- Requires: Barracks
- Cost: 120
- Purpose: Basic Infantry
- Hitpoints: 260
- Armor: None
- Speed: 6
- Weapon: Machine Pistol / M60
- Range: 4 / 5
GIs 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 GI will always outmatch the Soviet Conscript and although they have a greater cost attached, their effectiveness is worth it. GIs are trained for urban combat, where they can garrison civilian structures and fire from windows.
Additional Information:
- Good vs none, flak & plate armour.
- Starting infantry for Allied countries in multiplayer (if enabled).
- Can garrison civilian structures.
- Self-healing: 16HP per tick.
- Requires: Barracks
- Cost: 250
- Purpose: Anti-tank / anti-air
- Hitpoints: 200
- Armor: Flak
- Speed: 6
- Weapon: Missile Launcher
- Range: 5 (+2 deployed) (+2 vs air)
Guardians are the all-purpose anti-armour infantry. Their rocket launchers are potent weapons against all vehicles, including aircraft - and even structures, particularly defenses. Their signature ability is to fortify themselves within prefabricated steel barriers which prevent vehicles from running over them. Deploying also provides them with a better position to shoot from, increasing their range and rate of fire.
Additional Information:
- Good vs light, medium, heavy & base defense armour.
- Uncrushable by most vehicles when deployed.
- Can garrison civilian structures.
- Self-healing: 16HP per tick.
Attack Dog
- Requires: Barracks
- Cost: 100
- Purpose: Scout / Counterespionage
- Hitpoints: 310
- Armor: None
- Speed: 11
- Weapon: Sharp Teeth
- Range: 1.5
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.
Additional Information:
- Good vs none & flak armour.
- Immune to mind control.
- Detects disguised Spies and Saboteurs (range 6).
- Detects cloaked or submerged units (range 8).
- Self-healing: 16HP per tick.
Engineer
- Requires: Barracks
- Cost: 400
- Purpose: Repair / Bomb defusal
- Hitpoints: 250
- Armor: Flak
- Speed: 6
- Weapon: --
- Range: 1.5 (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 targeting the infected unit.
Additional Information:
- Repairs friendly and neutral structures and destroyed bridges with repair huts.
- Captures neutral structures at full health and enemy structures at 40% health.
- Detects and removes Crazy Ivan bombs.
- Self-healing: 16HP per tick.
Rocketeer
- Requires: Barracks + AFCHQ
- Cost: 500
- Purpose: Harassment
- Hitpoints: 340
- Armor: Air
- Speed: 42 (jumpjet)
- Weapon: 20mm Chainguns
- Range: 5
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.
Additional Information:
- Good vs none, plate & light armour.
- Self-healing: 16HP per tick.
- Requires: Barracks + Arsenal
- Cost: 400
- Purpose: Assault
- Hitpoints: 300
- Armor: None
- Speed: 8
- Weapon: Frag Grenades
- Range: 5.5
While standard Allied infantry divisions are well-suited for defense with their ability to rapidly entrench themselves, Grenadiers are an excellent addition to any assault force. Their speed is greater than that of most infantry, and although these troops are expensive to train and equip, their damage output against most ground targets is substantial.
Additional Information:
- Good vs none, flak, light & building armour.
- Self-healing: 16HP per tick.
Navy SEAL
- Requires: Barracks + Arsenal
- Cost: 600
- Purpose: Commando
- Hitpoints: 375
- Armor: Flak
- Speed: 8
- Weapon: MP5 / C4
- Range: 5 / 1.75 (C4)
Revered among United States special forces units, the Navy SEALs became a model for elite battalions of several other Allied countries worldwide. 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. SEALs are also given extensive training in swimming, enabling them to sneak around defenses as well as strike enemy ships and submarines with their timed explosives.
Additional Information:
- Good vs none, flak, light & building armour.
- Can destroy bridges with repair huts.
- Can destroy naval vessels with C4.
- Detects cloaked or submerged units (range 6).
- Self-healing: 18HP per tick.
- Requires: Barracks + Arsenal
- Cost: 300
- Purpose: Healing
- Hitpoints: 350
- Armor: Flak
- Speed: 6
- Weapon: First-aid Kit
- Range: 3.5
The United States prides itself on taking care of its frontline troops, so an important addition to any infantry battalion is the medic. These brave, well-trained doctors are able to keep soldiers alive even in the direst circumstances, to increase their odds of fighting again. Medics are also equipped to provide emergency care packages from an IFV or a transport such as the Nighthawk, ensuring that troops will have a better chance of keeping themselves in one piece, even in the heat of battle.
