Example units:
PeaceMaker Combat Mech-droid
 
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Artist's Impression of the PeaceMaker

Droids have certain advantages over manned vehicles -they are cheaper (to train), they are unquestioningly loyal and do not feel pain/damage. They also have distinct disadvantages; they cannot operate complex weapons which need regular maintenance (unless that is carried out third-party, which limits field endurance) and they can not adapt to new (unforeseen) operating environments.

The PeaceMaker series droid is large, the size of a manned droid, and is employed in the assault role. It has no ranged weapon, requiring to close with the enemy and inflict damage with it's auto-saws.
Many Warlords have purchased the PeaceMaker and it has built up a fearsome reputation in skirmishes throughout the warring zones.
 
Spec DATA
Role: Assault-unit, Mech (unmanned)

Armament: 2 x Diamond toothed auto-saws mounted on armoured free-moving arms

warheads: n/a

Crew:Auto-matic, self maintaining

Sensors: Multi-sensor advanced.

Speed: Medium (85kph)

Armour: Heavy advanced-plastics and depleted-urainium sheilds

Development info.
Concept & Model artist: Haydn

Modelling software: Z-Modeller

Date of first model: 02/02

Model status: Ready for testing

Incorporated into presentation engine: Not


AbsCnC Model (author: haydn)

This unit is the first to be designed for hand-to-hand range combat and will test our game engine design. The shields will be different 'sections' within the unit INI and will be assigned very heavy armour. The game engine already identifies which section is hit when a weapon collides with a unit so any weapon hitting the shield will be almost harmless to the unit (unless deliberately manipulated in the INI). This is similar in principle to how we can make tanks better armoured at the front than the rear etc so that it also matters where on the unit you hit.
The attacking arms are also separate sections and will not be damaged by colliding with the target (although this could be adjusted in the INI). They will be animated to chop down on the target -the game engine will register any collisions automatically.