.jpg & 48 File:Infiltration.PNG
Destroys 50% of the Oil reserves of the Colony (Can only be used on colonies).


Poison Water Supplies

file:Earth_Poison_Water_Supply.png‎

Cost: 100 File:energy_Symbol.jpg & 48 File:Infiltration.PNG
Kills 10% of the workers in the Colony (Can only be used on colonies).


Lockdown

file:Earth_Lockdown.png‎

Cost: 50 File:energy_Symbol.jpg & 6 File:Infiltration.PNG
Prevents squads or nukes from leaving the target for 3 to 6 ticks.

In order to lockdown your own outpost, or an outpost of your alliance's it must be fully controlled (at least 24 control ticks). Outposts have a 1 tick immunity to lockdowns when you capture them. After one tick the outpost is vulnerable to lockdowns. Any other spy attack will still be able to be carried out within this 1 tick lockdown immunity.




Basic Covert Ops - Fantasy

To perform basic covert ops and train your spy, you need to have a Spy Center built. Remember, spy operations damage not only the units on the outpost but also the units that are leaving the outpost that tick. For example if you are on an outpost and you send an attack to a colony but later during that tick the outpost gets spied, the units that are going to the colony are spied too.

Spread Virus

file:Fantasy_spreadVirus.png

Cost: 20 File:energy_Symbol.jpg & 4 File:Infiltration.PNG
Reduces all Infantry in the target to 1 hit point.


Binding Thorns

File:Fantasy_bindingThorns.png

Cost: 30 File:energy_Symbol.jpg & 6 File:Infiltration.PNG
Reduces all calvary in the target by 50% of their initial hit points.


Earthquake

File:Fantasy_earthquake.png

Cost: 40 File:Energy_Symbol.jpg & 8 File:Infiltration.PNG
Reduces all heavies in the target to 50% of their initial hit points.


Boo!

File:Fantasy_boo.png

Cost: 10 File:Energy_Symbol.jpg & 2 File:Infiltration.PNG
Sends an event to the owner of the target, revealing that he has an enemy Agent on his castle.


Advance Covert Ops

To perform advance covert ops, you need to have a Spy Academy built.

Drain Mana

file:Fantasy_drainMana.png‎

Cost: 120 File:energy_Symbol.jpg & 48 File:Infiltration.PNG
Removes all Energy from the target Colony (Can only be used on castles).


Burn Lumber Reservers

file:Fantasy_burnLumberReserves.png

Cost: 75 File:energy_Symbol.jpg & 48 File:Infiltration.PNG
Destroys 50% of the lumber reserves of the castle (Can only be used on castles).


Poison Water Supplies

file:Fantasy_poisonWaterSupply.png‎

Cost: 100 File:energy_Symbol.jpg & 48 File:Infiltration.PNG
Kills 10% of the workers in the castle (Can only be used on castles).


Lockdown

file:Fantasy_lockdown.png

Cost: 50 File:energy_Symbol.jpg & 6 File:Infiltration.PNG
Prevents ships or dragons from leaving the target for 3 to 6 ticks.

In order to lockdown your own outpost, or an outpost of your alliance's it must be fully controlled (at least 24 control ticks). Outposts have a 1 tick immunity to lockdowns when you capture them. After one tick the outpost is vulnerable to lockdowns. Any other spy attack will still be able to be carried out within this 1 tick lockdown immunity.


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