Additional Information:
- Heals other Medics at 50% efficiency.
- Self-healing: 16HP per tick.
SAS Commando
- Requires: Barracks + Arsenal
- Cost: 650
- Purpose: Commando
- Hitpoints: 375
- Armor: Flak
- Speed: 8
- Weapon: P45 / Plastic Explosives
- Range: 5 / 4
Who Dares Wins. That is the motto of Her Majesty's Special Air Service Regiments, and these audacious men do everything to live up to it. Their signature tactic is aerial infiltration and assault, whether by helicopter or hangglider, meaning that they are often the first troops to enter an enemy base. Just like the Navy SEALs, they can bomb buildings, bridges, ships, or submarines, with the notable advantage that they do not need to move adjacent to the target in order to plant and set off the explosive charge. Most impressively, SAS Commandos are trained to lob their plastic explosives from a moving vehicle or transport helicopter, with pinpoint accuracy. Their submachine guns cut down infantry that get in their way, and furthermore, SAS are equipped with a unique body armour that prevents vehicles from running over them.
Additional Information:
- Good vs none, flak, light & building armour.
- Uncrushable by most vehicles.
- Uses plastic explosives against naval units.
- Can destroy bridges with repair huts.
- Detects cloaked or submerged units (range 6).
- Self-healing: 18HP per tick.
- Requires: Barracks + Arsenal
- Cost: 500
- Purpose: Frontline Combat
- Hitpoints: 500
- Armor: Plate
- Speed: 6
- Weapon: Krak Grenades
- Range: 4.5
'Rikishi' armoured warriors, as affectionately named by Imperial soldiers due to their likeness to Sumo wrestlers, are the protectors of Japan. Though slow in movement, their strength makes them excellent guardians of any base or battlefield fortification.
Additional Information:
- Good vs none, flak, light & building armour.
- When a Rikishi dies it lets out an inspiring call to victory, increasing friendly infantry armour by 35% for 15s. Effect stacks. Affects GIs, Guardian GIs, Grenadiers, Rikishis, Conscripts, Flak Troopers, Tesla Troopers, Tesla Elites & Initiates.
- Self-healing: 16HP per tick.
- Requires: Barracks + Intel. Complex
- Cost: 500
- Purpose: Infiltration
- Hitpoints: 200
- Armor: Flak
- Speed: 6
- Weapon: Make-up Kit
- Range: --
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:
- CON. YARD: The enemy radar will be reset, and you will aquire stolen technology.
- POWER PLANT / TESLA REACTOR: Enemy power will shut down for 1 minute.
- NUCLEAR REACTOR: Enemy power will shut down for 2 minutes.
- ORE REFINERY: You will steal up to 5000 credits.
- SLAVE MINER: You will steal up to 2000 credits.
- BARRACKS: Your infantry will train as veterans.
- WAR FACTORY: Your vehicles will be produced as veterans.
- ARSENAL: Grants a single-use, instantly charged Combat Drugs ability.
- OPS TOWER: Grants a single-use, instantly charged Emergency Repair ability.
- ORE PURIFIER / INDUSTRIAL PLANT: You will be able to see the total enemy credits.
- SCIENCE LAB / INSTITUTE / WAR PALACE / REVOLUTIONARY HQ: You will acquire special technology.
- SPY SAT: The enemy radar, and Master Control countdown, will be reset.
- SUPERWEAPON: The superweapon countdown will be reset.
Additional Information:
- Can disguise as other infantry.
- Self-healing: 16HP per tick.
- Requires: Barracks + Intel. Complex
- Cost: 1000
- Purpose: Harassment
- Hitpoints: 350
- Armor: Flak
- Speed: --
- Weapon: Neutron Rifle
- Range: 6
Mysterious and powerful, Chrono Legionnaires are trained within top secret European facilities to use their incredibly sophisticated and highly guarded neutron technology. Unlike the Chronosphere, which cannot Chronoshift infantry without dire results, the Legionnaire's special suit allows 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. The 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 targeting their victim, otherwise the process is broken, and the length of time it takes to erase an enemy depends on the target's material.
Additional Information:
- Good vs all armour types.
- Self-healing: 16HP per tick.
