Machinist Constructor

Uses BASE to make traps more powerful.
Machinist Constructors

Machinist Constructor Abilities

*

Creative Engineering

Increases build speed by 10%. Reduces building cost by 10%.
1

Plasma Pulse

Cost: 40.0
Cooldown: 45.0 seconds
Deploys a device which emits exploding Plasma Pulses every 0.125 seconds for 6 seconds. Deals a base of 18 plasma energy damage.
2

B.A.S.E.

Cost: 100.0
Cooldown: 4.0 seconds
The B.A.S.E. alters the matter of connected building pieces. Affected walls will deal a base of 12 energy damage to any enemy that strikes the wall with a melee attack. Attached structures increase Armor by 35. Extends 3 segments from placement. Only one B.A.S.E. can be active at a time.
5

Supercharged Traps

Increases damage done by all traps within the B.A.S.E. range by 30%.
8

Automated Defenses

Increases B.A.S.E. connectivity by 1 building piece.
**

DECOY

Cost: 30.0
Cooldown: 30.0 seconds
Deploys a DECOY which will distract all enemies within a 1.5 tile radius for 7 seconds.
12

Electrified Floors

Enemies within the area affected by B.A.S.E. take damage every 2 seconds. Base Damage: 3 energy damage
15

Tough Traps

Increases trap durability by 25%.
18

Overclocked Traps

Decreases reload rate for all traps within the B.A.S.E. range by 30%.
***

Kinetic Overload

Critical hits with hardware melee weapons trigger a Kinetic Overload, dealing additional damage and knockback to the target.
25

Lofty Architecture

Increases health of buildings within area of B.A.S.E. by 15%.
30

Recycling

For every 5 buildings of the same material, B.A.S.E. generates 1 of that resource type every 60 seconds. The B.A.S.E. can store a maximum of 150 of each resource.