Crincillin Remnant

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The Crincillin are a race of lightly tinted, somewhat transleucent, humanoid beings with red, piercing

The Symbol for the Crincillin Remnant.

eyes that have captured much of the known universe. They attribute this success to their supremely advanced technology that allows them to quickly subjugate any species with ease. The pinnacle of their technology is the "Possession Engine" which allows Crincillin vehicle pilots to merge their minds and bodies to their machines. This allows for greater control of the vehicle.

The Crincillin units are easily distinguished by their unique architecture scheme - smooth curves that end in jagged points that seem to float in midair. This is to represent their versatility and strength in battle. All Crincillin units have an alternate form that they can quickly and freely morph into and out of - this provides great versatility in battle. Also worth noting, none of the Crincillin units require any resources except for energy. This is because they are being warped in from the Armada, not built on site. Ironically, their buildings are rather expensive both because they are not warped in, and because the resources on the planet must be refined extensively so the valuable ores and carbon can be used for building.

Crincillin Units:

Invasion Preparation Vehicle (IPV): Standard harvesting and construction vehicle. Can quickly morph into a lightly armed/medium armored defense turret for a cheap last-ditch-attempt to save the base. Is amphibious.
Enforcer: Basic melee unit that has a bonus against other infantry units. Can morph into the Specter, a super fast, cloaked spy plane for reconnaissance missions that also functions as the faction's stealth detector unit. Is amphibious.
Raiden

Crincillin standard, anti-surface ranged unit. Can take to the skies, losing it's ability to attack ground units, but gains superb anti-air qualities as a fast jet fighter called the Shrike. Is amphibious.

Paladin:

Dedicated anti-air unit that can desintigrate aircraft like no one's business. Can give up fighting aircraft and aim for those unfortunate enough to be below by morphing into an anti-unit Crusader bomber. Is amphibious.

Desolator Tank:

Very sturdy main battle tank. Excells at destroying heavy units and buildings. Is able to pull it's parts together for added defense, at the cost of speed and attack strength.

Envoy: Even the Crincillin are not above trading, so they invented the Envoy specifically for that task. It's able to trade goods, which gives the Crincillin great resource bonuses. If an aerial transport is needed right away, the Envoy can transform into the Courier flying transport, able to carry a few units across gaps and obstacles.

Crincillin Buildings:

Orbital Command: Main building of the Crincillin, produces IPV's.
Quantum Reactor:

Provides the Crincillin forces with quantum energy, powering the vehicles that they use in battle. Produces 20 energy and stores 25, some storage in case of blackouts.

Portal:

Basic building for warping in units. Can produce the Bandit, Striker, and Paladin. Can upgrade into the Gateway after research.
Analysis Engine:

Provides researchable techs to boost the Crincillin armies. These include enhancements such as armor and EP bonuses, as well as the units' alternate forms.

Gateway:

Morph form for the Portal. Produces the same units as the Portal, but at an accelerated rate. Also grants access to the Desolator Tank.
Defense Tower:

Standard base defense for Crincillin bases. Built as a turret base, and is able to freely change it's guns to either anti-infantry rounds, anti-tank mass driver shells, or anti-aircraft missiles. It's often able to kill enemies in one or two shots and has great range, but has a poor reload time.

Transmuter:

The Crincillin's main trading building, able to create Envoy caravans for trade. It's also able to passively convert any one resource into another resource at a very slow rate.

Strategic Tech

Reverse Internal Generator Polarity: The generators that regulate production inside the buildings have their polarity reversed and power redistributed to the fragile structural shields. Although this drastically increases the survivability of the buildings, it reduces the power of the matter transporters and research implements. In short, building defense goes up, production/research goes down. Note: Due to the amount of strain that this puts on the generators, polarity can only be reversed once - so be careful.