Shinobi
- Requires: Barracks + Intel. Complex
- Cost: 800
- Purpose: Infiltration / Assassination
- Hitpoints: 280
- Armor: Flak
- Speed: 8
- Weapon: Shurikens
- Range: 4
The Japanese have an unorthodox, yet time-tested counterpart to the Allied Spy. Rather than relying on disguise, these specially-trained Shinobis are able to sneak past most enemies using a combination of smoke bombs and incredible agility. Furthermore, their shurikens make short work of enemy infantry that get in their way, even while the Shinobi remains unseen. However, their primary purpose is identical to that of the Spy. The Shinobi is capable of infiltrating enemy structures with the following results:
- CON. YARD: The enemy radar will be reset, and you will aquire stolen technology.
- POWER PLANT / TESLA REACTOR: Enemy power will shut down for 1 minute.
- NUCLEAR REACTOR: Enemy power will shut down for 2 minutes.
- ORE REFINERY: You will steal up to 5000 credits.
- SLAVE MINER: You will steal up to 2000 credits.
- BARRACKS: Your infantry will train as veterans.
- WAR FACTORY: Your vehicles will be produced as veterans.
- ARSENAL: Grants a single-use, instantly charged Combat Drugs ability.
- OPS TOWER: Grants a single-use, instantly charged Emergency Repair ability.
- ORE PURIFIER / INDUSTRIAL PLANT: You will be able to see the total enemy credits.
- SCIENCE LAB / INSTITUTE / WAR PALACE / REVOLUTIONARY HQ: You will acquire special technology.
- SPY SAT: The enemy radar, and Master Control countdown, will be reset.
- SUPERWEAPON: The superweapon countdown will be reset.
Additional Information:
- Good vs none, flak & plate armour.
- Can deploy to cloak for 45 seconds, with a delay of 15 seconds before being able to cloak again.
- Detects cloaked or submerged units (range 4).
- Can attack while cloaked.
- Self-healing: 16HP per tick.
Wasp
- Requires: Barracks + AFCHQ + Intel. Complex
- Cost: 800
- Purpose: Harassment
- Hitpoints: 380
- Armor: Air
- Speed: 11 (jumpjet)
- Weapon: Stinger Rockets
- Range: 6 (+4 vs air)
The only thing stronger than a Wasp Regiment's loyalty to the Empire is the blast of their armour-piercing rockets. Essentially an adaption of the generic Allied Rocketeer, these soldiers are equipped with an array of extremely compact missiles, allowing them to carry a practically unlimited supply, to keep hostile armour and aircraft at bay. If a Japanese Commander is feeling especially daring, they may even be used to harrass an enemy base, as they can rapidly move to an enemy position, unleash volleys of rockets to devestate the enemy in seconds, and escape retaliation with their jetpacks. However, they are best used in combination with regular Rocketeers or Disruptors, as their homing missiles will not effectively track infantry, and thus deal only minimal damage.
Additional Information:
- Good vs light, medium & air armour.
- Self-healing: 16HP per tick.
Headhunter
- Requires: Barracks + Science Lab
- Cost: 1000
- Purpose: Ambush
- Hitpoints: 300
- Armor: None
- Speed: 7
- Weapon: C10 Rifle / Target Painter
- Range: 7 / 10
Details of the legendary 'Headhunter' training program are known only to certain US Special Forces officers of the highest rank. What is known worldwide is their ruthless effectiveness. Armed with mid-range anti-materiel sniper rifles, and capable of extensive evasion techniques, they have become a go-to option for any kind of covert mission, even rivalling the Navy SEALs. As a result, Headhunters are rumoured to be responsible for a slew of secret assassinations and sabotage missions in Latin America, North Africa, and Eastern Europe. In addition to their high-powered, silenced rifles which make quick work of infantry and even take apart armoured vehicles, every Headhunter is equipped with a special laser beacon, that allows them to designate a structure for aerial demolition at long range. Once the target is painted with a laser, it is only a matter of time until a stealth aircraft arrives to turn the building into rubble.
Additional Information:
- Good vs none, flak & light armour.
- Remains cloaked at all times and can attack without being revealed.
- Uses a target painter to designate buildings for an airstrike. The airstrike deals substantial damage but multiple bombing runs will usually be required.
- Detects cloaked or submerged units (range 4).
- Self-healing: 18HP per tick.
