Peacekeeper
  • Prerequisite: Barracks
  • Strength: Medium
  • Primary: Machine Gun
  • Cost: 90
  • Armor: None
  • Secondary: --

  • Speed: Low
  • Purpose: Basic Infantry
Peacekeepers are the basic infantry serving the Allied forces. They are well trained, well disciplined soldiers with quality weaponry making them effective fighters on the field. 1-to-1 a Peacekeeper will always out-match the Soviet Conscript and although they have a greater cost attached their effectiveness is worth it. Peacekeeper's usefulness also extends to urban combat where they can garrison civilian structures and fire from windows.
Further Information:
  • Can garrison civilian structures.
  • Starting infantry for the Allied Forces.
  • Infantry self-healing Level 1 (20HP every 50 frames).

Grenadier
  • Prerequisite: Barracks
  • Strength: Low
  • Primary: Grenades
  • Cost: 180
  • Armor: None
  • Secondary: --

  • Speed: Medium
  • Purpose: Assault Infantry
To accompany the main infantry force and provide a damage booster is the Grenadier: a trooper skilled at lobbing grenades at enemy targets, effective against infantry, light vehicles and even base defenses. When grouped together with Peacekeepers they can cause real havoc and fill the areas the Peacekeepers lack in effectiveness. The grenades are most potent against groups of infantry, perfect for sending the Soviet horde running back to Mother Russia.
Further Information:
  • Can garrison civilian structures.
  • Infantry self-healing Level 1 (20HP every 50 frames).

Guardian
  • Prerequisite: Barracks
  • Strength: Low
  • Primary: Rocket Launcher
  • Cost: 250
  • Armor: Flak
  • Secondary: --

  • Speed: Low
  • Purpose: Anti-Armor, Anti-Air
Guardians are the all purpose anti-armor infantry. Their rocket launchers are potent weapons against all vehicles, including aircraft and even structures, particularly defenses. While mobile their range and accuracy is reduced however they can deploy, fortifying themselves within steel prefabricated bunkers providing them with a better position to shoot from and so increasing range and damage. Not only that but when deployed they become uncrushable by conventional vehicles.
Further Information:
  • Uncrushable when deployed.
  • Can garrison civilian structures.
  • Infantry self-healing Level 1 (20HP every 50 frames).

Attack Dog
  • Prerequisite: Barracks
  • Strength: Low
  • Primary: Sharp Teeth
  • Cost: 100
  • Armor: None
  • Secondary: --

  • Speed: Fast
  • Purpose: Scout, Anti-Spy
After seeing the success of Soviet Attack Dogs the Allies decided to train their own. Allied canine divisions are excellent at hunting down enemy infantry, especially disguised Saboteurs and stopping them in their tracks. Their expert eye-sight and speed also makes them perfect scout units.
Further Information:
  • Immune to mind control.
  • Detects disguised Spies and Saboteurs.
  • Detects cloaked or submerged units in an 8 cell radius.
  • Infantry self-healing Level 1 (20HP every 50 frames).

Engineer
  • Prerequisite: Barracks
  • Strength: Low
  • Primary: --
  • Cost: 300
  • Armor: Flak
  • Secondary: --

  • Speed: Medium
  • Purpose: Repair / Capture Structures, Bomb Disposal
Engineers are highly specialised infantry that can turn the tide of battle in moments if used correctly. Firstly they have the useful ability to fully repair any friendly or neutral structure instantly and cheaply. Secondly Engineers can capture enemy and neutral structures simply by entering them. Neutral tech structures can be captured instantly while enemy buildings need to be have 40% or less of their maximum health if the target structure has more than 40% the Engineer will damage them instead. Three Engineers will capture an enemy structure at full health. Furthermore Engineers can repair any destroyed bridges by entering the nearby bridge hut. Lastly if any nearby units are planted with Crazy Ivan bombs Engineers can remove them before they detonate simply by targetting the infected unit.
Further Information:
  • Repairs friendly and neutral structures.
  • Repairs bridges.
  • Captures neutral and enemy structures.
  • Removes Ivan bombs.
  • Infantry self-healing Level 1 (20HP every 50 frames).

Rocketeer
  • Prerequisite: Barracks, Airforce Command HQ
  • Strength: Low
  • Primary: Chainguns
  • Cost: 360
  • Armor: Flak
  • Secondary: --

  • Speed: Fast
  • Purpose: Hit and Run
What could be more fun than a personal jetpack? Well for now the civilian world has to wait, only members of the Allied Rocketeer squadrons know the feeling. These infantry rely entirely on their mobility to engage the enemy. They fly over the battlefield, hunting down infantry divisions or stray damaged units to take down. Their light twin chainguns allow them to shred infantry and light vehicles but are not very effective against heavier unit or structures. What's more they will fall quickly if they move into enemy anti-aircraft fire.
Further Information:
  • Infantry self-healing Level 1 (20HP every 50 frames).

