Empires Of Planets 4
The Lizards

Race Attributes
- Ground Combat Boulder Attack! When attacking enemy races
in ground combat they kill 30 times the normal numbers of
enemy colonists, crew, and troops. Bonus is not in effect
when defender is a Lizard
- Thick Lizard skin, enemy colonists, crew, and troops only
can kill half the normal number of Lizards. Bonus is not
in effect when attacker is a Lizard
- Can farm on hot planets (Up to climate 95)
- Very good at mining metals
- Reptilian natives twice as likely to join your base

Missing Base Buildings
- Anti-Aircraft Guns
- Laser Cannons
- Ion Cannon
- Undercity
Special Base Buildings
- Resort (Improves happiness of colonists and natives)
Ship Attributes
- Some are of Solar Federation design
- Lizard ship designs in the hands of other races takes
damage three times faster the same ship with a Lizard
crew
- Lizard designs have very thick armor
- Lizard designs have very weak shields
- Loki has a Tachyon scanner that will detect most cloaked
ships (Birdmen Darkwing and Resolute Class ships are
immune)
- Alaska Class Refinery Ship processes ore and can make
fuel from metals.
- Merlin Class Alchemy Ship will produce metals from supply
units
- The Lizard, Reptile, Saurian, Serpent, Madonnzila, and
T-Rex are very tough ships, they have no soft spots and
have very heavily shielded interal systems. Their high
resistance to damage makes these ships very hard to kill
- Cloaking capable ships get to fire before non-cloaking
ships during combat
Ship Special Devices
- Cloaking Device: Burns fuel and reduces
the ship's sensor image by 50 points. Ships that have a
sensor image of 0 can not be seen. The ship overview
screen will show you your ship's current sensor image. Be
aware that moving at high speeds, using your
transporters, traveling through web minefields, or enemy
tachyon scanners can uncloak your ship. You can never be
completely sure that you have not been seen. If you have
the attack order for the ship turned on your ship will
attack from cloak, you need to turn off the attack switch
to avoid combat while cloaked.
- Tachyon Scanner: Only works if the ship
has less than 25 system damage. Has a range of 100 LY and
works before movement. The scanner causes amost all
objects in the area to have be show up better on
scanners. The sensor image of any ship, wing, or pod in
the area is increased by 250 points. The only ships
immune from the tachyon scanner are the Darkwing and
Resolute Classes.
- Particle Fountain: Extracts mineral ore
from the core of the planet under the ship and converts
it into metals and stores the metals in the ship's cargo
hold. The only limit to the amount that can be taken is
the size of the ship's cargo hold. The fountain increases
the climate of the planet by 3 a turn and the HD stress
of the planet by 1 to 50 points. The device has no effect
on ore or metal that is sitting on the planet's surface.
The device will not mine fuel or fuel ore.
- Barbitic Mine Dropper: Converts
ordnance units into Barbitic mines and drops them.
Barbitic mines are powerful anti-ship mines that also can
be used to destroy enemy minefields. When a barbitic
minefield is detonated it does damage to all ships in the
field and destroys most minefield in the radius of the
field. The only minefields that a barbitic field can not
destroy are other cloaked barbitic fields. All minefields
have a limited life time of around 20 turns before they
run out of power and disappear. Any ship belonging to
another race moving through your barbitic minefield risks
hitting a mine and taking massive damage. Minefields can
be stacked on top of one another. Ships traveling speed
12 or less are safe from hitting barbitic mines.
- Mine Sweeper Array: Destroys one enemy
minefield or recovers one minefield belonging to your
race converting it into ordnance units and stores the
ordnance on your ship. You do not collect ordnance from
enemy minefields that you sweep. The only type of
minefields that the mine sweeper array can not sweep are
cloaked barbitic minefields.
- Boarding Laser: Only used when you are
transporting your colonists, troops, crew, or high guard
to an enemy ship as a hostile boarding action. The
boarding laser helps your troops take over the enemy
ship. It cuts holes in the enemy ship doing between 5%
and 300% hull damage to the target depending on the size
of the target ship. It kills up to 10% of the enemy crew,
40% of the enemy colonists, and 10% of the enemy troops.
You need to beam over 1 of your guys for every 5 enemies
you want to take out. There are 200 movement phases and
combat will not start until phase 50 so during the first
one quarter of movement you have time to fly past an
enemy ship, transport over a boarding party, rip the
enemy ship up with the boarding laser and get away back
out to deep space. Starting at 23 LY you can fly to the
transfer target enemy ship, transfer over your attackers
and be back out into deep space at around 24 LY before
the first combat begins. The Crystals are immune to
Boarding lasers.
- Ore Processing: When on, the ship grabs
ore from any pod in the area ( including ones that do not
belong to you), any planet you are over and any of your
own bases. The ore is converted into metals and stored in
the ship's cargo hold. You can have the metals
automatically transported down to a base you own if you
are over one with the ship command code BDM (Beam
Down Metals). Two ore units yield one metal unit. The
only limit as to how much can be processed in a turn is
the size of the ship's cargo hold. Ore processing costs
nothing.
- DTMS-N fuel Converter: The device when
on will convert 10 supply units into 1 kt of fuel. It can
also convert 1 duranium, 1 tritanium, or 1 molybdenum
into 1 fuel unit. The converter only uses metals and
supplies that are in the ship's cargo hold. It will stop
processing when the ship's fuel tank is full.