- Requires: Barracks + Science Lab
- Cost: 1100
- Purpose: Crowd Control
- Hitpoints: 500
- Armor: Plate
- Speed: 6
- Weapon: Perturbator Cannon
- Range: 7
Originally a novel approach to riot control, the Sonic Enforcer is equipped with an armoured suit even hardier than that of the Soviet Tesla Troopers, and a unique weapon: a 'Perturbator' Sound Cannon, which emits a low-frequency air vibration that crushes and tears apart practically anything in its path. Only the specialized armour of the Enforcers is made to resist the shockwave, which is lethal to unprotected personnel, and inflicts serious damage on vehicles. The drawbacks are the risk of friendly fire that comes with many of Europe's highly destructive weapons, as well as a low rate of fire and a slow movement speed due to lugging all the heavy equipment and weaponry around. Nonetheless, Sonic Enforcers are not to be underestimated: hostile ground forces that get in range of them are unlikely to survive for long.
Additional Information:
- Good vs none, flak, plate, medium & heavy armour.
- Weapon damages all units in its line of fire, friend or foe, except other Sonic Enforcers.
- Uncrushable by most vehicles.
- Self-healing: 18HP per tick.
- Requires: Barracks + Science Lab
- Cost: 900
- Purpose: Anti-infantry / Anti-tank
- Hitpoints: 280
- Armor: Flak
- Speed: 7
Snipers are perfectly trained marksmen with one mission: to keep the Soviet hordes at bay. Their rifle allows them to pick off enemy infantry at great range, naturally protecting them from any retaliation. Even better, they carry advanced EM shells to stop armour divisions in their tracks. While they do no damage to vehicles they can disable their electronics, shutting down the vehicle entirely, allowing other forces to target them and take them out.
Additional Information:
- Good vs none, flak & plate armour.
- Weapon EMPs vehicles for up to 14 seconds.
- Self-healing: 18HP per tick.
- Requires: Barracks + Institute
- Cost: 900
- Purpose: Anti-infantry
- Hitpoints: 325
- Armor: Plate
- Speed: 7
- Weapon: Freeze Spray
- Range: 8
After calling a truce with the Americans in the Pacific War, the Empire of Japan had an equally brutal and costly war to fight against the new common enemy, Stalin's USSR. The Second Great World War was a time of new challenges for Japan, and although they eventually joined the other Allied nations in turning the tide to triumph against the forces of communism, there were many lessons to be learned. Imperial military leaders swore to never again be outmatched and unprepared in a winter environment as they initially were in the bloody battles of Sakhalin/Karafuto, Kamchatka, Ulaanbaatar, and Harbin. An interesting solution was developed decades later, in the form of Cryo technology: the use of ultra-insulated armour suits, and a formula of industrial-strength Heat Transfer Fluids that could lower temperature by tens of degrees in mere seconds.
Additional Information:
- Good vs none, flak & plate armour.
- Freeze spray creates lingering freezing clouds that further damage enemies.
- Immune to Dogs.
- Weapon slows enemies by 50%. Effect does not stack.
- Uncrushable by most vehicles.
- Self-healing: 18HP per tick.
- Requires: Barracks + Science Lab
- Cost: 1500
- Purpose: Special Ops
- Hitpoints: 1100
- Armor: Flak
- Speed: 9
- Weapon: Dual Pistols / C4
- Range: 6 / 1.75
"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 skilled enough to plant C4 charges right on the treads of enemy vehicles, demolishing them quickly and cleanly. 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.
Additional Information:
- Good vs all armour types.
- Build limit of 1 and cannot be cloned.
- Immune to mind control.
- Uncrushable by most vehicles.
- Detects disguised Spies and Saboteurs.
- Detects cloaked or submerged units (range 8).
- Self-healing: 22HP per tick.
- Cloaks when not moving or attacking.
Wojtek
- Requires: Barracks + Science Lab
- Cost: 1000
- Purpose: Frontline Combat
- Hitpoints: 1800
- Armor: Plate
- Speed: 8
A great symbol of Europe's will to fight, particularly for the Polish people whom Wojtek first fought alongside during the Second Great War, this soldier bear is a strange anomaly among the raft of Europe's future-tech armoury. Originally discovered as a cub by Brut during the war, Wojtek was brought along with the young soldier as a companion, boosting morale and even famously helping the fight against the Soviet invasion, in what minimal way he could. Since then Wojtek has refused to leave Brut's side, and has joined him in numerous combat situations, being trained and uniquely armoured for combat. His claws make mince meat of enemy infantry and light vehicles, and once when enraged he becomes an almost unstoppable creature. If they say "fight fire with fire" then perhaps Wojtek is the only thing that can challenge the Russian bear.
