Characteristics
Overview
A flashing light, 3 speeds. Causes seizures.
Club room only. Set up beside a disco ball and a laser light, it finishes the party set, and the game text promises three flash speeds to pick from. That is its entire job; it adds nothing to defence or comfort.
Watch out
A strobe behind a window at night is even louder than a steady lamp. Every roamer on the hill sees a flashing base and knows somebody is home. Keep it in a closed room and put a switch on its power line so it goes dark when the party ends.
The bill is 100 metal fragments and two high quality metal, no bench, and it cannot be researched. Two HQM sounds small, but early in a wipe that is the scarce part of the price. Build it once the base is finished, not before.
Raid cost
| Explosive | Quantity | Sulfur |
|---|---|---|
|
34–35 | 850–900 |
|
1 | 1,400 |
|
7 | 1,400 |
|
3 | 1,440 |
|
12 | 1,440 |
|
1 | 2,200 |
| Other ways: siege weapons, vehicles and loot | ||
|
17 | 240 |
|
1 | 900 |
|
4 | 1,200 |
|
25 | 1,500 |
|
20 | 2,000 |
|
1 | — |
|
6 | — |
|
8 | — |
Direct hit, hard side, no duds. Satchel Charge is a dud 20% of the time. Beancan Grenade is a dud 15% of the time. A range runs from point blank to the far end of the bullet's falloff, fired from an Assault Rifle.
Recycling
At power grid stage 2 a green recycler works at 60% instead of 50%. Yields depend on the recycler.