Navy SEAL
  • Prerequisite: Barracks, Airforce Command HQ
  • Strength: Medium
  • Primary: MP5
  • Cost: 500
  • Armor: Flak
  • Secondary: C4 Charges

  • Speed: Fast
  • Purpose: Spec-Ops
Donated by the United States, Navy SEALs are the elite forces of the Allied infantry divisions. They are especially trained in covert operations, sneaking into enemy bases and demolishing them. Their MP5s make them deadly to enemy infantry and their C4 charges quickly raze structures to the ground. In order to sneak around defenses SEALs can also swim across bodies of water, enabling them to strike otherwise unreachable areas of an enemies base.
Further Information:
  • Can swim.
  • Invisible on radar.
  • Detects cloaked or submerged units in a 6 cell radius.
  • Infantry self-healing Level 2 (60HP every 50 frames).

Spy
  • Prerequisite: Barracks, Airforce Command HQ
  • Strength: Low
  • Primary: Makeup Kit
  • Cost: 500
  • Armor: Flak
  • Secondary: --

  • Speed: Low
  • Purpose: Infiltration
The Allies have always relied on battlefield control in order to maintain dominance against the powerful Soviet hordes. Their Spies allow them to sneak into enemy bases and wreak havoc from within. The Spy is capable of infiltrating enemy structures with the following results:
  • ENEMY CON. YARD: You will acquire enemy technology and their radar will be reset.
  • ENEMY POWER PLANT: Enemy power will shut down for 1:00 minute.
  • ENEMY REFINERY: You will steal up to 5000 credits.
  • ENEMY BARRACKS: Your infantry will train as veterans.
  • ENEMY WAR FACTORY: Your vehicles will be produced as veterans.
  • ENEMY SCIENCE LAB / WAR PALACE: You will acquire special technology.
  • ENEMY SPY SAT: The enemy radar will be reset.
  • ENEMY NUCLEAR REACTOR: Enemy power will shut down for 2:00 minutes.
  • ENEMY SUPERWEAPON: The superweapon counter will be reset.
Beware however as Spies are entirely unarmed and will be detected by Attack Dogs and Psi Corps Troopers.
Further Information:
  • Can disguise as enemy infantry.
  • Infiltrates enemy structures.
  • Infantry self-healing Level 1 (20HP every 50 frames).

Chrono Legionnaire
  • Prerequisite: Barracks, Science Lab
  • Strength: Medium
  • Primary: Neutron Rifle
  • Cost: 1100
  • Armor: Flak
  • Secondary: --

  • Speed: Instant
  • Purpose: Hit and Run
Mysterious and powerful troopers, Chrono Legionnaires are trained within top secret Allied facilities to use the incredibly sophisticated and highly guarded technology. Unlike the Chronosphere, which cannot chronoshift infantry without dire results, the Legionnaire's special suits allow them to 'shift without problems. Because of portability issues however they do take time to fully phase back into this dimension making them vulnerable after chronoshifting large distances.

Chrono Legionnaire's weapons are equally high tech. Using their Neutron Rifles they can erase any infantry, vehicle or structure from existence, leaving not a trace. During this procedure they must maintain targetting their victim, else the process is broken.
Further Information:
  • Infantry self-healing Level 1 (20HP every 50 frames).

Sniper
  • Prerequisite: Barracks, Science Lab
  • Strength: Medium
  • Primary: Sniper Rifle
  • Cost: 850
  • Armor: Flak
  • Secondary: --

  • Speed: Medium
  • Purpose: Anti-Infantry
Snipers are perfectly trained marksmen, their mission: to keep the Soviet hordes at bay. Their rifle allows them to pick of enemy infantry at great range, naturally protecting them from any retaliation. Even better they carry advanced EM shells to stop even armoured divisions in their tracks. While they do no damage to vehicles they can disable their electronics, disabling the vehicle entirely, allowing other forces to target and take them out.
Further Information:
  • Infantry self-healing Level 1 (20HP every 50 frames).

Tanya
  • Prerequisite: Barracks, Science Lab
  • Strength: Very High
  • Primary: Dual Pistols
  • Cost: 1250
  • Armor: Flak
  • Secondary: C4 Charges

  • Speed: Fast
  • Purpose: Hero
"But she's a civilian!" Sometimes you have to play your hand. The wildcard is Tanya, in essence a skilled saboteur and assassin. She prefers to get up close and personal with her enemies and so uses two pistols to blaze through infantry battalions. Tanya is also quick and skilled enough to plant C4 charges right on the treads of enemy vehicles, demolishing them quickly and cleanly. Similarly she will also take out structures instantly if she can get close enough... once Tanya is inside an enemy base it could mean the end of a Commander's career.
Further Information:
  • Immune to mind control.
  • Can swim.
  • Invisible on radar.
  • Uncrushable by most vehicles.
  • Detects cloaked or submerged units in an 8 cell radius.
  • Only 1 can be trained at once (she is still clonable).
  • Infantry self-healing Level 3 (80HP every 50 frames).


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