Additional Information:
- Good vs none, flak, plate & light armour.
- Build limit of 1 and cannot be cloned.
- Immune to Dogs & mind control.
- Can deploy every 60 seconds to enrage, buffing himself +60% firepower, +50% speed & +50% armour for 30s.
- Uncrushable by most vehicles.
- Detects disguised Spies and Saboteurs.
- Detects cloaked or submerged units (range 6).
- Self-healing: 22HP per tick.
Brut
- Requires: Barracks + Science Lab
- Cost: 1500
- Purpose: Flying Commando
- Hitpoints: 800
- Armor: Air
- Speed: 42 (jumpjet)
- Weapon: Time Web / 'Havoc' Rockets
- Range: 6 / 6 (+4 vs air)
Considering the advanced machinery Europe deploys in their vehicles, it is no surprise speed is the Federation's weakness. To better respond to rapid attacks on the field, an experimental flight suit was developed. Due to its advanced mechanics a unique training program was set up for elite soldiers to see who could fly it best. Only one soldier made it through the entire program: veteran commando Brut. He now wields the suit to defend Europe's borders against the Soviets ever looming threat, with the help of his companion Wojtek. Equipt with an experimental 'chrono-net' launcher, which freezes affected units in time, he is perfect for trapping enemies in place, allowing Wojtek to catch up on foot and tear them apart. Furthermore Brut is equipt with light rockets, perfect for targeting aircraft or structures, which are unaffected by his chrono trap.
Additional Information:
- Good vs light, medium, building & air armour.
- Build limit of 1 and cannot be cloned.
- Time Web disables infantry and vehicles caught within for 15 seconds.
- Detects disguised Spies and Saboteurs.
- Self-healing: 22HP per tick.
Spanner
- Requires: Barracks + Science Lab
- Cost: 1500
- Purpose: Vehicle Repairs
- Hitpoints: 900
- Armor: Flak
- Speed: 6
- Weapon: Tactical Throwing Wrench
- Range: 5 / 3.5 (area)
The UK's powerful force of gadgets and heavy machinery need maintenance to function. From among the the ranks of countless mechanics arose Spanner, a gifted engineer knowing the inner workings of any British vehicle. While she be but a working class lass, her importance on the battlefield can be felt as she operates in the midst of combat to keep the real fighting machines functioning. But of course she couldn't stay entirely out of the fight... Spanner personally designed the
Decimator Mech, a quick bipedal walker armed with laser and plasma cannons. Only she knows how to drive the damn thing, and it probably isn't above board, but it is too damn effective not to get used.
Additional Information:
- Good vs none, flak & light armour.
- Build limit of 1 and cannot be cloned.
- Immune to radiation, poison gas & mind control.
- Can deploy to rapidly repair friendly vehicles in a 3.5 cell radius.
- Can uniquely operate the Annihilator Turret & Decimator Mech.
- Uncrushable by most vehicles.
- Detects disguised Spies and Saboteurs.
- Detects cloaked or submerged units (range 6).
- Self-healing: 22HP per tick.
- Requires: Barracks + Institute
- Cost: 1500
- Purpose: Amphibious Assault
- Hitpoints: 900
- Armor: Plate
- Speed: 11
- Weapon: Blaster / Magnetosphere
- Range: 4 / 5 (area)
A scientist on the cutting edge of Japanese weapons development, Minamoto is perhaps the Empire's best asset - having lead the first weaponised weather control project and the brains behind much of the advanced jumpjet and amphibious techniques the nation employs. On the battlefield he can also pose a real threat, with an almost continuously firing high powered laser blaster capable of slicing through flesh and armour alike. Minamoto also possesses what he calls a "magnetopshere". When activated it manipulates the magnetic field, protecting him from harm by deflecting enemy fire and slowing down vehicles caught in the area. His real asset, however, is the mobility coming from his personally designed hoverboard, granting him the ability to traverse both land and water.
Additional Information:
- Good vs none, flak, plate, light, medium & heavy armour.
- Build limit of 1 and cannot be cloned.
- Immune to radiation, poison gas, Dogs & mind control.
- Deploys to activate the Magnetosphere, massively boosting his hitpoints while slowing enemy vehicles in the vicinity.
- Uncrushable by most vehicles.
- Detects disguised Spies and Saboteurs.
- Detects cloaked or submerged units (range 6).
- Self-healing: 22HP per tick.