- Alchemy Forge:When on, it grabs supply
units from junk pods and resupply pods belonging to
anyone, plus supplies from planets and bases that you own
and converts the supplies to metals. Twelve supply units
yield 1 duranium, 1 tritanium, and 1 molybdenum. Control
switches on the ship can limit the process to just one
metal type if you wish.
- Psi-Opps Hisser Unit: Increases
happiness of all colonists and natives under the ship by
40 happy points. The maximum level they will reach is 100
points. This device will not work for non-lizard races
that capture Lizard ships.
- Global Icer: Cools a planet by up to 5
climate a turn and uses up to 5kt of fuel a turn when
working. The coolest it can make a planet is 50, which a
fine climate for Lizards. This device is handy for
cooling hot Crystal worlds just a little.
- Mobile Fighter Factory: Builds fighters
in space using just cash. The device will add fighters to
any wing docked with the ship that does not have the full
number that can fit in the fighter bay. If the ship has
any empty fighter bays new wings will be formed and the
bays will be filled with new fighters. The device will
build a new fighter wing if you have the cash on board
the ship to build at least 10 new fighters.
- Gravity Well Generator: Has a range of
50 LY. Any hyperdrive ship within the 50 LY range of a
gravity well ship can not hyperjump. The device will
cause passing hyperjumping ships to drop back into normal
space. The device requires 10 KT of fuel to run. The
device has no effect on warp chunnel jumps or jump gates.
- Scalar Wave Amp: Increases the
hyperdimensional stress level of the planet under the
ship by 0 to 10 points. It increases the hyperdimensional
stress delta (base frequency) by 5 points with a maximum
of 300 delta stress. The delta stress is the amount of
stress a planet gains in a turn. When a planet reaches a
stress level of over 1000 it is in danger of exploding.
The hyperdimensional stress delta is the rate that the
hyperdimensional stress will increase each turn. Be sure
to keep this device out of the hands of any Crystal
enemies you might have.
Ship Super Weapons
Playing As
Take advantage of your strong ground combat power to capture
lightly guarded enemy bases. Lizard ships are build for fighting,
they are very strong. Get into toe to toe fights with your
enemies. If an enemy has a shielded base, park over it with a few
T-Rex ships and scalar wave amp the planet, in time the planet
will explode from having a 1000 hyperdimensional stress level.
Your best ships, the T-Rex and Madonnzila, are very fast use that
speed to avoid combat until you have massed enough forces to
defeat the enemy. A T-Rex transwarping at 190 LY per turn through
enemy space should cause a panic. .The enemy may group their
ships to defend their homeworld, leaving their colony worlds open
to attack. If they chase you they will be leaving their bases
open to attack from other directions. In that case decloaking
Lizard Class Cruisers full of Lizard troops are a wonderful
little surpise. The Lizard Class Cruiser should be the backbone
of any Lizard fleet.. Fly through areas you think the enemy is
going to travel through and lay cloaked Barbitic mines using
cloaked Lizard Class Cruisers, uncloak the mines just before you
think the enemy is about to move through the mined area of space,
if you are luckly he will run his ships into your mines at full
speed and not know what hit him..
Playing Against
Lizards have ships with high armor levels so attack them with
high armor drain levels weapons like: heavy laser, fusion
cannons, anti-matter gun, blaster cannon, plasma bolt cannon,
pulsed phasor cannon, or large turbo laser array. Consider
placing cheaper weapons on small ships with high attack bonuses.
Their ship shields are very weak do you do not need to worry too
much about taking their shields down. When fighting them in a
ground war use assault craft with high troop attack powers. Use
fighters with high troop attack powers. Assault craft and fighter
craft are safe from the Lizard "boulder attack". The
Lizards do not have any super weapons so your bases only need to
fear their ground attack powers and their T-Rex and its scaler
wave amp that can destory your planets over time. If you are able
to build ships with super weapon use the super weapons to blast
their bases to bits from the safety of space.
Natural Enemies
- Crystals: They will make a special
effort to capture T-Rex ships to get their hands on a
scalar wave amp to increase the outputs of their
hyperlathes. Lizard ships have very small repair holds,
making them very easy for the Crystals to capture with
web mines and the Crystal X field device. If you use your
scalar wave amp on a Crystal planet in order to blow it
up, the Crystals will just make more hyperlathes that
will turn the stress into ord and prevent the planet from
ever exploding, and you will end up being up to your
eyeballs in more web mines. Do not attack the Crystals
with T-Rex ships, instead send cloaked Lizard Class
Cruisers that can sneak up on the Crystals while cloaked.
The Lizard Class Cruiser can sweep Crystal mines from
cloak. If you run into heavy Crystal web mines you can
have the Lizard Class drop a Barbitic minefield and blow
it to clear the area.
- The Evil Empire: They have very cheap
battlebot assault units that are immune to the special
attack powers of the Lizards, like all ground assualt
craft are. Lizard fighters are far more costly than Evil
Empire, it would be very hard for the Lizards to stand up
to the Evil Empire in massive fighter battles, it would
be very costly for the Lizards.
Lizard Race Stats